60) clock = pygame.time.Clock() 宇宙背景初始化 background = pygame.image.load(r" 这里填背景图片本地路径 ") screen.blit ", 15) text_surface = my_font.render("Sun", True, (255, 0, 0), (0, 0, 0)) # 太阳 screen.blit text_surface, (1020, 30)) sun = pygame.image.load(r"F:\solar-system\image\sun_bg.png") screen.blit ", 15) text_surface = my_font.render("Mercury", True, (255, 0, 0), (0, 0, 0)) # 水星 screen.blit , 65)) text_surface = my_font.render("Venus", True, (255, 0, 0), (0, 0, 0)) # 金星 screen.blit
//blit.src_image_h.bbuff = 1; //blit.src_image_h.color = 0xff; blit.src_image_h.format = eSrcFormat ; blit.src_image_h.align[0] = 0; blit.src_image_h.align[1] = 0; blit.src_image_h.align[2] blit.src_image_h.fd = -1; blit.src_image_h.use_phy_addr = 1; //blit.dst_image_h.bbuff = 1; //blit.dst_image_h.color = 0xff; blit.dst_image_h.format = eDstFormat; blit.dst_image_h.laddr ; blit.dst_image_h.align[1] = 0; blit.dst_image_h.align[2] = 0; blit.dst_image_h.clip_rect.x
() screen = pygame.display.set_mode((450,800), 0, 32) plane = pygame.image.load('plane.png') screen.blit (e.image, (e.x,e.y)) # 绘制玩家 plane.move() screen.blit(plane.image, (plane.x, plane.y)) , 1, (0, 0, 0)) screen.blit(text, (165, 400)) pygame.display.update() 7. = font.render("Socre: %d" % score, 1, (0, 0, 0)) screen.blit(text, (0, 0)) else: text = font.render( 0, 0, 0)) screen.blit(text, (165, 420)) pygame.display.update() 9.
1.前言 Graphics的Blit方法是比较简单也是比较常用的方法。最简单的作用是将一张纹理绘制到另一张纹理中。 void OnRenderImage(RenderTexture src, RenderTexture dest) { Graphics.Blit(src, dest); } 3.2 最基本应用 一般应用如下所示 0; i < iterations; i++) { RenderTexture buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0); Graphics.Blit buffer1; buffer1 = RenderTexture.GetTemporary(rtW, rtH, 0); // Render the horizontal pass Graphics.Blit (buffer0, dest); RenderTexture.ReleaseTemporary(buffer0); } else { Graphics.Blit(src, dest); } } } 4
width/grass.get_width()+1): for y in range(height/grass.get_height()+1): screen.blit (grass,(x*100,y*100)) screen.blit(castle,(0,30)) screen.blit(castle,(0,135)) screen.blit( castle,(0,240)) screen.blit(castle,(0,345 )) #screen.blit(player, (100,100)) #screen.blit (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2) screen.blit (youwin, (0,0)) screen.blit(text, textRect) while 1: for event in pygame.event.get():
def start(): screen.blit(background,(0,0)) screen.blit(top,(pipe_x,pipe_y)) pipe_dy = calculation(pipe_y) screen.blit(bottom,(pipe_x,pipe_dy)) screen.blit(green_base,(base_x,400 程序实现: #首先初始化起始位置 pipe_x = 444 pipe_x1 = 744 #更改start()函数 def start(): screen.blit(background,(0,0 )) screen.blit(top,(pipe_x,pipe_y)) pipe_dy = calculation(pipe_y) screen.blit(bottom screen.blit(bottom,(pipe_x1,pipe_dy1)) screen.blit(green_base,(base_x,400)) #更改start_updatexy
(background,(0,0)) screen.blit(green_base,(0,400)) screen.blit(mid_bird,(52,225)) screen.blit (background,(0,0)) screen.blit(green_base,(base_x,400)) screen.blit(mid_bird,(52,bird_y)) screen.blit(welcome1,(52,52)) time_passed = clock.tick() time_passed_seconds = time_passed / (mid_bird,(52,base_y)) elif 50<(count)<=100: screen.blit(up_bird,(52,base_y)) elif 100<(count)<=150: screen.blit(down_bird,(52,base_y)) #当计数值过大时,归零,以减少运行时间 if
