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Python surface.Surface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.surface.Surface的典型用法代码示例。如果您正苦于以下问题:Python Surface类的具体用法?Python Surface怎么用?Python Surface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Surface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: Panel

class Panel(Clickable):
    def __init__(self, x, y, w, h, color=0x000000):
        self.items = []
        self.clickables = []
        self.surface = Surface((w, h))
        self.visible = True
        self.x = x
        self.y = y
        self.color = color

    def draw(self, screen):
        if self.visible:
            self.surface.fill(self.color)
            for item in self.items:
                item.draw(self.surface)
            screen.blit(self.surface, (self.x, self.y))

    def add(self, item):
        self.items.append(item)
        if isinstance(item, Clickable):
            self.clickables.append(item)

    def is_pressed(self, wx, wy, button):
        if not self.visible:
            return False
        x = wx - self.x
        y = wy - self.y
        res = False
        for item in self.clickables:
            res = res or item.is_pressed(x, y, button)
        return res
开发者ID:trid,项目名称:anticivilization,代码行数:31,代码来源:panel.py


示例2: __init__

    def __init__(self, image, movement_speed):
        Surface.__init__(self, image.get_size())

        self.image = image
        self.blit(self.image, (0, 0))

        self.movement_speed = movement_speed
开发者ID:eeue56,项目名称:realrpg,代码行数:7,代码来源:surfaces.py


示例3: order_reversed_spritesheet

    def order_reversed_spritesheet(self, flipped_sheet):
        """Reorganize the frames in a flipped sprite sheet so that
        they are in the same order as the original sheet.

        Args:
            flipped_sheet: A PyGame Surface containing a flipped sprite
                sheet.

        Returns:
            A PyGame Surface containing the sprite sheet with each frame
            flipped and in the correct order.
        """
        ordered_sheet = Surface((self.spritesheet.get_width(),
                                 self.spritesheet.get_height()),
                                SRCALPHA)
        ordered_sheet.convert_alpha()

        for frame_index in xrange(0, self.get_num_of_frames()):
            frame_x = self.get_width() * frame_index
            old_frame_index = self.get_num_of_frames() - 1 - frame_index
            old_region = self.get_frame_region(old_frame_index)

            ordered_sheet.blit(flipped_sheet, (frame_x, 0), old_region)

        return ordered_sheet
开发者ID:MarquisLP,项目名称:Sidewalk-Champion,代码行数:25,代码来源:graphics.py


示例4: __init__

    def __init__(self, initialFuel):
        self._tardisFrame = []
        self._tardisFrame.append(pygame.image.load("Resources/tardis0.png").convert_alpha())
        self._tardisFrame.append(pygame.image.load("Resources/tardis1.png").convert_alpha())
        self._tardisFrame.append(pygame.image.load("Resources/tardis2.png").convert_alpha())
        self._tardisFrame.append(pygame.image.load("Resources/tardisLand0.png").convert_alpha())
        self._tardisFrame.append(pygame.image.load("Resources/tardisLand1.png").convert_alpha())
        self._tardisFrame.append(pygame.image.load("Resources/tardisLand2.png").convert_alpha())

        self.tardisHeight = Surface.get_height(self._tardisFrame[0]) * self._imageResample
        self.tardisWidth = Surface.get_width(self._tardisFrame[0]) * self._imageResample
        self.altitude = screen_height_pixels - self.tardisHeight * 1  # NAM: Adjust start height

        self._landingStickLength = max(self.tardisHeight, self.tardisWidth)

        self.x = 50
        self.angle = 0
        self.angleDelta = 0
        self.velocityX = 0.1
        self.velocityY = 0
        self.thrusting = False
        self.image = pygame.transform.rotozoom(self._tardisFrame[0], 0, self._imageResample)
        self.rotate(45)
        self.thrustSound = pygame.mixer.Sound("Resources/tardisthrust.ogg")
        self.thrustSound.set_volume(0.5)
        self.fuel = initialFuel

        pygame.sprite.Sprite.__init__(self)
        self.rect = Rect(self.x, 0, self.tardisWidth, self.tardisWidth)

        self.maxHeight = math.sqrt(self.tardisHeight * self.tardisHeight + self.tardisWidth * self.tardisWidth)
        self.rotationsPerSec = 0.2

        self.recalculateRect()
开发者ID:TampaHackerspace,项目名称:Tardis,代码行数:34,代码来源:TardisLander-RS-Final2.py


示例5: _createSurfaceImage

    def _createSurfaceImage(self, surfaceHeight):
        """
        Make the ground surface image.
        
