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Python Player.move方法代码示例

本文整理汇总了Python中Player.move方法的典型用法代码示例。如果您正苦于以下问题:Python Player.move方法的具体用法?Python Player.move怎么用?Python Player.move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.move方法的15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 move [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: main

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
def main():
	global flag
	global count
	screen=Screen()
	i=25
	j=1
	pm=Player(i,j)
	screen.printpm(i,j,'P')
	#flag=0
	#screen.printScreen()

	os.system("clear")
	screen.genCoins()
	screen.printScreen()
	while(1):
		print "Enter Move  :",
		ch=getchar()
		if(ch=='q'):
			break
		pm.move(ch,screen)

		print ""
		os.system("clear")
		screen.printScreen()
		print "Score :",
		print screen.getScore()
		if(screen.getflag1()==1):
			break
	print ""
	print "Game Over!!! Score is:",
	print screen.getScore()
开发者ID:anirudhdahiya9,项目名称:Open-data-projecy,代码行数:33,代码来源:main.py

示例3: move

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
def move(direction): # Deplace le joueur si possible
    flee = random.randint(1,6)
    if Map.isMonster(Player.getPosition()) == 0 or flee == 6:
        answer = Map.check(Player.getPosition(),direction)
        if answer == 0:
            return 'Il y a un mur dans cette direction'
        elif answer == 1 :
            Player.move(direction)
            Player.editTime(10)
            return Map.getDescript(Player.getPosition())
        else :
            win()
            exitGame()
    else:
        Player.editHealth(-1)
        Player.editTime(1)
        return "Votre adversaire vous attrappe par le col et frappe a l'estomac. Battez-vous que diable!"
开发者ID:ValentinPearce,项目名称:The-Shades,代码行数:19,代码来源:OriginalGame.py

示例4: move

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
def move(direction): # Deplace le joueur si possible
    flee = random.randint(1,6)
    if Map.isMonster(Player.getPosition()) == 0 or flee == 6:
        answer = Map.check(Player.getPosition(),direction)
        if answer == 0:
            return "You can't go this way. Unless, of course, you can walk through walls!"
        elif answer == 1 :
            Player.move(direction)
            Player.editTime(10)
            return Map.getDescript(Player.getPosition())
        else :
            win()
            exitGame()
    else:
        Player.editHealth(-1)
        Player.editTime(1)
        return "Votre adversaire vous attrappe par le col et frappe a l'estomac. Battez-vous que diable!"
开发者ID:ValentinPearce,项目名称:The-Shades,代码行数:19,代码来源:Game.py

示例5: move

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
def move(direction): # Deplace le joueur si possible
	global visited
	flee = random.randint(1,6)
	if Map.isMonster(Player.getPosition()) == 0 or flee == 6:
		answer = Map.check(Player.getPosition(),direction)
		if answer == 0:
			return 'There is a wall in this direction.'
		elif answer == 1 :
			Player.move(direction)
			Player.editTime(10)
			if Map.getVisited(Player.getPosition()) == 0:
				Map.setMonster(Player.getPosition(),Player.getLevel())
				Map.setVisited(Player.getPosition())
				visited += 1
			return Map.getDescript(Player.getPosition())
		else :
			win()
			exitGame()
	else:
		Player.editHealth(-1)
		Player.editTime(1)
		return "You opponent pulls you by the collar and punches you in the stomach. Fight for heaven's sake!"
开发者ID:ForgetfulMuffin,项目名称:The-Shades,代码行数:24,代码来源:GameEN.py

示例6: draw

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
    def draw(self):
        """Contains main game loop"""
        background = pygame.image.load(os.path.join("sky.jpg"))
        controller = Controller()
        collide = CollisionManager()
        player = Player(self.surface)
        enemy_manager = EnemyManager(self.surface)
        level = LevelLoader.LevelLoader(self.surface, enemy_manager)
        level.load(1)

        while self.is_alive:
            self.clock.tick(FPS)
            self.surface.blit(background, (0, 0))

            controller.get_input(pygame.key.get_pressed(), player, level, player.sword)

            if player.lives > 0:
                player.move(level)
                player.update_jump()
                pygame.draw.rect(self.surface, BLUE, player, 0)
                player.bullet_manager.update_bullets(self.surface)
                player.bullet_manager.check_hit(enemy_manager)
                player.bullet_manager.clean_bullets(level)

                player.update()

            enemy_manager.update(player)
            enemy_manager.draw()

            level.draw_terrain()

            health_count = game_font.render(str(player.lives), 1, (255, 255, 255))
            self.surface.blit(lives_message, (0, 0))
            self.surface.blit(health_count, (150, 0))

            if player.lives <= 0:
                self.surface.blit(lose_message, (200, 200))

            pygame.display.flip()
开发者ID:ethanx94,项目名称:PygameSideScroller,代码行数:41,代码来源:GameLoop.py

