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Python font.render函数代码示例

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.font.render函数的典型用法代码示例。如果您正苦于以下问题:Python render函数的具体用法?Python render怎么用?Python render使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了render函数的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: renderText

def renderText(text, font, antialias, color, size, autosize, wordwrap):
    lines = text.split('\n')
    if wordwrap and not autosize:
        for i in xrange(len(lines)):
            line = lines[i]
            del lines[i]
            lines[i:i] = wrapText(line, font, size[0]).split('\n')

    if len(lines) == 1:
        return font.render(text, antialias, color)
    else:
        lineHeight = font.get_linesize()
        height = lineHeight * len(lines)
        width = 0
        lineSurfs = []
        for line in lines:
            linesurf = font.render(line, antialias, color)
            lineSurfs.append(linesurf)
            if linesurf.get_width() > width:
                width = linesurf.get_width()

        surf = pygame.Surface((width, height), pygame.SRCALPHA)
        for i in xrange(len(lineSurfs)):
            surf.blit(lineSurfs[i], (0, i * lineHeight))

        return surf
开发者ID:249550148,项目名称:mygame,代码行数:26,代码来源:gui.py


示例2: textCrystal

def textCrystal(font, message, bevel=5, fontcolor=(64, 128, 255), contrast=70):
    """Renders text with a 'crystal' style apperance."""
    base = font.render(message, 0, fontcolor)
    size = base.get_width() + bevel * 2, base.get_height() + bevel * 2 + 2
    img = pygame.Surface(size)

    # Set background color to be transparent
    img.set_colorkey(pygame.Color('black'))

    tl = (-1, -1)
    tc = (0, -1)
    tr = (1, -1)
    cr = (1, 0)
    br = (1, 1)
    bc = (0, 1)
    bl = (-1, 1)
    cl = (-1, 0)

    for x in range(-bevel, 1, 1):
        for position in (tl, tr, br, bl, tc, cr, bc, cl):
            for location in (tl, tr, br, bl, tc, cr, bc, cl):
                shade = ((-location[0]) - location[1]) * contrast
                img.blit(font.render(message, 1, shadeColor(fontcolor, shade)),
                         (bevel + location[0] + (x * position[0]), bevel + location[1] + (x * position[1])))
        img.blit(font.render(message, 1, fontcolor), (bevel, bevel))
    return img
开发者ID:ankit-kapur,项目名称:turbo-bounce,代码行数:26,代码来源:Crystal_title.py


示例3: __pygame

def __pygame(title, message):
    try:
        import pygame, pygame.font
        pygame.quit() #clean out anything running
        pygame.display.init()
        pygame.font.init()
        screen = pygame.display.set_mode((460, 140))
        pygame.display.set_caption(title)
        font = pygame.font.Font(None, 18)
        foreg = 0, 0, 0
        backg = 200, 200, 200
        liteg = 255, 255, 255
        ok = font.render('Ok', 1, foreg)
        screen.fill(backg)
        okbox = ok.get_rect().inflate(20, 10)
        okbox.centerx = screen.get_rect().centerx
        okbox.bottom = screen.get_rect().bottom - 10
        screen.fill(liteg, okbox)
        screen.blit(ok, okbox.inflate(-20, -10))
        pos = [20, 20]
        for text in message.split('\n'):
            msg = font.render(text, 1, foreg)
            screen.blit(msg, pos)
            pos[1] += font.get_height()

        pygame.display.flip()
        while 1:
            e = pygame.event.wait()
            if (e.type == pygame.QUIT or e.type == pygame.MOUSEBUTTONDOWN or
                        pygame.KEYDOWN and e.key
                        in (pygame.K_ESCAPE, pygame.K_SPACE, pygame.K_RETURN)):
                break
        pygame.quit()
    except pygame.error:
        raise ImportError
开发者ID:centipeda,项目名称:solarwolf,代码行数:35,代码来源:errorbox.py


