Python pygame 模块,RLEACCEL 实例源码

我们从Python开源项目中,提取了以下9个代码示例,用于说明如何使用pygame.RLEACCEL

项目:solarwolf    作者:pygame    | 项目源码 | 文件源码
def textlined(self, color, text, center=None, pos='center'):
        darkcolor = [int(c//2) for c in color]
        if text is None: text = ' '
        try:
            if gfx.surface.get_bytesize()>1:
                img1 = self.font.render(text, 1, color)
                img2 = self.font.render(text, 1, darkcolor)
            else:
                img1 = img2 = self.font.render(text, 0, color)
                img2 = self.font.render(text, 0, darkcolor)
        except (pygame.error, TypeError):
            img1 = img2 = pygame.Surface((10, 10))

        newsize = img1.get_width()+4, img1.get_height()+4
        img = pygame.Surface(newsize)
        img.blit(img2, (0, 0))
        img.blit(img2, (0, 4))
        img.blit(img2, (4, 0))
        img.blit(img2, (4, 4))
        img.blit(img1, (2, 2))
        img = img.convert()
        img.set_colorkey((0,0,0), pygame.RLEACCEL)
        r = self._positionrect(img, center, pos)
        return [img, r]
项目:solarwolf    作者:pygame    | 项目源码 | 文件源码
def textshadowed(self, color, text, center=None, pos='center'):
        darkcolor = [int(c//2) for c in color]
        if text is None: text = ' '
        try:
            if gfx.surface.get_bytesize()>1:
                img1 = self.font.render(text, 1, color)
                img2 = self.font.render(text, 1, darkcolor)
            else:
                img1 = img2 = self.font.render(text, 0, color)
                img2 = self.font.render(text, 0, darkcolor)
        except (pygame.error, TypeError):
            img1 = img2 = pygame.Surface((10, 10))

        newsize = img1.get_width()+2, img1.get_height()+2
        img = pygame.Surface(newsize)
        img.blit(img2, (2, 2))
        img.blit(img1, (0, 0))
        img = img.convert()
        img.set_colorkey((0,0,0), pygame.RLEACCEL)
        r = self._positionrect(img, center, pos)
        return [img, r]
项目:jackit    作者:vix597    | 项目源码 | 文件源码
def image_at(self, rect, colorkey=None, x_mirror=False, y_mirror=False, rotation=0):
        '''
        Load image at rect
        '''
        rect = pygame.Rect(rect)
        image = pygame.Surface(rect.size).convert()
        image.blit(self.sheet, (0, 0), rect)

        if x_mirror or y_mirror:
            image = pygame.transform.flip(image, x_mirror, y_mirror)
        if rotation > 0:
            image = pygame.transform.rotate(image, rotation)

        # Determine the color key after transforms. Fix for weird graphics issue
        # in pygame_sdl2 refs #62
        if colorkey is not None:
            if colorkey is -1:
                colorkey = image.get_at((0, 0))
            image.set_colorkey(colorkey, pygame.RLEACCEL)

        return image
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_set_alpha(self):

        # __doc__ (as of 2008-08-02) for pygame.surface.Surface.set_alpha:

          # Surface.set_alpha(value, flags=0): return None
          # Surface.set_alpha(None): return None
          # set the alpha value for the full Surface image
          #
          # Set the current alpha value fo r the Surface. When blitting this
          # Surface onto a destination, the pixels will be drawn slightly
          # transparent. The alpha value is an integer from 0 to 255, 0 is fully
          # transparent and 255 is fully opaque. If None is passed for the alpha
          # value, then the Surface alpha will be disabled.
          #
          # This value is different than the per pixel Surface alpha. If the
          # Surface format contains per pixel alphas, then this alpha value will
          # be ignored. If the Surface contains per pixel alphas, setting the
          # alpha value to None will disable the per pixel transparency.
          #
          # The optional flags argument can be set to pygame.RLEACCEL to provide
          # better performance on non accelerated displays. An RLEACCEL Surface
          # will be slower to modify, but quicker to blit as a source.
          #

