本文整理汇总了Python中Camera.update方法的典型用法代码示例。如果您正苦于以下问题:Python Camera.update方法的具体用法?Python Camera.update怎么用?Python Camera.update使用的例子?那么恭喜您, 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.update方法的10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: update
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
def update(screen):
"""Updates the game state one step.
"""
for entity in Entity.collection:
entity.update()
Camera.update()
Editor.update(screen.get_size())
示例2: Game
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
class Game(object):
def __init__(self, screen):
self.deaths = 0
self.screen = screen
self.level = Level('reallevel')
self.spawn()
self.game_area = screen.subsurface((0, 40, screen.get_width(), screen.get_height() - 40))
self.cam = Camera(self.player, self.level.bounds, self.game_area.get_size())
self.hud = screen.subsurface((0, 0, screen.get_width(), 40))
self.deathtext = pygame.font.Font(None, 20)
def spawn(self):
self.player = Player((self.level.spawnPoint), self.level, self)
def quit(self):
self.done = True
def loop(self):
self.done = False
self.clock = pygame.time.Clock()
while not self.done:
dt = self.clock.tick(30)
#input
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.quit()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
self.quit()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
self.player.jump()
#update
self.player.update(dt)
self.cam.update(self.player.rect)
#draw
self.hud.fill((80, 80, 80))
text = self.deathtext.render("deaths: " + str(self.deaths), True, (0, 255, 0))
self.hud.blit(text, (0, 0))
self.game_area.fill((0,0,0))
self.cam.draw_background(self.game_area, self.level.background)
self.cam.draw_sprite(self.game_area, self.player)
#refresh
pygame.display.flip()
示例3: __init__
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [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.........
示例4: main
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
def main():
# Initialise screen
pygame.init()
screen = display.set_mode(DISPLAY)
display.set_caption("Game")
# create npc
npc_list = []
npc = Npc(200, 120)
npc1 = Npc(300, 160)
npc_list.append(npc)
npc_list.append(npc1)
# create player
player = Player(HERO_X, HERO_X, npc_list)
# Fill background
background = pygame.Surface(screen.get_size())
background.fill(Color(BACKGROUND_COLOR))
#create level
ar_level_size = create_level(background)
level_width = ar_level_size[0] * 32
level_height = ar_level_size[1] * 32
entities = ar_level_size[2]
timer = time.Clock()
camera = Camera(level_width, level_height)
while 1:
timer.tick(240)
if player.rect.x + player.rect.width >= level_width:
right = False
if player.rect.x <= 0:
left = False
if player.rect.y + player.rect.height >= level_height:
down = False
if player.rect.y <= 0:
up = False
for event in pygame.event.get():
if event.type == QUIT:
return
# Move the player if an arrow key is pressed
key_press = pygame.key.get_pressed()
if key_press[pygame.K_LEFT]:
player.update(-1, 0)
if key_press[pygame.K_RIGHT]:
player.update(1, 0)
if key_press[pygame.K_UP]:
player.update(0, -1)
if key_press[pygame.K_DOWN]:
player.update(0, 1)
camera.update(player)
for e in entities:
screen.blit(e.image, camera.apply(e))
player.draw(screen, camera)
for npc in npc_list:
npc.draw(screen, camera)
display.flip()
示例5: GameState
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
#.........这里部分代码省略.........
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
self.camera.draw()
# Redraw the current blur texture
glPushAttrib(GL_VIEWPORT_BIT)
# Change the viewport to match the size of the texture
glViewport(0, 0, self.blurTexture.getTexWidth(),
self.blurTexture.getTexHeight())
self.drawMotionBlur(self.player.drunkAmount)
self.drawScene()
# Copy the contents of the frame buffer into our blur texture
self.blurTexture.bind()
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0,
self.blurTexture.getTexWidth(),
self.blurTexture.getTexHeight(),
0)
self.blurTexture.unbind()
# Clear the fram buffer again
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glPopAttrib()
# Blend in the motion blur with the background color
self.drawMotionBlur(self.player.drunkAmount)
# Draw the scene on top of the motion blur
self.drawScene()
def update(self, dt):
'''
Updates the game simulation based on the amount of time that has passed
since the previous frame.
