本文整理汇总了Python中Player.fall方法的典型用法代码示例。如果您正苦于以下问题:Python Player.fall方法的具体用法?Python Player.fall怎么用?Python Player.fall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Player
的用法示例。
在下文中一共展示了Player.fall方法的2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 Player [as 别名]
# 或者: from Player import fall [as 别名]
def main():
menu = True
pygame.init()
deathcounter = 0
textcounter = 0
fpsClock = pygame.time.Clock()
message = ""
windowSurfaceObj = pygame.display.set_mode((1280,720), DOUBLEBUF)
pygame.display.set_caption("William Wallace Castle Defender X-Treme 2140")
soundObjectExplosion = pygame.mixer.Sound('explosion.wav')
soundDecoy = pygame.mixer.Sound('decoy.wav')
soundPwp = pygame.mixer.Sound('powerup.wav')
soundShld = pygame.mixer.Sound('zap2.wav')
desertBackground = pygame.image.load(os.path.join(os.curdir, 'desert-background.jpg')).convert_alpha()
SurfaceObjLife = pygame.image.load("life.png")
level = pygame.image.load(os.path.join(os.curdir, 'LEVEL.png')).convert_alpha()
player = Player()
ArrowList = []
missileList = []
ShieldList = []
BombList = []
PowerUpList = []
#EXPLOSION
exploList = []
#Enemy variables
maxEnemies = 50
enemyList = []
#Castle HP
HP = 100
points = 0
if menu == True:
Menu(menu, windowSurfaceObj, fpsClock, desertBackground)
pygame.key.set_repeat(1,50)
playing = True
gravityLimit = False
soundObjectExplosion = pygame.mixer.Sound("explosion.wav")
soundObjectArrow = pygame.mixer.Sound("arrow.wav")
pygame.mixer.music.load("BackgroundMusic.mp3")
pygame.mixer.music.play(-1)
gravityLimit = False
#Main Loop
LifeUp = 1
while playing:
windowSurfaceObj.blit(desertBackground,(0,0))
windowSurfaceObj.blit(level,(0,0))
mousex = player.x
mousey = player.y
#DRAW EXLPLOSIONS
count = len(exploList) - 1
while(count >= 0):
windowSurfaceObj.blit(exploList[count].images[exploList[count].image], exploList[count].rect)
if(exploList[count].updateEnemyPos()):
exploList.pop(count)
count = count - 1
if(textcounter > 0):
#print message
textMessage = fontObj.render(str(message), False, pygame.Color(0,0,0))
windowSurfaceObj.blit(textMessage, ((1280-textMessage.get_rect().width)/2*1,670))
textcounter -= 1
if(deathcounter > 0):
if(player.Lives <= 0):
player.fall()
player.updatePlayerSprite(21,1)
else:
player.updatePlayerSprite(20,1)
deathcounter -= 1
windowSurfaceObj.blit(player.images[player.image],player.rect)
pygame.display.flip()
fpsClock.tick(30)
else:
if(player.Lives <= 0):
retry = gameOver(points, windowSurfaceObj,fpsClock, desertBackground)
playing = False
#Enemy code
enemyGenerator(enemyList, maxEnemies,points)
count = len(enemyList) - 1
while(count >= 0):
windowSurfaceObj.blit(enemyList[count].images[enemyList[count].image], enemyList[count].rect)
enx = enemyList[count].x
eny = enemyList[count].y
chance = 1
if enemyList[count].boss:
chance = 5
if random.randint(0,100) < chance: #1% chance that an enemy shoots
if enemyList[count].right:
speed = -enemyList[count].speed
else:
speed = enemyList[count].speed
tmp = random.randint(0,100)
if player.DecoyCounter > 0:
playerX = player.DecoyX
playerY = player.DecoyY
#.........这里部分代码省略.........
示例2: range
# 需要导入模块: import Player [as 别名]
# 或者: from Player import fall [as 别名]
for i in range(count):
fbList[i].motion(donkey.getPosition(),draw_layout.get_Matrix())
pos = fbList[i].getPosition()
if player.checkCollision(pos,draw_layout.get_Matrix()):
br=1
score -=5
life -=1
break
if br:
break
if player.collision_donkey(donkey.getPosition(),draw_layout.get_Matrix()):
score -=5
life -=1
break
player.fall(player.getPosition(),draw_layout.get_Matrix())
if it % 100 == 41:
if count < 4 + level:
fb = FireBalls(donkey.getPosition(),draw_layout.get_Matrix())
fbList.append(fb)
count = count + 1
donkey.randomize_direction()
start_time = time.time()
player_position = player.getPosition()
if (player_position[0] == 1):
os.system('clear')
level = level+1
score +=10
if (level == 3):