        IDEA: Try changing the color of the ground, or maybe even add a texture to it.
        """
        LunarSurface.image = pygame.Surface(
            [screen_width_pixels, surfaceHeight + self._groundElevation], pygame.SRCALPHA, 32
        ).convert_alpha()
        initialY = y = (
            Surface.get_height(LunarSurface.image) - self._pointsY[0] + self._drop_amount - self._groundElevation
        )
        polyCoords = [(0, y)]

        for i in range(1, len(self._pointsX)):
            y -= self._pointsY[i]
            polyCoords.append((self._pointsX[i], y))

        surfaceCoords = list(polyCoords)
        polyCoords.append([screen_width_pixels, Surface.get_height(LunarSurface.image)])
        polyCoords.append([0, Surface.get_height(LunarSurface.image)])
        polyCoords.append([0, initialY])
        pygame.draw.polygon(LunarSurface.image, (64, 64, 64, 128), polyCoords, 0)
        for i in range(0, len(surfaceCoords) - 1):
            if self._flatCoordinates.count(i) or self._flatEasyCoordinates.count(i):
                # NAM change color: color = 0, 255, 255
                color = 255, 0, 0
                width = 3
            else:
                color = 128, 128, 128
                width = 1
            pygame.draw.line(LunarSurface.image, color, surfaceCoords[i], surfaceCoords[i + 1], width)

        self._plotlandingScores(surfaceCoords)
开发者ID:TampaHackerspace,项目名称:Tardis,代码行数:34,代码来源:TardisLander-RS-Final2.py


示例6: prepare_paragraph

def prepare_paragraph(text, width, size="normal", colour=(0,0,0)):
    font = FONTS[size]
    lines = []
    words = text.split()
    if words:
        lastline = None
        line = words[0]
        for i in range(1,len(words)):
            lastline = line
            line = line+" "+words[i]
            w,h = font.size(line)
            if w > width:
                lines.append(lastline)
                line = words[i]
    else:
        line = ""
    lines.append(line)

    parawidth = max(font.size(each)[0] for each in lines)
    lineheight = font.get_height()
    paraheight = lineheight*len(lines)
    paragraph = Surface((parawidth,paraheight),pygame.SRCALPHA)
    paragraph.fill((255,255,255,0))
    for y,line in enumerate(lines):
        text = prepare(line,size,colour)
        paragraph.blit(text,(0,y*lineheight))
    return paragraph
开发者ID:scavpy,项目名称:Scav-Threads-PyWeek-Sep-2012,代码行数:27,代码来源:typefaces.py


示例7: __init__

 def __init__(self, size, game):
     Surface.__init__(self, size)
     self.width, self.height = size
     self.game = game
     self._load_images()
     self.font = pygame.font.SysFont("Comic Sans MS", int(0.09 * self.width))
     self.hsfont = pygame.font.SysFont("Comic Sans MS", int(0.09 * self.width))
开发者ID:mlefebvre,项目名称:ArcadeCS2014,代码行数:7,代码来源:game_over_menu.py


示例8: __init__

class GameUI:
    def __init__(self, mainchar):
        self.bg = Surface((600, 1600))
        self.statusbar = Surface((200, 600))
        self.mainchar = mainchar
        self.widget = []
        self.create_bg()
    
    def create_bg(self):
        rbg = self.bg.get_rect()
        bgimg = media.load_image('bg.png').convert()
        rbgimg = bgimg.get_rect()
        columns = int(rbg.width / rbgimg.width) + 1
        rows = int(rbg.height / rbgimg.height) + 1
        
        for y in xrange(rows):
            for x in xrange(columns):
                if x == 0 and y > 0:
                    rbgimg = rbgimg.move([-(columns -1 ) * rbgimg.width, rbgimg.height])
                if x > 0:
                    rbgimg = rbgimg.move([rbgimg.width, 0])
                self.bg.blit(bgimg, rbgimg)
                        
    def update(self):
        r = pygame.rect.Rect(0, 0, 200, 100)
        
        for w in self.widget:
            w.update()
            self.statusbar.blit(w.image, r)
            r = r.move((0, 100))
开发者ID:benoxoft,项目名称:pitfairyhunter,代码行数:30,代码来源:ui.py