示例4: _token_builder

def _token_builder(interpreted_txt):
    # build a token from interpreted text
    # accepts an interpreted text list
    # returns a token object
    iswhitespace = _iswhitespace
    Token = _Token

    links = defaultdict(list)

    token_iswhitespace = True

    surfs, x, y = [], 0, 0
    for (envs, chars) in interpreted_txt:
        bkg, color, font = envs["bkg"], envs["color"], envs["font"]
        strbuff, surfbuff = [], []
        for char in chars:
            if not iswhitespace(char):
                token_iswhitespace = False

            if char == "\n":
                char = Surface((0, font.get_linesize()))

            if isinstance(char, unicode):
                if iswhitespace(char):
                    char = " "
                strbuff.append(char)
            elif isinstance(char, str):
                if iswhitespace(char):
                    char = " "
                strbuff.append(char)
            else:
                if strbuff:
                    surfbuff.append(font.render("".join(strbuff), 1, color, bkg))
                surfbuff.append(char)
                strbuff = []

        if strbuff:
            surfbuff.append(font.render("".join(strbuff), 1, color, bkg))

        if surfbuff:
            # calculate link rects
            link = envs["link"]
            surfbuff_w = sum(surf.get_width() for surf in surfbuff)
            surfbuff_h = max(surf.get_height() for surf in surfbuff)
            links[link].append(Rect(x, 0, surfbuff_w, surfbuff_h))
            x += surfbuff_w
            # extend surfbuff to surfs and reset surfbuff
            surfs.extend(surfbuff)
            surfbuff = []

    # get token width and height
    width = sum(surf.get_width() for surf in surfs)
    height = max(surf.get_height() for surf in surfs)

    # given token height, modify link rect y
    for rect in [rect for v in links.values() for rect in v]:
        rect.y += height - rect.h
    token_str = "".join(unicode(char) for (envs, chars) in interpreted_txt for char in chars)

    return Token((width, height), links, surfs, token_iswhitespace, token_str)
开发者ID:LukeMS,项目名称:glyph,代码行数:60,代码来源:glyph.py


示例5: drawTree

def drawTree(tree):
	screen = gameglobals.screen
	global offset, font, balanceYOffset, graphics

	centerX = gameglobals.cameraCenter[0] + offset[0]
	centerY = gameglobals.cameraCenter[1] + offset[1]

	for edgeLine in tree.edgeLines:
		fromPos = [centerX + edgeLine.fromPosition[0],
			centerY + edgeLine.fromPosition[1]]
		toPos = [centerX + edgeLine.toPosition[0], 
			centerY + edgeLine.toPosition[1]]
		pygame.draw.line(screen, LINE_COLOUR, fromPos, toPos, 3)
		

	drawPos = [0,0] #ignore this statement. I just need a 2-element list.
	arrowIndex = None
	for nodeCircle in tree.nodeCircles:
		balance = tree.balanceOf(nodeCircle)

		positionX = centerX + nodeCircle.position[0]
		positionY = centerY + nodeCircle.position[1]

		if (abs(balance) >= 2):
			drawPos[0] = positionX - graphics.nodeGlowHalfSize
			drawPos[1] = positionY - graphics.nodeGlowHalfSize
			image = graphics.nodeGlow
			screen.blit(image, drawPos)
			if (abs(balance) > 2):
				screen.blit(image, drawPos)


		drawPos[0] = positionX - graphics.nodeHalfSize
		drawPos[1] = positionY - graphics.nodeHalfSize
		if gameglobals.player.isSelected(nodeCircle.index):
			image = graphics.node_selected
			arrowX = positionX
			arrowY = positionY
			arrowIndex = nodeCircle.index
		else:
			image = graphics.node_unselected
		screen.blit(image, drawPos)
		#pygame.draw.circle(screen, colour, position, nodeCircle.radius)

		if (nodeCircle.renderedText == None):
			nodeCircle.renderedText = font.render(
				str(tree.valueOf(nodeCircle)), True, NODE_TEXT_COLOUR)
		drawPos[0] = positionX-nodeCircle.renderedText.get_width()//2
		drawPos[1] = positionY-nodeCircle.renderedText.get_height()//2
		screen.blit(nodeCircle.renderedText, drawPos)

		if (nodeCircle.renderedBalance == None):
			nodeCircle.renderedBalance = font.render(str(balance), True, TEXT_COLOUR)
		drawPos[0] = positionX-nodeCircle.renderedBalance.get_width()//2
		drawPos[1] = positionY-nodeCircle.renderedBalance.get_height()//2 - balanceYOffset
		screen.blit(nodeCircle.renderedBalance, drawPos)

	if arrowIndex != None:
		drawArrow(arrowX, arrowY, arrowIndex)
开发者ID:Ohohcakester,项目名称:Tree-Balance-Game,代码行数:59,代码来源:draw.py


