本文整理汇总了Python中Menu.draw方法的典型用法代码示例。如果您正苦于以下问题:Python Menu.draw方法的具体用法?Python Menu.draw怎么用?Python Menu.draw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Menu
的用法示例。
在下文中一共展示了Menu.draw方法的6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: main
# 需要导入模块: import Menu [as 别名]
# 或者: from Menu import draw [as 别名]
def main():
width = 1024
height = 768
pygame.display.init
menu_screen = pygame.display.set_mode((width,height))
# Background
background = pygame.image.load(os.path.join('', 'images', 'menu_bg.jpg'))
background = background.convert()
# Cursor
pygame.mouse.set_visible(False)
cursor = Cursor(16,16,'images/cursor.png')
#Options in menu
new_game = Option(200,200,173,89,'images/little.png','images/big.png',new_game_function, 1.42)
# Menu
menu = Menu()
menu.append(new_game)
menu_screen.blit(background, (0, 0))
cursor.draw(menu_screen)
menu.draw(menu_screen)
pygame.display.flip()
# Event loop
while 1:
menu.update(cursor)
for event in pygame.event.get():
if event.type == QUIT:
pygame.display.quit
sys.exit()
if event.type == KEYDOWN and event.key == K_ESCAPE:
running = False
return
elif event.type == MOUSEMOTION:
pygame.mouse.get_pos()
cursor.update()
elif event.type == MOUSEBUTTONDOWN:
menu.activate()
menu_screen.blit(background, (0, 0))
menu.draw(menu_screen)
cursor.draw(menu_screen)
pygame.display.flip()
示例2:
# 需要导入模块: import Menu [as 别名]
# 或者: from Menu import draw [as 别名]
menu.seleccion=0
menu_principal = False
history = True
if menu.seleccion==2:
print"nuevo"
menu.seleccion=0
menu_principal = False
history = True
if menu.seleccion==3:
print"salir"
menu.seleccion=0
fin=True
menu.draw(pantalla)
pygame.display.flip()
#----------------------------------------------------------------------------
if history:
pantalla.blit(history_1,(0,0))
pygame.display.flip()
time.sleep(10)
pantalla.blit(history_2,(0,0))
pygame.display.flip()
time.sleep(10)
pantalla.blit(history_3,(0,0))
pygame.display.flip()
time.sleep(10)
示例3:
# 需要导入模块: import Menu [as 别名]
# 或者: from Menu import draw [as 别名]
particle.start(ship)
if handler.keys['right']:
ship.move_right()
if handler.keys['left']:
ship.move_left()
ship.redraw()
if particle.is_visible():
particle.render()
logic.draw_enemies()
if logic.win_level():
logic.next_level()
else:
menu.draw(pygame, screen)
if handler.keys['space']:
menu.started = True
if logic.is_game_over() or logic.win_game():
if handler.keys['space']:
menu.started = True
logic.restart_game()
time_passed = clock.tick(60)
pygame.display.flip()
pygame.time.wait(5)
示例4: __init__
# 需要导入模块: import Menu [as 别名]
# 或者: from Menu import draw [as 别名]
class Game:
'''
'''
def __init__(self):
self.loading = LoadingScreen(self)
self.camera = Camera(self)
self.lighting = Lighting(self)
self.balltable = BallTable(self)
self.menu = Menu(self)
self.decision = Decision(self)
self.mousekey = MouseKey(self)
self.shotStrength = ShotStrength(self)
self.state = GameState.START
self.mode = GameMode.TUTORIAL
self.balls = [ Ball(self) ]*16
self.ballinHole = [ None ] * 16
self.LastFrameTimePoint = 0
def Load(self):
glutInit(sys.argv)
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH)
glutInitWindowSize(ParamDef.ScreenResolution[0], ParamDef.ScreenResolution[1])
glutInitWindowPosition(0,0)
glutCreateWindow(APP_NAME)
glClearColor(0,0,0,0)
glutIdleFunc(self.loading.Idle)
glutDisplayFunc(self.loading.UpdateGL)
self.currentWindow = glutGetWindow()
glutMainLoop()
def Run(self):
ParamDef.DelayCompensation=1
glutIgnoreKeyRepeat(1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glEnable(GL_NORMALIZE)
glEnable(GL_BLEND)
glShadeModel(GL_SMOOTH)