示例9: prepare_table

def prepare_table(rows, alignment="lr", size="normal", colour=(0,0,0), padding=0):
    f = FONTS[size]
    numcolumns = len(rows[0])
    numrows = len(rows)
    def u(n):
        return n if isinstance(n, unicode) else unicode(n)
    shapes = [[f.size(u(col)) for col in row] for row in rows]
    maxheight = max(max(shape[1] for shape in shaperow) for shaperow in shapes)
    widths = [max(shaperow[i][0] for shaperow in shapes) for i in range(numcolumns)]
    table = Surface((sum(widths) + padding * (numcolumns - 1),
                     maxheight * numrows + padding * (numrows - 1)),
                    pygame.SRCALPHA)
    table.fill((255,255,255,0))
    y = 0
    for r, row in enumerate(rows):
        x = 0
        for c, col in enumerate(row):
            w, h = shapes[r][c]
            text = prepare(u(col), size=size, colour=colour)
            align = alignment[c]
            if align == "r":
                adjustx = widths[c] - w
            elif align == "c":
                adjustx = (widths[c] - w) // 2
            else:
                adjustx = 0
            table.blit(text, (x + adjustx, y))
            x += widths[c] + padding
        y += maxheight + padding
    return table
开发者ID:scavpy,项目名称:Scav-Threads-PyWeek-Sep-2012,代码行数:30,代码来源:typefaces.py


示例10: update

    def update(self, duration):
        """ update all the contained linewidgets
        TODO: check that it works with transparent bg
        """

        if self.dirty == 0:
            return

        # make the box
        size = self.rect.size
        bgcol = self.bgcolor
        if bgcol:  # only display a bg img if bgcolor specified
            img = Surface(size)
            img.fill(bgcol)
            img = img.convert()
        else:  # more or less transparent
            img = Surface(size, SRCALPHA)  # handles transparency
            transparency = 50  # 0 = transparent, 255 = opaque
            img.fill((0, 0, 0, transparency))
            img = img.convert_alpha()

        # blit each line
        numelemts = min(len(self.texts), self.maxnumlines)
        for i in range(numelemts):
            wid = self.linewidgets[i]
            wid.set_text(self.texts[-i - 1])
            wid.update(duration)
            img.blit(wid.image, wid.rect)

        self.image = img
开发者ID:gentimouton,项目名称:crowd-control,代码行数:30,代码来源:widgets.py


示例11: __init__

    def __init__(self, evManager, numlines=3, rect=(0, 0, 100, 20), txtcolor=(255, 0, 0), bgcolor=None):
        Widget.__init__(self, evManager)

        # When receiving an event containing text,
        # add or remove that text to the widget's set of text lines to display.

        # addevents_attrs maps event classes to the text attr of events
        # that add text to display.
        self.addevents_attrs = {MdAddPlayerEvt: "pname", MNameChangedEvt: "newname", MMyNameChangedEvent: "newname"}
        for evtClass in self.addevents_attrs:
            self._em.reg_cb(evtClass, self.on_addtextevent)

        # rmevents_attrs maps event classes to the text attributes of events
        # that remove text to display.
        self.rmevents_attrs = {MPlayerLeftEvt: "pname", MNameChangedEvt: "oldname", MMyNameChangedEvent: "oldname"}
        for evtClass in self.rmevents_attrs:
            self._em.reg_cb(evtClass, self.on_rmtextevent)

        self.texts = []  # Each text is a player name.

