本文整理汇总了Python中Img.bcentrex方法的典型用法代码示例。如果您正苦于以下问题:Python Img.bcentrex方法的具体用法?Python Img.bcentrex怎么用?Python Img.bcentrex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Img
的用法示例。
在下文中一共展示了Img.bcentrex方法的3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: render
# 需要导入模块: import Img [as 别名]
# 或者: from Img import bcentrex [as 别名]
def render(self,p,screen):
screenrect=screen.get_rect()
sh,sw=screenrect.h,screenrect.w
awscale=scales[self.wscale]
aiscale=scales[self.invscale]
riscale=self.invscale+1
m=(sw/float(awscale)+1)/2.0
rm=int(ceil(m))
wconvmult=awscale/64.0
if not (p.shop or (p.dead and not p.dt)):
asx=p.x*awscale+ir(p.xoff)*wconvmult-(m-1)*awscale
asy=p.y*awscale+ir(p.yoff)*wconvmult-(m-1)*awscale-aiscale
r=(p.rumbling-1)//10+1
rx=randint(-r,r)
ry=randint(-r,r)
sx=p.x
sy=p.y
for y in range(sy-rm-1,sy+rm+1):
for x in range(sx-rm-1,sx+rm+1):
screen.blit(Tiles.tiles[self.get_t(x,y)].get_img()[self.wscale],(x*awscale-asx+rx,y*awscale-asy+ry))
for y in range(sy-rm-1,sy+rm+1):
for x in range(sx-rm-1,sx+rm+1):
objs=self.get_os(x,y)
for o in objs:
if not o.is_hidden(self,p):
screen.blit(o.get_img(self)[self.wscale],(x*awscale+ir(o.xoff)*wconvmult-asx+rx,y*awscale+ir(o.yoff)*wconvmult-asy-o.o3d*(self.wscale+1)+ry))
pygame.draw.rect(screen,(200,200,200),pygame.Rect(0,0,sw,aiscale))
for n,i in enumerate(p.iinv.inv if p.iinv else p.inv):
screen.blit(i.get_img(p,self)[self.invscale],(n*aiscale,0))
if i.stack>1:
screen.blit(numerals[i.stack-2][self.invscale],(n*aiscale+(11 if i.stack<10 else 9)*(self.invscale+1),36))
if n==p.isel:
pygame.draw.rect(screen,p.col,pygame.Rect(n*aiscale,15*riscale,aiscale,riscale))
if p.statuseffects:
maxt=max([se[1] for se in p.statuseffects])
maxse=[se for se in p.statuseffects if se[1]==maxt][0]
pygame.draw.rect(screen,p.col,pygame.Rect(0,sh-9,maxt*sw//Players.etimes[maxse[0]],12))
elif p.shop:
screen.fill((150,150,150))
pygame.draw.rect(screen,(200,200,200),pygame.Rect(0,0,sw,64))
Img.bcentrex(bcfont,p.shop.title,screen,-16)
for n,i in enumerate(p.shop.items):
Img.cxblit(i[0].img[self.invscale],screen,n*aiscale+aiscale,-8*riscale)
Img.bcentrex(cashfont,str(i[1]),screen,n*aiscale+aiscale,(255,255,0),8*riscale)
screen.blit(p.simg[self.invscale],(0,p.ssel*aiscale+aiscale))
else:
p.dead.render(screen)
Img.bcentrex(cashfont,str(p.cash),screen,sh-48,(255,255,0))
pygame.draw.rect(screen,p.col,pygame.Rect(0,0,sw,sh),2)
示例2: len
# 需要导入模块: import Img [as 别名]
# 或者: from Img import bcentrex [as 别名]
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN and len(rsps)>1:
breaking = True
for n,c in enumerate(activecons):
if c.get_buttons(gevents)[0]:
if acps[n] not in rsps:
rsps.append(acps[n])
rsc.append(c)
for c in controllers[:]:
if c.get_buttons(gevents)[0]:
activecons.append(c)
acps.append(0)
controllers.remove(c)
screen.fill((0, 0, 0))
Img.bcentrex(tfont,"PLAYER SELECT",screen,0,(255,255,255))
n=-1
for n,c in enumerate(activecons):
if c not in rsc:
cdir=c.get_dir_pressed(gevents)
if (1,0) == cdir:
acps[n]=(acps[n]+1)%len(pimgs)
