pygame 的字体渲染代码中的抗锯齿是什么意思?
What Does The antialias mean in this Font render code for pygame mean?
class Score(pygame.Surface):
pygame.font.Font.render(Text, antialias, color, Background)
我正在尝试编写一个代码来实现一个文本文件,该文件会出现在我的 pygame 界面上。我希望它显示在屏幕的右上角。我的问题是我不了解抗锯齿的作用以及我在抗锯齿代码点上放了什么。我是放一个 Int 还是某种 String。这里有更多的代码来展示,只是为了让您了解我要做什么。我希望这有助于得到我的答案。
import pygame
from pygame.locals import *
from sys import exit
class Ball(pygame.Surface):
""" A bouncy ball """
x = 320
y = 0
speedx = 0
speedy = 250
def get_top(self):
return self.y
def get_bottom(self):
return self.y + self.get_height()
def get_left(self):
return self.x
def get_right(self):
return self.x + self.get_width()
def is_hit(self, paddle):
if self.get_bottom() >= paddle.get_top():
if self.get_right() >= paddle.get_left():
if self.get_left() <= paddle.get_right():
if self.get_top() <= paddle.get_top():
self.speedy = self.speedy * -1
self.y = self.y - 3
if paddle.motion == "Left":
self.speedx -= 20
if paddle.motion == "Right":
self.speedx += 20
class Paddle(pygame.Surface):
""" A Paddle """
x = 200
y = 260
motion = "None"
def get_top(self):
return self.y
def get_bottom(self):
return self.y + self.get_height()
def get_left(self):
return self.x
def get_right(self):
return self.x + self.get_width()
class Score(pygame.Surface):
pygame.font.Font.render("name.png",
if __name__ == "__main__":
pygame.init()
infoObject = pygame.display.Info()
screen_w = 640
screen_h = 480
screen = pygame.display.set_mode((screen_w, screen_h), 0, 32)
clock = pygame.time.Clock()
screencolor = (0,255,255)
color = (255, 0, 0)
color2 = (0,0,255)
radius = 7
pos = (radius,radius)
screen.fill(screencolor)
wipe = pygame.Surface((screen_w,screen_h))
pygame.draw.rect(wipe, screencolor, pygame.Rect(0,0,screen_w,screen_h))
paddle = Paddle((70,10))
pygame.draw.rect(paddle, color2, pygame.Rect(0,0,70,10))
sprite = Ball((radius*2,radius*2))
pygame.draw.circle(sprite, color, pos, radius)
sprite.set_colorkey((0,0,0))
paddle_old_position = paddle.x
Fullscreen = False
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
paddleX, test = pygame.mouse.get_pos()
paddle.x = paddleX - (paddle.get_width() / 2)
screen.blit(wipe, (0,0))
screen.blit(paddle, (paddle.x,260))
screen.blit(sprite, (sprite.x, sprite.y))
time_passed = clock.tick()
time_passed_seconds = time_passed / 1000.0
distancemovedy = time_passed_seconds * sprite.speedy
sprite.y += distancemovedy
distancemovedx = time_passed_seconds * sprite.speedx
sprite.x += distancemovedx
if paddle.x < paddle_old_position:
paddle.motion = "Left"
if paddle.x > paddle_old_position:
paddle.motion = "Right"
sprite.is_hit(paddle)
paddle_old_position = paddle.x
if sprite.get_bottom() > screen_h:
sprite.speedy = abs(sprite.speedy) * -1
if sprite.get_top() < 0:
sprite.speedy = abs(sprite.speedy)
if sprite.get_right() > screen_w:
sprite.speedx = abs(sprite.speedx) * -1
if sprite.get_left() < 0:
sprite.speedx = abs(sprite.speedx)
if event.type == KEYDOWN:
if event.key == K_f:
Fullscreen = not Fullscreen
if Fullscreen:
screen = pygame.display.set_mode((screen_w, screen_h), FULLSCREEN, 32)
else:
screen = pygame.display.set_mode((screen_w, screen_h), 0, 32)
pygame.display.update()
抗锯齿参数是一个布尔值。如果为真,字符将具有平滑的边缘。您可以在文档中阅读它。
https://www.pygame.org/docs/ref/font.html#pygame.font.Font.render
抗锯齿通过模糊像素使图像看起来具有平滑的边缘
抗锯齿是一种计算机用来平滑渲染像素的技术。
假设你有一条线,如果它是直的,它看起来还不错,但如果你把它做成对角线,它就会变得参差不齐,就像一个楼梯。
这就是抗锯齿的用武之地。它的作用是寻找可以抗锯齿的点,并产生一个半透明的像素,最后使形状看起来平滑,而不是锯齿状且像素明显(因此 "Alias")。
如果您将参数设置为 true,您的形状将变得平滑,否则,它将变得不平滑,如果您需要进行一些逐像素操作,有时您会想使用 false。