,(obstacle_pos[0] - offset,obstacle_pos[1])) # left screen.blit(new_obstacle_surf,(obstacle_pos[0 ], obstacle_pos[1] - offset)) # top screen.blit(new_obstacle_surf,(obstacle_pos[0], obstacle_pos[ 1] + offset)) # bottom screen.blit(new_obstacle_surf,(obstacle_pos[0] + offset, obstacle_pos[1] - )) # bottomright screen.blit(new_obstacle_surf,(obstacle_pos[0] - offset, obstacle_pos[1] + offset )) # bottomleft screen.blit(new_obstacle_surf,(obstacle_pos[0] - offset, obstacle_pos[1] - offset
(self.render1,(155,20)) screen.blit(self.render2,(155,80)) screen.blit(self.render3 ,(155,160)) screen.blit(self.render4,(155,220)) screen.blit(self.render5, (110,550) ) screen.blit(self.render6, (110,590)) screen.blit(self.render7,(155,630)) b = Birth (self.render1,(155,20)) screen.blit(self.render2,(155,80)) screen.blit(self.render3 ,(155,160)) screen.blit(self.render4,(155,220)) screen.blit(self.render5, (110,550)
= 0; blit.src_image_h.clip_rect.w = 1920; blit.src_image_h.clip_rect.h = 1080; blit.src_image_h.width = 1080; blit.dst_image_h.alpha = 0xff; blit.dst_image_h.width = 1920; blit.dst_image_h.height = 1080 ; blit.src_image_h.clip_rect.x = 0; blit.src_image_h.clip_rect.y = 0; blit.src_image_h.clip_rect.w = ; blit.src_image_h.clip_rect.x = 0; blit.src_image_h.clip_rect.y = 0; blit.src_image_h.clip_rect.w = = 0; blit.dst_image_h.clip_rect.w = 1280; blit.dst_image_h.clip_rect.h = 800; blit.dst_image_h.alpha
screen.blit(self.render03, (self.x03, self.y03)) screen.blit(self.render04, (self.x04, self.y04 , self.y06)) screen.blit(self.render07, (self.x07, self.y07)) screen.blit(self.render08 , (self.x08, self.y08)) screen.blit(self.render09, (self.x09, self.y09)) screen.blit screen.blit(self.render03, (self.x03, self.y03)) screen.blit(self.render04, (self.x04, self.y04 , (self.x08, self.y08)) screen.blit(self.render09, (self.x09, self.y09)) screen.blit
FuncAnimation(fig, update, frames=np.linspace(0, 2*np.pi, 128), init_func=init, blit 各个参数的含义: FuncAnimation(fig, update, frames=None, init_func=None, fargs=None, interval=200,repeat=False,blit blit 为bool型,是否用blitting技术优化绘图,默认False。 例子2: ? y)) return im, ani = animation.FuncAnimation(fig, updatefig, frames = range(100), interval=50, blit 10.) def init(): ax.set_ylim(-1.1, 1.1) ax.set_xlim(0, 10) line.set_data([], []) #If blit
(tank_cursor, tank_rect) screen.blit(player_render_red, player_rect) screen.blit(players_render_white , tank_rect) screen.blit(restart_render_red, restart_rect) screen.blit(quit_render_white, (tank_cursor, tank_rect) screen.blit(restart_render_white, restart_rect) screen.blit(quit_render_red (background_img, (0, 0)) screen.blit(logo_img, logo_rect) screen.blit(font_render, font_rect) screen.blit(gamebar, gamebar_rect) screen.blit(tank_cursor, tank_rect) pygame.draw.rect(
