本文整理汇总了Python中Camera.update_camera方法的典型用法代码示例。如果您正苦于以下问题:Python Camera.update_camera方法的具体用法?Python Camera.update_camera怎么用?Python Camera.update_camera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_camera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: Level2State
# 需要导入模块: import Camera [as 别名]
# 或者: from Camera import update_camera [as 别名]
class Level2State(LevelState.LevelState):
map = None
player = None
level_state_manager = None
collider = None
level_background_music = None
main_menu = None
camera = None
timer = None
# List to hold all the enemy objects.
enemy_list = []
# Spawn point of the player.
player_spawn_x = 170
player_spawn_y = 180
# The X value on which the player needs
# to be when starting to shift the map and stop shifting the map.
shift_start = 410
shift_end = 3290
cloud_images = []
# Half the width of the surface.
# This is needed for the placement of the images/sprites.
half_screen_width = Artist.get_half_screen_width()
def __init__(self, level_state_manager, main_menu):
self.enemy_list = []
# The map variable is a TileGrid object.
# The map contains an multidimensional array of tiles.
# This creates the map
self.map = TileGrid(DatabaseReceiver.get_level_data
("TXT", "Level2", "Level2"))
self.main_menu = main_menu
self.LevelStateManager = level_state_manager
# Create a player object with the x and y
# value in which the player should spawn and the
# LevelStateManager.
self.player = Player(self.player_spawn_x,
self.player_spawn_y,
level_state_manager)
# Statement to set the player_x variable in the map class.
# It is necessary for the camera
# that the map knows the x coordinate of the spawn point.
self.map.set_player_x(self.player_spawn_x)
# This variable creates the background of the level.
# It uses the DatabaseReceiver to get the image from,
# the database.
self.background = Background(
DatabaseReceiver.get_level_data(
"IMAGE", "Level2", "BackgroundTwee"))
def run(self):
self.map.run()
self.enemy_list = []
# Make the enemy objects and add every enemy to the enemy_list.
# Every enemy takes a x and y coordinate as argument.
# (Spawn point)
# And the range it can walk on the x axis.
# The fish takes a third argument.
# You got two choices: 'Water' or 'Lava'.
# According to the fish you want.
self.enemy_list.append(Fish(580, 600, 110, 'Lava'))
self.enemy_list.append(Fish(2570, 600, 400, 'Lava'))
self.enemy_list.append(Slime(1736, 10))
# Add a collider for the enemies and the player.
# It takes the player, map group(tiles),
# an array with all the enemy objects, Reference to
# LevelStateManager
# as arguments.
self.collider = Collider(self.player, self.map.get_group(),
self.enemy_list, self.LevelStateManager)
# Create a camera for this level.
self.camera = Camera(self.shift_start, self.shift_end,
self.map, self.player, self.enemy_list)
# Create a timer for this level.
self.timer = Timer()
# Load the best time of level 2.
self.timer.load_best_time(2)
def update(self):
# Update the camera with the player's x speed.
self.camera.update_camera(self.player.x_speed)
self.timer.update()
self.player.update()
# Update all the enemies in the enemy_list.
self.enemy_list = self.collider.enemy_list
#.........这里部分代码省略.........