        # gfx
        self.font = Font(None, config_get_fontsize())
        self.rect = rect
        self.txtcolor = txtcolor
        self.bgcolor = bgcolor
        img = Surface(rect.size)
        if bgcolor:
            img.fill(bgcolor)
        else:
            img.set_alpha(0, RLEACCEL)  # fully transparent
        self.image = img

        self.maxnumlines = numlines
        self.linewidgets = deque(maxlen=numlines)  # deque of TextLabelWidgets
开发者ID:gentimouton,项目名称:crowd-control,代码行数:34,代码来源:widgets.py


示例12: __init__

class Grid:

    surface = None

    def __init__(self, width, height, spacing=20):
        self.width = width
        self.height = height
        self.spacing = spacing
        self.initializeSurface()

    def initializeSurface(self):
        self.surface = Surface((self.width, self.height), flags=HWSURFACE | SRCALPHA)
        self.surface.fill(Color(0, 0, 0, 0))

        for i in range(0, self.width, self.spacing):
            pygame.draw.line(self.surface, Color(0, 0, 0, 255), (i, 0), (i, self.height))

        for i in range(0, self.height, self.spacing):
            pygame.draw.line(self.surface, Color(0, 0, 0, 255), (0, i), (self.width, i))

        pygame.draw.line(self.surface,
                Color(0, 0, 0, 255),
                (self.width - 1, 0),
                (self.width - 1, self.height))
        pygame.draw.line(self.surface, Color(0, 0, 0, 255),
                (0, self.height - 1), (self.width, self.height - 1))

    def render(self, screen):
        screen.blit(self.surface, (0, 0))
        pass
开发者ID:crjohns,项目名称:picaresque,代码行数:30,代码来源:scene.py


示例13: menu

class menu(object):
    
    def __init__(self, rect, width):
        self.surface = Surface((width, rect.height))
        self.surface.fill((100,100,250))
        self.buttonDict = dict()
        self.addButton(10, 10, 40, 40, "House")
        self.updateAll()
        
    def addButton(self, x, y, width, height, text):
        self.buttonDict[(x, y, width, height)] = (button.button(width, height, text))
        
    def getButton(self, x, y):
        for myRect in self.buttonDict.keys():
            if Rect(myRect[0], myRect[1], myRect[2], myRect[3]).collidepoint(x, y):
                return self.buttonDict[(myRect[0], myRect[1], myRect[2], myRect[3])].text
        return None
            
    def updateAll(self):
        for myRect, button in self.buttonDict.items():
            self.surface.blit(button.surface, (myRect[0], myRect[1]))
    
    def getSurface(self):
        return self.surface
        
开发者ID:rcockbur,项目名称:Python-Game---Dawn,代码行数:24,代码来源:menu.py


示例14: _prepare_buttons

	def _prepare_buttons(self):
		""" Prepares the buttons.

		This method pre-renders the plus and minus buttons.
		"""
		# draw plus button
		self._plus_button = Surface((self._font_height, self._font_height), pygame.SRCALPHA, 32)
		self._plus_button.convert_alpha()
		pygame.draw.rect(self._plus_button, SettingsScreen.COLOR, Rect(0, self._font_height/3, self._font_height, self._font_height/3))
		pygame.draw.rect(self._plus_button, SettingsScreen.COLOR, Rect(self._font_height/3, 0, self._font_height/3, self._font_height))

		# draw minus button
		self._minus_button = Surface((self._font_height, self._font_height), pygame.SRCALPHA, 32)
		self._minus_button.convert_alpha()
		pygame.draw.rect(self._minus_button, SettingsScreen.COLOR, Rect(0, self._font_height/3, self._font_height, self._font_height/3))

		# draw unchecked bool button
		self._unchecked_bool = Surface((self._font_height, self._font_height), pygame.SRCALPHA, 32)
		self._unchecked_bool.convert_alpha()
		pygame.draw.rect(self._unchecked_bool, SettingsScreen.COLOR, Rect(0, 0, self._font_height, self._font_height), 3)

		# draw checked bool button
		self._checked_bool = Surface((self._font_height, self._font_height), pygame.SRCALPHA, 32)
		self._checked_bool.convert_alpha()
		pygame.draw.rect(self._checked_bool, SettingsScreen.COLOR, Rect(0, 0, self._font_height, self._font_height), 3)
		pygame.draw.line(self._checked_bool, SettingsScreen.COLOR, (0, 0), (self._font_height, self._font_height), 3)
		pygame.draw.line(self._checked_bool, SettingsScreen.COLOR, (0, self._font_height), (self._font_height, 0), 3)
开发者ID:donhilion,项目名称:JumpAndRun,代码行数:27,代码来源:settings_screen.py