elif (-1,0) == cdir:
acps[n]=(acps[n]-1)%len(pimgs)
screen.blit(pimgs[acps[n]],(304,n*32+94))
if acps[n] in rsps:
screen.blit(crossimg,(336,n*32+94))
else:
screen.blit(pimgs[acps[n]],(304,n*32+94))
screen.blit(tickimg,(336,n*32+94))
Img.bcentrex(sfont,"Press <bomb> to join",screen,n*32+128,(255,255,255))
示例3: render_update
# 需要导入模块: import Img [as 别名]
# 或者: from Img import bcentrex [as 别名]
def render_update(self,screen,events):
for e in events:
if e.type==pygame.QUIT:
sys.exit()
elif e.type==pygame.MOUSEBUTTONDOWN:
if e.button==1:
mx,my=pygame.mouse.get_pos()
if all([32<=x<14*32 for x in [mx,my]]):
mx,my=[x//32-1 for x in [mx,my]]
obj=self.objects[mx][my]
if obj:
if obj.fixed or obj.filled:
continue
self.score-=100
bexp.play()
else:
build.play()
self.objects[mx][my]=self.nextpipe
self.new_pipe()
elif e.button==3:
self.score-=25
exp.play()
self.new_pipe()
elif e.type==pygame.KEYDOWN and e.key==pygame.K_ESCAPE:
self.fail(screen)
return None
screen.fill((200,200,200))
keys=pygame.key.get_pressed()
speed=keys[pygame.K_LSHIFT]
for x in range(13):
for y in range(13):
obj=self.objects[x][y]
screen.blit(floors[self.electric][bool(obj and obj.fixed)],(x*32+32,y*32+32))
if obj:
screen.blit(obj.get_cimg() if self.electric else obj.get_img(),(x*32+32,y*32+32))
mx,my=pygame.mouse.get_pos()
if all([32<=x<14*32 for x in [mx,my]]):
mx,my=[x//32-1 for x in [mx,my]]
screen.blit(self.nimg,(mx*32+32,my*32+32))
if self.ttgo>0:
self.ttgo-=10 if speed else 1
Img.bcentrex(tfont,str(self.ttgo//60),screen,464)
if self.ttgo<=0:
self.ttflow=10 if self.electric else 120
self.objects[self.fx][self.fy].filled=True
alarm.play()
elif self.ttflow>0:
self.ttflow-=10 if speed else 1
else:
self.ttflow=10 if self.electric else 120
obj=None if not self.inworld(self.fx,self.fy) else self.objects[self.fx][self.fy]
if obj and obj.name=="Resevoir" and obj.filllevel!=7:
pfill.play()
obj.filllevel+=1
self.ttflow=240 if obj.filllevel!=7 else 10 if self.electric else 120
else:
tx=self.fx+self.nd[0]
ty=self.fy+self.nd[1]
if not (0<=tx<13 and 0<=ty<13):
self.fail(screen)
return None
np=self.objects[tx][ty]
self.nd=D.anti(self.nd)
if np and self.nd in np.ends:
np.fill(self.nd)
if np.name=="Drain":
for row in self.objects:
for obj in row:
if obj and not obj.filled and obj.ends and not obj.fixed:
self.score-=50
self.win(screen)
return None
if np.name=="Resevoir":
np.filllevel=1
self.ttflow=240
if np.name=="Teleport":
for x,row in enumerate(self.objects):
for y,obj in enumerate(row):
if obj and obj.name=="Teleport" and obj.ttype!=np.ttype:
self.fx=x
self.fy=y
obj.filled=True
self.nd=obj.ends[0]
elif not self.warped and np.name=="OutPipe":
self.fx=tx
self.fy=ty
self.nd=np.get_other_end(self.nd)
self.fx,self.fy=self.get_wrap_entry(self.nd in D.hoz,self.fx,self.fy)
self.warped=True
else:
self.fx=tx
self.fy=ty
self.nd=np.get_other_end(self.nd)
self.warped=False
bonus=np.bonus
self.score+=100+np.bonus
if np.name=="XPipe" and np.lfill=="F":
self.score+=400
bonus=True
if not (speed and self.electric):
#.........这里部分代码省略.........