How to use the pygame.image function in pygame

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github krahsdevil / Retropie-CRT-Edition / opt / retropie / configs / all / CRT / bin / ScreenUtilityFiles / resources / assets / screen_emulationstation / config / 2. USB AutoMount.py View on Github external
pygame.init()
pygame.display.init()
pygame.mouse.set_visible(0)
PGoJoyHandler = joystick()
get_config()

# VARIABLES
state_up = 0
state_down = 0
state_left = 0
state_right = 0
threshold = 1000 # Analogic middle to debounce
joystick = 0 # 0 is the 1sf joystick

# FF files
wait = pygame.image.load('/opt/retropie/configs/all/CRT/bin/ScreenUtilityFiles/resources/media/skin_automount_rotated/wait_%s.png'%RotationCurrentMode)
waitPos = wait.get_rect()
waitPos.center = ((x_screen/2), (y_screen/2))

extract = pygame.image.load('/opt/retropie/configs/all/CRT/bin/ScreenUtilityFiles/resources/media/skin_automount_rotated/extract_%s.png'%RotationCurrentMode)
extractPos = extract.get_rect()
extractPos.center = ((x_screen/2), (y_screen/2))

enabled = pygame.image.load('/opt/retropie/configs/all/CRT/bin/ScreenUtilityFiles/resources/media/skin_automount_rotated/enabled_%s.png'%RotationCurrentMode)
enabledPos = enabled.get_rect()
enabledPos.center = ((x_screen/2), (y_screen/2))

disabled = pygame.image.load('/opt/retropie/configs/all/CRT/bin/ScreenUtilityFiles/resources/media/skin_automount_rotated/disabled_%s.png'%RotationCurrentMode)
disabledPos = disabled.get_rect()
disabledPos.center = ((x_screen/2), (y_screen/2))

cancel = pygame.image.load('/opt/retropie/configs/all/CRT/bin/ScreenUtilityFiles/resources/media/skin_automount_rotated/cancel_%s.png'%RotationCurrentMode)
github dgomes / iia-ia-bomberman / client.py View on Github external
async def agent_loop(server_address="localhost:8000", agent_name="student"):
    async with websockets.connect(f"ws://{server_address}/player") as websocket:

        # Receive information about static game properties
        await websocket.send(json.dumps({"cmd": "join", "name": agent_name}))
        msg = await websocket.recv()
        game_properties = json.loads(msg)

        # You can create your own map representation or use the game representation:
        mapa = Map(size=game_properties["size"], mapa=game_properties["map"])

        # Next 3 lines are not needed for AI agent
        SCREEN = pygame.display.set_mode((299, 123))
        SPRITES = pygame.image.load("data/pad.png").convert_alpha()
        SCREEN.blit(SPRITES, (0, 0))

        while True:
            try:
                state = json.loads(
                    await websocket.recv()
                )  # receive game state, this must be called timely or your game will get out of sync with the server

                # Next lines are only for the Human Agent, the key values are nonetheless the correct ones!
                key = ""
                for event in pygame.event.get():
                    if event.type == pygame.QUIT or not state["lives"]:
                        pygame.quit()

                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_UP:
github garethnisbet / T-BOTS / TBot_Joystick_Python_PYBLUEZ / Controller.py View on Github external
pygame.font.init()
basicfont = pygame.font.SysFont(None, 30)
oldkps, oldkp, oldtrim, oldgyro = str(0),str(0),str(0), str(0)
pygame.init()
clock = pygame.time.Clock()
size = width, height = 1200, 500
screen=pygame.display.set_mode(size)

############   Load art work    ##############################
joytop = pygame.image.load('images/joytopglow.png')
joybase = pygame.image.load('images/joybase.png')
minus = pygame.image.load('images/minus.png')
plus = pygame.image.load('images/plus.png')
pluslight = pygame.image.load('images/pluslight.png')
minuslight = pygame.image.load('images/minuslight.png')
gTrim = pygame.image.load('images/Trim.png')
gTrimlight = pygame.image.load('images/Trimlight.png')
record = pygame.image.load('images/record.png')
pause = pygame.image.load('images/pause.png')

stop = pygame.image.load('images/stop.png')
play = pygame.image.load('images/play.png')
cmdpause = pygame.image.load('images/cmdpause.png')
cmdrecord = pygame.image.load('images/cmdrecord.png')
trash = pygame.image.load('images/trash.png')
trashlight = pygame.image.load('images/trashlight.png')

########################  initialize variables  #################
timestart = time()
cmdwrite = 0
button1,button2,button3,button4,button5,button6,button7, button8, button9 ,button10, button11 ,button12 , toggle,  toggle2, toggle3 = 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
x,y = 0,0
github Ben-Ryder / Conqueror-of-Empires / project / game / gui.py View on Github external
for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if QuitMessage not in [type(obj) for obj in self.persistent_guis]:  # stops recalling when active
                        self.quit_message()

                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE or (event.key == pygame.K_F4 and event.mod == pygame.KMOD_ALT):
                        self.state = "quit"
                    elif event.key == pygame.K_m:
                        self.state = "menu"

                    elif event.key == pygame.K_s:  # Screenshot (saves view_surface and game_surface)
                        pygame.image.save(self.game_view.game_surface.main_surface,
                                          self.model_link.game_name + str(time.time()) + ".png")

                        pygame.image.save(self.display,
                                          self.model_link.game_name + str(time.time()) + "display" + ".png")

                elif event.type == pygame.MOUSEBUTTONDOWN:
                    self.handle_click(mouse_x, mouse_y)

