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- import pygame
- import pygame.gfxdraw
- import math
- import random
- import os
- pg = pygame
- pygame.init()
- main_size=(600,300)
- #main_size=(1600,900)
- #, pygame.DOUBLEBUF, 32)
- #window = pygame.display.set_mode(main_size,pygame.FULLSCREEN) #x left->right ,y top-> bottom
- #window = pygame.display.set_mode(main_size,pg.RESIZABLE|pygame.DOUBLEBUF,32)#,pygame.FULLSCREEN) #x left->right ,y top-> bottom
- ##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,pg.RESIZABLE, pygame.SRCALPHA)# 32)
- window = pygame.display.set_mode(main_size,pg.RESIZABLE|pygame.DOUBLEBUF|pygame.HWSURFACE, 32)
- #window = pygame.display.set_mode(main_size,pg.NOFRAME,32)#,pygame.FULLSCREEN) #x left->right ,y top-> bottom
- #window = pygame.display.set_mode(main_size,pg.NOFRAME,32)#,pygame.FULLSCREEN) #x left->right ,y top-> bottom
- #window = pygame.display.set_mode(main_size,pygame.FULLSCREEN) #x left->right ,y top-> bottom
- # pygame.display.set_mode((self.width, int(self.height+(self.height*0.15))) ,pygame.FULLSCREEN)
- #pg.display.set_mode(window,pg.DOUBLEBUF) #|pg.OPENGL)
- pg.display.set_caption('LibreLight Animation')
- def colorize(image, newColor):
- image = image.copy()
- image.fill((0, 0, 0, 255), None, pygame.BLEND_RGBA_MULT)
- image.fill(newColor[0:4] , None, pygame.BLEND_RGBA_ADD)
- return image
- 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=(200, 200))
- #window.blit(img2, player_rect2)
- def draw_alpha():
- surface1 = pygame.Surface((100,100))
- surface1.set_colorkey((0,0,0))
- surface1.set_alpha(128)
- pygame.draw.circle(surface1, (0,255,0), (50,50), 50)
- class _Particale():
- def __init__(self,x,y,xvel,yvel,radius,color):
- self.x = x
- self.y = y
- self.xvel = xvel
- self.yvel = yvel
- self.radius = radius
- self.color = color
- self.time = time.time()
- self.start = time.time()
- self.start2 = random.randint(1,20)/10.
- if self.start2 > 1.8:
- self.start2 += random.randint(1,20)/10.
- self.colors = [(255,255,0),(255,210,0),(255,90,0)]
- self.color = random.choice(self.colors)
- def draw(self,win):
- if time.time() > self.time+0.05:
- self.x += self.xvel
- self.y += self.yvel
- self.time = time.time()
- if self.start+self.start2 < time.time():
- self.radius -= 0.1
- #if time.time() > self.time+0.2:
- #pygame.draw.circle(win, color, (int(self.x),int(self.y)),self.radius)
- color = self.color
- x= round(self.x)
- y= round(self.y)
- r = round(self.radius)
- if len(color) == 3:
- color = list(color)
- color.append(0)
- #pygame.gfxdraw.filled_circle(win, x,y ,r,color )#[0,0,255])
- #pygame.gfxdraw.aacircle(win, x,y ,r,color )#[0,0,255])
- r = round(r*5)
- #img3 = img2.copy()
- #img3 = colorize(img2, color ) #(0, 0, 255,15) )
- #img3 = colorize(img2,(255, 120, 255,15) )
- img3 = colorize(img2,color )
- img3 = pygame.transform.scale(img3, (r, r))
- player_rect3 = img3.get_rect(center=(x,y))
- window.blit(img3, player_rect3)
- class Particales():
- def __init__(self):
- self.data = []
- def add(self,x,y):
- for z in range(random.randint(1,3)):
