显示源文件修订记录反向链接回到顶部 Share via Share via... Twitter LinkedIn Facebook Teams最近更改Send via e-Mail打印Permalink × 目录 pygame.draw pygame.draw.rect() pygame.draw.polygon() pygame.draw.circle() pygame.draw.ellipse() pygame.draw.arc() pygame.draw.line() pygame.draw.lines() pygame.draw.aaline() pygame.draw.aalines() pygame.draw pygame module for drawing shapes Draw several simple shapes to a surface. These functions will work for rendering to any format of surface. Rendering to hardware surfaces will be slower than regular software surfaces. Most of the functions take a width argument to represent the size of stroke (thickness) around the edge of the shape. If a width of 0 is passed the shape will be filled (solid). All the drawing functions respect the clip area for the surface and will be constrained to that area. The functions return a rectangle representing the bounding area of changed pixels. This bounding rectangle is the 'minimum' bounding box that encloses the affected area. All the drawing functions accept a color argument that can be one of the following formats: a pygame.Colorpygame object for color representations object an (RGB) triplet (tuple/list) an (RGBA) quadruplet (tuple/list) an integer value that has been mapped to the surface's pixel format (see pygame.Surface.map_rgb()convert a color into a mapped color value and pygame.Surface.unmap_rgb()convert a mapped integer color value into a Color) A color's alpha value will be written directly into the surface (if the surface contains pixel alphas), but the draw function will not draw transparently. These functions temporarily lock the surface they are operating on. Many sequential drawing calls can be sped up by locking and unlocking the surface object around the draw calls (see pygame.Surface.lock()lock the Surface memory for pixel access and pygame.Surface.unlock()unlock the Surface memory from pixel access). Note See the pygame.gfxdrawpygame module for drawing shapes module for alternative draw methods. pygame.draw.rect() draw a rectangle rect(surface, color, rect) → Rect rect(surface, color, rect, width=0, border_radius=0, border_top_left_radius=-1, border_top_right_radius=-1, border_bottom_left_radius=-1, border_bottom_right_radius=-1) → Rect Draws a rectangle on the given surface. Parameters surface (Surface) – surface to draw on color (Color or int or tuple(int, int, int, [int])) – color to draw with, the alpha value is optional if using a tuple (RGB[A]) rect (Rect) – rectangle to draw, position and dimensions width (int) – (optional) used for line thickness or to indicate that the rectangle is to be filled (not to be confused with the width value of the rect parameter) if width == 0, (default) fill the rectangle if width > 0, used for line thickness if width < 0, nothing will be drawn Note When using width values > 1, the edge lines will grow outside the original boundary of the rect. For more details on how the thickness for edge lines grow, refer to the width notes of the pygame.draw.line()draw a straight line function. border_radius (int) – (optional) used for drawing rectangle with rounded corners. The supported range is [0, min(height, width) / 2], with 0 representing a rectangle without rounded corners. border_top_left_radius (int) – (optional) used for setting the value of top left border. If you don't set this value, it will use the border_radius value. border_top_right_radius (int) – (optional) used for setting the value of top right border. If you don't set this value, it will use the border_radius value. border_bottom_left_radius (int) – (optional) used for setting the value of bottom left border. If you don't set this value, it will use the border_radius value. border_bottom_right_radius (int) – (optional) used for setting the value of bottom right border. If you don't set this value, it will use the border_radius value. if border_radius < 1 it will draw rectangle without rounded corners if any of border radii has the value < 0 it will use value of the border_radius If sum of radii on the same side of the rectangle is greater than the rect size the radii will get scaled Returns a rect bounding the changed pixels, if nothing is drawn the bounding rect's position will be the position of the given rect parameter and its width and height will be 0 Return type Rect Note The pygame.Surface.fill()fill Surface with a solid color method works just as well for drawing filled rectangles and can be hardware accelerated on some platforms with both software and hardware display modes. Changed in pygame 2.0.0: Added support for keyword arguments. Changed in pygame 2.0.0.dev8: Added support for border radius. pygame.draw.polygon() draw a polygon polygon(surface, color, points) → Rect polygon(surface, color, points, width=0) → Rect Draws a polygon on the given surface. Parameters surface (Surface) – surface to draw on color (Color or int or tuple(int, int, int, [int])) – color to draw with, the alpha value is optional if using