示例6: imgv_button

def imgv_button(screen, msg, x, y, where):
    font = pygame.font.Font(gl.FONT_NAME, 10)
    if gl.BEING_HOVERED:
        ren = font.render(msg, 1, gl.BUTTON_TEXTHOVERCOLOR, gl.BUTTON_HOVERCOLOR)
        ren_rect = do_button(screen, ren, where, x, y)
    else:
        ren = font.render(msg, 1, gl.BUTTON_TEXTCOLOR, gl.BUTTON_BGCOLOR)
        ren_rect = do_button(screen, ren, where, x, y)
    return ren_rect
开发者ID:paulmadore,项目名称:luckyde,代码行数:9,代码来源:buttons.py


示例7: textOutline

def textOutline(font, message, fontcolor, outlinecolor):
    borde = font.render(message, 1, outlinecolor)
    base = font.render(message, 1, fontcolor)
    img = pygame.Surface( base.get_rect().inflate(2,2).size, 0, base )
    for x in 0,2:
        for y in 0,2:
            img.blit(borde, (x,y) )
    img.blit(base, (1, 1))
    return img
开发者ID:ricardoquesada,项目名称:unigames,代码行数:9,代码来源:hollow.py


示例8: blitText

def blitText(size,color, text, pos, shaOff = None):
		font = pygame.font.Font(FONT_FILENAME, size)
		
		if shaOff != None:
				txt = font.render(text, True, (0,0,0))
				screen.blit(txt, (pos[0] + shaOff[0],pos[1] + shaOff[1]))
		
		txt = font.render(text, True, color)
		screen.blit(txt, pos)
开发者ID:rjzaar,项目名称:Speckpater,代码行数:9,代码来源:base.py


示例9: file_master

def file_master(screen, file_names, place, marker, menu_items, msg, down, button_op):
    paint_screen(gl.BLACK)
    show_message(msg, down, 10, ("bold", "transparent"))
    font = pygame.font.Font(gl.FONT_NAME, 9)
    font.set_bold(1)
    (esc_rect, esc_font) = close_button(screen)
    font_height = font.size(file_names[0])[1]
    screen_height = screen.get_height()
    name_max = 16
    max_file_width = 116
    line = 65 # leave room at top of screen for other stuff
    col = 5
    count = 0
    back_rect = forward_rect = sort_rect = junk_rect()
    for name in file_names[place:]:
        count = count + 1
        place = place + 1
        marker = marker + 1
        if count >= gl.MAX_SCREEN_FILES or place >= len(file_names):
            ren_name = os.path.basename(name)
            if len(ren_name) > name_max:
                ren_name = ren_name[:name_max] + '...' # truncate
                if ren_name[-4:] == '....':
                    ren_name = ren_name[:-1] # 3 .'s are enough
            ren = font.render(ren_name, 1, gl.MSG_COLOR, gl.BLACK)
            if (place + 1) < len(file_names):
                forward_rect = imgv_button(screen, " Next ", 10, 18, "topright")
            if (((place + 1) - gl.MAX_SCREEN_FILES) > 1):
                back_rect = imgv_button(screen, " Previous ", 10, 18, "topleft")
            if not gl.SORT_HIT:
                sort_rect = imgv_button(screen, " Sort ", 13, 42, "midtop")
            ren_rect = ren.get_rect()
            ren_rect[0] = col
            ren_rect[1] = line
            menu_items.append((ren_rect, name))
            screen.blit(ren, ren_rect)
            update(ren_rect)
            return (file_names, menu_items, 1, place, marker, forward_rect, back_rect, sort_rect)
        ren_name = os.path.basename(name)
        if len(ren_name) > name_max:
            ren_name = ren_name[:name_max] + '...'
            if ren_name[-4:] == '....':
                ren_name = ren_name[:-1]
        ren = font.render(ren_name, 1, gl.MSG_COLOR, gl.BLACK)
        ren_rect = ren.get_rect()
        ren_rect[0] = col
        ren_rect[1] = line
        menu_items.append((ren_rect, name))
        screen.blit(ren, ren_rect)
        line = line + 12
        if (line + font_height) >= (screen_height - 15):
            line = 65
            col = col + max_file_width
        update(ren_rect)
    return (file_names, menu_items, 0, place, marker, forward_rect, back_rect, sort_rect)
开发者ID:rkulla,项目名称:imgv,代码行数:55,代码来源:file_master.py


