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Python pygame.Rect类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中pygame.Rect的典型用法代码示例。如果您正苦于以下问题:Python Rect类的具体用法?Python Rect怎么用?Python Rect使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了Rect类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: make_stats_box

def make_stats_box(screen, player, dungeon_level, box_x_start, box_heigth, box_width):
    """Create the box displaying the stats
       @param screen: the screen to draw on
       @param player: the player object
       @param dungeon_level: the current dungeon level
       @param box_x_start: rectangle upper left corner x-coordinate 
       @param box_heigth: height of rectangle
       @param box_width: width of rectangle
    """

    #create the rectangle
    stats_box = Rect(box_x_start, 0, box_width, box_heigth)
    #set font type
    stats_font = font.SysFont('arial', 20)
    #render game info
    player_HP = stats_font.render("Hit Points: " + str(player.getHP()), True, Color('white'))
    player_AP = stats_font.render("Attack Power: " + str(player.getAttackPower()), True, Color('white'))
    player_Armor = stats_font.render("Armor: " + str(player.getArmor()), True, Color('white'))
    level = stats_font.render("Dungeon Level: " + str(dungeon_level), True, Color('white'))

    #For each line of text, draw it on the screen and move the rectangle for the next line
    screen.fill(Color('Black'), stats_box)
    screen.blit(player_HP, stats_box)
    screen.blit(player_AP, stats_box.move(0, player_HP.get_height()))
    screen.blit(player_Armor, stats_box.move(0, player_HP.get_height() + player_AP.get_height()))
    screen.blit(level, stats_box.move(0, player_HP.get_height() + player_AP.get_height() + player_Armor.get_height()))
开发者ID:daniehol,项目名称:Roguelike,代码行数:26,代码来源:Gamescreen.py


示例2: __init__

class Button:

    def __init__(self):
        self.buttonOn = ButtonOn()
        self.buttonOff = ButtonOff()
        self.isOn = False;
        self.rect = Rect(0,0,0,0)

    def get_sprite(self):
        if self.isOn:
            return self.buttonOn
        else:
            return self.buttonOff

    def set_x(self, x):
        self.buttonOn.rect.x = x
        self.buttonOff.rect.x = x
        self.rect = self.buttonOn.rect

    def set_y(self, y):
        self.buttonOn.rect.y = y
        self.buttonOff.rect.y = y
        self.rect = self.buttonOn.rect

    def check_pressed(self, pressed, x, y):
        if pressed:
            if self.rect.collidepoint(x, y):
                self.isOn = True
        return self.isOn

    def check_point(self, x, y):
        return self.rect.collidepoint(x, y)

    def set_pressed(self, pressed):
        self.isOn = pressed
开发者ID:MattGuerrette,项目名称:ZeroQuest,代码行数:35,代码来源:button.py


示例3: pick_rect

    def pick_rect(points, rects):
        ox, oy = sorted([ (sum(p), p) for p in points ])[0][1]
        x = ox
        y = oy
        ex = None            

        while 1:
            x += 1
            if not (x, y) in points:
                if ex is None:
                    ex = x - 1

                if ((ox, y+1) in points):
                    if x == ex + 1 :
                        y += 1
                        x = ox

                    else:
                        y -= 1
                        break
                else:
                    if x <= ex: y-= 1
                    break

        c_rect = Rect(ox*tilewidth,oy*tileheight,\
                     (ex-ox+1)*tilewidth,(y-oy+1)*tileheight)

        rects.append(c_rect)

        rect = Rect(ox,oy,ex-ox+1,y-oy+1)
        kill = [ p for p in points if rect.collidepoint(p) ]
        [ points.remove(i) for i in kill ]

        if points:
            pick_rect(points, rects)
开发者ID:bitcraft,项目名称:lpc1,代码行数:35,代码来源:utils.py


示例4: get_item_at_pos

    def get_item_at_pos (self, position):
        """L.get_item_at_pos (...) -> ListItem

        Gets the item at the passed position coordinates.
        """
        eventarea = self.rect_to_client ()
        if not eventarea.collidepoint (position):
            return None
        position = position[0] - eventarea.left, position[1] - eventarea.top
        
        border = base.GlobalStyle.get_border_size \
                 (self.__class__, self.style,
                  StyleInformation.get ("ACTIVE_BORDER")) * 2

        posy = self.vadjustment
        items = self.scrolledlist.items
        width = eventarea.width
        bottom = eventarea.bottom
        images = self.images
        spacing = self.scrolledlist.spacing

        for item in items:
            rect = Rect (images [item][1])
            rect.y = posy
            rect.width = width + border
            if rect.bottom > bottom:
                rect.height = bottom - rect.bottom + border
            if rect.collidepoint (position):
                return item
            posy += images[item][1].height + spacing + border
        return None
开发者ID:BGCX067,项目名称:eyestabs-svn-to-git,代码行数:31,代码来源:ListViewPort.py