            # Drawing
            self.draw()
            pygame.display.update()

        # Here has been game quit, returns to controller call, where save and new state are processed.
        return self.state
github skoam / fumiko-pygame / master.py View on Github external
def main():
	# Global Variables (They aren't so evil after all)
	global DISPLAYSURF, FPSCLOCK, FPS, PLAYER_LIST, LIST_OF_OBJECTS, LIST_OF_ENEMIES, IMAGE_LIBRARY, WINDOWWIDTH, WINDOWHEIGHT, scale_X, scale_Y
	
	# A Library for all the graphics
	IMAGE_LIBRARY =	{			'Fumiko': pygame.image.load("Fumiko.png"),
								'empty': pygame.image.load("charempty.png"),
								'Chipset_1': pygame.image.load("Chipset_1.png"),
								'BG_1': pygame.image.load("BG_2.jpg"),
								'Object_Rock': pygame.image.load("rock_smaller.png"),
								'Object_Rock_2': pygame.image.load("rock.png"),
								'Object_Grass': pygame.image.load("grass.png"),
								'Object_Grass_2': pygame.image.load("grass_2.png"),
								'Boss_A': pygame.image.load("mons6.png"),
								'Monsters': pygame.image.load("Monster_Charset.png"),
								'Monsters_Bigger': pygame.image.load("Monster_Charset_Bigger.png")
							}
	
	PLAYER_LIST = []
	LIST_OF_OBJECTS = []
	LIST_OF_ENEMIES = []
	
	FPS = 30
github zork9 / pygame-pyZeldaII / maproominn1_3.py View on Github external
def __init__(self,x,y):
        Maproom.__init__(self,x,y)
        self.background = pygame.image.load('./pics/room-bginn1_3.bmp').convert()
        self.gameobjects.append(Tree2(10,20))
	self.gameobjects.append(Tree2(200,70))
	self.gameobjects.append(Tree2(400,10))
        self.guardian = InnGuardian(160,320)
        self.gameobjects.append(self.guardian)
	self.gameobjects.append(Dungeonwall(0,0,100,500))
	self.gameobjects.append(Dungeonwall(200,0,100,500))
	# Inn walls
	self.gameobjects.append(Dungeonwall(0,175,150,400))
	self.gameobjects.append(Dungeonwall(250,250,250,250))
github viblo / pymunk / examples / newtons_cradle.py View on Github external
reset_bodies(space)
    selected = None
    
    if not is_interactive:
        pygame.time.set_timer(USEREVENT+1, 70000) # apply force
        pygame.time.set_timer(USEREVENT+2, 120000) # reset
        pygame.event.post(pygame.event.Event(USEREVENT+1))
        pygame.mouse.set_visible(False)
        
    while running:
        for event in pygame.event.get():
            if event.type == QUIT:
                running = False
            elif event.type == KEYDOWN and event.key == K_p:
                pygame.image.save(screen, "newtons_cradle.png")
            
            if event.type == pygame.USEREVENT+1:
                r = random.randint(1,4)
                for body in bodies[0:r]:
                    body.apply_impulse_at_local_point((-6000,0))
            if event.type == pygame.USEREVENT+2:
                reset_bodies(space)
                
            elif event.type == KEYDOWN and event.key == K_r and is_interactive:
                reset_bodies(space)
            elif event.type == KEYDOWN and event.key == K_f and is_interactive:
                r = random.randint(1,4)
                for body in bodies[0:r]:
                    body.apply_impulse_at_local_point((-6000,0))
                
            elif event.type == MOUSEBUTTONDOWN and is_interactive:
github tasdikrahman / spaceShooter / spaceshooter / spaceShooter.py View on Github external
img.set_colorkey(BLACK)
    ## resize the explosion
    img_lg = pygame.transform.scale(img, (75, 75))
    explosion_anim['lg'].append(img_lg)
    img_sm = pygame.transform.scale(img, (32, 32))
    explosion_anim['sm'].append(img_sm)

    ## player explosion
    filename = 'sonicExplosion0{}.png'.format(i)
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(BLACK)
    explosion_anim['player'].append(img)

## load power ups
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()


###################################################


###################################################
### Load all game sounds
shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav'))
missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg'))
expl_sounds = []
for sound in ['expl3.wav', 'expl6.wav']:
    expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
## main background music
#pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.2)      ## simmered the sound down a little
github furmada / PythonOS / pyos.py View on Github external
def __init__(self, position, **data):
            self.path = ""
            self.originalSurface = None
            self.transparent = True
            if "path" in data:
                self.path = data["path"]
            else:
                self.path = "surface"
            if "surface" not in data:
                data["surface"] = pygame.image.load(data["path"])
            self.originalSurface = data["surface"]
            super(GUI.Image, self).__init__(position, **data)
github ducandu / MaRLEnE / engine2learn / envs / grid_world_complex.py View on Github external
def __init__(self, desc="4x4", save=False, reward_func="sparse"):
        # new health counter
        # gets reduced when we touch fire
        self.health0 = self.health = 100.0
        self.orientation0 = self.orientation = 90  # 0=look up, 90=look right, 180=look down, 270=look left

        super().__init__(desc, save, "sparse")
        self.reward_func = reward_func
        # create the pygame-render data structures
        self.pyg_field_size = 25
        self.surface = pygame.Surface((self.pyg_field_size*self.n_col, self.pyg_field_size*self.n_row), flags=pygame.SRCALPHA)
        self.surface_pix = pygame.surfarray.pixels3d(self.surface)  # fixed ndarray link into the surface pixel values
        # load the images
        self._img_pawn = pygame.image.load("images/mario.png").convert_alpha()
        self._img_wall = pygame.image.load("images/wall.png").convert_alpha()
        self._img_goal = pygame.image.load("images/goal.png").convert_alpha()
        self._img_fire = pygame.image.load("images/fire.png").convert_alpha()