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add: test image to render Animations

micha hace 2 años
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9e0381eb1d
Se han modificado 1 ficheros con 88 adiciones y 0 borrados
  1. 88 0
      3d/img2.py

+ 88 - 0
3d/img2.py

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+import PIL
+import PIL.Image
+
+import os
+import time
+
+
+#def SCREEN():
+img = PIL.Image.new("RGB", (200, 200))
+img.show() # see a black image
+pixels = [(255,0,0)]*(200*200)
+
+for i in range(10):
+    x = (i+20)* (200 )
+    print(pixels[x])
+    for j in range(10):
+        y = j +10
+        pixels[x+y] = (255,255,255)
+
+img.putdata(pixels)
+
+#print( img)
+#image = img
+
+#mode = image.mode
+#size = image.size
+#data = image.tostring()
+
+#img.show() # see a red image
+#input()
+
+
+import pygame
+
+pg = pygame
+pygame.init()
+
+main_size=(600,300)
+window = pygame.display.set_mode(main_size,pg.RESIZABLE)#,32)#,pygame.FULLSCREEN) #x left->right ,y top-> bottom
+#window = pygame.display.set_mode(main_size,pygame.FULLSCREEN) #x left->right ,y top-> bottom
+pg.display.set_caption('LibreLight PIL')
+
+
+this_image = img #pygame.image.fromstring(data, size, mode)
+
+
+img2 = pygame.image.load(os.path.join( 'brush.png'))
+img2 = pygame.transform.scale(img2, (25, 25))
+img2.set_colorkey([0,0,0] ) #pygame.image.BLACK)
+player_rect2 = img2.get_rect(center=(20, 20))
+#window.blit(img2, player_rect2)
+
+#window.blit(img, player_rect2)
+
+    #window.blit(img2, player_rect2)
+
+def pilImageToSurface(pilImage):
+    return pygame.image.fromstring(
+        pilImage.tobytes(), pilImage.size, pilImage.mode).convert()
+
+pygameSurface = pilImageToSurface(img)
+
+run = True
+while run:
+    #pg.clock.tick(60)
+    for event in pygame.event.get():
+        if event.type == pygame.QUIT:
+            run = False
+
+    window.fill(0)
+    window.blit(pygameSurface, pygameSurface.get_rect(center = (150, 150)))
+    pygame.display.flip()
+
+exit()
+
+
+run = 1
+while run:
+    #event_read()
+    window.fill(0) #[255,0,0])
+
+
+
+    pygame.display.flip()
+    pg.time.wait(10)
+
+pygame.quit()
+exit()