'''
# Update the input system
self.updateInput(dt)
# Update the avatar
self.player.update(dt)
# Update the camera
self.camera.setTarget(self.player.pos, self.player.rot)
self.camera.update(dt)
for i in range(len(self.npcs)):
self.npcs[i].update(dt)
# Calculate the FPS
self.numFrames += 1
self.frameTime += dt
if self.frameTime > 0.5:
self.fps = float(self.numFrames) / self.frameTime
self.frameTime = 0.0
self.numFrames = 0
print 'FPS: %f' % (self.fps)
def updateInput(self, dt):
'''
Updates the state of the input system and processes all currently active
actions.
'''
示例6: GameWorld
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
class GameWorld():
### Constructors ###
## Constructs a game world instance with the initial world specified by
# the input name parameter.
#
# @param world_name The identifier for the initial world to be loaded.
def __init__( self, world_name="" ):
self._world = World()
segment = self._world.levels[ "2" ].segments[ "2.1" ]
segment_dims = segment.get_pixel_dims()
self._tilemap = segment.get_tiles()
self._entities = []
# TODO: Update this logic to more elegantly designate the entity that
# will be followed by the camera.
player_entity = None
for ( (idx_x, idx_y), entity_class ) in segment.get_entities():
entity_pos = ( TILE_DIMS[0] * idx_x, TILE_DIMS[1] * idx_y )
entity_delta = PhysicalState( CompositeHitbox(entity_pos[0], entity_pos[1]) )
entity = Entity( entity_class, entity_delta )
if entity_class == "player":
player_entity = entity
self._entities.append( entity )
self._camera = Camera( target=player_entity.get_hitbox().get_hitbox(),
new_border=PG.Rect(0, 0, segment_dims[0], segment_dims[1]) )
self._collision_detector = SpatialDictionary( segment_dims[0] / 16,
segment_dims[0], segment_dims[1] )
self._setup_collision_detector()
### Methods ###
## Updates the state of the game world based on the given time delta,
# which represents the amount of time that has passed since the last update.
#
# @param time_delta The amount of game time that has passed in the frame.
def update( self, time_delta ):
# TODO: Handle the events passed back by the `Entity` updates.
for entity in self._entities:
entity.update( time_delta )
self._collision_detector.update()
for entity_collision in self._collision_detector.get_all_collisions():
self._resolve_entity_collision( list(entity_collision) )
for entity in self._entities:
self._resolve_tile_collisions( entity )
self._camera.update( time_delta )
## Notifies the game world of the given event, which is propogated to
# all proper entities on the next update.
#
# @param event The event of which the game world will be notified.
# @param entities An optional listing of entities to be notified of the
# event. If this list is empty, the event will be broadcasted.
def notify_of( self, event, entities=[] ):
entities_to_notify = self._entities if len(entities) == 0 else entities
for entity in entities_to_notify:
entity.notify_of( event )
## @return A listing of all the entity objects contained within the world
# (of type `Entity` list).
def get_entities( self ):
return self._entities
## @return A 2D matrix of strings where each string represents the
# identifier of the corresponding tile in the game world.
def get_tilemap( self ):
return self._tilemap
## @return The rectangular view representing the player viewpoint of the
# game world (of type `pygame.Rect`).
def get_viewport( self ):
return self._camera.get_viewport()
### Helper Functions ###
## Establishes the proper infrastructure to get the collision detection
# system for the world instance up and running.
def _setup_collision_detector( self ):
self._cdrepr2entity_dict = {}
[ self._add_to_collision_detector( entity ) for entity in self._entities ]
## Adds the given entity to the collision detection system.
#
# @param entity The `Entity` object instance to be added to the collision
# detection system for the game world.
def _add_to_collision_detector( self, entity ):
for hitbox in entity.get_hitbox().get_hitboxes():
self._cdrepr2entity_dict[ hitbox ] = entity
self._collision_detector.add( hitbox )
#.........这里部分代码省略.........
