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Python Player.isJumping方法代码示例

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

# 需要导入模块: import Player [as 别名]
# 或者: from Player import isJumping [as 别名]
        if event.type == QUIT:
            STATE = False

        # Jump command.
        elif event.type == pygame.KEYDOWN:
            if (event.key == pygame.K_SPACE) and (player.isJumping == False):
                #sound = pygame.mixer.music
                #sound.load('JumpSound.mp3')
                #sound.play(1,0)
                player.jumpCount += 1
                player2.jumpCount += 1
                player3.jumpCount += 1
                player4.jumpCount += 1
                player5.jumpCount += 1
                
                player.isJumping = True
                player2.isJumping = True
                player3.isJumping = True
                player4.isJumping = True
                player5.isJumping = True
                
                player.velocity = -2.0*SPEED*ARCHEIGHT[1]/ARCHEIGHT[0] #-2SPEED*MAX[y]/MAX[x]
                player2.velocity = -2.0*SPEED*ARCHEIGHT[1]/ARCHEIGHT[0]
                player3.velocity = -2.0*SPEED*ARCHEIGHT[1]/ARCHEIGHT[0]
                player4.velocity = -2.0*SPEED*ARCHEIGHT[1]/ARCHEIGHT[0]
                player5.velocity = -2.0*SPEED*ARCHEIGHT[1]/ARCHEIGHT[0]
                
                player.rect.top -= 1
                player2.rect.top -= 1
                player3.rect.top -= 1
                player4.rect.top -= 1
开发者ID:JosephFranc,项目名称:Parallel-Engineering-100-Team-Project,代码行数:33,代码来源:Parallel2.py

示例2: __init__

# 需要导入模块: import Player [as 别名]
# 或者: from Player import isJumping [as 别名]
 def __init__(self, lvl, array, attempts, speed, color):
     '''
     @param lvl:  Which level the player will start on.
     @param array:  The 2 dimensional array that acts as the game's "seed."  array[0] = trapCombo #, array[1] = Which level the trap spawns on.
     @param attempts:  How many "attempts" the player has.
     
     @ivar gameState:  True when the whole program, Parallel, is running. 
     @ivar lvlState:  False when the player has failed a level and needs to restart.
     @ivar lvlComplete:  True when the player has successfully completed a level.
     @ivar lvl:  Which level the player has reached.  (1, 2, or 3)
     @ivar attempts:  How many times the player has attempted to beat the game.
     '''
 
     '''INITIALIZE'''
     
     # Initializes the clock to create a stable frame rate and consistent new frame delay across machines..
     clock = pygame.time.Clock()
     STARS = pygame.sprite.Group()
     
     # Initialize instance variables
     self.speed = speed
     self.gameState   =  True
     self.lvlState    =  True
     self.state_1 = True
     self.lvlComplete =  False
     self.lvl         =  lvl
     self.attempts    =  attempts
     self.color       = color
     
     # Initialize the soundtrack
     soundtrack = pygame.mixer.music
     soundtrack.load('Soundtrack2.wav')
     soundtrack.play(-1, 0)
     if self.color == 0: 
         ball = "BlueRing.png"
     elif self.color == 1:
         ball = "YellowRing.png"
     elif self.color == 2:
         ball = "PinkRing.png"
     else:
         ball = "BlueRing.png"
     # Iterators.
     i = 0 # The index of the trap.
     t = 5 # The initial trap spawn delay
     p = 9 # The initial star spawn delay
     
     # Sound effects
     sfx = Sound()
 
     # Play the game with different conditions for each level.
     '''Level 1'''
     if lvl == 1:
             
         player1 = Player(1, ball, self.speed)
         back = pygame.image.load("level1.png")
         VIEW.blit(back, [0,0] )
         
         while self.lvlState:
             pygame.display.set_caption('Attempts: %d' %attempts)
             # Standardizes FPS across platforms.
             clock.tick_busy_loop(FPS)
             
             if player1.isJumping:
                 player1.jump()
                 
             # Update the display
             player1.updateSprite()
             VIEW.fill([255,255,255])
             VIEW.blit(back, origin)
             VIEW.blit(player1.image, player1.rect.topleft)
                 
             for trap in iter(OBS):
                 trap.move()
                 # If a trap moves into a player, they lose the level.
                 if trap.rect.colliderect(player1.rect):
                     self.attempts += 1
                     self.lvlState = False
                 if trap.rect.right+10 < 0: 
                     trap.delete() # Delete traps that move off of the left side.
                     if len(OBS) <= 0: # End the file when all traps have moved off the left side and advance to next level.
                         self.lvlState = False
                         self.lvl += 1
             pygame.display.update()
         