a tuple (RGB[A]) points (tuple(coordinate) or list(coordinate)) – a sequence of 3 or more (x, y) coordinates that make up the vertices of the polygon, each coordinate in the sequence must be a tuple/list/pygame.math.Vector2a 2-Dimensional Vector of 2 ints/floats, e.g. [(x1, y1), (x2, y2), (x3, y3)] width (int) – (optional) used for line thickness or to indicate that the polygon is to be filled if width == 0, (default) fill the polygon if width > 0, used for line thickness if width < 0, nothing will be drawn Note When using width values > 1, the edge lines will grow outside the original boundary of the polygon. For more details on how the thickness for edge lines grow, refer to the width notes of the pygame.draw.line()draw a straight line function. Returns a rect bounding the changed pixels, if nothing is drawn the bounding rect's position will be the position of the first point in the points parameter (float values will be truncated) and its width and height will be 0 Return type Rect Raises ValueError – if len(points) < 3 (must have at least 3 points) TypeError – if points is not a sequence or points does not contain number pairs Note For an aapolygon, use aalines() with closed=True. Changed in pygame 2.0.0: Added support for keyword arguments. pygame.draw.circle() draw a circle circle(surface, color, center, radius) → Rect circle(surface, color, center, radius, width=0, draw_top_right=None, draw_top_left=None, draw_bottom_left=None, draw_bottom_right=None) → Rect Draws a circle on the given surface. Parameters surface (Surface) – surface to draw on color (Color or int or tuple(int, int, int, [int])) – color to draw with, the alpha value is optional if using a tuple (RGB[A]) center (tuple(int or float, int or float) or list(int or float, int or float) or Vector2(int or float, int or float)) – center point of the circle as a sequence of 2 ints/floats, e.g. (x, y) radius (int or float) – radius of the circle, measured from the center parameter, nothing will be drawn if the radius is less than 1 width (int) – (optional) used for line thickness or to indicate that the circle is to be filled if width == 0, (default) fill the circle if width > 0, used for line thickness if width < 0, nothing will be drawn Note When using width values > 1, the edge lines will only grow inward. draw_top_right (bool) – (optional) if this is set to True then the top right corner of the circle will be drawn draw_top_left (bool) – (optional) if this is set to True then the top left corner of the circle will be drawn draw_bottom_left (bool) – (optional) if this is set to True then the bottom left corner of the circle will be drawn draw_bottom_right (bool) – (optional) if this is set to True then the bottom right corner of the circle will be drawn if any of the draw_circle_part is True then it will draw all circle parts that have the True value, otherwise it will draw the entire circle. Returns a rect bounding the changed pixels, if nothing is drawn the bounding rect's position will be the center parameter value (float values will be truncated) and its width and height will be 0 Return type Rect Raises TypeError – if center is not a sequence of two numbers TypeError – if radius is not a number Changed in pygame 2.0.0: Added support for keyword arguments. Nothing is drawn when the radius is 0 (a pixel at the center coordinates used to be drawn when the radius equaled 0). Floats, and Vector2 are accepted for the center param. The drawing algorithm was improved to look more like a circle. Changed in pygame 2.0.0.dev8: Added support for drawing circle quadrants. pygame.draw.ellipse() draw an ellipse ellipse(surface, color, rect) → Rect ellipse(surface, color, rect, width=0) → Rect Draws an ellipse on the given surface. Parameters surface (Surface) – surface to draw on color (Color or int or tuple(int, int, int, [int])) – color to draw with, the alpha value is optional if using a tuple (RGB[A]) rect (Rect) – rectangle to indicate the position and dimensions of the ellipse, the ellipse will be centered inside the rectangle and bounded by it width (int) – (optional) used for line thickness or to indicate that the ellipse is to be filled (not to be confused with the width value of the rect parameter) if width == 0, (default) fill the ellipse if width > 0, used for line thickness if width < 0, nothing will be drawn Note When using width values > 1, the edge lines will only grow inward from the original boundary of the rect parameter. Returns a rect bounding the changed pixels, if nothing is drawn the bounding rect's position will be the position of the given rect parameter and its width and height will be 0 Return type Rect Changed in pygame 2.0.0: Added support for keyword arguments. pygame.draw.arc() draw an elliptical arc arc(surface, color, rect, start_angle, stop_angle) → Rect arc(surface, color, rect, start_angle, stop_angle, width=1) → Rect Draws an elliptical arc on the given surface. The two angle arguments