本文整理汇总了Python中Player.jump方法的典型用法代码示例。如果您正苦于以下问题:Python Player.jump方法的具体用法?Python Player.jump怎么用?Python Player.jump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.jump方法的9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: Game
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [as 别名]
class Game(object):
def __init__(self, screen):
self.deaths = 0
self.screen = screen
self.level = Level('reallevel')
self.spawn()
self.game_area = screen.subsurface((0, 40, screen.get_width(), screen.get_height() - 40))
self.cam = Camera(self.player, self.level.bounds, self.game_area.get_size())
self.hud = screen.subsurface((0, 0, screen.get_width(), 40))
self.deathtext = pygame.font.Font(None, 20)
def spawn(self):
self.player = Player((self.level.spawnPoint), self.level, self)
def quit(self):
self.done = True
def loop(self):
self.done = False
self.clock = pygame.time.Clock()
while not self.done:
dt = self.clock.tick(30)
#input
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.quit()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
self.quit()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
self.player.jump()
#update
self.player.update(dt)
self.cam.update(self.player.rect)
#draw
self.hud.fill((80, 80, 80))
text = self.deathtext.render("deaths: " + str(self.deaths), True, (0, 255, 0))
self.hud.blit(text, (0, 0))
self.game_area.fill((0,0,0))
self.cam.draw_background(self.game_area, self.level.background)
self.cam.draw_sprite(self.game_area, self.player)
#refresh
pygame.display.flip()
示例2: __init__
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [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.........
示例3:
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [as 别名]
if (gameLevel[y][x] == 1):
blockList.append(Block(x*32, y*32))
while gameLoop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameLoop=False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
movex = -10
elif event.key == pygame.K_RIGHT:
movex = 10
elif event.key == pygame.K_SPACE:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
movex = 0
mainWindow.fill((0,100,255))
for block in blockList:
block.x -= movex
block.render(mainWindow)
if movex >= 0:
player.x += movex/4 - movex/5
else:
player.x += -movex/4 + movex/5
示例4: main
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [as 别名]
def main():
pygame.init()
# Set the height and width of the screen
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("niceRice")
# Create the player
player = Player()
enemies = pygame.sprite.Group()
# Create all the levels
level_list = []
level_list.append(Level_01(player))
level_list.append(Level_02(player))
# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
# Update the player.
active_sprite_list.update()
# Update items in the level
current_level.update()
# If the player gets near the right side, shift the world left (-x)
if player.rect.right >= 500:
diff = player.rect.right - 500
player.rect.right = 500
current_level.shift_world(-diff)
# If the player gets near the left side, shift the world right (+x)
if player.rect.left <= 120:
diff = 120 - player.rect.left
player.rect.left = 120
current_level.shift_world(diff)
# If the player gets to the end of the level, go to the next level
current_position = player.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
示例5: game
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [as 别名]
#.........这里部分代码省略.........
screen = pygame.display.set_mode((gamewidth, gameheight), FULLSCREEN)
else:
full_scr = False
screen = pygame.display.set_mode((gamewidth, gameheight))
if not sound:
pygame.mixer.music.stop()
clean = option[2]
if option[0] == 0:
pygame.mixer.music.stop()
state = 3
running = False
elif option[0] == 2:
running = False
state = 0
if event.key == K_RIGHT: # liigub paremale
if player.left_right == 0:
player.direction = "R" # suund vaja animatsiooni jaoks
player.move(6)
if sound:walking.play(-1) # mängib liikumise heli
elif event.key == K_LEFT: # liigub vasakule
if player.left_right == 0:
player.direction = "L"
player.move(-6)
if sound:walking.play(-1)
elif event.key == K_p:
print("cheat")
cheat = not cheat
elif event.key == K_UP:
player.jump()
elif event.type == KEYUP: # kui klahv üles tõuseb, siis liikumine lõppeb.
