本文整理汇总了Python中Player.respawn方法的典型用法代码示例。如果您正苦于以下问题:Python Player.respawn方法的具体用法?Python Player.respawn怎么用?Python Player.respawn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.respawn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: quit
# 需要导入模块: import Player [as 别名]
# 或者: from Player import respawn [as 别名]
if s.rect.colliderect(snb.rect) and s.active == True:
snb.alive = False
for b in blocks:
if s.rect.colliderect(b.rect):
s.active = False
for h in shards:
h.draw()
if h.rect.colliderect(snb.rect):
finish.play()
LevelComplete = True
if snb.alive == False:
time = 0
snb.respawn(pstart[0], pstart[1])
snb.update(pressed, screenDimensions)
snb.draw()
pygame.display.flip()
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
quit()
if event.key == K_LEFT:
pressed['Left'] = True
elif event.key == K_RIGHT:
pressed['Right'] = True
elif event.key == K_LSHIFT:
示例2: GameScene
# 需要导入模块: import Player [as 别名]
# 或者: from Player import respawn [as 别名]
#.........这里部分代码省略.........
self.player.onRender(renderer)
if self.player.getRespawnTime() > 0:
import Tkinter as tk
renderer.drawString(
[px, py], "%.2fs" % (self.player.getRespawnTime()),
anchor=tk.CENTER
)
def onUpdate(self, gameInput, delta):
self.clientSocket.clientLock()
vx = 0
vy = 0
if gameInput.isKeyDown("d"):
vx += self.player.getSpeed()
elif gameInput.isKeyDown("a"):
vx -= self.player.getSpeed()
if gameInput.isKeyDown("s"):
vy += self.player.getSpeed()
elif gameInput.isKeyDown("w"):
vy -= self.player.getSpeed()
self.show_info = gameInput.isKeyDown("space")
self.player.setVelocity([vx, vy])
self.player.onUpdate(delta)
self.clientSocket.sendPacket(PlayerInfoPacket(
self.player.getPlayerName(),
self.player.getPosition(), self.player.getVelocity(),
self.player.getAngle(), self.player.getHealth()
))
px, py = self.player.getPosition()
x, y = gameInput.getMousePosition()
angle = math.atan2(x-px, y-py)
self.player.setAngle(angle)
self.player.resetTimeout()
if gameInput.isMouseDown(cooldown=5):
self.clientSocket.sendPacket(PlayerGunPacket())
new_bullets = {}
for bid in self.bullets:
bullet = self.bullets[bid]
bullet.onUpdate(delta)
w, h = self.getGame().getSize()
x, y = bullet.getPosition()
if (x < -(bullet.getSize()/2) or x > w+(bullet.getSize()/2) or
y < -(bullet.getSize()/2) or y > h+(bullet.getSize()/2)):
bullet.kill()
for clientid in self.players:
player = self.players[clientid]
if player.isIntersectObject(bullet):
bullet.kill()
if bullet.isAlive() and not bullet.isTimeout():
new_bullets[bid] = bullet
self.bullets = new_bullets
new_bonuses = {}
for bid in self.bonuses:
bonus = self.bonuses[bid]
bonus.onUpdate(delta)
for clientid in self.players:
player = self.players[clientid]
if player.isIntersectObject(bonus):
bonus.kill()
if bonus.isAlive() and not bonus.isTimeout():
new_bonuses[bid] = bonus
self.bonuses = new_bonuses
new_players = {}
for pid in self.players:
player = self.players[pid]
if not player.isDead():
new_players[pid] = player
self.players = new_players
if self.player.isDead():
w, h = self.getGame().getSize()
self.player.respawn([w/2, h/2])
if not self.clientSocket.isServerAlive():
from ServerConnectScene import ServerConnectScene
self.getGame().enterScene(
ServerConnectScene(
self.username,
self.clientSocket.host,
self.clientSocket.port,
"Server timeout"
)
)
self.clientSocket.clientUnlock()
if gameInput.isKeyDown("escape"):
self.getGame().stopGame()
def onExit(self):
self.clientSocket.closeSocket()
import time
disconnectTimeout = time.time()
while (self.clientSocket.isConnected() and
disconnectTimeout+3.0 > time.time()):
continue