- s = 10
- xvel = random.randint(0,s) -(s/2)
- yvel = random.randint(0,s) -(s/2)
- r = random.randint(1,2)
- p = _Particale(x ,y ,xvel ,yvel,r,(255,255,255))
- self.data.append(p)
- def draw(self,win):
- rem = []
- for p in self.data:
- p.draw(win)
- if p.radius <= 0:
- rem.append(p)
- for p in rem:
- self.data.remove(p)
- particales = Particales()
- def event_read():
- inc = 1
- for event in pg.event.get():
- print("event",event)
- move_x = 0
- move_y = 0
- move_z = 0
- rot_x = 0
- rot_y = 0
- rot_z = 0
- if "pos" in event.dict:
- _pos = event.pos
- pointer.move(x=_pos[0],y=_pos[1])
- if event.type== pg.QUIT:
- print("quit")
- pg.quit()
- quit()
- sys.exit()
- if "key" in dir(event):
- if event.key == 27: #ESC pg.KEYDOWN:
- print("quit")
- pg.quit()
- quit()
- sys.exit()
- class Grid():
- def __init__(self):
- pixA = []
- for c in range(10):
- row = []
- for r in range(10):
- color = [r,r,r]
- row.append(color)
- pixA.append(row)
- self.pixA = pixA
- self.red = 0
- self.green = 0
- self.blue = 0
- self.blue_dir = 1
- def draw(self):
- pixA = self.pixA
- #pixel_array = pygame.PixelArray(window)
- pixel_array = {} # pygame.PixelArray(window)
- #pixel_array.open()
- a_x_max = main_size[1] #n600 #pixel_array[0])
- a_y_max = main_size[0] #300 #pixel_array)
-
- b_x_max = len(pixA[0])
- b_y_max = len(pixA)
-
- b_h = int(a_x_max / b_x_max)
- b_w = int(a_y_max / b_y_max)
- self.red = 0
- self.green = 0
- #blue = 255
- for r,row in enumerate(pixA):
- self.red += 30
- if self.red > 255:
- self.red = 255
- self.green = 0
- if self.blue > 255:
- self.blue = 255
- self.blue_dir = 0
- if self.blue <= 0:
- self.blue = 0
- self.blue_dir = 1
- for c,col in enumerate(row):
- self.green += 30
- if self.green > 255:
- self.green = 255
- color = pygame.Color(self.red,self.green,self.blue)
- #print("x:{:3} y:{:3} {:3} {:3} c:{}".format(x,y,x+bc,y+br,color))
- x = r*b_w
- y = c*b_h
- #pixel_array[r*b_w][c*b_h] = color
- #pixel_array[x:x+b_w-1,y:y+b_h-1] = color
- k = "{}:{},{}:{} {}".format(x,x+b_w-1,y,y+b_h-1,color) #x,x+10,y,y+10)
- pixel_array[k] = (x,x+b_w-1,y,y+b_h-1,color)
- #pixel_array.close()
- #one = 0
-
- if self.blue_dir:
- self.blue += 10
- else:
- self.blue -= 10
- return pixel_array
- class Flow():
- def __init__(self,x,y,ang=0):
- self._pos_center = (x,y)
- self._quadrant = 0
-
- self._ang = ang
- self._ang_dir = 1
- self._r = 2 #
- self._orbit = 100 # orbit,umlaufbahn
- self._color_org = [255,255,0]
- self._color = [0,0,255,255]
- self._x=0
- self._y=0
- self._ix = 0
- self._iy = 0
- def rotate(self):
- q = 0
- if self._ang_dir:
- self._ang += 0.5 # degree
- else:
- self._ang -= 1 # degree
- if self._ang >= 360:
- self._ang = 0 #self._ang -360
- elif self._ang < 0:
- self._ang = 360
-
- self._ix = 0 # math.sin(math.radians(ang))*self._orbit
- self._iy = int(self._orbit *2 * (self._ang /360)) # math.sqrt(self._orbit**2 - self._ix**2)
-
- def draw(self,x,y):
- self._pos_center = (x,y)
- self.rotate()
- self._x = int(self._pos_center[0] + self._ix)
- self._y = int(self._pos_center[1] + self._iy)
