return self.context.wait_one_update_all(self.imgGene)
+class RGBSprite(pygame.sprite.DirtySprite, RGB) :
+
+ def __init__(self, alpha=255) :
+ pygame.sprite.DirtySprite.__init__(self)
+ self.dirty = 2 # toujours dirty !
+ RGB.__init__(self)
+
+ self.image = pygame.Surface((640, 480))
+ self._regular = pygame.Surface((640, 480))
+ self.image.set_alpha(alpha)
+ self.rect = pygame.Rect((0, 0), (0, 0))
+
+ def update(self) :
+ RGB.update(self)
+ img = self.capture()
+ self._regular.blit(img, (0, 0))
+ self.image.blit(pygame.transform.flip(self._regular, True, False), (0, 0))
+
def main() :
pygame.init()
self.columns = {}
self._initColumns()
self._running = False
- self.draw(pygame.display.get_surface())
+ self.kinectRgb = kinect.RGBSprite(alpha=128)
+ self.add(self.kinectRgb, layer=CURSOR_LAYER)
self._initCursor()
+ self.draw(pygame.display.get_surface())
- self.kinectRgb = kinect.RGB()
- self.kinectRgbSur = pygame.Surface((640, 480))
def _initRects(self) :
""" création des espaces réservés pour
pygame.mouse.set_visible(False)
while self._running :
EventDispatcher.dispatchEvents()
+ self.kinectRgb.update()
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
-
- self.kinectRgb.update()
- rgbImg = self.kinectRgb.capture()
- self.kinectRgbSur.blit(rgbImg, (0, 0))
- screen = pygame.display.get_surface()
- screen.blit(pygame.transform.flip(self.kinectRgbSur, True, False), (0, 0))
- pygame.display.flip()
-
clock.tick(FRAMERATE)
def stop(self) :