示例10: __init__

 def __init__(self, text, font, width, fgcolor, bgcolor=None):
     self.text = text
     self.font = font
     self.fgcolor = fgcolor
     self.bgcolor = bgcolor
     if bgcolor is None:
         self.image = font.render(text, 1, fgcolor)
         self.shadow = font.render(text, 1, (0, 0, 0))
     else:
         self.image = font.render(text, 1, fgcolor, bgcolor)
         self.shadow = None
开发者ID:seanlynch,项目名称:pythonverse,代码行数:11,代码来源:pvui_pygame.py


示例11: set_text

 def set_text(self, text):
     self.text = text
     font = self.font
     font.set_underline(self.underline)
     font.set_bold(self.bold)
     font.set_italic(self.italic)
     
     # required for font.render to function properly when None is
     # given for background
     if self.background == None:
         self.surface = font.render(text, self.antialias, self.color).convert_alpha()
     else:
         self.surface = font.render(text, self.antialias, self.color, self.background).convert()
开发者ID:mre521,项目名称:space-travel,代码行数:13,代码来源:screen.py


示例12: display_game_screen

def display_game_screen(difficulty):
    """Displays the playing screen at the beginning of a game"""
    global cell_size, field_coord
    display_clear()

    font = pygame.font.SysFont(POLICE, TXT_SIZE)
    # Displaying difficulty
    text_diff = font.render("Difficulty: ", 1, (0, 0, 0))
    if difficulty == "easy":
        text_diff_2 = font.render("Easy", 1, (0, 255, 0))
        show_mines_left(NB_MINES_EASY)
        cell_size = min(WINDOW_SIZE[0]//FIELD_SIZE_EASY[0], (WINDOW_SIZE[1] - HEADER_SIZE)//FIELD_SIZE_EASY[1])
        field_coord = (((WINDOW_SIZE[0] - cell_size * FIELD_SIZE_EASY[0])//2,
                        (WINDOW_SIZE[1] + HEADER_SIZE - cell_size * FIELD_SIZE_EASY[1])//2),
                       ((WINDOW_SIZE[0] + cell_size * FIELD_SIZE_EASY[0])//2,
                        (HEADER_SIZE + WINDOW_SIZE[1] + cell_size * FIELD_SIZE_EASY[1])//2))
        resize_cell_img()
        for x in range(FIELD_SIZE_EASY[0]):
            for y in range(FIELD_SIZE_EASY[1]):
                WINDOW.blit(cell_img, cell_to_pixel((x, y)))

    elif difficulty == "medium":
        text_diff_2 = font.render("Medium", 1, (255, 255, 0))
        show_mines_left(NB_MINES_MEDIUM)
        cell_size = min(WINDOW_SIZE[0]//FIELD_SIZE_MEDIUM[0], (WINDOW_SIZE[1] - HEADER_SIZE)//FIELD_SIZE_MEDIUM[1])
        field_coord = (((WINDOW_SIZE[0] - cell_size * FIELD_SIZE_MEDIUM[0])//2,
                       (WINDOW_SIZE[1] + HEADER_SIZE - cell_size * FIELD_SIZE_MEDIUM[1])//2),
                       ((WINDOW_SIZE[0] + cell_size * FIELD_SIZE_MEDIUM[0])//2,
                        (HEADER_SIZE + WINDOW_SIZE[1] + cell_size * FIELD_SIZE_MEDIUM[1])//2))
        resize_cell_img()
        for x in range(FIELD_SIZE_MEDIUM[0]):
            for y in range(FIELD_SIZE_MEDIUM[1]):
                WINDOW.blit(cell_img, cell_to_pixel((x, y)))

    else:
        text_diff_2 = font.render("Hard", 1, (255, 0, 0))
        show_mines_left(NB_MINES_HARD)
        cell_size = min(WINDOW_SIZE[0]//FIELD_SIZE_HARD[0], (WINDOW_SIZE[1] - HEADER_SIZE)//FIELD_SIZE_HARD[1])
        field_coord = (((WINDOW_SIZE[0] - cell_size * FIELD_SIZE_HARD[0])//2,
                        (WINDOW_SIZE[1] + HEADER_SIZE - cell_size * FIELD_SIZE_HARD[1])//2),
                       ((WINDOW_SIZE[0] + cell_size * FIELD_SIZE_HARD[0])//2,
                        (HEADER_SIZE + WINDOW_SIZE[1] + cell_size * FIELD_SIZE_HARD[1])//2))
        resize_cell_img()
        for x in range(FIELD_SIZE_HARD[0]):
            for y in range(FIELD_SIZE_HARD[1]):
                WINDOW.blit(cell_img, cell_to_pixel((x, y)))