示例15: render

    def render(self, text, antialias, color, background=None):
        """Font.render(text, antialias, color, background=None): return Surface
           draw text on a new Surface"""
        color = Color(color)
        fg = ffi.new("SDL_Color [1]")
        bg = ffi.new("SDL_Color [1]")
        fg[0].r = color.r
        fg[0].g = color.g
        fg[0].b = color.b
        if background:
            try:
                background = Color(background)
                bg[0].r = background.r
                bg[0].g = background.g
                bg[0].b = background.b
            except (TypeError, ValueError):
                # Same error behaviour as pygame
                bg[0].r = 0
                bg[0].g = 0
                bg[0].b = 0
        else:
            bg[0].r = 0
            bg[0].g = 0
            bg[0].b = 0

        if text is None or text == "":
            # Just return a surface of width 1 x font height
            height = sdl.TTF_FontHeight(self._sdl_font)
            surf = Surface((1, height))
            if background and isinstance(background, Color):
                surf.fill(background)
            else:
                # clear the colorkey
                surf.set_colorkey(flags=sdl.SDL_SRCCOLORKEY)
            return surf

        if not isinstance(text, basestring):
            raise TypeError("text must be a string or unicode")
        if "\x00" in text:
            raise ValueError("A null character was found in the text")
        if isinstance(text, unicode):
            text = text.encode("utf-8", "replace")
            if utf_8_needs_UCS_4(text):
                raise UnicodeError("A Unicode character above '\\uFFFF' was found;" " not supported")
        if antialias:
            if background is None:
                sdl_surf = sdl.TTF_RenderUTF8_Blended(self._sdl_font, text, fg[0])
            else:
                sdl_surf = sdl.TTF_RenderUTF8_Shaded(self._sdl_font, text, fg[0], bg[0])
        else:
            sdl_surf = sdl.TTF_RenderUTF8_Solid(self._sdl_font, text, fg[0])
        if not sdl_surf:
            raise SDLError(ffi.string(sdl.TTF_GetError()))
        surf = Surface._from_sdl_surface(sdl_surf)
        if not antialias and background is not None:
            surf.set_colorkey()
            surf.set_palette([(bg[0].r, bg[0].g, bg[0].b)])
        return surf
开发者ID:GertBurger,项目名称:pygame_cffi,代码行数:58,代码来源:font.py


示例16: __init__

 def __init__(self, size, score_manager):
     Surface.__init__(self, size)
     self.background = None
     self.width, self.height = size
     self.font = pygame.font.SysFont("Comic Sans MS", int(0.09 * self.width))
     self.font2 = pygame.font.SysFont("Comic Sans MS", int(0.07 * self.width))
     self.score_manager = score_manager
     self._load_images()
     self._init_board()
开发者ID:mlefebvre,项目名称:ArcadeCS2014,代码行数:9,代码来源:scoreboard.py


示例17: LoadingScene

class LoadingScene(AbstractScene):
    """
    @type image: SurfaceType
    @type rect: pygame.rect.RectType
    """

    image = None
    rect = None

    def __init__(self, manager):
        """
        @type manager: slg.application.manager.Manager
        """
        super().__init__(manager)
        self.group = GameSceneGroup(self)
        image = pygame.image.load(os.path.join(GUI_DIR, 'loading_screen.jpg'))
        self.image = Surface(self._manager.get_display().get_size())
        self.rect = pygame.rect.Rect(self.image.get_rect())
        image_size = image.get_size()
        surface_size = self.image.get_size()
        x = int((image_size[0] - surface_size[0]) / 2)
        y = int((image_size[1] - surface_size[1]) / 2)
        if x < 0 and y < 0:
            image = pygame.transform.scale(image, surface_size)
            x, y = 0, 0
        elif x <= 0 <= y:
            image = pygame.transform.scale(image, (surface_size[0], image_size[1]))
            x = 0
        elif y <= 0 <= x:
            image = pygame.transform.scale(image, (image_size[0], surface_size[1]))
            y = 0
        styles = {'font': 'alger', 'font_size': 40, 'align': [TextWidget.CENTER, TextWidget.CENTER]}
        text = TextWidget(**styles)
        text.set_text("""Loading...
Please wait""")
        self.image.blit(image, (-x, -y))
        text.draw(self.image)