示例7: get_key_map

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
Room.rooms.append(Room(7, 6, 23, 28, path, False))
def get_key_map(key):
    if key == curses.KEY_DOWN:
        return "down"
    elif key == curses.KEY_UP:
        return "up"
    elif key == curses.KEY_LEFT:
        return "left"
    elif curses.KEY_RIGHT:
        return "right"
    return None
fill(start, 1)
while True:
    c = g.win.getch()
    if c == 27 or c == ord('q'):
        break
    if c == ord('n'):
        fill(start, 1)
    if p.move(get_key_map(c)):
        dungeonTurn(p, p.room)
    for r in Room.rooms:
        r.display()
    if p.isDead() :
       break
    g.display(get_key_map(c))
clear_curses()
if (p.isDead()):
    print("You were killed !")
else:
    print("Game over")
开发者ID:Rotschadel,项目名称:ft_minirogue,代码行数:32,代码来源:ncurses.py

示例8: main

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
def main():
	# print 
	while(1):
		global lives
		global score
		if(lives==0):
			break
		screen=Screen(score)
		screen.generatecoin()
		screen.printscreen()
		pl=Player(24,1)
		dn=Donkey(4,1)
		# dn.donkeyposition(screen)
		while(1):
			global cnt
			global firefl

			cnt+=1
			ch=getchar()
			if(ch=='q'):
				lives=0
				break
			if(cnt==10):
				fb=Fireball(dn.getx(),dn.gety())
				fb.move(screen)
				firefl=1
				cnt=-10000

			if(firefl==1):	
				fb.move(screen)
				if(fb.getx()==pl.getx() and fb.gety()==pl.gety()):
					lives-=1
					score=screen.getscore()
					score-=50
					os.system("clear")
					break
				if(dn.getx()==pl.getx() and dn.gety()==pl.gety()):
					lives-=1
					os.system("clear")
					score=screen.getscore()
					score-=50
					break
			dn.move(screen)
			if(firefl==1):	
				# fb.move(screen)
				if(fb.getx()==pl.getx() and fb.gety()==pl.gety()):
					lives-=1
					score=screen.getscore()
					score-=50
					os.system("clear")
					break
				if(dn.getx()==pl.getx() and dn.gety()==pl.gety()):
					lives-=1
					os.system("clear")
					score=screen.getscore()
					score-=25
					break
			pl.move(ch,screen)
			if(firefl==1):	
				# fb.move(screen)
				if(fb.getx()==pl.getx() and fb.gety()==pl.gety()):
					lives-=1
					score=screen.getscore()
					score-=50
					os.system("clear")
					break
				if(dn.getx()==pl.getx() and dn.gety()==pl.gety()):
					lives-=1
					os.system("clear")
					score=screen.getscore()
					score-=50
					break
			if(pl.gety()==28 and pl.getx()==1):
				score=screen.getscore()
				score+=50
				os.system("clear")
				print "Bravo!!! You saved your Queen"
				print 'You get 50 bonus points'
				lives=3
				break
			print "Your Score:"
			print screen.getscore()




	print "Ooops!!! Game Over: Your Final Score was:",
	print screen.getscore()
开发者ID:bhumihar,项目名称:dkong,代码行数:90,代码来源:donkeykong.py

示例9: Level

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
from Treasure import *
from Player import *
from Level import *

# the current_level variable will all store the level the
# player currently is at
current_level = Level()
level_list = [current_level]



my_player = Player(current_level)

current_level.print_level(my_player)

# main loop
ongoing_game = True
while ongoing_game:

    user_input = input("enter command: ")

    #  get user command
    if user_input == "h" or user_input == "j" or\
       user_input == "k" or user_input == "l":
        # if grid square to the left is within bounds
        result = my_player.move(user_input)

    current_level.print_level(my_player)

开发者ID:EnmanuelA,项目名称:Program_5,代码行数:30,代码来源:Main.py

示例10: exit

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
    pygame.display.flip()
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
        if event.type == pygame.KEYDOWN:
            key_switch(True)
        if event.type == pygame.KEYUP:
            key_switch(False)
        if event.type == pygame.MOUSEBUTTONDOWN:
            print "Mouse button down"
            mouse_position = pygame.mouse.get_pos()
            player.acc[1]+=1
            arrows.append([math.atan2(mouse_position[1]-(player.pos_rot[1]+32),mouse_position[0]-(player.pos_rot[0]+26)),player.pos_rot[0]+32,player.pos_rot[1]+32])

    player.move()
    if pygame.time.get_ticks()>=time_limit:
        running = 0
        exitcode = 1
    if healthvalue[0] <= 0:
        running = 0
        exitcode = 0
    if player.acc[1]!=0:
        accuracy = player.acc[0]*1.0/player.acc[1]*100
    else:
        accuracy = 0

    show_final(screen, accuracy, exitcode)

while 1:
    for event in pygame.event.get():
开发者ID:aniksa,项目名称:pythonStudy,代码行数:33,代码来源:test.py