    WINDOW.blit(text_diff, (10, (HEADER_SIZE - TXT_SIZE)/2))
    WINDOW.blit(text_diff_2, (153, (HEADER_SIZE - TXT_SIZE)/2))

    pygame.display.flip()
开发者ID:Aegdesil,项目名称:Minesweeper,代码行数:51,代码来源:display.py


示例13: _update

    def _update(self, l):
        bkg, color, font = self.bkg, self.color, self.font
        spacing, dest, rect_w = self.spacing, self._dest, self.rect.w
        bkg_img, image = self._image, self.image
        lines, txt, wraps = self._lines, self.txt, self._wraps
        tokenize = self._tokenize
        Line = _Line

        tokens = tokenize(txt[wraps[l]:])
        dest.y = sum(line.image.get_height() + spacing for line in lines[:l])
        wraps = wraps[:l + 1]
        k = wraps[-1]
        linebuff = []
        L = [l] # a list of updated lines
        for token in tokens:
            if token == '\n':
                k += 1 # increment k (so the \n will be on this line)
                wraps.append(k)
                # a space is the visual representation of the \n character
                linebuff.append(' ')
                _linebuff = []

            elif font.size(''.join(linebuff + [token]))[0] < rect_w:
                k += len(token)
                linebuff.append(token)
                continue

            else:
                wraps.append(k) # k is the position of the previous space token
                k += len(token)
                _linebuff = [token]
                lines.insert(l + 1, Line(Surface((0, 0)), Rect(0, 0, 0, 0)))

            line = font.render(''.join(linebuff), 0, color, bkg)
            line = Line(line, Rect(dest.topleft, line.get_size()))
            lines[l].clear(image, bkg_img)
            lines[l] = line

            dest.y += line.image.get_height() + spacing
            linebuff = _linebuff
            l += 1
            L.append(l)

        line = font.render(''.join(linebuff), 0, color, bkg)
        line = Line(line, Rect(dest.topleft, line.get_size()))
        lines[l].clear(image, bkg_img)
        lines[l] = line

        for line in [lines[l] for l in L]: image.blit(line.image, line.rect)

        self._wraps = wraps
开发者ID:maxwellicus,项目名称:KILL-,代码行数:51,代码来源:editor.py


示例14: show

    def show(self, SCREEN, posx):
        
        if (self.posicao[0]-posx < 620 and self.posicao[0]-posx > -160):
            font = pygame.font.Font("comic.ttf", 25)
            self.rect = SCREEN.blit(self.imagem, (self.posicao[0]-posx, self.posicao[1]))

            if self.opcoes[0] == True:
                texto = font.render("Liga", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 20, self.posicao[1] + 25))
            else:
                texto = font.render("Desliga", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 4, self.posicao[1] + 25))
            
            font = pygame.font.Font("comic.ttf", 20)

            if self.leds[0] == True and self.leds[1] == True and self.leds[2] == True :
                texto = font.render("1,2 e 3", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 10, self.posicao[1] + 60))

            elif self.leds[0] == True and self.leds[1] == True:
                texto = font.render("1 e 2", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 20, self.posicao[1] + 60))

            elif self.leds[0] == True and self.leds[2] == True:
                texto = font.render("1 e 3", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 33, self.posicao[1] + 60))

            elif self.leds[1] == True and self.leds[2] == True:
                texto = font.render("2 e 3", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 33, self.posicao[1] + 60))

            elif self.leds[0] == True:
                texto = font.render("1", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 40, self.posicao[1] + 60))
            
            elif self.leds[1] == True:
                texto = font.render("2", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 40, self.posicao[1] + 60))
            
            elif self.leds[2] == True:
                texto = font.render("3", True, (0, 0, 0))
                SCREEN.blit(texto, (self.posicao[0]-posx + 40, self.posicao[1] + 60))
            
