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Python Player.init方法代码示例

本文整理汇总了Python中Player.init方法的典型用法代码示例。如果您正苦于以下问题:Python Player.init方法的具体用法?Python Player.init怎么用?Python Player.init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Player的用法示例。


在下文中一共展示了Player.init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: Scene

# 需要导入模块: import Player [as 别名]
# 或者: from Player import init [as 别名]
class Scene(State):
	def __init__(self):
		super(Scene, self).__init__()

		self.all_object_list = pygame.sprite.Group()
		self.troll_list = pygame.sprite.Group()
		self.bullet_list = pygame.sprite.Group()
		self.player = Player()
		self.background = Object()
		self.hud = HUD()
		self.score = 0
		self.game_over = False

	def init(self):
		self.read_scene()

		# 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.MOUSEBUTTONDOWN:
			return
			#self.player.change_color(BLUE)
		elif event.type == pygame.KEYDOWN:
			if (event.ket == pygame.K_p):
				self.pause()

	def update(self):
		if (not self.is_running):
			return

		# TEST
		pos = pygame.mouse.get_pos()
		self.player.rect.x = pos[0]
		self.player.rect.y = pos[1]

	def draw(self, screen):
		screen.fill(WHITE)
		#screen.blit(self.background.image, self.background.rect)
		self.background.draw(screen)
		self.all_object_list.draw(screen)

	def read_scene(self):
		with open(ResourceManager.scene_path_list[0]) as file:
			self.read_background(file)
			self.read_player(file)

	def read_background(self, file):
		file.readline()
		image_id = int(file.readline().strip().split(' ')[1])
		self.background.init('Image', None, file_name = ResourceManager.image_path_list[image_id])

	def read_player(self, file):
		file.readline()
		image_id = int(file.readline().strip().split(' ')[1])
		self.player.init('Image', None, file_name = ResourceManager.image_path_list[image_id], alpha = True)
		self.player.move(*map(int, file.readline().strip().split(' ')[1:]))
		self.player.rotate(float(file.readline().strip().split(' ')[1]))
		self.player.scale(*map(int, file.readline().strip().split(' ')[1:]))
		self.all_object_list.add(self.player)
开发者ID:dothanhnam285,项目名称:pygame-hittheblock,代码行数:62,代码来源:Scene.py

示例2: Scene

# 需要导入模块: import Player [as 别名]
# 或者: from Player import init [as 别名]
class Scene(State):
	def __init__(self, file_path):
		super(Scene, self).__init__()

		pygame.mixer.init(44100, -16, 4, 2048)
		self.position = ['goalkeeper', 'defender', 'midfielder', 'attacker']
		self.all_object_list = pygame.sprite.LayeredUpdates()
		self.selection_circle = [] # Prototype
		self.left_player = Player() # Prototype
		self.right_player = Player() # Prototype
		self.teams = collections.defaultdict(dict)
		self.field = Object()
		self.field_border = Object()
		self.goal = []
		self.ball = Ball()
		self.hud = HUD()
		self.goal_image = EffectObject()
		self.formation = {Team_side.LEFT: [1, 4, 3, 3], Team_side.RIGHT: [1, 4, 4, 2]}
		self.sound_list = dict()

		# Game config
		self.game_mode = Game_mode.PvP
		self.P1_controlled_team = Team_side.LEFT
		self.P1_controlled_position = 'midfielder'
		self.P2_controlled_team = Team_side.RIGHT
		self.P2_controlled_position = 'midfielder'

		# Load scene's resources
		self.read_scene(file_path)

	def init(self):
		# Set teams info
		# Left team
		self.game_mode = self.get_shared_var('mode')
		self.formation[self.P1_controlled_team] = self.get_shared_var('P1_formation')
		team1_id = self.get_shared_var('P1_team_ID')
		self.hud.set_left_team_name(Team_name[team1_id])
		self.left_player.setImage(ResourceManager.instance().image_path_list[56 + team1_id])

		# Right team
		self.formation[self.P2_controlled_team] = self.get_shared_var('P2_formation')
		team2_id = self.get_shared_var('P2_team_ID')
		self.hud.set_right_team_name(Team_name[team2_id])
		self.right_player.setImage(ResourceManager.instance().image_path_list[56 + team2_id])
		
		# Calculate players and ball position
		self.calculate_position()

		# Set controlled team
		self.controlled_team = Team_side.LEFT

		# Randomize ball direction
		self.ball.set_angle(random.randrange(0, 360, 20))

		# Game control
		self.game_over = False
		self.match_state = Match_state.KICKOFF
		self.match_time = 120000
		self.time = self.match_time

		# Reset score
		self.hud.reset_score()

		# Set background music
		pygame.mixer.stop()
		self.sound_list['background'].play().set_endevent(pygame.constants.USEREVENT)

	def process_key_press(self, key):
		if key[pygame.K_w]:
			apply_all(self.teams[self.P1_controlled_team][self.P1_controlled_position], 'move_up')
		if key[pygame.K_s]:
			apply_all(self.teams[self.P1_controlled_team][self.P1_controlled_position], 'move_down')
		if key[pygame.K_UP]:
			apply_all(self.teams[self.P2_controlled_team][self.P2_controlled_position], 'move_up')
		if key[pygame.K_DOWN]:
			apply_all(self.teams[self.P2_controlled_team][self.P2_controlled_position], 'move_down')

	def process_events(self, event):
		if event.type == pygame.USEREVENT:
			self.sound_list['background'].play()
		elif event.type == pygame.MOUSEBUTTONDOWN:
			return ''
		elif event.type == pygame.KEYDOWN:
			if event.key == pygame.K_ESCAPE:
				if self.is_running:
					self.pause()
				else:
					self.resume()
			elif event.key == pygame.K_a:
				apply_all(self.teams[self.P1_controlled_team][self.P1_controlled_position], 'stop')
				self.P1_controlled_position = self.position[max(0, self.position.index(self.P1_controlled_position) - 1)]
			elif event.key == pygame.K_d:
				apply_all(self.teams[self.P1_controlled_team][self.P1_controlled_position], 'stop')
				self.P1_controlled_position = self.position[min(3, self.position.index(self.P1_controlled_position) + 1)]
			elif event.key == pygame.K_LEFT:
				apply_all(self.teams[self.P2_controlled_team][self.P2_controlled_position], 'stop')
				self.P2_controlled_position = self.position[min(3, self.position.index(self.P2_controlled_position) + 1)]
			elif event.key == pygame.K_RIGHT:
				apply_all(self.teams[self.P2_controlled_team][self.P2_controlled_position], 'stop')
				self.P2_controlled_position = self.position[max(0, self.position.index(self.P2_controlled_position) - 1)]
#.........这里部分代码省略.........
开发者ID:tr1et,项目名称:pygame-table-football,代码行数:103,代码来源:Scene.py

示例3: Scene

# 需要导入模块: import Player [as 别名]
# 或者: from Player import init [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.........
开发者ID:tr1et,项目名称:pygame-hittheblock,代码行数:103,代码来源:Scene.py


注:本文中的Player.init方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。