             # Spawn traps when appropriate.
             if (t <= 0) and (i+1 <= len(array)):
                 if (array[i][1] < 2):
                     t = combos(array[i], lvl, self.speed)
                     t = t*40 + 400
                 i += 1
             t -= self.speed
             
             # Spawn stars randomly
             if p <= 0:
                 p = random.randint(30, 180)
                 Projectile(STARS)
             p -= 1
                 
             # Update all stars
             for star in iter(STARS):
#.........这里部分代码省略.........
开发者ID:JosephFranc,项目名称:Parallel-Engineering-100-Team-Project,代码行数:103,代码来源:Parallel.py

示例3: game

# 需要导入模块: import Player [as 别名]
# 或者: from Player import isJumping [as 别名]
def game(lvl, array):
    ''' 
    Creates a playable instance of a level.
    
    @param lvl:  Which level the player will start on.
    @param array:  The 2 dimensional array that acts as the game's "seed."  array[0] = trapCombo #, array[1] = Which level the trap spawns on.
    
    @return:  Returns lvl+1 if the player beat the level, or simply lvl if the player lost and must replay the level.
    '''
    
    # Initialize variables.
    global STATE # State of the entire game.
    lvlState = True # Win/lose state of the current level. 
    global attempts
    
    # Iterators.
    i = 0 # The index of the trap.
    t = 5 # The initial trap spawn delay
    
    # Play the game with different conditions for each level.
    if lvl == 1:

        
        back = pygame.image.load("level1.png")
        VIEW.blit(back, [0,0] )
        
        player1 = Player(1, "RealBall.png")
        
        while lvlState:
            
            pygame.display.set_caption('Attempts: %d' %attempts)
            # Standardizes FPS across platforms.
            clock.tick_busy_loop(FPS)
            
            if player1.isJumping:
                player1.jump()
                
            # Update the display
            player1.updateSprite()
            VIEW.fill([255,255,255])
            VIEW.blit(back, [0,0])
            VIEW.blit(player1.image, player1.rect.topleft)
                
            for trap in iter(OBS):
                trap.move()
                # If a trap moves into a player, they lose the level.
                if trap.rect.colliderect(player1.rect):
                    attempts += 1
                    lvlState = False
                if trap.rect.right+10 < 0: 
                    trap.delete() # Delete traps that move off of the left side.
                    if len(OBS) <= 0: # End the file when all traps have moved off the left side and advance to next level.
                        lvlState = False
                        lvl = lvl+1
            pygame.display.update()
        
            # Spawn traps when appropriate.
            if (t <= 0) and (i+1 <= len(array)):
                if (array[i][1] < 2):
                    t = combos(array[i])
                    t = t*40 + 400
                i += 1
            t -= SPEED
            
            # Command list
            for event in pygame.event.get():
                
                # If the user quits, the game exits
                if event.type == QUIT:
                    STATE = False
                    lvlState = False
                    
                # Input list
                elif event.type == pygame.KEYDOWN:
                    
                    if (event.key == pygame.K_SPACE) and (player1.isJumping == False):
                        #sound = pygame.mixer.music
                        #sound.load('JumpSound.mp3')
                        #sound.play(1,0)
                        player1.jumpCount += 1
                        player1.isJumping = True
                        player1.velocity = -2.0*SPEED*ARCHEIGHT[1]/ARCHEIGHT[0] #-2SPEED*MAX[y]/MAX[x]
                        player1.rect.top -= 1
                        
        return lvl #End of "if lvl == 1"
    
    elif lvl == 2:
            
       
        back = pygame.image.load("level2.png")
        VIEW.blit(back, [0,0] )
        
        player1 = Player(1, "RealBall.png")
        player2 = Player(2, "RealBall.png")
        
        while lvlState:

            pygame.display.set_caption('Attempts: %d' %attempts) 
            
            # Standardizes FPS across platforms.
#.........这里部分代码省略.........
开发者ID:JosephFranc,项目名称:Parallel-Engineering-100-Team-Project,代码行数:103,代码来源:Parallel_beta.py


注:本文中的Player.isJumping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。