- f=1
- if self._ang > 300:
- f = (self._ang -300) / 60
- f = 1-f
- rgb = self._color_org # = [255,255,0]
- #self._color = [ int(rgb[0]*f) , int(rgb[1]*f) ,int(rgb[2]*f) ,0]
- elif self._ang < 60:
- f = self._ang / 60
- rgb = self._color_org # = [255,255,0]
- #self._color = [ int(rgb[0]*f) , int(rgb[1]*f) ,int(rgb[2]*f) ,0 ]
- self._color[3] = int(f*255)
- #print(self._color)
- #print("ang {} {} {:3} {:3} {}".format( self._ang,self._quadrant,self._x,self._y,self._color))
- #print(self._ang,f)
- #print(self,"Q:",int(self._quadrant),self._ang)
- return (self._x,self._y,self._color)
- class Planet():
- def __init__(self,x,y,ang=0):
- self._pos_center = (x,y)
- self._quadrant = 0
-
- self._ang = ang
- self._ang_dir = 1
- self._r = 2 #
- self._orbit = 60 # orbit,umlaufbahn
- self._color_org = [255,255,0]
- self._color = [0,255,0]
- self._x=0
- self._y=0
- self._ix = 0
- self._iy = 0
- def rotate(self):
- q = 0
- if self._ang_dir:
- self._ang += 2 # degree
- else:
- self._ang -= 1 # degree
- if self._ang >= 360:
- self._ang = 0 #self._ang -360
- elif self._ang < 0:
- self._ang = 360
- ang = self._ang
- self._quadrant = ang//90
- ang -= self._quadrant * 90
-
-
- self._ix = math.sin(math.radians(ang))*self._orbit
- self._iy = math.sqrt(self._orbit**2 - self._ix**2)
-
- y = self._iy
- x = self._ix
- if self._quadrant == 1:
- self._iy = -x
- self._ix = y
- elif self._quadrant == 2:
- self._iy = -y
- self._ix = -x
- elif self._quadrant == 3:
- self._iy = x
- self._ix = -y
- def draw(self,x,y):
- self._pos_center = (x,y)
- self.rotate()
- self._x = int(self._pos_center[0] + self._ix)
- self._y = int(self._pos_center[1] + self._iy)
- if self._ang > 300:
- f = (self._ang -300) / 60
- f = 1-f
- rgb = self._color_org # = [255,255,0]
- self._color = [ int(rgb[0]*f) , int(rgb[1]*f) ,int(rgb[2]*f) ]
- elif self._ang < 60:
- f = self._ang / 60
- rgb = self._color_org # = [255,255,0]
- self._color = [ int(rgb[0]*f) , int(rgb[1]*f) ,int(rgb[2]*f) ]
- #print("ang {} {} {:3} {:3} {}".format( self._ang,self._quadrant,self._x,self._y,self._color))
- #print(self,"Q:",int(self._quadrant),self._ang)
- return (self._x,self._y,self._color)
- class Animation():
- def __init__(self,x=20,y=20,speed=1,_dir=1):
- self.pos_x=x
- self.pos_x_dir = 1
- self.pos_y=y
- self.pos_y_dir = 1
- self.r = 7
- self.r_dir = 1
- self.speed = speed
- self.ang = 0
- self.ix=0
- self.iy=0
- self.planetes = []
- a = 360
- d = 3
- for i in range(d+1):
- i=i+1
- p = Flow(self.pos_x,self.pos_y,ang=a/d*i)
- p._ang_dir = _dir
- self.planetes.append(p)
- def rotate(self):
- self.ix = math.sin(math.radians(0))*self.r
- self.iy = math.sqrt(self.r**2 - self.ix**2)
- self.ang+=1
- if self.ang >= 360:
- self.ang = 0
-
- def draw(self,color=[255,255,255,255]):
- self.rotate()
- #pixel_array = pygame.PixelArray(window)
- pixel_array = {}
- self.color = pygame.Color(color[0],color[1],color[2],color[3])
-
- x=self.pos_x
- y=self.pos_y
- for i,planet in enumerate(self.planetes):
- px,py,pcolor = planet.draw(x,y)
- k = "{}.{}:{},{}:{}".format(i,px,px+10,py,py+10)