(tank_cursor, tank_rect) screen.blit(player_render_red, player_rect) screen.blit(players_render_white , tank_rect) screen.blit(restart_render_red, restart_rect) screen.blit(quit_render_white, (tank_cursor, tank_rect) screen.blit(restart_render_white, restart_rect) screen.blit(quit_render_red (background_img, (0, 0)) screen.blit(logo_img, logo_rect) screen.blit(font_render, font_rect) screen.blit(gamebar, gamebar_rect) screen.blit(tank_cursor, tank_rect) pygame.draw.rect(
format(score, times_max), True, (255, 0, 0) ) sur.blit(end_sur, (100, 150)) = score_font.render( "重新开始倒计时{}".format(cd), True, (255, 0, 0) ) sur.blit (cd_sur, (100, 200)) gameover = gameover + 1 else: sur.blit(map, (0, 0)) format(score, times + 1), False, (255, 0, 0) ) sur.blit(score_sur, (200, 10)) (ratsur, (pos[0] - 50, pos[1] - 70)) sur.blit(hamsur, (mpos[0] - 50, mpos[1] - 100))
int(width/grass.get_width())+1): for y in range(int(height/grass.get_height()+1)): screen.blit (grass,(x*100,y*100)) screen.blit(castle,(0,30)) screen.blit(castle,(0,135)) screen.blit(castle = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2) screen.blit index1) index1+=1 # 6.3.3 - Next bad guy index+=1 for badguy in badguys: screen.blit (healthvalue): screen.blit(health, (health1+8,8)) # 7 - update the screen pygame.display.flip
a.render("测试字体",True,(255,0,0),(0,0,0)) 屏幕绘制字体 screen.blit(text,[jx.x,jx.y]) 绘制字体是用的表面中blit函数来绘制图像: blit(source,dest,area = None,special_flags = 0) - > Rect 在此Surface上绘制源Surface。 Rect也可以作为目标传递,矩形的topleft角将用作blit的位置。目标矩形的大小不会影响blit。 也可以传递可选的区域矩形。这表示要绘制的源Surface的较小部分。 510, 500的话会出现的比较突然 if jx.x < 0 - ztw: jx.x = 510 # 屏幕绘制字体, screen.blit
def welcome(): screen.blit(background,(0,0)) screen.blit(green_base,(base_x,400)) screen.blit drawbird(count): count +=change_speed*time_passed_seconds if 0<=(count)<=50: screen.blit (mid_bird,(52,base_y)) elif 50<(count)<=100: screen.blit(up_bird,(52,base_y)) elif 100 <(count)<=150: screen.blit(down_bird,(52,base_y)) if count>140: count -= 140 def start(): screen.blit(background,(0,0)) screen.blit(green_base,(base_x,400)) 1.4.2 游戏界面小鸟的运动
pygame.FULLSCREEN) # screen=pygame.display.set_mode((WIDTH,HEIGHT)) # screen.fill((16,16,16)) screen.blit ], (200, 500)) screen.blit(self.lizi2_list[self.lizi2_count], (500, 500)) screen.blit # screen.blit(self.lizi3_list[self.lizi3_count], (800, -200)) # screen.blit(self.lizi3 ], (200, 550)) screen.blit(self.lizi_list[self.lizi_count], (500, 600)) screen.blit (bg,(0,0)) screen.blit(start_btn,(495,450)) screen.blit(end_btn,(495,320)) if
()创建: kitten = pygame.image.load("kitten.jpg") Regular Surfaces 需要放置在Display Surfaces上, 可以通过 screen.blit screen.blit(second_surface, (200, 200)) PyGame的坐标系以显示器的左上角为原点,向右为x轴正方向,向下为y轴正方向。 然后screen.blit(kitten, kitten_rect) 会使用rect的左上角坐标放置surface。 screen.blit(kitten, kitten_rect) # 将ketten放在 rect位置。 kitten_rect.x += 1 # 修改rect的位置 向右偏移一个像素。 (second_surface, (200, 200)) # 将second_surface放置在screen上 screen.blit(kitten, kitten_rect)