def __init__(self):
self.air_temp = None
self.humidity = None
self.co2 = None
self.o2 = None
self.water_temp = None
self.ph = None
self.ec = None
self.desired_temp = 25
self.desired_hum = 50
self.cmd_temp = 0
self.cmd_hum = 0
self.white = [255,255,255]
self.black = [0,0,0]
self.event_queue = None
rospy.loginfo("Initializing touchscreen")
pygame.init()
# pygame.mouse.set_visible(False)
self.screen = pygame.display.set_mode((WIDTH,HEIGHT),pygame.NOFRAME)
python类NOFRAME的实例源码
def init_display():
"""
set up the pygame display, full screen
"""
# Check which frame buffer drivers are available
# Start with fbcon since directfb hangs with composite output
drivers = ['fbcon', 'directfb', 'svgalib', 'directx', 'windib']
found = False
for driver in drivers:
# Make sure that SDL_VIDEODRIVER is set
if not os.getenv('SDL_VIDEODRIVER'):
os.putenv('SDL_VIDEODRIVER', driver)
try:
pygame.display.init()
except pygame.error:
# logging.warn('Driver: %s failed.' % driver)
continue
found = True
logging.debug('using %s driver', driver)
break
if not found:
raise Exception('No suitable video driver found!')
size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
pygame.mouse.set_visible(0)
if driver != 'directx': # debugging hack runs in a window on Windows
screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
else:
logging.info('running in windowed mode')
# set window origin for windowed usage
os.putenv('SDL_VIDEO_WINDOW_POS', '0,0')
# size = (size[0]-10, size[1] - 30)
screen = pygame.display.set_mode(size, pygame.NOFRAME)
logging.debug('display size: %d x %d', size[0], size[1])
# Clear the screen to start
screen.fill(BLACK)
return screen, size
scheduler.py 文件源码
项目:pygame-event-calendar-and-pianobar
作者: scottpcrawford
项目源码
文件源码
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def main():
pg.init()
pg.mouse.set_visible(False) # hide the pointer
#screen = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pg.FULLSCREEN) # windows
screen = pg.display.set_mode((1920, 1080), pg.NOFRAME) # linux
game = Game(screen)
game.create_sprites()
game.update_calendar()
game.update_weather()
game.change_state()
game.run()
exit(0)
def __init__(self, width=288, height=512, pipe_gap=100):
actions = {
"up": K_w
}
fps = 30
base.PyGameWrapper.__init__(self, width, height, actions=actions)
self.scale = 30.0 / fps
self.allowed_fps = 30 # restrict the fps
self.pipe_gap = pipe_gap
self.pipe_color = "red"
self.images = {}
# so we can preload images
pygame.display.set_mode((1, 1), pygame.NOFRAME)
self._dir_ = os.path.dirname(os.path.abspath(__file__))
self._asset_dir = os.path.join(self._dir_, "assets/")
self._load_images()
self.pipe_offsets = [0, self.width * 0.5, self.width]
self.init_pos = (
int(self.width * 0.2),
int(self.height / 2)
)
self.pipe_min = int(self.pipe_gap / 4)
self.pipe_max = int(self.height * 0.79 * 0.6 - self.pipe_gap / 2)
self.backdrop = None
self.player = None
self.pipe_group = None
def __init__(self, drivers=DEFAULT_DRIVERS, size=DEFAULT_SIZE, screen_type=DEFAULT_SCREEN, borders=(5, 5),
border_width=3, line_color=(255, 255, 255), font='freesans', font_color=(255, 255, 255),
icons=ICON_DICTIONARY):
"""DisplayDriver class is the class that build the base display for use in the weather
app. Argument descriptions: drivers is a tuple of strings with available SDL_VIDEODRIVER
environmental varaibles; size is a tuple of two integers describing the x, y size of the
screen; screen_type is a string value that corresponds to the pygame constants for
dispay.set_mode
"""
formats = {'no_frame': pygame.NOFRAME, 'full_screen': pygame.FULLSCREEN, 'double_buff': pygame.DOUBLEBUF,
'hw_surface': pygame.HWSURFACE, 'open_GL': pygame.OPENGL, 'resizable': pygame.RESIZABLE}
self._system_data = SystemData()
self._display_instance = None
self._drivers = drivers
self._size = size
self._borders = borders
self._border_width = border_width
self._line_color = line_color
self._font = font
self._font_color = font_color
self._format = formats[screen_type]
self._icons = icons
self._base_dir = os.getcwd() + ICON_BASE_DIR
self._scale_icons = True
self._xmax = self._size[0] - self._borders[0]
self._ymax = self._size[1] - self._borders[1]
self._av = 1
self._av_time = 1
self._screen = None
self._blits = []
def todo_test_set_mode(self):