- pixel_array[k] = (px,px,py,py , pcolor )
- if self.pos_x > 300:
- self.pos_x_dir = 0
- if self.pos_x <= self.speed:
- self.pos_x_dir = 1
- if self.pos_x_dir:
- self.pos_x += self.speed
- else:
- self.pos_x -= self.speed
- if self.r > 20:
- self.r_dir = 0
- if self.r <=7:
- self.r_dir = 1
- if self.r_dir:
- self.r+=1
- else:
- self.r-=1
- return pixel_array
- class Gobo1():
- def __init__(self,x=20,y=20,speed=1,_dir=1,r=17):
- self.pos_x=x
- self.pos_x_dir = 1
- self.pos_y=y
- self.pos_y_dir = 1
- self.r = r
- self.r_dir = 1
- self.speed = speed
- self.ang = 0
- self.ix=0
- self.iy=0
- self.planetes = []
- a = 360
- d = 3
- for i in range(d+1):
- i=i+1
- p = Planet(self.pos_x,self.pos_y,ang=a/d*i)
- p._ang_dir = _dir
- self.planetes.append(p)
- def rotate(self):
- self.ix = math.sin(math.radians(0))*self.r
- self.iy = math.sqrt(self.r**2 - self.ix**2)
- self.ang+=1
- if self.ang >= 360:
- self.ang = 0
-
- def draw(self,color=[255,255,255]):
- self.rotate()
- #pixel_array = pygame.PixelArray(window)
- pixel_array = {}
- self.color = pygame.Color(color[0],color[1],color[2])
-
- x=self.pos_x
- y=self.pos_y
- for i,planet in enumerate(self.planetes):
- px,py,pcolor = planet.draw(x,y)
- k = "{}.{}:{},{}:{}".format(i,px,px+10,py,py+10)
- pixel_array[k] = (px,px,py,py , pcolor )
- if self.pos_x > 1600:
- self.pos_x_dir = 0
- if self.pos_x <= self.speed:
- self.pos_x_dir = 1
- if self.pos_x_dir:
- self.pos_x += self.speed
- else:
- self.pos_x -= self.speed
- if self.r > 20:
- self.r_dir = 0
- if self.r <=7:
- self.r_dir = 1
- if self.r_dir:
- self.r+=1
- else:
- self.r-=1
- return pixel_array
- font15 = pygame.font.SysFont("freemonobold",15)
- class POINTER():
- def __init__(self):
- self.pos = [0,0,0,0]
- self.on = 1
- self.rgb = [0,100,10,255]
- self._x = 0
- self._y = 0
- self.x = 0
- self.y = 0
- def move(self,x,y):
- self._x = x
- self._y = y
- def cross(self,x,y):
- self.x = x
- self.y = y
- def draw(self,window,x=0,y=0,alpha=255):
- if self.on:
- self.rgb[-1] = alpha
- #print(self.rgb)
- pos = (self._x-5-10,self._y-5-10,10,10)
- pos = (self._x-5-10+x,self._y-5-10+y,10,10)
- #pygame.gfxdraw.rectangle(window,self.rgb[:3],pos)
- #pygame.gfxdraw.rectangle(window,self.rgb[:3],pos)
- thickLine = pygame.gfxdraw.rectangle(window,pos , self.rgb)
- thickLine = pygame.gfxdraw.rectangle(window,pos , self.rgb)
- #thickLine.fill()
- # mouse grid posision
- fr = font15.render("{}/{}".format(self._x,self._y) ,1, (200,200,200))
- window.blit(fr,(200,25))
-
- pointer = POINTER()
- def vdim(color,dim):
- color[0] = int(color[0]/255*dim)
- color[1] = int(color[1]/255*dim)
- color[2] = int(color[2]/255*dim)
- return color
- run = True
- one = 1
- blue = 0
- blue_dir = 1
- pos_x_dir = 1
- #pixel_array = pygame.PixelArray(window)
- import time
- #time.sleep(1)
- grid = Grid()
- gobo1 = Gobo1(main_size[0],main_size[1]/3,speed=3)
- gobo2 = Gobo1(200,150,speed=0,_dir=0,r=5)
- gobo3 = Gobo1(main_size[0]/2,main_size[1]/2,speed=0,r=30)
- anim1 = Animation(main_size[0]/2,main_size[1]/2,speed=1)
- #eg.