            

            pygame.draw.line(SCREEN, (0, 0, 0, 0),
                             (self.posicao[0]-posx + 100, self.posicao[1] + 50),
                             (self.posicao[0]-posx + 125, self.posicao[1] + 50), 15)

            pygame.draw.polygon(SCREEN, (0, 0, 0, 0),
                                ((self.posicao[0]-posx + 125, self.posicao[1] + 25), (self.posicao[0]-posx + 125, self.posicao[1] + 75),
                                (self.posicao[0]-posx + 150, self.posicao[1] + 50)))
        else:
            self.rect = 0
        pass
开发者ID:zicamc,项目名称:Clube_robotica,代码行数:55,代码来源:caixas.py


示例15: drow

    def drow(self):
        self.current_stage.draw(screen)
        self.active_sprite_list.draw(screen)
        self.text = font.render("Total Life    : " + str(self.life), True, BLACK)
        self.text_rect = self.text.get_rect()
        self.text_x = screen.get_width() - self.text_rect.width * 1.2
        self.text_y = 20
        screen.blit(self.text, [self.text_x, self.text_y])

        self.text =font.render("Total Credit: " + str(self.score), True, BLACK)
        self.text_rect = self.text.get_rect()
        self.text_x = screen.get_width() - self.text_rect.width * 1.2
        self.text_y = 50
        screen.blit(self.text, [self.text_x, self.text_y])
开发者ID:kikuzhi-seminar,项目名称:botboy-game,代码行数:14,代码来源:botboy.py


示例16: drawUIPanel

def drawUIPanel():
	screen = gameglobals.screen
	global graphics
	size = gameglobals.size

	# Draw Frame
	drawPos = [0,0]
	screen.blit(graphics.uiBar, drawPos)

	# Draw Queue
	queue = gameglobals.opQueue
	operations = queue.nextFewOperations

	queueDistance = 60
	queueSize = len(operations)
	queueLeft = (size[0] - (queueSize-1)*queueDistance)//2
	posX = queueLeft
	posY = 75

	if (queue.renderedText == None):
		queue.renderedText = []
		for i in range(0, queueSize):
			text = font.render(str(operations[i][0]), True, TEXT_COLOUR)
			queue.renderedText.append(text)

	for i in range (0,queueSize):
		text = queue.renderedText[i]
		if (operations[i][1] == True): # add
			image = graphics.addSquare
		else: # delete
			image = graphics.deleteSquare
		drawPos[0] = posX-graphics.squareHalfSize
		drawPos[1] = posY-graphics.squareHalfSize
		screen.blit(image, drawPos)

		drawPos[0] = posX-text.get_width()//2
		drawPos[1] = posY-text.get_height()//2
		screen.blit(text, drawPos)

		if i == 0:
			if graphics.nextText == None:
				graphics.nextText = font.render("NEXT", True, TEXT_COLOUR)
			drawPos[0] = posX-graphics.nextText.get_width()//2
			drawPos[1] = posY-graphics.nextText.get_height()//2+27
			screen.blit(graphics.nextText, drawPos)

		posX += queueDistance

	drawText()
开发者ID:Ohohcakester,项目名称:Tree-Balance-Game,代码行数:49,代码来源:draw.py


示例17: make_planets

 def make_planets(self):
     font_size = max(8, int(round(self.surface.get_height() * PLANET_FRAC)))
     font = pygame.font.Font('ASTRO.TTF', font_size)
     planets = []
     for char, color in zip(planet_font, planet_color):
         planet_surface = font.render(char, True, color)
         planet_shadow = font.render(char, True, (0, 0, 0, 96))
         surface = pygame.Surface(
             (planet_surface.get_width() + 1,
              planet_surface.get_height() + 1)).convert_alpha()
         surface.fill((0, 0, 0, 0))
         surface.blit(planet_shadow, (1, 1))
         surface.blit(planet_surface, (0, 0))
         planets.append(surface)
     self.planets = planets
开发者ID:seanlynch,项目名称:moondial,代码行数:15,代码来源:moondial.py


示例18: display_help_screen

def display_help_screen():
    """Displays the help screen"""
    display_clear()

    font = pygame.font.SysFont(POLICE, TXT_SIZE)
    text_title = font.render("HOW TO PLAY", 1, (0, 0, 0))
    text_help = font.render("Left click to reveal a cell.", 1, (0, 0, 0))
    text_help_2 = font.render("Right click to flag a cell.", 1, (0, 0, 0))
    text_help_3 = font.render("Click to go back.", 1, (0, 0, 0))

