本文整理汇总了Python中Camera.draw_grps方法的典型用法代码示例。如果您正苦于以下问题:Python Camera.draw_grps方法的具体用法?Python Camera.draw_grps怎么用?Python Camera.draw_grps使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Camera
的用法示例。
在下文中一共展示了Camera.draw_grps方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __init__
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import draw_grps [as 别名]
class Game:
def __init__(self, screen):
self.screen = screen
self.map_rows = len(map)
self.map_cols = len(map[0])
self.world_rect = pygame.Rect(0, 0, TILE_SIZE*(self.map_cols+1), SCR_SIZE[1])
self.bg_col = (0x69, 0x50, 0x36)
self.lives = 4 # should be in player class but whatever
self.big_font = pygame.font.Font(join('data', 'cour.ttf'), 72)
self.font = pygame.font.Font(join('data', 'cour.ttf'), 30)
self.load_grps()
self.load_data()
def load_grps(self):
self.static_sprites = SPRITE_GRP()
self.wall_sprites = SPRITE_GRP()
self.player_sprites = SPRITE_GRP()
self.block_sprites = SPRITE_GRP()
self.all = self.block_sprites, self.player_sprites, self.wall_sprites,\
self.static_sprites
def load_data(self):
# Static stuff first
self.ceil = Ceil()
self.ceil.player_lives = self.lives
self.ground = Ground()
self.static_sprites.add(self.ceil, self.ground)
# Wall stuff
self.wall = Wall()
self.wall_sprites.add(self.wall)
# Player stuff
self.player = Player()
self.player_sprites.add(self.player, self.player.bullet)
self.player.add_collision_grps(*self.all)
# Block stuff
self.map_var = 1
self.render_blocks(0, self.map_cols/4)
def render_blocks(self, start, end):
for y in xrange(self.map_rows):
for x in xrange(start, end):
xx, yy = TILE_SIZE * x, TILE_SIZE * y + CEIL_Y
cell = map[y][x]
pos = xx, yy
if cell == '.': continue
elif cell == '#':
self.block_sprites.add(Block(pos=pos, unbreakable=1))
elif cell == '0':
self.block_sprites.add(Block(pos=pos, reflect=1))
elif cell == '*':
self.block_sprites.add(Block(pos=pos))
elif cell == '^':
self.block_sprites.add(Spike(pos=pos))
elif cell == '@':
r = Rock(pos=pos)
r.player = self.player
r.ground = self.ground
self.block_sprites.add(r)
def start(self):
self.clock = pygame.time.Clock()
self.keep_going = 1
self.camera = Camera(screen, self.world_rect, self.player)
self.blank_scr("OMFG A WALL\nOF LAVA!\nRUN AWAY!")
while self.keep_going:
self.clock.tick(FRAME_RATE)
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.keep_going = 0
"""if event.key == K_z: # jump # handled in player class now
if not self.player.states.jumping in self.player.state_lst and not self.player.states.falling in self.player.state_lst:
self.player.state_lst.append(self.player.states.jumping)"""
if event.key == K_x: # attack
if not self.player.states.attacking in self.player.state_lst:
self.player.state_lst.append(self.player.states.attacking)
sounds['fire'].play()
if event.key == K_f:
print "FPS:", self.clock.get_fps()
if event.key == K_p:
self.blank_scr('PAUSED')
self.screen.fill(self.bg_col, (0, CEIL_Y, SCR_SIZE[0], SCR_SIZE[1] - 2*CEIL_Y))
self.camera.update()
self.camera.update_grps(*self.all)
self.check_some_collisions()
self.camera.draw_grps(*self.all)
if self.keep_going:
pygame.display.flip()
sounds['lava'].stop()
#.........这里部分代码省略.........