- img = pygame.image.load(os.path.join( 'brush.png'))
- img = pygame.transform.scale(img, (25, 25))
- img.set_colorkey([0,0,0] ) #pygame.image.BLACK)
- player_rect = img.get_rect(center=(200, 200))
- #window.blit(img, player_rect)
- def grab(x=55,y=55,w=60,h=60):
- # usage
- # sub = grab()
- # window.blit(sub, (500,10))
- rect = pygame.Rect(x, y, w, h)
- sub = window.subsurface(rect)
- #pixArray = pygame.PixelArray(screen)
- crop = pygame.Surface((w,h))
- crop.blit(sub, (0,0))
- return crop
- _start = time.time()
- xbg = [0,0,0]
- xbg_dir = 1
- def main():
- global _start
- global xbg,xbg_dir
- event_read()
- if one:
- #print(_start+0.1<time.time()) #,end="")
- if 0:#_start+0.1 > time.time():
- #time.sleep(0.01)
- #continue
- return
- #print(_start-time.time(),end="")
- _start = time.time()
- #print(".",end="")
- if xbg_dir > 0 and xbg[0] >= 255:
- xbg_dir = -1
- if xbg_dir < 0 and xbg[0] <= 0:
- xbg_dir = 1
- xbg[0] += xbg_dir
- if 0:
- d=grid.draw()
- d1=gobo1.draw()#20,10)
- d2=gobo2.draw()#20,10)
- d3=gobo3.draw()#20,10)
- a1=anim1.draw()#20,10)
- window.fill(0) #[255,0,0])
- pg.time.wait(10)
- pg.time.wait(10)
- pg.time.wait(10)
- pixel_array = pygame.PixelArray(window)
- vd = 255#80
- for k in d:
- i = d[k]
- #rect = pygame.draw.circle(window,i[4] , (i[0]+12,i[2]+12) ,10)
- #rect = pygame.gfxdraw.aacircle(window, i[0]+12,i[2]+12 ,10,i[4])
- #print(i)
- i = list(i)
- i[4] = vdim(i[4],vd)
- rect = pygame.gfxdraw.box(window, (i[0],i[2] ,i[1]-5,i[3]-5) ,i[4])
- #rect = pygame.Rect(window.get_rect().center, (0, 0)).inflate(*([min(window.get_size())//2]*2))
- #pygame.display.flip()
- for k in d1:
- i = d1[k]
- #print( k,"i",i)
- #pixel_array[i[0]:i[1],i[2]:i[3]] = i[4] #(x,x+10,y,y+10 , self.color )
- i = list(i)
- i[4] = vdim(i[4],vd)
- #arect = pygame.draw.circle(window,i[4] , (i[0],i[2]) ,10)
- #rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,10,i[4])
- rect = pygame.gfxdraw.filled_circle(window, i[0],i[2] ,20,i[4] )#[0,0,255])
- rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,20,i[4] )#[0,0,255])
- for k in d2:
- i = d2[k]
- i = list(i)
- i[4] = vdim(i[4],vd)
- #print( k,"i",i)
- #pixel_array[i[0]:i[1],i[2]:i[3]] = i[4] #(x,x+10,y,y+10 , self.color )
- #rect = pygame.draw.circle(window,i[4] , (i[0],i[2]) ,10)
- #rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,10,[0,0,255])
- rect = pygame.gfxdraw.filled_circle(window, i[0],i[2] ,20,i[4] )#[0,0,255])
- rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,20,i[4] )#[0,0,255])
- for k in d3:
- i = d2[k]
- i = list(i)
- i[4] = vdim(i[4],vd)
- #print( k,"i",i)
- #pixel_array[i[0]:i[1],i[2]:i[3]] = i[4] #(x,x+10,y,y+10 , self.color )
- #rect = pygame.draw.circle(window,i[4] , (i[0],i[2]) ,10)
- #rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,10,[0,0,255])
- rect = pygame.gfxdraw.filled_circle(window, i[0],i[2] ,10,i[4] )#[0,0,255])
- rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,10,i[4] )#[0,0,255])
- for k in a1:
- i = a1[k]
- #print( k,"i",i)
- #pixel_array[i[0]:i[1],i[2]:i[3]] = i[4] #(x,x+10,y,y+10 , self.color )
- #print("anim",i)
- i = list(i)
- _v = i[4]
- vd = 200
- #_v = vdim(i[4],vd)
- rect = pygame.gfxdraw.filled_circle(window, i[0],i[2] ,10,_v )#[0,0,255])
- rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,10,i[4] )#[0,0,255])
- vd = 255
- #_v = vdim(i[4],vd)
- #rect = pygame.draw.circle(window,i[4] , (i[0],i[2]) ,10)
- rect = pygame.gfxdraw.filled_circle(window, i[0],i[2] ,20,_v )#[0,0,255])
- rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,20,i[4] )#[0,0,255])
- #pixel_array.close()
- #pygames.fill([255,0,0,127],(10,10))
- if 1:
- #window.fill(10)
- vd =255
- d1=gobo1.draw()#20,10)
- d2=gobo2.draw()#20,10)
- d3=gobo3.draw()#20,10)
- a1=anim1.draw()#20,10)
- #window.fill(0) #[255,0,0])
- window.fill(xbg)
- pointer.draw(window)
- z = 0
- for k in d1:
- i = d1[k]
- #print( k,"i",i)
- #pixel_array[i[0]:i[1],i[2]:i[3]] = i[4] #(x,x+10,y,y+10 , self.color )
- i = list(i)
- i[4] = vdim(i[4],vd)
- #arect = pygame.draw.circle(window,i[4] , (i[0],i[2]) ,10)
- ##rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,10,i[4])
- #rect = pygame.gfxdraw.filled_circle(window, i[0],i[2] ,20,i[4] )#[0,0,255])
- rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,20,i[4] )#[0,0,255])
- if 0:#z % 33 == 0:
- particales.add(i[0],i[2])
- particales.draw(window)
- z+=1
- #pygame.gfxdraw.pixel(window,i[0],i[2],i[4])
- #pygame.gfxdraw.pixel(window,i[0]+1,i[2],i[4])
- #pygame.gfxdraw.pixel(window,i[0]+1,i[2]+1,i[4])
- #pygame.gfxdraw.pixel(window,i[0],i[2]+1,i[4])
- #pygame.gfxdraw.pixel(window,i[0]-1,i[2]+1,i[4])
- #pygame.gfxdraw.pixel(window,i[0]-1,i[2],i[4])
- #pygame.gfxdraw.pixel(window,i[0]-1,i[2]-1,i[4])
- for k in d2:
- i = d2[k]
- #print( k,"i",i)
- #pixel_array[i[0]:i[1],i[2]:i[3]] = i[4] #(x,x+10,y,y+10 , self.color )
- i = list(i)
- i[4] = vdim(i[4],vd)
- #rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,10,i[4] )#[0,0,255])
- pygame.gfxdraw.line(window,i[0],i[2]-10,i[0],i[2]+10,(255,0,255))
- for k in d3:
- i = d3[k]
- i = list(i)
- i[4] = vdim(i[4],vd)
- #rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,30,i[4] )#[0,0,255])
- rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,30,i[4] )#[0,0,255])
- pygame.gfxdraw.box(window,(i[0]-20,i[2]-5,40,10),(255,255,0))
- for k in a1:
- i = a1[k]
- #print( k,"i",i)
- #pixel_array[i[0]:i[1],i[2]:i[3]] = i[4] #(x,x+10,y,y+10 , self.color )
- #print("anim",i)
- i = list(i)
- _v = i[4]
- vd = 200
- #_v = vdim(i[4],vd)
- #rect = pygame.gfxdraw.filled_circle(window, i[0],i[2] ,10,_v )#[0,0,255])
- #rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,10,i[4] )#[0,0,255])
- vd = 255
- #_v = vdim(i[4],vd)
- #rect = pygame.draw.circle(window,i[4] , (i[0],i[2]) ,10)
- rect = pygame.gfxdraw.filled_circle(window, i[0],i[2] ,20,_v )#[0,0,255])
- rect = pygame.gfxdraw.aacircle(window, i[0],i[2] ,20,i[4] )#[0,0,255])
- #print(i)
- #particales.add(i[0],i[2])
- #particales.draw(window)
- #pygame.gfxdraw.pixel(window,i[0],i[2],i[4])
- #pygame.gfxdraw.pixel(window,i[0]+1,i[2],i[4])
- #pygame.gfxdraw.pixel(window,i[0]+1,i[2]+1,i[4])
- #pygame.gfxdraw.pixel(window,i[0],i[2]+1,i[4])
- #pygame.gfxdraw.pixel(window,i[0]-1,i[2]+1,i[4])
- #pygame.gfxdraw.pixel(window,i[0]-1,i[2],i[4])
- #pygame.gfxdraw.pixel(window,i[0]-1,i[2]-1,i[4])
-
- window.blit(img, player_rect)
- #pygame.display.flip()
- #gobo2.draw(color=[255,0,0])
- #pygame.display.flip()
- sub = grab(190,0)
- pygame.gfxdraw.box(window,(430-2,10-2,60+4,60+4),(255,255,200))
- window.blit(sub, (430,10))
-
- sub = grab(190,190)
- pygame.gfxdraw.box(window,(500-2,10-2,60+4,60+4),(255,255,200))
- window.blit(sub, (500,10))
- pointer.draw(window,x=-10,y=-10,alpha=120)
- pg.time.wait(10)
- #pg.time.wait(10)
- pygame.display.update()
- #pygame.display.flip()
- try:
- while run:
- main()
- except Exception as e:
- print("e",e)
- pygame.quit()
- exit()
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