示例5: bar

    def bar(self, surface, text, pos, w=300):
        rect = Rect(pos, (w, 60))
        draw.rect(surface, (0, 200, 200), rect)

        sf = font.SysFont('blah', 60, bold=False, italic=False)
        txt = sf.render(text, True, (0, 0, 0))
        surface.blit(txt, rect.inflate(-10, -10))
开发者ID:keltoff,项目名称:Demiurge,代码行数:7,代码来源:screen.py


示例6: Projectile

class Projectile(sprite.Sprite):
    def __init__(self, pos, tower, target, image, speed, damage):
        sprite.Sprite.__init__(self)
        self.pos = pos
        self.tower = tower
        self.target = target
        self.image = image
        self.speed = speed
        self.damage = damage
        self.rect = Rect(self.pos, self.image.get_size())

        self.angle = atan2((self.target.rect.centery-self.rect.centery),
                                (self.target.rect.centerx-self.rect.centerx))
        self.x_speed = cos(self.angle)*self.speed
        self.y_speed = sin(self.angle)*self.speed

    def update(self, monsters, screen):

        # Kills the projectile if it doesn't get there before the target dies
        if self.target is None:
            self.kill()
            return

        # Calculates where the projectile needs to go
        self.angle = atan2((self.target.rect.centery-self.rect.centery),
                                (self.target.rect.centerx-self.rect.centerx))

        distance = hypot(self.target.rect.centerx - self.rect.centerx,
                              self.target.rect.centery - self.rect.centery)
        mod = self.target.speed+1
        # Calculates the X and Y speed
        xspeed, yspeed = cos(self.angle)*mod, sin(self.angle)*mod
        self.x_speed = xspeed + xspeed/abs(xspeed) if xspeed != 0 else 0
        self.y_speed = yspeed + yspeed/abs(yspeed) if yspeed != 0 else 0

        # If the projectile is within range, it hit the target
        if abs(self.rect.centerx - self.target.rect.centerx) <= 20:
            if abs(self.rect.centery - self.target.rect.centery) <= 20:
                self.do_damage(monsters)
                self.kill()
            else:
                self.rect.move_ip((self.x_speed, self.y_speed))
        else:
            self.rect.move_ip((self.x_speed, self.y_speed))

        # Destroys the projectile if it goes off screen
        if not screen.contains(self.rect):
            self.kill()

    def do_damage(self, monsters):
        for monster in monsters:
            # Does damage to the target, and adds kills and money rewards if it dies, also adds damage_done to tower
            if monster == self.target:
                # dmg_result returns (None/Value of monster, Damage done by projectile)
                dmg_result = monster.damage(self.damage)
                if dmg_result[0] is not None:
                    self.tower.kills += 1
                    self.tower.turn_yield += dmg_result[0]
                self.tower.damage_done += dmg_result[1]
                break
开发者ID:brandonsturgeon,项目名称:Tower_Defense,代码行数:60,代码来源:projectile.py


示例7: init

    def init (self):
        n_pads = pg.joystick.get_count()
        if n_pads == 0:
            img = 'nopads'
        elif n_pads == 1:
            img = '1pad'
        else:
            img = '2pads'

        gm_r = Rect((0, 0), self.graphics.size)
        frame = gm_r.inflate(*(-2 * w for w in conf.INTRO_FRAME_WIDTH))
        viewport = GraphicsManager(self.scheduler, frame.size)
        setup_bg(viewport, 1, self.scheduler)
        text = Graphic('intro-{0}.png'.format(img))
        viewport.add(text)
        text.align()
        self.graphics.add(
            util.tile_graphic(Graphic('solid.png'), gm_r, 1),
            viewport
        )
        viewport.align()

        for i in xrange(n_pads):
            pg.joystick.Joystick(i).init()
        self.evthandler.add((pg.KEYDOWN, pg.JOYBUTTONDOWN,
                             lambda: conf.GAME.switch_world(Level)))
开发者ID:ikn,项目名称:boom,代码行数:26,代码来源:level.py