        s = pygame.Surface((1,1), SRCALHPA, 32)
        s.fill((1, 2, 3, 4))
        s.set_alpha(None)
        self.failUnlessEqual(s.get_at((0, 0)), (1, 2, 3, 255))
        self.fail()
项目:MDB    作者:gustavo-castro    | 项目源码 | 文件源码
def image_at(self, rectangle, colorkey=None):
        """Loads image from x,y,x+offset,y+offset"""
        rect = pygame.Rect(rectangle)
        image = pygame.Surface(rect.size).convert()
        image.blit(self.sheet, (0, 0), rect)
        if colorkey is not None:
            if colorkey is -1:
                colorkey = image.get_at((0, 0))
            image.set_colorkey(colorkey, pygame.RLEACCEL)
        return image

    # Load a whole bunch of images and return them as a list
项目:solarwolf    作者:pygame    | 项目源码 | 文件源码
def text(self, color, text, center=None, pos='center', bgd=(0,0,0)):
        if text is None: text = ' '
        try:
            if gfx.surface.get_bytesize()>1:
                img = self.font.render(text, 1, color, bgd)
                img.set_colorkey(bgd, pygame.RLEACCEL)
            else:
                img = self.font.render(text, 0, color)
        except (pygame.error, TypeError):
            img = pygame.Surface((10, 10))
        img = img.convert()
        r = self._positionrect(img, center, pos)
        return [img, r]
项目:Pacbot    作者:HarvardURC    | 项目源码 | 文件源码
def image_at(self, rectangle, colorkey = None):
        "Loads image from x,y,x+offset,y+offset"
        rect = pygame.Rect(rectangle)
        image = pygame.Surface(rect.size).convert()
        image.blit(self.sheet, (0, 0), rect)
        if colorkey is not None:
            if colorkey is -1:
                colorkey = image.get_at((0,0))
            image.set_colorkey(colorkey, pygame.RLEACCEL)
        return image
    # Load a whole bunch of images and return them as a list
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_set_alpha(self):

        # __doc__ (as of 2008-08-02) for pygame.surface.Surface.set_alpha:

          # Surface.set_alpha(value, flags=0): return None
          # Surface.set_alpha(None): return None
          # set the alpha value for the full Surface image
          # 
          # Set the current alpha value fo r the Surface. When blitting this
          # Surface onto a destination, the pixels will be drawn slightly
          # transparent. The alpha value is an integer from 0 to 255, 0 is fully
          # transparent and 255 is fully opaque. If None is passed for the alpha
          # value, then the Surface alpha will be disabled.
          # 
          # This value is different than the per pixel Surface alpha. If the
          # Surface format contains per pixel alphas, then this alpha value will
          # be ignored. If the Surface contains per pixel alphas, setting the
          # alpha value to None will disable the per pixel transparency.
          # 
          # The optional flags argument can be set to pygame.RLEACCEL to provide
          # better performance on non accelerated displays. An RLEACCEL Surface
          # will be slower to modify, but quicker to blit as a source.
          # 

        s = pygame.Surface((1,1), SRCALHPA, 32)
        s.fill((1, 2, 3, 4))
        s.set_alpha(None)
        self.failUnlessEqual(s.get_at((0, 0)), (1, 2, 3, 255))
        self.fail()
项目:The-Last-Caturai    作者:geekandtechgirls    | 项目源码 | 文件源码
def load_image(path, transparent):
    try: image = pygame.image.load(path)
    # Manages error if image cannot be loaded
    except (pygame.error) as message:
        raise(message)
    # Converting to inner pygame format (more efficient)
    image = image.convert()
    if transparent:
        color = image.get_at((0, 0))
        image.set_colorkey(color, pygame.RLEACCEL)
    return image

# Function to manage texts