are given in radians and indicate the start and stop positions of the arc. The arc is drawn in a counterclockwise direction from the start_angle to the stop_angle. Parameters surface (Surface) – surface to draw on color (Color or int or tuple(int, int, int, [int])) – color to draw with, the alpha value is optional if using a tuple (RGB[A]) rect (Rect) – rectangle to indicate the position and dimensions of the ellipse which the arc will be based on, the ellipse will be centered inside the rectangle start_angle (float) – start angle of the arc in radians stop_angle (float) – stop angle of the arc in radians if start_angle < stop_angle, the arc is drawn in a counterclockwise direction from the start_angle to the stop_angle if start_angle > stop_angle, tau (tau == 2 * pi) will be added to the stop_angle, if the resulting stop angle value is greater than the start_angle the above start_angle < stop_angle case applies, otherwise nothing will be drawn if start_angle == stop_angle, nothing will be drawn width (int) – (optional) used for line thickness (not to be confused with the width value of the rect parameter) if width == 0, nothing will be drawn if width > 0, (default is 1) used for line thickness if width < 0, same as width == 0 Note When using width values > 1, the edge lines will only grow inward from the original boundary of the rect parameter. Returns a rect bounding the changed pixels, if nothing is drawn the bounding rect's position will be the position of the given rect parameter and its width and height will be 0 Return type Rect Changed in pygame 2.0.0: Added support for keyword arguments. pygame.draw.line() draw a straight line line(surface, color, start_pos, end_pos) → Rect line(surface, color, start_pos, end_pos, width=1) → Rect Draws a straight line on the given surface. There are no endcaps. For thick lines the ends are squared off. Parameters surface (Surface) – surface to draw on color (Color or int or tuple(int, int, int, [int])) – color to draw with, the alpha value is optional if using a tuple (RGB[A]) start_pos (tuple(int or float, int or float) or list(int or float, int or float) or Vector2(int or float, int or float)) – start position of the line, (x, y) end_pos (tuple(int or float, int or float) or list(int or float, int or float) or Vector2(int or float, int or float)) – end position of the line, (x, y) width (int) – (optional) used for line thickness if width >= 1, used for line thickness (default is 1) if width < 1, nothing will be drawn Note When using width values > 1, lines will grow as follows. For odd width values, the thickness of each line grows with the original line being in the center. For even width values, the thickness of each line grows with the original line being offset from the center (as there is no exact center line drawn). As a result, lines with a slope < 1 (horizontal-ish) will have 1 more pixel of thickness below the original line (in the y direction). Lines with a slope >= 1 (vertical-ish) will have 1 more pixel of thickness to the right of the original line (in the x direction). Returns a rect bounding the changed pixels, if nothing is drawn the bounding rect's position will be the start_pos parameter value (float values will be truncated) and its width and height will be 0 Return type Rect Raises TypeError – if start_pos or end_pos is not a sequence of two numbers Changed in pygame 2.0.0: Added support for keyword arguments. pygame.draw.lines() draw multiple contiguous straight line segments lines(surface, color, closed, points) → Rect lines(surface, color, closed, points, width=1) → Rect Draws a sequence of contiguous straight lines on the given surface. There are no endcaps or miter joints. For thick lines the ends are squared off. Drawing thick lines with sharp corners can have undesired looking results. Parameters surface (Surface) – surface to draw on color (Color or int or tuple(int, int, int, [int])) – color to draw with, the alpha value is optional if using a tuple (RGB[A]) closed (bool) – if True an additional line segment is drawn between the first and last points in the points sequence points (tuple(coordinate) or list(coordinate)) – a sequence of 2 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2a 2-Dimensional Vector of 2 ints/floats and adjacent coordinates will be connected by a line segment, e.g. for the points [(x1, y1), (x2, y2), (x3, y3)] a line segment will be drawn from (x1, y1) to (x2, y2) and from (x2, y2) to (x3, y3), additionally if the closed parameter is True another line segment will be drawn from (x3, y3) to (x1, y1) width (int) – (optional) used for line thickness if width >= 1, used for line thickness (default is 1) if width < 1, nothing will be drawn Note When using width values > 1 refer to the width notes of line() for details on how thick lines grow. Returns a rect bounding the changed pixels, if nothing is drawn the bounding rect's position will be the position of the first point in the points