示例7: Game_State
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
#.........这里部分代码省略.........
self.ds = None
self.extras = []
def restart(self):
return Game_State(self.levelname, self.levelhandle, text=self.introte, name=self.inname,final=self.final)
def getbinpos(self, spriteobj, skip=False):
obj = spriteobj.rect
top = obj.top - self.search_padding
left = obj.left - self.search_padding
right = obj.right + self.search_padding
bottom = obj.bottom + self.search_padding
pos = [(left, top), (right, top), (left, bottom), (right, bottom)]
for i in range(0, 4):
pos[i] = (math.floor(pos[i][0]/self.gridsize)*self.gridsize, math.floor(pos[i][1]/self.gridsize)*self.gridsize)
newbins = list(set(pos))
if not skip:
spriteobj.current_bin_pos = newbins
else:
return newbins
def get_binobjs(self, obj):
positions = obj.current_bin_pos
hashset = []
for p in positions:
h = self.hashgrid.get(p)
if h != None:
hashset += h
return hashset
def check_active_dialog(self):
pass
def update_score(self, dt):
if dt >= 5:
if self.current_score_rate > 0:
self.current_score_rate -= 5
self.current_score += self.current_score_rate
self.time_flag += dt
def nextl(self):
if self.levelname == '../images/ASCIILEVEL1.txt':
self.music.stop()
GAME_GLOBALS.GAME_STATE = Game_State(levelname='../images/bigelevatorthing.txt', level = level2.init, prev = self, health = self.Player.current_health, name=2, score = self.current_score, final= True, text = "Kill the enemies")
elif self.levelname == '../images/ASCIILEVEL0.txt':
self.music.stop()
GAME_GLOBALS.GAME_STATE = Game_State(levelname='../images/ASCIILEVEL1.txt', level = level1.init, prev = self, health = self.Player.current_health, name=1, score = self.current_score, final= False, text = "Survive")
elif self.levelname == '../images/bigelevatorthing.txt':
self.music.stop()
GAME_GLOBALS.GAME_STATE = Game_State(levelname='../images/ASCIILEVEL3.txt', level = level3.init, prev = self, health = self.Player.current_health, name=3, score = self.current_score, final= False, text = "Escape")
elif self.levelname == '../images/ASCIILEVEL3.txt':
self.music.stop()
GAME_GLOBALS.GAME_STATE = Game_State(levelname='../images/ASCIILEVEL4.txt', level = level4.init, prev = self, health = self.Player.current_health, name=4, score = self.current_score, final= False, text = "Freedom")
def update(self, event):
self.getbinpos(self.Player)
worldob = self.get_binobjs(self.Player)
dt = float(time.time() - self.timer)
if dt >= 1:
pass
if dt >= 3:
self.intro_text.set_alpha(self.intro_text.get_alpha() - (self.fade_rate + 2))
if self.intro_text.get_alpha() <= 0:
pass
示例8: GameScene
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
class GameScene(Scene):
def __init__(self, music, host):
super(GameScene, self).__init__()
self.background = Surface((WINDOW_WIGTH, WINDOW_HEIGHT))
self.background.fill(Color(BACKGROUND_COLOR))
timer = pygame.time.Clock()
self.music = music
self.enemy = []
self.net=Net()
self.net.subscribe(self.sync)
self.host = host
mouse.set_pos([200, 300])
self.heroes = []
self.up = self.down = self.left = self.right = False
self.entitles_walls = pygame.sprite.Group()
self.entitles = pygame.sprite.Group()
self.addHero(Player(300, 55, 1))
self.walls = []