TL;DR,正常使用时只需将其设置为 True,但有时您可能希望使用 false 进行高级操作。
class Score(pygame.Surface):
pygame.font.Font.render(Text, antialias, color, Background)
我正在尝试编写一个代码来实现一个文本文件,该文件会出现在我的 pygame 界面上。我希望它显示在屏幕的右上角。我的问题是我不了解抗锯齿的作用以及我在抗锯齿代码点上放了什么。我是放一个 Int 还是某种 String。这里有更多的代码来展示,只是为了让您了解我要做什么。我希望这有助于得到我的答案。
import pygame
from pygame.locals import *
from sys import exit
class Ball(pygame.Surface):
""" A bouncy ball """
x = 320
y = 0
speedx = 0
speedy = 250
def get_top(self):
return self.y
def get_bottom(self):
return self.y + self.get_height()
def get_left(self):
return self.x
def get_right(self):
return self.x + self.get_width()
def is_hit(self, paddle):
if self.get_bottom() >= paddle.get_top():
if self.get_right() >= paddle.get_left():
if self.get_left() <= paddle.get_right():
if self.get_top() <= paddle.get_top():
self.speedy = self.speedy * -1
self.y = self.y - 3
if paddle.motion == "Left":
self.speedx -= 20
if paddle.motion == "Right":
self.speedx += 20
class Paddle(pygame.Surface):
""" A Paddle """
x = 200
y = 260
motion = "None"
def get_top(self):
return self.y
def get_bottom(self):
return self.y + self.get_height()
def get_left(self):
return self.x
def get_right(self):
return self.x + self.get_width()
class Score(pygame.Surface): pygame.font.Font.render("name.png",
if __name__ == "__main__":
pygame.init()
infoObject = pygame.display.Info()
screen_w = 640
screen_h = 480
screen = pygame.display.set_mode((screen_w, screen_h), 0, 32)
clock = pygame.time.Clock()
screencolor = (0,255,255)
color = (255, 0, 0)
color2 = (0,0,255)
radius = 7
pos = (radius,radius)
screen.fill(screencolor)
wipe = pygame.Surface((screen_w,screen_h))
pygame.draw.rect(wipe, screencolor, pygame.Rect(0,0,screen_w,screen_h))
paddle = Paddle((70,10))
pygame.draw.rect(paddle, color2, pygame.Rect(0,0,70,10))
sprite = Ball((radius*2,radius*2))
pygame.draw.circle(sprite, color, pos, radius)
sprite.set_colorkey((0,0,0))
paddle_old_position = paddle.x
Fullscreen = False
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
paddleX, test = pygame.mouse.get_pos()
paddle.x = paddleX - (paddle.get_width() / 2)
screen.blit(wipe, (0,0))
screen.blit(paddle, (paddle.x,260))
screen.blit(sprite, (sprite.x, sprite.y))
time_passed = clock.tick()
time_passed_seconds = time_passed / 1000.0
distancemovedy = time_passed_seconds * sprite.speedy
sprite.y += distancemovedy
distancemovedx = time_passed_seconds * sprite.speedx
sprite.x += distancemovedx
if paddle.x < paddle_old_position:
paddle.motion = "Left"
if paddle.x > paddle_old_position:
paddle.motion = "Right"
sprite.is_hit(paddle)
paddle_old_position = paddle.x
if sprite.get_bottom() > screen_h:
sprite.speedy = abs(sprite.speedy) * -1
if sprite.get_top() < 0:
sprite.speedy = abs(sprite.speedy)
if sprite.get_right() > screen_w:
sprite.speedx = abs(sprite.speedx) * -1
if sprite.get_left() < 0:
sprite.speedx = abs(sprite.speedx)
if event.type == KEYDOWN:
if event.key == K_f:
Fullscreen = not Fullscreen
if Fullscreen:
screen = pygame.display.set_mode((screen_w, screen_h), FULLSCREEN, 32)
else:
screen = pygame.display.set_mode((screen_w, screen_h), 0, 32)
pygame.display.update()
抗锯齿参数是一个布尔值。如果为真,字符将具有平滑的边缘。您可以在文档中阅读它。
https://www.pygame.org/docs/ref/font.html#pygame.font.Font.render
抗锯齿通过模糊像素使图像看起来具有平滑的边缘
抗锯齿是一种计算机用来平滑渲染像素的技术。
假设你有一条线,如果它是直的,它看起来还不错,但如果你把它做成对角线,它就会变得参差不齐,就像一个楼梯。
这就是抗锯齿的用武之地。它的作用是寻找可以抗锯齿的点,并产生一个半透明的像素,最后使形状看起来平滑,而不是锯齿状且像素明显(因此 "Alias")。
如果您将参数设置为 true,您的形状将变得平滑,否则,它将变得不平滑,如果您需要进行一些逐像素操作,有时您会想使用 false。
TL;DR,正常使用时只需将其设置为 True,但有时您可能希望使用 false 进行高级操作。