if event.key == K_RIGHT: # l6petab paremale liikumise
player.move(-6)
walking.stop()
elif event.key == K_LEFT: # l6petab vasakule liikumise
player.move(6)
walking.stop()
elif event.type == MOUSEBUTTONDOWN and event.button == 1: # bossi pea sihtimine
if cx in range(590,675) and cy in range(236,320):
dmg_boss = True # kui hiir on õiges kohas ja vajutada vasakut nuppu, siis võtab bossi eludest maha teatud arv elusid
for enemy in current_enemy.enemy_flying: # teiste liikuvate vastaste tapmine
if enemy.rect.collidepoint((cx, cy)): # kui collidepoint ühtib hiire positsiooniga
if sound:enemy_flying_wav.play()
current_enemy.enemy_flying.remove(enemy)
else: # kui on level shifti aeg, siis hoiab mängijat ühe koha peal
if current_level_nr != 0: player.rect.x = 90
else: player.rect.x = 350 # esimesel levelil on teine alguspunkt
#--- Level shift lõpp----#
# vaatab kas uue vastase võib lisada
if pygame.time.get_ticks() - spawn_timer >= cooldown:
# esimesel levelil ei ole eritingimusi
if current_level_nr == 0:
current_enemy.add_enemy()
# teisel levelil lõpetab vastaste lisamise kui piisavalt kaugel
elif current_level_nr== 1:
if current_level.world_shift > -2300:
current_enemy.add_enemy()
# uue timeri saamine
示例6: elif
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [as 别名]
if event.key == pygame.K_ESCAPE:
sys.exit()
elif (event.key == pygame.K_d) or (event.key == pygame.K_RIGHT):
player.direction[0] = 1
elif (event.key == pygame.K_a) or (event.key == pygame.K_LEFT):
player.direction[1] = 1
elif (event.key == pygame.K_s) or (event.key == pygame.K_DOWN) and not player.jump and player.direction[0] != 1 and player.direction[1] != 1:
player.rect = pygame.Rect(player.rect.left,player.rect.top,60,60)
player.targetRow = 4
player.frame = 0
player.duck = True
if player.jump == False:
# jumping
if (event.key == pygame.K_w) or (event.key == pygame.K_SPACE) or (event.key == pygame.K_UP):
player.vel_up = -25
player.jump = True
player.targetRow = 3
player.frame = 0
if len(shots) < 3:
if event.key == pygame.K_g and not fired:
shots.append(Spoon(player.rect.centerx, player.rect.midtop[1]+30, player.direction))
fired = True
firetime = pygame.time.get_ticks()
elif event.type == pygame.KEYUP:
if (event.key == pygame.K_d) or (event.key == pygame.K_RIGHT):
player.direction[0] = 0
if not advanceVelocity == 0:
advanceVelocity += -scrollVelocity
elif (event.key == pygame.K_a) or (event.key == pygame.K_LEFT):
player.direction[1] = 0
elif (event.key == pygame.K_s) or (event.key == pygame.K_DOWN) and not player.jump and player.direction[0] != 1 and player.direction[1] != 1:
示例7: len
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [as 别名]
# Controls the framerate on Windows
pygame.time.delay(FPS/1000)
# Update the display
VIEW.fill([255,255,255])
VIEW.blit(back, [0,270])
VIEW.blit(player.image, player.rect.topleft)
"""VIEW.blit(player2.image, player2.rect.topleft)
VIEW.blit(player3.image, player3.rect.topleft)
VIEW.blit(player4.image, player4.rect.topleft)
VIEW.blit(player5.image, player5.rect.topleft)"""
# Cycle through all active sprites
if player.isJumping:
player.jump()
"""#if player2.isJumping:
player2.jump()
#if player3.isJumping:
player3.jump()
#if player4.isJumping:
player4.jump()
#if player5.isJumping:
player5.jump()"""
for trap in iter(OBS):
trap.move()
if trap.rect.colliderect(player.rect):
STATE = False
if trap.rect.right+10 < 0: # Delete traps that move off of the left side.
trap.delete()
if len(OBS) <= 0: # End the file when all traps have moved off the left side.
示例8: getchar
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [as 别名]
input = getchar()
if (input == 'd'):
score = player.move_forward(draw_layout.get_Matrix())
elif (input == 'a'):
score = player.move_backward(draw_layout.get_Matrix())
elif(input == 'w'):
score = player.ascend_ladder(draw_layout.get_Matrix())
elif(input == 's'):
score = player.descend_ladder(draw_layout.get_Matrix())
elif(input == ' '):
player.jump(draw_layout.get_Matrix(),donkey)
elif(input == 'q'):
os.system('clear')
print("\n\n\n\n\n\n\n\n\n")
print "\t\t\t\033[1;41mThanks for playing the game...\033[1;m"
print("\n\n\n\n\n\n\n\n\n")
sys.exit(0)
player.prev_input = input
示例9: game
# 需要导入模块: import Player [as 别名]
# 或者: from Player import jump [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.........