#map:
self.map = open("maps/testmap.txt", "r")
self.x = 0
self.y = 0
self.lenx = 0
self.leny = 0
for self.row in self.map:
for self.col in self.row:
if self.col == "-":
self.wall = wall(self.x, self.y)
self.entitles_walls.add(self.wall)
self.walls.append(self.wall)
if self.col == " ":
self.floor = floor1(self.x, self.y)
self.entitles_walls.add(self.floor)
self.x = self.x + BLOCK_X
self.y = self.y + BLOCK_Y
self.lenx = self.x / BLOCK_X
self.leny += 1
self.x = 0
for i in self.heroes:
self.entitles.add(i)
total_level_width = self.lenx*WINDOW_WIGTH
total_level_height = self.leny*WINDOW_HEIGHT
self.camera = Camera(camera_configure, total_level_width, total_level_height)
self.enemy = []
if self.host:
self.enemy = [Enemy(100, 100, 1), Enemy(200, 200, 2), Enemy(100, 500, 3)]
for i in self.enemy:
self.entitles.add(i)
self.bul = []
self.bul.append(Bullet(0,0))
if self.music == True:
pygame.mixer.music.load("music/Game.mp3")
pygame.mixer.music.play(-1)
def render(self, screen):
screen.blit(self.background, (0, 0))
for i in self.entitles_walls:
screen.blit(i.image, self.camera.apply(i))
for i in self.entitles:
screen.blit(i.image, self.camera.apply(i))
def update(self, dt):
self.send_sync(self.net)
self.heroes[0].update(self.up, self.down, self.left, self.right, self.walls, dt)
for i in self.enemy:
i.update(self.walls, self.heroes, self.bul, dt)
if i.hp == 0:
self.enemy.remove(i)
del i
for i in self.bul:
i.update(self.walls, dt)
if i.col == True:
self.bul.remove(i)
del i
self.camera.update(self.heroes[0])
for i in self.entitles:
if i.par == "bul":
if i.col == True:
self.entitles.remove(i)
if i.par == "enemy" or i.par == "player":
if i.hp == 0:
self.entitles.remove(i)
if self.heroes[0].hp == 0:
if self.music == True:
pygame.mixer.music.stop()
self.manager.go_to(LoseScreen())
def handle_events(self, events):
#.........这里部分代码省略.........
示例9: WhatABlockGame
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
class WhatABlockGame(object):
WINDOW_SIZE = Vector2(1366, 768)
Clock = 0
isGameOver = False
folderDir = ''
assetDir = ''
bgImage = ''
cam = ''
mapCollection = ''
player = ''
inputManager = ''
myRFIDReader = ''
player_revealver = ''
bgSound = ''
def __init__(self, WINDOW_SIZE):
self.WINDOW_SIZE = Vector2(1366, 768)
self.isGameOver = False
self.playWithRFID = True
self.folderDir = os.path.split(os.getcwd())[0]
self.assetDir = self.folderDir + '/Assets/'
self.inputManager = InputManager()
if self.playWithRFID:
self.myRFIDReader = RFIDReader()
self.inputManager.setRFIDInput(self.myRFIDReader)
pygame.init()
self.clock = pygame.time.Clock()
self.display = pygame.display.set_mode((self.WINDOW_SIZE.getX(), self.WINDOW_SIZE.getY()), pygame.FULLSCREEN)
pygame.display.set_caption('What A Block')
self.loadAssets()
self.cam = Camera(offSet = Vector2(self.WINDOW_SIZE.getX()/2 , self.WINDOW_SIZE.getY()/2 - self.player.getHeight()/2), camSize = self.WINDOW_SIZE)
self.player_revealver = Revealer(IsoToScreen(self.player.getIsoPos(), self.mapCollection.getBlockSize().getX(), self.mapCollection.getBlockSize().getY()), 60)
pygame.mixer.music.play(-1)
def loadAssets(self):
pygame.mixer.music.load(self.assetDir + 'bgSound.mp3')