示例8: get_aa_round_rect

def get_aa_round_rect(size, radius, color):
    surface = Surface(size, flags=SRCALPHA).convert_alpha()
    rect = Rect((0, 0), size)
    color = Color(*color)
    alpha = color.a
    color.a = 0
    rectangle = Surface(size, SRCALPHA)
    #here 5 is an arbitrary multiplier, we will just rescale later
    circle = Surface([min(size) * 5, min(size) * 5], SRCALPHA)
    draw.ellipse(circle, (0,0,0), circle.get_rect(), 0)
    circle = transform.smoothscale(circle, (2*radius, 2*radius))
    #now circle is just a small circle of radius
    #blit topleft circle:
    radius_rect = rectangle.blit(circle, (0, 0))
    #now radius_rect = Rect((0, 0), circle.size), rect=Rect((0, 0), size)
    #blit bottomright circle:
    radius_rect.bottomright = rect.bottomright #radius_rect is growing
    rectangle.blit(circle, radius_rect)
    #blit topright circle:
    radius_rect.topright = rect.topright
    rectangle.blit(circle, radius_rect)
    #blit bottomleft circle:
    radius_rect.bottomleft = rect.bottomleft
    rectangle.blit(circle, radius_rect)
    #black-fill of the internal rect
    rectangle.fill((0, 0, 0), rect.inflate(-radius_rect.w, 0))
    rectangle.fill((0, 0, 0), rect.inflate(0, -radius_rect.h))
    #fill with color using blend_rgba_max
    rectangle.fill(color, special_flags=BLEND_RGBA_MAX)
    #fill with alpha-withe using blend_rgba_min in order to make transparent
    #the
    rectangle.fill((255, 255, 255, alpha), special_flags=BLEND_RGBA_MIN)
    surface.blit(rectangle, rect.topleft)
    return surface
开发者ID:YannThorimbert,项目名称:Thorpy-1.5.2a,代码行数:34,代码来源:graphics.py


示例9: CircleUnionObject

class CircleUnionObject(PhysicsObject):
    def __init__(self,particle,color):
        '''
        Constructor
        '''
        PhysicsObject.__init__(self,particle)
        
        self.rect = Rect(0,0,0,0)
        for c in particle.collider.colliders:
            radius = int(c.r)
            rect = pygame.Rect(c.p.x-radius,c.p.y-radius,radius*2+1, radius*2+1)   
            self.rect.union_ip(rect) 
        
        self.original = pygame.surface.Surface([self.rect.width,self.rect.height],SRCALPHA)
                
        for c in particle.collider.colliders:
            radius = int(c.r)
            x = int(c.p.x)
            y = int(c.p.y)
            pygame.gfxdraw.aacircle(self.original, x-self.rect.left,y-self.rect.top,radius,color)
            pygame.gfxdraw.filled_circle(self.original,x-self.rect.left,y-self.rect.top,radius,color)
        
        self.view = self.original
           
        self.update()
开发者ID:jeamesbone,项目名称:N-Arcs,代码行数:25,代码来源:object.py


示例10: __init__

    def __init__(self, pygameWindow,gameVariable,images):

        # bool hodnoty
        self.notOver = True
        self.startGame = False
        self.closeGame = False
        self.loadGame = False

        self.gameVariable = gameVariable

        # okno
        self.window = pygameWindow
        self.images = images

        #velkosti

        self.rectWidth = pygameWindow.get_width() / 3
        self.rectHeight = pygameWindow.get_height()  / 10

        self.rectX = (pygameWindow.get_width() / 2) - (self.rectWidth / 2)


        # Rect(top,left, width, height)
        self.nazovHryRect = Rect(0,0,self.window.get_width(),pygameWindow.get_height()/3)
        self.newGameRect = Rect(self.rectX, 150, self.rectWidth, self.rectHeight)
        self.loadGameRect = Rect(self.rectX, 250, self.rectWidth, self.rectHeight)
        self.exitRect = Rect(self.rectX, 350, self.rectWidth, self.rectHeight)

        # font a texty
        font.init()
        self.font = font.SysFont("norasi",int(self.rectHeight/2))

        #iniclializacia lablov
        self._initLabel()
开发者ID:salian2,项目名称:Semestralka-UNIX,代码行数:34,代码来源:Menu.py


示例11: testUnionAll

 def testUnionAll( self ):
     r1 = Rect( 0, 0, 1, 1 )
     r2 = Rect( -2, -2, 1, 1 )
     r3 = Rect( 2, 2, 1, 1 )
     
     r4 = r1.unionall( [r2,r3] )
     self.assertEqual( Rect(-2, -2, 5, 5), r4 )
开发者ID:BSierakowski,项目名称:personal_code,代码行数:7,代码来源:rect_test.py