parameter (float values will be truncated) and its width and height will be 0 Return type Rect Raises ValueError – if len(points) < 2 (must have at least 2 points) TypeError – if points is not a sequence or points does not contain number pairs Changed in pygame 2.0.0: Added support for keyword arguments. pygame.draw.aaline() draw a straight antialiased line aaline(surface, color, start_pos, end_pos) → Rect aaline(surface, color, start_pos, end_pos, blend=1) → Rect Draws a straight antialiased line on the given surface. The line has a thickness of one pixel and the endpoints have a height and width of one pixel each. The way a line and it's endpoints are drawn: If both endpoints are equal, only a single pixel is drawn (after rounding floats to nearest integer). Otherwise if the line is not steep (i.e. if the length along the x-axis is greater than the height along the y-axis): For each endpoint: If x, the endpoint's x-coordinate, is a whole number find which pixels would be covered by it and draw them. Otherwise: Calculate the position of the nearest point with a whole number for it's x-coordinate, when extending the line past the endpoint. Find which pixels would be covered and how much by that point. If the endpoint is the left one, multiply the coverage by (1 - the decimal part of x). Otherwise multiply the coverage by the decimal part of x. Then draw those pixels. e.g.: The left endpoint of the line 1) would cover 70% of the pixel (1, 1) and 30% of the pixel (1, 2) while the right one would cover 100% of the pixel (5, 3). The left endpoint of the line 2) would cover 56% (i.e. 0.8 * 70%) of the pixel (1, 1) and 24% (i.e. 0.8 * 30%) of the pixel (1, 2) while the right one would cover 42% (i.e. 0.6 * 70%) of the pixel (5, 3) and 18% (i.e. 0.6 * 30%) of the pixel (5, 4) while the right Then for each point between the endpoints, along the line, whose x-coordinate is a whole number: Find which pixels would be covered and how much by that point and draw them. e.g.: The points along the line 3) would be (2, 1.5) and (3, 2) and would cover 50% of the pixel (2, 1), 50% of the pixel (2, 2) and 100% of the pixel (3, 2). The points along the line 4) would be (2, 1.8) (covering 20% of the pixel (2, 1) and 80% of the pixel (2, 2)), (3, 2.3) (covering 70% of the pixel (3, 2) and 30% of the pixel (3, 3)) and (4, 2.8) (covering 20% of the pixel (2, 1) and 80% of the pixel (2, 2)) Otherwise do the same for steep lines as for non-steep lines except along the y-axis instead of the x-axis (using y instead of x, top instead of left and bottom instead of right). Note Regarding float values for coordinates, a point with coordinate consisting of two whole numbers is considered being right in the center of said pixel (and having a height and width of 1 pixel would therefore completely cover it), while a point with coordinate where one (or both) of the numbers have non-zero decimal parts would be partially covering two (or four if both numbers have decimal parts) adjacent pixels, e.g. the point (1.4, 2) covers 60% of the pixel (1, 2) and 40% of the pixel (2,2). Parameters surface (Surface) – surface to draw on color (Color or int or tuple(int, int, int, [int])) – color to draw with, the alpha value is optional if using a tuple (RGB[A]) start_pos (tuple(int or float, int or float) or list(int or float, int or float) or Vector2(int or float, int or float)) – start position of the line, (x, y) end_pos (tuple(int or float, int or float) or list(int or float, int or float) or Vector2(int or float, int or float)) – end position of the line, (x, y) blend (int) – (optional) if non-zero (default) the line will be blended with the surface's existing pixel shades, otherwise it will overwrite them Returns a rect bounding the changed pixels, if nothing is drawn the bounding rect's position will be the start_pos parameter value (float values will be truncated) and its width and height will be 0 Return type Rect Raises TypeError – if start_pos or end_pos is not a sequence of two numbers Changed in pygame 2.0.0: Added support for keyword arguments. pygame.draw.aalines() 绘制多个连续的直线抗锯齿线段 aalines(surface, color, closed, points) → Rect aalines(surface, color, closed, points, blend=1) → Rect 在给定曲面上绘制一系列连续的抗锯齿直线。 参数 surface (Surface) – 要绘制的表面 color (Color or int or tuple(int, int, int, [int])) – 绘制的颜色,如果使用元组 (RGB[A]),alpha 值是可选的 closed (bool) – 如果为真,则在点序列中的第一个点和最后一个点之间绘制一条额外的线段 points (tuple(coordinate) or list(coordinate)) – 2 个或多个 (x, y) 坐标的序列,其中序列中的每个坐标必须是 tuple/list/pygame.math.Vector2a 的二维向量。2 个整数/浮点数和相邻坐标将通过线段连接,例如对于点 [(x1, y1), (x2, y2), (x3, y3)] 将绘制从 (x1, y1) 到 (x2, y2) 以及从 (x2, y2) 到 (x3) 的线段, y3), 另外如果封闭参数为 True 另一条线段将从 (x3, y3) 绘制到 (x1, y1) 返回 被更改的像素的矩形边界,如果没有绘制边界矩形的位置将是点参数中第一个点的位置(浮点值将被截断),其宽度和高度将为 0 返回类型 矩形 报错 ValueError – len(points) < 2(必须至少有 2 个) TypeError – 如果点不是序列或点不包含数字对 在 pygame 2.0.0 中更改:添加了对关键字参数的支持。 1) 1, 1.3), (5, 3 2) , 4) 1.2, 1.4), (4.6, 3.1 3) 1, 1), (4, 2.5 zh/pygame/draw.txt 最后更改: 16月前由 milowork