示例11: Player

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
ypos = 300

player = Player()

img = pygame.image.load('Player.png')

GameRunning = True

pygame.display.set_caption("MAE Game Testing")
# GAME LOOP
while True:
    # PROCESSES
    for event in pygame.event.get():
        if event.type == pygame.QUIT:

            pygame.quit()
            sys.exit()

        mov_x_change, mov_y_change = player.move(event)
    xpos += mov_x_change
    ypos += mov_y_change

    if GameRunning:

        total_frames += 1

        pygame.display.flip()
        screen.fill(black)
        player.show(img, xpos, ypos)

        clock.tick(FPS)
开发者ID:jsamarth,项目名称:MAE_Game,代码行数:33,代码来源:GameManager.py

示例12: main

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
def main():
    #setup or define variables and initialize them
    pygame.init()
    Text_color = (0,0,200)
    score = 0
    sound = pygame.mixer.music.load("data/main.ogg")
    frame = pygame.time.Clock()
    screen = Display().createWindow(640, 640)
    player_shoot = True
    enemy_shoot = True
    display_enemy = True
    screen.fill((0,0,234))
    size = pygame.display.get_surface().get_rect().size
    P_pos = [size[0]/2, size[1]-100]
    bullet_speed = 6 #bullet speed for player
    P_image = load_image("player.png", True)
    E_image = load_image("enemy.png", False)
    E_shot = load_image("Enemyshot.png", False)
    P_shot = load_image("Playershot.png", False)
    back = load_image("background.png", True)
    back = pygame.transform.scale(back,(650, 650))
    back_rect = back.get_rect()
    back_rect.topleft = 0, -10
    player = Player(P_image, P_shot, P_pos, bullet_speed)
    player.set_speed(50)
    EnemyList = []
    displayPlayer = True
    EnemyAddCounter = 120
    EnemyOneCounter = 60
    pygame.mouse.set_visible(True)
    bullets = [] #EnemyBullets list
    shot_speed = 8 #bullet speed for enemy
    Display().setTitle("Space Shooter")
    life = 5
    #open the score flat-file
    file = open("data/score.pck", "r")
    f = file.read()
    p_score = int(f)
    file.close()
    if(p_score == 0 or p_score < 20):
        file = open("data/score.pck", "w")
        file.write(str(20))
        p_score = 20
        file.close()
    pygame.mixer.music.play(-1, 0.0)
    while True:
        #the game-loop:
        screen.fill((0,0,234))
        EnemyAddCounter -= 1
        EnemyOneCounter -= 1
        if(EnemyAddCounter == 0):
            EnemyAddCounter = 120
            enemy = Enemy(E_image, E_shot, (random.randint(0, 315), -10), shot_speed)
            enemy.set_speed(5)
            EnemyList.append(enemy)
        
        if(EnemyOneCounter ==0):
            EnemyOneCounter = 60
            enemy = Enemy(E_image, E_shot, (random.randint(320, 575), -10),shot_speed)
            enemy.set_speed(5)
            EnemyList.append(enemy)
        
        screen.blit(back, back_rect)
        createText("Score: " +str(score), 12, (255, 255, 255),10, 10,None )
        createText("Top Score: "+str(p_score), 12, (255,255,255) ,10, 30, None)
        createText("Life: "+str(life), 12, Text_color ,10, 50, None)
        
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                if event.key == K_LEFT and (player.img_rect.left - 50) >= 0:
                    player.move("left")
                if event.key == K_RIGHT and (player.img_rect.right + 50) <= 670:
                    player.move("right")
                if event.key == K_UP and (player.img_rect.top - 30) >=0:
                    player.move("up")
                if event.key == K_DOWN and (player.img_rect.bottom + 50) <= 640:
                    player.move("down")
                if event.key == K_SPACE and player_shoot:
                    player.shoot()
        for enemy in EnemyList:
            if(random.randint(0, 50) == 2) and enemy_shoot == True:
                enemy.shoot()
            if display_enemy:
                enemy.move_bullets()
                enemy.move()
                enemy.update()
        for enemy in EnemyList:
            if enemy.img_rect.y > 640:
                EnemyList.remove(enemy)
            else:
                for bull in player.bullets:
                    if bull.colliderect(enemy.img_rect):
                        bullets = enemy.bullets
                        EnemyList.remove(enemy)
#.........这里部分代码省略.........
开发者ID:ferguson-abel,项目名称:Space-Shooter,代码行数:103,代码来源:Main.py