示例12: draw

 def draw(self, screen, work_rects=None):
     """Draw the map to the screen"""
     if work_rects is None:
         work_rects = [Rect(0,0,screen.get_width(),screen.get_height())]
     extra_things = collections.defaultdict(list)
     for (k,v) in self.map_to_draw.objects.items():
         extra_things[k].extend(v)
     extra_things[self.map_coords(pygame.mouse.get_pos(), screen)].append(self.mouse_cursor)
     for i in range(self.map_to_draw.w):
         for j in range(self.map_to_draw.h):
             view_x =  32*i-32*j
             view_y =  16*i+16*j
             x, y = view_x - self.view_x + screen.get_width()//2, view_y-self.view_y + screen.get_height()//2
             t = self.map_to_draw.terrain((i,j))
             s = t.sprite
             s_pos = Rect(x-32,y+16-s.get_height(),s.get_width(),s.get_height())
             if s_pos.collidelist(work_rects)>=0:
                 screen.blit(s, s_pos)
                 if (i,j) in extra_things:
                     for t in extra_things[(i,j)]:
                         if isinstance(t, pygame.Surface):
                             s = t
                         else:
                             s = t.sprite
                         screen.blit(s,(x-32,y+16-s.get_height()))
开发者ID:jjvv,项目名称:gearhead-prime,代码行数:25,代码来源:sdlmap.py


示例13: _draw_animation

    def _draw_animation(self, entity):
        height = entity.cliche.surface.get_height()
        dest = Rect(0, 0, height, height)
        dest.center = self._on_screen(entity.position)

        self.screen.blit(entity.cliche.surface, dest,
                         entity.cliche.active_rect)
开发者ID:mrhania,项目名称:studies,代码行数:7,代码来源:systems.py


示例14: update_world_window

    def update_world_window(self, screen, world_s, camera, floor_s, map_data):
        blit_area = Rect(0, 0, 64, 64)
        # Get the dirty tile -coordinates from map_data
        for dirty_tile_position in map_data.get_dirty_tile_positions:
            # Calculate the screen position for given tile
            dirty_world_position = world_pos_of_tile(dirty_tile_position)

            area_x, area_y = dirty_tile_position
            blit_area.topleft = (area_x * 64, area_y * 64)

            # Blit the tile from floor, to screen.
            world_s.blit(floor_s, dirty_world_position, blit_area)
            # Blit items in the tile

            # Try if this position contains a list of items. Note: these may fail :s
            items_in_position = map_data.get_items_on_position(dirty_tile_position)
            if items_in_position is not None:
                self.draw_items_on_tile(world_s, items_in_position, dirty_world_position)

            # Blit character in here.
            character = map_data.get_character_on_position(dirty_tile_position)
            if character is not None:
                world_s.blit(character.surface, dirty_world_position)

            camera_rectangle = camera.get_viewport_rect
            assert isinstance(camera_rectangle, Rect)
            screen.blit(world_s, (16,16), area=world_rect_of_tile_rect(camera_rectangle))

        map_data.reset_dirty_tiles()
开发者ID:rytai,项目名称:ReStart,代码行数:29,代码来源:dirty_drawing.py


示例15: create_platforms_rect

	def create_platforms_rect(self, tiles, layer):
		""" Create a collision rect for each non-empty tile segment, that is, one or more tiles together """
		if len(tiles) < 1:
			return False

		x, y = tiles.pop(0)
		width = self.map.content['tilewidth']
		height = self.map.content['tileheight']
		rect = Rect((0, 0, 0, 0))
		rect.left = x * width
		rect.top = y * height
		rect.width = width
		rect.height = height
		# self.platforms.append(Platform(rect, layer))
		n_tiles_x, n_tiles_y = 0, 0

		# exclude the tiles we're about to create a platform for
		excluded_tiles = []
		for (n_x, n_y) in tiles:
			if abs(n_x - x) == n_tiles_x and n_y == y:
				rect.width += width
				n_tiles_x += 1
				excluded_tiles.append((n_x, n_y))
			if abs(n_y - y) == n_tiles_y and n_x == x:
				rect.height += height
				n_tiles_y += 1
				excluded_tiles.append((n_x, n_y))

		self.platforms.append(Platform(rect, layer))
		self.create_platforms_rect([t for t in tiles if not t in excluded_tiles], layer)
开发者ID:glhrmfrts,项目名称:rgb,代码行数:30,代码来源:physics.py


示例16: draw_sprite

    def draw_sprite(self, sprite, ratio=None):
        if ratio is None:
            ratio = self.ratio

        # calculate the size of the shadow
        w = sprite.rect.width * ratio + 1
        h = w/2
        rect = Rect(0,0,w,h)
        