    def handle_events(self, events):
        self.group.handle_events(events)
        for e in events:
            if e.type == KEYDOWN:
                self.handle_keypress(e.key, pygame.key.get_mods())

    def handle_keypress(self, key, modificated):
        if key == K_SPACE and self._manager.state < GAME_STATE_LOADING:
            ChangeState(int(not bool(self._manager.state))).post()

        if key == K_m and modificated and pygame.KMOD_CTRL:
            Selector(self._manager.get_display(), self.group)
            ChangeState(GAME_STATE_PAUSED).post()

    def draw(self):
        display_surface = self._manager.get_display()
        display_surface.blit(self.image, (0, 0))
        self.group.update(display_surface)
        self.group.draw(display_surface)
开发者ID:ImmRanneft,项目名称:pygame_example,代码行数:57,代码来源:loadingscene.py


示例18: __init__

    def __init__(self, image):
        Surface.__init__(self, (300, 300))

        self.rotation = 0
        self.originalImage = image

        self.cubeSide = CubeSide(image, (100, 100), 0)

        self.imageLocation = (100, 100)
开发者ID:DuhProgrammer13,项目名称:3D-Pygame,代码行数:9,代码来源:cube.py


示例19: text

 def text(self, value): 
     #set the new text
     self._label.text = value
     #reconstruction of the frame surface, maybe resized
     frame = Surface((self._padding_left * 2 + self._label.width, self._padding_top * 2 + self._label.height))
     frame.fill(Color("grey"))
     self._sprite.image = frame
     #self._sprite = SpriteFactory().fromSurface("widget.button", frame, self._sprite.rect.topleft, layer=self._sprite.layer)
     self._sprite.dirty = 1
开发者ID:MrGecko,项目名称:pyguane,代码行数:9,代码来源:button.py


示例20: FilteredSpList

class FilteredSpList(Clickable):
    def __init__(self, data, x, y, filters):
        self.data = data
        self.filter = filters
        self.surface = Surface((200, 170))
        self.x = x
        self.y = y
        self.up_button = Button(86, 0, 28, 21, callback=self.decrease_offset, sprite=SpriteManager().sprites['up_button'])
        self.down_button = Button(86, 142, 28, 21, callback=self.increase_offset, sprite=SpriteManager().sprites['down_button'])
        self.offset = 0
        self.items = [self.up_button, self.down_button]
        self.clickables = [self.up_button, self.down_button]
        self.reset()

    def update_specialists(self):
        self.shown_sp_panels = self.sp_panels[self.offset:self.offset + 2]
        for i in range(len(self.shown_sp_panels)):
            self.shown_sp_panels[i].y = i * 60 + 21

    def increase_offset(self):
        if self.offset < len(self.data.specialists) - 2:
            self.offset += 1
            self.update_specialists()

    def decrease_offset(self):
        if self.offset > 0:
            self.offset -= 1
            self.update_specialists()

    def draw(self, screen):
        self.surface.fill(0x000000)
        for item in self.items:
            item.draw(self.surface)
        for item in self.shown_sp_panels:
            item.draw(self.surface)
        screen.blit(self.surface, (self.x, self.y))

    def is_pressed(self, wx, wy, button):
        x = wx - self.x
        y = wy - self.y
        res = False
        for item in self.clickables:
            res = res or item.is_pressed(x, y, button)
        for item in self.shown_sp_panels:
            if item.is_pressed(x, y, button):
                if item.selected:
                    self.chosen.add(item.specialist)
                else:
                    self.chosen.remove(item.specialist)
                res = True
        return res

    def reset(self):
        free_specialists = [sp for sp in self.data.specialists if not sp.occupied and sp.s_type in self.filter]
        self.sp_panels = [SpecialistPanel(0, 0, specialist, True) for specialist in free_specialists]
        self.update_specialists()
        self.chosen = set()
开发者ID:trid,项目名称:anticivilization,代码行数:57,代码来源:filtered_specialist_list.py



注:本文中的pygame.surface.Surface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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