# __doc__ (as of 2008-08-02) for pygame.display.set_mode:
# pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
# initialize a window or screen for display
#
# This function will create a display Surface. The arguments passed in
# are requests for a display type. The actual created display will be
# the best possible match supported by the system.
#
# The resolution argument is a pair of numbers representing the width
# and height. The flags argument is a collection of additional
# options. The depth argument represents the number of bits to use
# for color.
#
# The Surface that gets returned can be drawn to like a regular
# Surface but changes will eventually be seen on the monitor.
#
# If no resolution is passed or is set to (0, 0) and pygame uses SDL
# version 1.2.10 or above, the created Surface will have the same size
# as the current screen resolution. If only the width or height are
# set to 0, the Surface will have the same width or height as the
# screen resolution. Using a SDL version prior to 1.2.10 will raise an
# exception.
#
# It is usually best to not pass the depth argument. It will default
# to the best and fastest color depth for the system. If your game
# requires a specific color format you can control the depth with this
# argument. Pygame will emulate an unavailable color depth which can
# be slow.
#
# When requesting fullscreen display modes, sometimes an exact match
# for the requested resolution cannot be made. In these situations
# pygame will select the closest compatable match. The returned
# surface will still always match the requested resolution.
#
# The flags argument controls which type of display you want. There
# are several to choose from, and you can even combine multiple types
# using the bitwise or operator, (the pipe "|" character). If you pass
# 0 or no flags argument it will default to a software driven window.
# Here are the display flags you will want to choose from:
#
# pygame.FULLSCREEN create a fullscreen display
# pygame.DOUBLEBUF recommended for HWSURFACE or OPENGL
# pygame.HWSURFACE hardware accelerated, only in FULLSCREEN
# pygame.OPENGL create an opengl renderable display
# pygame.RESIZABLE display window should be sizeable
# pygame.NOFRAME display window will have no border or controls
self.fail()
def todo_test_set_mode(self):