    WINDOW.blit(text_title, (WINDOW_SIZE[0]//2 - text_title.get_width()//2, TXT_SIZE + 10))
    WINDOW.blit(text_help, (10, 2 * TXT_SIZE + 70))
    WINDOW.blit(text_help_2, (10, 3 * TXT_SIZE + 130))
    WINDOW.blit(text_help_3, (WINDOW_SIZE[0]//2 - text_help_3.get_width()//2, 4 * TXT_SIZE + 240))
    pygame.display.flip()
开发者ID:Aegdesil,项目名称:Minesweeper,代码行数:15,代码来源:display.py


示例19: screen

 def screen(self,surface,pos,fgcolor=(128,128,125),font=None,interline=0):
     fgcolor = [fgcolor]
     px,y = pos
     mono = True
     if not font: font = Text.defaultfont
     if font.size('i')!=font.size('x'): mono = False
     char_w,char_h = font.size(' ')
     char_h += interline
     style_cmd = {'+':True,'-':False,'b':font.set_bold,'i':font.set_italic,'u':font.set_underline}
     bz = self.baliz
     def set_style(pos):
         while True:
             if bz and pos == bz[0][0]: 
                 _,mode,style,color,value = bz.pop(0)
                 if mode: style_cmd[style](style_cmd[mode])
                 elif color:
                     if value: fgcolor.append(Color(int(value,16)<<8))
                     else: fgcolor.pop()
             else: break
     rec = Rect(pos,(0,0))
     pos = 0
     set_style(pos)
     if mono:
         for lines in self:
             for line in lines:
                 x = px
                 for char in line:
                     rec = rec.unionall([(surface.blit(font.render(char,1,fgcolor[-1]),(x,y))),rec])
                     x += char_w
                     pos += 1
                     set_style(pos)
                 y += char_h
             pos += 1
             set_style(pos)
         return rec
     for lines in self:
         for line in lines:
             x = px
             for char in line:
                 x = surface.blit(font.render(char,1,fgcolor[-1]),(x,y))
                 rec = rec.unionall([x,rec])
                 x = x.right
                 pos += 1
                 set_style(pos)
             y += char_h
         pos += 1
         set_style(pos)
     return rec
开发者ID:602p,项目名称:spacegame,代码行数:48,代码来源:text.py


示例20: Buyer

def Buyer(game, index, pp):
    building_position = game.current_position()
    font = pygame.font.Font(None, 30)
    textImg = font.render(
        "   Buy building " + game.at(building_position)[0], 1, (255, 0, 0))
    textImg1 = font.render(
        "   building name is " + game.at(building_position)[1], 1, (255, 0, 0))
    catImg1 = pygame.image.load('pictures/bG.jpg')
    pp.blit(catImg1, blue_bg)
    bg_color = (255, 255, 255)
    text_color = (255,   0,   0)

    x_position = 120
    y_position = 350
    text_lenght = 100
    x_text_border = 30
    y_text_border = 30

    Buy = Button()
    Buy.create_button(pp, bg_color, x_position, y_position,
                      text_lenght, x_text_border, y_text_border, 'Buy', text_color)
    Auction = Button()
    Auction.create_button(pp, bg_color, x_position + 200, y_position,
                          text_lenght, x_text_border, y_text_border, 'Auction', text_color)
    pp.blit(textImg, center)  # za da e nai otgore
    pp.blit(textImg1, (120, 200))  # za da e nai otgore
    pygame.display.update()

    mousex = 0
    mousey = 0
    player_index = game.current_player_index()
    time.sleep(2)
    for event in pygame.event.get():  # event handling loop
        if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
            pygame.quit()
            sys.exit()
        elif event.type == MOUSEMOTION:
            mousex, mousey = event.pos
        elif event.type == MOUSEBUTTONUP:
            mousex, mousey = event.pos
            if Buy.pressed([mousex, mousey]):
                print('buy')
                a = game.buy_building(building_position, 0)
                if a:
                    return 'buy'
            if Auction.pressed([mousex, mousey]):
                return 'auction'
    return 1
开发者ID:kmkirov,项目名称:Monopoly-Standart-,代码行数:48,代码来源:gui_functions.py



注:本文中的pygame.font.render函数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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Python font.Font类代码示例发布时间:2022-05-25
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