本文整理汇总了Python中Player.get_pos方法的典型用法代码示例。如果您正苦于以下问题:Python Player.get_pos方法的具体用法?Python Player.get_pos怎么用?Python Player.get_pos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.get_pos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: Scene
# 需要导入模块: import Player [as 别名]
# 或者: from Player import get_pos [as 别名]
#.........这里部分代码省略.........
#--------------------------------------LOGIC PROCESSING SECTION-----------------------------------------------
def process_ball(self):
# Check if hit goals
if (pygame.sprite.collide_mask(self.ball, self.goal[0])) is not None:
self.sound_list['goal'].play()
self.hud.update_right_score()
self.match_state = Match_state.GOAL
return
elif pygame.sprite.collide_mask(self.ball, self.goal[1]) is not None:
self.sound_list['goal'].play()
self.hud.update_left_score()
self.match_state = Match_state.GOAL
return
# Check if hit field's border
self.process_collide_border()
# Check if hit players
player_list = [players for sublist in (list(self.teams[Team_side.LEFT].values()) + list(self.teams[Team_side.RIGHT].values())) for players in sublist]
hit_player = pygame.sprite.spritecollideany(self.ball, player_list, pygame.sprite.collide_circle)
if hit_player is not None:
self.sound_list['ball_kick'].play()
self.ball.collide_object(hit_player)
# Process AI list(chain(*self.teams[Team_side.LEFT].values()))
"""for position in self.teams[Team_side.RIGHT].keys():
action = 'move_up' if random.randrange(0, 2) is 0 else 'move_down'
apply_all(self.teams[Team_side.RIGHT][position], action)"""
def process_collide_border(self):
"""Check if ball touch field's border and calculate rebound direction
"""
ball_pos = self.ball.get_pos()
if ball_pos[0] < 50:
self.ball.move_to(51, self.ball.get_pos()[1])
self.ball.toggle_x_vel()
elif (ball_pos[0] + self.ball.get_width()) > SCREEN_WIDTH - 50:
self.ball.move_to(SCREEN_WIDTH - 51 - self.ball.get_width(), self.ball.get_pos()[1])
self.ball.toggle_x_vel()
elif ball_pos[1] < 20:
self.ball.move_to(self.ball.get_pos()[0], 21)
self.ball.toggle_y_vel()
elif (ball_pos[1] + self.ball.get_height()) > SCREEN_HEIGHT - 20:
self.ball.move_to(self.ball.get_pos()[0], SCREEN_HEIGHT - 21 - self.ball.get_height())
self.ball.toggle_y_vel()
def calculate_position(self):
"""Calculate and move ball and players to the right position
"""
# Calculate ball postion
x = (SCREEN_WIDTH - self.ball.get_width()) // 2
y = (SCREEN_HEIGHT - 8 - self.ball.get_height()) // 2
self.ball.move_to(x, y)
# Generate and calculate red team players
for i in range(len(self.formation[Team_side.LEFT])):
if len(self.teams[Team_side.LEFT]) == 4:
apply_all(self.teams[Team_side.LEFT][self.position[i]], 'kill')
self.teams[Team_side.LEFT].update({self.position[i]: []})
# Calculate offset
x_offset = 100
示例2: Scene
# 需要导入模块: import Player [as 别名]
# 或者: from Player import get_pos [as 别名]
class Scene(State):
def __init__(self):
super(Scene, self).__init__()
pygame.mixer.init(44100, -16, 4, 2048)
self.all_object_list = pygame.sprite.LayeredUpdates()
self.zombie_list = pygame.sprite.Group()
self.blood_splash = BloodSplash()
self.background = Object()
self.player = Player()
self.zombie_sprite = []
self.grave_list = []
self.hud = HUD()
self.sound_list = dict()
self.bg_music = pygame.mixer.music
self.game_over = False
self.time = pygame.time.get_ticks()
def init(self):
self.read_scene()
# Bring cursor to front
self.all_object_list.move_to_front(self.player)
# Set background music
self.sound_list['background'].play().set_endevent(pygame.constants.USEREVENT)
# Scale background to screen size
self.background.image = pygame.transform.scale(self.background.image, (SCREEN_WIDTH, SCREEN_HEIGHT))
def process_events(self, event):
if event.type == pygame.USEREVENT:
self.sound_list['background'].play()
elif event.type == pygame.MOUSEBUTTONDOWN:
self.sound_list['gunshot'].play()
self.process_raycast()
elif event.type == pygame.KEYDOWN:
if (event.key == pygame.K_p):
if self.is_running:
self.pause()
else:
self.resume()
def update(self):
if (not self.is_running):
return
# Process game
self.process_zombie()
# Update all objects
self.all_object_list.update(self.hud)
self.hud.update()
def draw(self, screen):
screen.fill(WHITE)
self.all_object_list.draw(screen)
apply_all(self.zombie_list.sprites(), 'show_timer', screen)
self.hud.draw(screen)
#--------------------------------------LOGIC PROCESSING SECTION-----------------------------------------------
def process_zombie(self):
# Randomly choose an interval between 0.5 to 1.5 second to spawn another zombie
if (pygame.time.get_ticks() - self.time >= random.randrange(1, 3) * 500):
# Random location for zombie
zombie_pos = random.randrange(0, len(self.grave_list))
# Check if grave's position already had zombie
if (not next((True for zombie in self.zombie_list.sprites() if zombie.pos == zombie_pos), False)):
# Randomly pick zombie from zombie sprite list
zombie = deepcopy(self.zombie_sprite[random.randrange(0, len(self.zombie_sprite))])
zombie.set_pos(zombie_pos)
# Set zombie to the right position
zombie.move_to(*self.grave_list[zombie_pos].get_pos())
zombie.translate(35, -10)
# Set zombie layer
zombie.set_layer(self.grave_list[zombie_pos]._layer - 1)
# Add to zombie list and object list
self.zombie_list.add(zombie)
self.all_object_list.add(zombie)
# Reset timer
self.time = pygame.time.get_ticks()
def process_raycast(self):
mouse_pos = pygame.mouse.get_pos()
hit_zombie = next((zombie for zombie in self.zombie_list.sprites() if zombie.collide_point(list(map(operator.sub, mouse_pos, zombie.get_pos())))), None)
if (hit_zombie is not None):
# Play zombie's death sound
self.sound_list['dying_scream'].play()
# Update hit count
self.hud.update_hit()
# Splash blood
#.........这里部分代码省略.........