# __doc__ (as of 2008-08-02) for pygame.display.set_mode:
# pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
# initialize a window or screen for display
#
# This function will create a display Surface. The arguments passed in
# are requests for a display type. The actual created display will be
# the best possible match supported by the system.
#
# The resolution argument is a pair of numbers representing the width
# and height. The flags argument is a collection of additional
# options. The depth argument represents the number of bits to use
# for color.
#
# The Surface that gets returned can be drawn to like a regular
# Surface but changes will eventually be seen on the monitor.
#
# If no resolution is passed or is set to (0, 0) and pygame uses SDL
# version 1.2.10 or above, the created Surface will have the same size
# as the current screen resolution. If only the width or height are
# set to 0, the Surface will have the same width or height as the
# screen resolution. Using a SDL version prior to 1.2.10 will raise an
# exception.
#
# It is usually best to not pass the depth argument. It will default
# to the best and fastest color depth for the system. If your game
# requires a specific color format you can control the depth with this
# argument. Pygame will emulate an unavailable color depth which can
# be slow.
#
# When requesting fullscreen display modes, sometimes an exact match
# for the requested resolution cannot be made. In these situations
# pygame will select the closest compatable match. The returned
# surface will still always match the requested resolution.
#
# The flags argument controls which type of display you want. There
# are several to choose from, and you can even combine multiple types
# using the bitwise or operator, (the pipe "|" character). If you pass
# 0 or no flags argument it will default to a software driven window.
# Here are the display flags you will want to choose from:
#
# pygame.FULLSCREEN create a fullscreen display
# pygame.DOUBLEBUF recommended for HWSURFACE or OPENGL
# pygame.HWSURFACE hardware accelerated, only in FULLSCREEN
# pygame.OPENGL create an opengl renderable display
# pygame.RESIZABLE display window should be sizeable
# pygame.NOFRAME display window will have no border or controls
self.fail()
def __init__(self):
self.parameters = Parameters("Config/default.ini")
if isfile("Config/config.ini") :
self.parameters.Load("Config/config.ini")
# screen mode
screenMode = self.parameters["screenMode"]
if(screenMode == Screen_mode.Fullscreen) :
args = pygame.HWSURFACE | pygame.FULLSCREEN | pygame.DOUBLEBUF
elif(screenMode == Screen_mode.Borderless) :
os.environ['SDL_VIDEO_WINDOW_POS'] = '0,0'
args = pygame.NOFRAME
else:
args = 0
os.environ["SDL_VIDEO_CENTERED"] = "1"
# window icon
self.icon = pygame.image.load("Assets/icon.png")
self.icon = pygame.transform.scale(self.icon, (32, 32))
pygame.display.set_icon(self.icon)
# window parameters
self.width = self.parameters["windowWidth"]
self.height = self.parameters["windowHeight"]
# some managers and important things
self.screen = pygame.display.set_mode((self.width, self.height), args)
pygame.display.set_caption("Lovely Space")
self.clock = pygame.time.Clock()
self.input = input.Input(self)
self.audio = audio.Audio()
self.size = size.Size(self.width, self.height, 1920, 1080)
# a random font
self.fpsFont = pygame.font.SysFont("Arial", 25)
# drunk shit
self.iniPosition = pygame.math.Vector2(0, 200)
self.drunkY = 1
self.drunkX = 1
# pause things
self.pause = None
self.isPaused = False
self.mode = titlescreen.TitleScreen(self)
#self.mode = game.Game(self)
def __init__(self,
game, fps=30, frame_skip=1, num_steps=1,
reward_values={}, force_fps=True, display_screen=False,
add_noop_action=True, state_preprocessor=None, rng=24):
self.game = game
self.fps = fps
self.frame_skip = frame_skip
self.NOOP = None
self.num_steps = num_steps
self.force_fps = force_fps
self.display_screen = display_screen
self.add_noop_action = add_noop_action
self.last_action = []
self.action = []
self.previous_score = 0
self.frame_count = 0
# update the scores of games with values we pick
if reward_values:
self.game.adjustRewards(reward_values)
if isinstance(self.game, PyGameWrapper):
if isinstance(rng, np.random.RandomState):
self.rng = rng
else:
self.rng = np.random.RandomState(rng)
# some pygame games preload the images
# to speed resetting and inits up.
pygame.display.set_mode((1, 1), pygame.NOFRAME)
else:
# in order to use doom, install following https://github.com/openai/doom-py
from .games.base.doomwrapper import DoomWrapper
if isinstance(self.game, DoomWrapper):
self.rng = rng
self.game.setRNG(self.rng)
self.init()
self.state_preprocessor = state_preprocessor
self.state_dim = None
if self.state_preprocessor is not None:
self.state_dim = self.game.getGameState()
if self.state_dim is None:
raise ValueError(
"Asked to return non-visual state on game that does not support it!")
else:
self.state_dim = self.state_preprocessor(self.state_dim).shape
if game.allowed_fps is not None and self.fps != game.allowed_fps:
raise ValueError("Game requires %dfps, was given %d." %
(game.allowed_fps, game.allowed_fps))