self.mapCollection = MapCollection(currentMap = 0, assetDir = self.assetDir, WINDOW_SIZE = self.WINDOW_SIZE)
self.player = Player(self.mapCollection.getCurrentMapObject().getPlayerStartPos(), assetDir = self.assetDir, blockWidth = self.mapCollection.getBlockSize().getX(), blockHeight = self.mapCollection.getBlockSize().getY(), moveSpeed = 0.1)
self.mainFontSize = 50
self.secondFontSize = 30
self.thirdFontSize = 18
self.mainFont = pygame.font.Font(self.assetDir + "Universe.ttf", self.mainFontSize)
self.secondFont = pygame.font.Font(self.assetDir + "Universe.ttf", self.secondFontSize)
self.thirdFont = pygame.font.Font(self.assetDir + "Universe.ttf", self.thirdFontSize)
self.numberOfDeath = 0
def render(self):
#sent player into map for order of rendering purpose
self.mapCollection.renderCurrentMap(self.display, camPos = self.cam.getPos(), player = self.player)
self.renderGUI()
pygame.display.flip()
def renderGUI(self):
levelText = str(self.mapCollection.getCurrentMapIndex()) #Level
renderlevelText = self.thirdFont.render( levelText, 1, (255,255,255))
self.display.blit(renderlevelText, (self.WINDOW_SIZE.getX()/2 - len(levelText) * self.thirdFontSize/2 + 5, self.WINDOW_SIZE.getY()*8.3/20))
deathCountText = str(self.numberOfDeath) #Death
renderDeathCountText = self.mainFont.render( deathCountText, 1, (0,0,0))
self.display.blit(renderDeathCountText, (self.WINDOW_SIZE.getX()/2 - len(deathCountText) * self.mainFontSize/2 + 10, self.WINDOW_SIZE.getY()/9))
bombCountText = str(self.player.getBomb()) #Bomb
renderBombCountText = self.secondFont.render( bombCountText, 1, (127,100,0))
self.display.blit(renderBombCountText, (self.WINDOW_SIZE.getX()*9/20 - len(deathCountText) * self.secondFontSize/2 + 10, self.WINDOW_SIZE.getY()*17/20))
bulletCountText = str(self.player.getBullet()) #Bullet
renderBulletCountText = self.secondFont.render( bulletCountText, 1, (127,100,0))
self.display.blit(renderBulletCountText, (self.WINDOW_SIZE.getX()*11/20 - len(deathCountText) * self.secondFontSize/2 + 10, self.WINDOW_SIZE.getY()*17/20))
def update(self):
self.inputs()
self.player.update(isoBlocks = self.mapCollection.getCurrentMapObject().getBlocks())
self.player_revealver.setPos(self.player.getScreenPos())
self.player_revealver.reveal(isoBlocks = self.mapCollection.getCurrentMapObject().getBlocks())
self.checkPlayerFall()
self.checkPlayerFallOut()
#.........这里部分代码省略.........
示例10: handle_player_input
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update [as 别名]
while not quit_game:
# Get the time in milliseconds.
start_frame_time = pygame.time.get_ticks()
# Get all events that were triggered and process them.
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit_game = True
handle_player_input(event)
keys = pygame.key.get_pressed()
camera.update(delta_time)
control_player_motion(keys, delta_time)
# Make the player shoot.
if pygame.mouse.get_pressed()[0] and player_firing_timer >= player_firing_interval:
fire_bullet()
player_firing_timer = 0.0
player_firing_timer += delta_time
# Do background rendering first.
screen.fill((0, 0, 0))
for i in range(0, len(backgrounds)):
screen.blit(backgrounds[i], (i*backgrounds[i].get_width()-camera.boundingBox.x, 0-camera.boundingBox.y))
if do_flash_effect:
flash_effect_timer += delta_time