        # shrink the shadow according to height
        if hasattr(sprite, "height"):
            height0 = sprite.__class__.height
            ratio = (height0 - sprite.height) / float(height0)
            rect.width = max(8, rect.width * ratio)
            rect.height = max(4, rect.height * ratio)

        # move the the midbottom of the sprite
        rect.center = sprite.rect.midbottom
        rect.x -= 1
        rect.y -= 3

        # if the sprite has a height property, use it to move the shadow
        if hasattr(sprite, "height"):
            rect.y += sprite.height


        # draw to the layer
        pygame.draw.ellipse(self._layer, self.color, rect)
开发者ID:HampshireCS,项目名称:CS112-Spring2012,代码行数:28,代码来源:shadows.py


示例17: __init__

 def __init__(self,midbottom):
     Rect.__init__(self,self.rect)
     self.midbottom  = midbottom
     self.dx         = random()-0.5
     self.X          = self.x
     self.dy         = 4+random()
     self.Y          = self.y
开发者ID:amoliu,项目名称:curriculum-deep-RL,代码行数:7,代码来源:enemy.py


示例18: draw_round_border

def draw_round_border(surface, width=4, color=None, bounds=None):
    """draw_round_border(Surface, line_width, Color, Rect) => None
       only Surface is required"""
    h = surface.get_height()
    w = surface.get_width()
    img = dialog.circle_border_image
    if color == None: color = pygame.color.Color("white")
    if bounds == None: bounds = surface.get_rect()

    r = Rect(0,0,8,8)
    border = bounds.inflate(-8,-8)
    border.topleft = bounds.topleft

    surface.blit(img, border.topleft, r)
    r.top = 8
    surface.blit(img, border.bottomleft, r)
    r.left = 8
    surface.blit(img, border.bottomright, r)
    r.top = 0
    surface.blit(img, border.topright, r)
    
    i = bounds.inflate(-17,-17)
    o = bounds.inflate(-3,-3)
    o.topleft = bounds.topleft
    draw.line(surface, color, (i.left,o.top),(i.right,o.top),       4 )
    draw.line(surface, color, (o.left,i.top),(o.left,i.bottom),     4 )
    draw.line(surface, color, (i.left,o.bottom),(i.right,o.bottom), 4 )
    draw.line(surface, color, (o.right,i.top),(o.right,i.bottom),   4 )
开发者ID:bpa,项目名称:renegade,代码行数:28,代码来源:dialog.py


示例19: _prepare_sprite

    def _prepare_sprite(self, sprite):
        """Prepare a sprite before drawing.

        Return the corresponding rectangle.
        """
        # Aliases
        old_rect_dct = self.spritedict
        use_update = self._use_update
        # Test dirty rects
        try: sprite.dirty_rects
        except AttributeError: sprite.dirty_rects = None
        # Update dirtyness
        if not sprite.dirty and sprite.dirty_rects:
            sprite.dirty = 1
        # Get actual size
        try: size_rect = Rect((0,0), sprite.source_rect.size)
        except AttributeError: size_rect = Rect((0,0), sprite.rect.size)
        # Compare rect
        new_rect = size_rect.move(sprite.rect.topleft)
        has_moved = new_rect != old_rect_dct[sprite]
        # Whole rect is dirty
        if not use_update or has_moved or sprite.dirty_rects is None:
            sprite.dirty_rects = [size_rect]
            return new_rect
        # Clip the dirty rects
        for k, area in enumerate(sprite.dirty_rects):
            sprite.dirty_rects[k] = area.clip(size_rect)
        # Return
        return new_rect
开发者ID:YoannQDQ,项目名称:pyweek-dojo,代码行数:29,代码来源:view.py


示例20: grow_rect

    def grow_rect(self, rect, growth, rects, direction):
        """Tries to grow a rectangle in the specified direction

        Returns whether the growth succeeded"""
        changed = False
        if growth[direction]:
            left, top, width, height = rect.x, rect.y, rect.w, rect.h
            if direction == LEFT:
                left -= 1
                width += 1
            elif direction == RIGHT:
                width += 1
            elif direction == DOWN:
                height += 1
            elif direction == UP:
                top -= 1
                height += 1
            new = Rect(left, top, width, height)
            if not (set(util.points_in(new)) - self.space) and len(new.collidelistall(rects)) == 1:
                rect.left = left
                rect.width = width
                rect.top = top
                rect.height = height
                changed = True
                #if rect.width >= 8 and rect.height >= 8 and random.randrange(5) == 0:
                #    growth[direction] = False
            else:
                growth[direction] = False

        return changed
开发者ID:Ragzouken,项目名称:agutaywusyg,代码行数:30,代码来源:castle.py



注:本文中的pygame.Rect类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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