示例13: game

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]

#.........这里部分代码省略.........
                for event in pygame.event.get(): # Vaatab millise eventiga parajasti tegu on
                    if event.type == pygame.QUIT: # kui vajutatakse üleval X siis laheb tsükkel kinni
                        running = False
                        state = 0
                        
                    elif event.type == KEYDOWN: # kui hoida klahvi all, siis object liigub
                        if event.key == K_ESCAPE and living and player.left_right == 0: # kui player on elus ja ei liigu, siis laseb escape vajutades pausi peale panna
                            option = menu(False, full_scr = full_scr, sound = sound) # käivitab menu funktsiooni
                            pygame.mixer.music.unpause() 
                            sound = option[1]
                            # kui muutusi toimub valikutes, vahetab need kohe ära
                            if option[3] != full_scr:
                                if option[3]:
                                    full_scr = True
                                    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
开发者ID:mpeedosk,项目名称:Projekt,代码行数:70,代码来源:Game.py

示例14: Player

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
rabbit = Player('resources/dot.png')
block = Sprite('resources/dot.png')
block2 = Sprite('resources/dot.png')
block3 = Sprite('resources/dot.png')
super(Sprite,block).move((400,175))
super(Sprite,block2).move((410,175))
super(Sprite,block3).move((420,175))
drawables = [rabbit,block,block2,block3]

while True:
    DISPLAY.fill(WHITE)
    for n in drawables:
        n.draw(DISPLAY)
        CD.setObjects(drawables[0],n)
        CD.checkCollision()
    pygame.draw.line(DISPLAY, BLACK, (0,200),(800,200),2)
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type == KEYDOWN or event.type == KEYUP:
            rabbit.update(event)

    CD.setObjects(rabbit,block)
    CD.checkCollision()
    rabbit.move()
    rabbit.updateVel(0,GRAVITY)
    pygame.display.update()
    fpsClock.tick(FPS)
    
开发者ID:cgose,项目名称:dot-dot-dash,代码行数:31,代码来源:main.py

示例15: World

# 需要导入模块: import Player [as 别名]
# 或者: from Player import move [as 别名]
class World(object):
    def __init__(self):
        self.gravity = 1
        self.floors = []

        # Background debe pertenecer a mapa? opinar
        self.backGround = Sprite()
        self.backGround.src = None
        self.backGround.dst = None

        self.floor = Sprite()
        self.floor.src = None
        self.floor.setDstSize(800, 128)
        self.floor.setDstPos(0, 600 - 128)
        self.floors.append(self.floor)

        self.wallA = Sprite()
        self.wallA.src = None
        self.wallA.setDstSize(128, 64)
        self.wallA.setDstPos(250, 600 - 225)
        self.floors.append(self.wallA)

        self.wallB = Sprite()
        self.wallB.src = None
        self.wallB.setDstSize(256, 64)
        self.wallB.setDstPos(512, 600 - 400)
        self.floors.append(self.wallB)

        self.player = Player(10, 26, 0)  # <-- (velocidad x) (velocidad y) (velocidad en el aire x sin implementar)
        self.player.setSrcSize(64, 64)
        self.player.setSrcPos(0, 0)
        self.player.setDstSize(64, 64)
        self.player.setDstPos(100, 100)

    def update(self):
        updating = True
        i = 0
        # print self.floors
        while updating and i < len(self.floors):  # <-- evitando el break de carlos
            # print i
            if not self.player.collide(self.floors[i]):
                self.player.src.y = 64
                self.player.onAir = True
                if self.player.goTo.y < 64:
                    self.player.goTo.y += self.gravity
            else:
                self.player.src.y = 0
                self.player.onAir = False
                self.player.goTo.y = 0
                self.player.dst.y = self.floors[i].dst.y - self.player.dst.h + 1
                updating = False

            i = i + 1

        self.player.move()

    def draw(self, renderer, images):  # el orden en que se dibuja todo:
        self.backGround.draw(renderer, images.getImage("background"))
        self.floor.draw(renderer, images.getImage("floor"))
        self.wallA.draw(renderer, images.getImage("wall"))
        self.wallB.draw(renderer, images.getImage("wall"))
        self.player.draw(renderer, images.getImage("player"))
开发者ID:zebus3d,项目名称:Juego_Pysdl2_Carlos,代码行数:64,代码来源:World.py


注:本文中的Player.move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。