Hey guys, I'm lovin' the graffiti wall (even though it's more like the Graffitivision now.)
I went ahead and hacked together a script in python to let folks run something similar on their own machines.
You need:
Python
PyGame
#import and initialize
import pygame
pygame.init()
class Message(pygame.sprite.Sprite):
def __init__(self, filename):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.SysFont("Verdana", 36)
self.filename = filename
in_file = open(self.filename, "r")
filetext = in_file.read()
in_file.close()
self.text = filetext
self.image = self.font.render(self.text, 1, (255, 255, 255))
self.rect = self.image.get_rect()
def rendertext(self, font, text, pos=(0,0), color=(255,255,255), bg=(0,0,0)):
lines = text.splitlines()
#first we need to find image size...
width = height = 0
for l in lines:
width = max(width, font.size(l)[0])
height += font.get_linesize()
#create 8bit image for non-aa text..
img = pygame.Surface((width, height), 0, 8)
img.set_palette([(0,0,0), (255,255,255)])
#render each line
height = 0
for l in lines:
t = font.render(l, 1, (255,255,255), (0,0,0))
img.blit(t, (0, height))
height += font.get_linesize()
return img
def update(self):
#-----Read text from text.txt----#
in_file = open(self.filename, "r")
filetext = in_file.read()
in_file.close()
self.text = filetext
#self.image = self.font.render(self.text, 1, (255, 255, 255))
self.image = self.rendertext(self.font, self.text)
self.rect = self.image.get_rect()
label.rect.centerx = background.get_rect().centerx
label.rect.centery = background.get_rect().centery
#display
screen = pygame.display.set_mode((800, 600), pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.SWSURFACE)
FULLSCREEN = True
#Entities
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((0, 0, 0))
label = Message("test.txt")
labelSprite = pygame.sprite.Group(label)
#Action
# Assign vals to vars
clock = pygame.time.Clock()
keepGoing = True
# Loop
while keepGoing:
#T - Timer for framerate
clock.tick(30)
#E - Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
keepGoing = False
elif event.key == pygame.K_f:
if FULLSCREEN:
screen = pygame.display.set_mode((800, 600), pygame.DOUBLEBUF | pygame.SWSURFACE)
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((0, 0, 0))
label = Message("test.txt")
labelSprite = pygame.sprite.Group(label)
else:
screen = pygame.display.set_mode((800, 600), pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.SWSURFACE)
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((0, 0, 0))
label = Message("test.txt")
labelSprite = pygame.sprite.Group(label)
FULLSCREEN = not FULLSCREEN
screen = pygame.display.get_surface()
#R - Refresh display
screen.blit(background, (0, 0))
labelSprite.update()
labelSprite.draw(screen)
pygame.display.flip()
Can't take credit for quite everything, as I had to creatively Google to find that rendertext function that I dropped in the Message class (Why the heck doesn't pygame.font.Font.render support newline chars?) but the rest is mine. :)
Note that this reads from a file "test.txt" in the same directory as the script itself...still working on checking for existence and creating if non-existent file.
EDIT: Had to update a few things: the Python was erroring out on Windows (I have to reinitialize each surface each time I reinitialize the screen...)
Also set the font to "Verdana" because I know every Windows user will have it, and (almost) every Linux user will default to the much prettier FreeSans if they don't have it....
I can zip up a py2exe, if anyone wants it for "drop-in-and-go"