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# bounce: move some text around the screen
import pippy, pygame, sys
from pygame.locals import *
from random import *
# always need to init first thing
pygame.init()
# turn off cursor
pygame.mouse.set_visible(False)
# XO screen is 1200x900
size = width, height = 1200, 900
# we'll use 36 pixel high text
fsize = 36
# vector for motion, will control speed and angle
mvect = [3,2]
# create the window and keep track of the surface
# for drawing into
screen = pygame.display.set_mode(size)
msg = "Hello!"
# create a Font object from a file, or use the default
# font if the file name is None. size param is height
# in pixels
# usage: pygame.font.Font(filename|object, size)
font = pygame.font.Font(None, fsize)
# Font.render draws text onto a new surface.
#
# usage: Font.render(text, antialias, color, bg=None)
text = font.render(msg, True, (10,10,10))
# the Rect object is used for positioning
textRect = text.get_rect()
# start at the top left
textRect.left = 0;
textRect.top = 0;
while pippy.pygame.next_frame():
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
sys.exit()
screen.fill((250,250,250))
# draw the text
screen.blit(text, textRect)
# update the display
pygame.display.flip()
# move the text
#
# Rect.move returns a new Rect while
# Rect.move_ip moves in place, so we'll use
# the latter
textRect.move_ip(mvect)
# bounce off edges
if textRect.left < 0 :
textRect.left = 0
mvect[0] = -1 * mvect[0]
elif textRect.right >= size[0] :
textRect.right = size[0] - 1
mvect[0] = -1 * mvect[0]
if textRect.top < 0 :
textRect.top = 0
mvect[1] = -1 * mvect[1]
elif textRect.bottom >= size[1] :
textRect.bottom = size[1] - 1
mvect[1] = -1 * mvect[1]
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