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glutMouseFunc(self.mousekey.MouseClick);
glutMotionFunc(self.mousekey.MouseMove);
glutKeyboardFunc(self.mousekey.KeyPress);
glutKeyboardUpFunc(self.mousekey.KeyRelease);
glutSpecialFunc(self.mousekey.SpecialKeyPress);
glutSpecialUpFunc(self.mousekey.SpecialKeyRelease)
glutVisibilityFunc(self.Visible)
glutIdleFunc(self.timerEvent)
glutDisplayFunc(self.updateGL)
def timerEvent(self):
#print "timerEvent"
ParamDef.FrameTimePoint=glutGet(GLUT_ELAPSED_TIME)/10
ParamDef.Factor=ParamDef.FrameTimePoint-self.LastFrameTimePoint;
if (ParamDef.DelayCompensation !=0 ) :
ParamDef.Factor=1;
ParamDef.DelayCompensation=0;
if (ParamDef.Factor !=0) :
if (ParamDef.ShowFPS) :
if ((ParamDef.FrameTimePoint%200)<(self.LastFrameTimePoint%200)) :
self.menu.SetFPS(Frames/2);
ParamDef.Frames=0;
else:
ParamDef.Frames+=1
self.menu.Update(ParamDef.Factor);
if self.state == GameState.START:
self.StartHandling()
elif self.state == GameState.VIEWING:
self.ViewingHandling()
elif self.state == GameState.AIMING:
self.AimHandling()
elif self.state == GameState.SWING:
self.BackswingHandling()
elif self.state == GameState.SHOT:
self.ShotHandling()
elif self.state == GameState.NEW_WHITE:
self.NewWhiteHandling()
elif self.state == GameState.JUDGEING:
self.JudgeHandling()
self.camera.Ride(ParamDef.Factor);
self.LastFrameTimePoint=ParamDef.FrameTimePoint;
glutPostWindowRedisplay(self.currentWindow);
def updateGL(self):
'''
'''
#print "updateGL"
if ParamDef.ZBufferDelete != 0:
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
self.camera.draw()
self.lighting.draw()
#.........这里部分代码省略.........
示例5:
# 需要导入模块: import Menu [as 别名]
# 或者: from Menu import draw [as 别名]
import Menu
pygame.init()
screen = pygame.display.set_mode([600,440])
pygame.display.set_caption('Snake')
game = Game.game()
game.init()
gamepad = pygame.Surface([400,400])
Game.draw(gamepad,game.snake,game.food)
screen.blit(gamepad,[20,20])
sidebar = pygame.Surface([150,400])
Menu.draw(sidebar, [0,0])
screen.blit(sidebar,[450,20])
pygame.display.flip()
clock = pygame.time.Clock()
level_speed = [500,350,200,100,50,10]
score_prefd = [10,15,20,25,30,35]
level = 0
pre_step = level_speed[0]
time_pass = 0
isover = False
count = 0
score = 0
示例6: Program
# 需要导入模块: import Menu [as 别名]
# 或者: from Menu import draw [as 别名]
class Program():
# Booleans to distinguish which game mode you're playing
isClassicMode = False
# Class to handle gameplay in classic mode
classicMode = MainGame(WIDTH, HEIGHT)
# The game menu
menu = Menu(WIDTH, HEIGHT)
# The screen, for to drawz stuff on
screen = pygame.display.set_mode([WIDTH, HEIGHT])
# The clock, used to regulate frame rate
clock = pygame.time.Clock()
def __init__(self):
pygame.init()
def execute(self):
while 1:
# The menu was just closed
# Start the game
if not self.menu.is_open() and not self.isClassicMode:
self.isClassicMode = True
self.menu.stopMusic()
self.classicMode.startGame()
# The game ended, go back to the menu and reset the game
if self.classicMode.is_over():
self.isClassicMode = False
self.classicMode.endGame()
self.classicMode = MainGame(WIDTH, HEIGHT)
self.menu = Menu(WIDTH, HEIGHT)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if self.isClassicMode:
self.classicMode.handleInput(event)
else:
self.menu.handleInput(event)
if self.isClassicMode and not self.classicMode.is_paused():
self.classicMode.play()
else:
self.menu.update()
self.screen.fill([0, 0, 0])
if self.isClassicMode:
self.classicMode.draw()
else:
self.menu.draw()
pygame.display.flip()
# regulate the frame rate to 60 fps
self.clock.tick(60)