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Python Vector.add方法代码示例

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


在下文中一共展示了Vector.add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: Player

# 需要导入模块: import Vector [as 别名]
# 或者: from Vector import add [as 别名]
class Player(pygame.sprite.Sprite):

    bottom = 630
    left = 0
    right = 720

    def __init__(self):
        self.image = 17
        self.framenumber = 0
        self.swinging = 4;
        self.gunmode = False;
        pygame.sprite.Sprite.__init__(self)
        self.images = [pygame.image.load(os.path.join(os.curdir, 'spritel1.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spritel2.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spritel3.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spritel4.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spritel5.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spritel6.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spritel7.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spritel8.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spriter1.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spriter2.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spriter3.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spriter4.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spriter5.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spriter6.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spriter7.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'spriter8.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'jump.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'start.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'bowl.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'bowr.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'hurt.png')).convert_alpha(),
                    pygame.image.load(os.path.join(os.curdir, 'dead.png')).convert_alpha()
                    ]

        self.rect = self.images[self.image].get_rect()
        self.rect = self.rect.move(300,600)
        self.vel = 0
        self.x = 300
        self.y = 600
        self.dir = 1 # 1: Right -1: Left
        self.vector = Vector(self.x,self.y)
        self.Arrows = 20
        self.ArrowsMax = 20
        self.ArrowsRepl = 0.0
        self.ArrowsReplRate = 0.1
        self.Gravity = 100
        self.GravityRepl = 0.0
        self.RapidFire = False
        self.MultiShot = False
        self.MultiShot2 = False
        self.Lives = 5
        self.Repel = 8
        self.DecoyNum = 5
        self.DecoyCounter = 0
        self.DecoyX = 0
        self.DecoyY = 0

    def updateVector(self,x,y):

        diffX = x - self.x
        diffY = y - self.y
        if diffX != 0 and diffY!= 0:
            newX = diffX / (sqrt((diffX*diffX)+(diffY*diffY)))
            newY = diffY / (sqrt((diffX*diffX)+(diffY*diffY)))
        else:
            newX = 0
            newY = 0
        temp = Vector(newX,newY)
        self.vector.add(temp)
        if self.vector.x != 0 and self.vector.y != 0:
            self.vector.x = self.vector.x / (sqrt((self.vector.x*self.vector.x)+(self.vector.y*self.vector.y)))
            self.vector.y = self.vector.y / (sqrt((self.vector.x*self.vector.x)+(self.vector.y*self.vector.y)))

    def updatePlayerPos(self,x,y):
        #self.image = (self.image + 1) % 8
        x = int(x)
        y = int(y)
        #if(x == 0):
        #    if(self.image != 19 and self.image != 18):
        #        self.updatePlayerSprite(17, 1)
        if(self.gunmode):
            self.images[18] = pygame.image.load(os.path.join(os.curdir, 'gunl.png')).convert_alpha()
            self.images[19] = pygame.image.load(os.path.join(os.curdir, 'gunr.png')).convert_alpha()
        if self.x + x < 1252 and self.x + x > -5:
            self.x += x
            self.rect = self.rect.move(x,0)
        if self.y + y < 600 and self.y + y > 0:
            self.y += y
            self.rect = self.rect.move(0,y)
            self.updatePlayerSprite(16,1)
        if self.y + y > 600:
            self.rect = self.rect.move(0,600-self.y)
            #self.updatePlayerSprite(17,1)
            self.y = 600
        if(x < 0):
            self.updatePlayerSprite(0, 8)
        if(x > 0):
            self.updatePlayerSprite(8,8)
#.........这里部分代码省略.........
开发者ID:KyleMagocs,项目名称:osgcc5-WilliamWallaceCastleDefender,代码行数:103,代码来源:Player.py

示例2: construct

# 需要导入模块: import Vector [as 别名]
# 或者: from Vector import add [as 别名]
    def construct(self,name=None):
        """ builds the trace """
        minVel = 99999.0
        maxVel = 0.0
        pPos = None
        if not self.points:     # if points is not yet defined, iterate through keys and gather the points
            self.points = []
            frames = [x*self.timestep+self.timeSpan[0] for x in range(0, int((self.timeSpan[1]-self.timeSpan[0])/self.timestep)+1)]
            frames.append(self.timeSpan[1])
            for t in frames:
                mc.currentTime(t)
                pos = mc.xform( self.object, q=True, ws=True, translation=True )
                if not pPos == None:
                    vel = Vector(pos) - Vector(pPos)
                    if( vel.mag() > maxVel ):
                        maxVel = vel.mag()
                    if( vel.mag() < minVel ):
                        minVel = vel.mag()
                if( len(self.points) == 0 or
                    (Vector(pos) - Vector(self.points[-1])).mag() > 0.001 ):
                    self.points.append(pos)
                pPos = pos
        self.origCurve = mc.curve(d=1, ep=self.points, n="nurbsCurveTrace")
        self.origCurve = mc.rebuildCurve(self.origCurve,
                                         constructionHistory=0,
                                         replaceOriginal=1,
                                         rebuildType=0,
                                         endKnots=1,
                                         keepRange=1,
                                         keepControlPoints=0,
                                         keepEndPoints=1,
                                         keepTangents=0,
                                         spans=len(self.points)*self.timestep*self.smooth,
                                         degree=3,
                                         tolerance=0.01)[0]
        if name:
            self.origCurve = mc.rename(self.origCurve,name)
            
        if( self.tube == True ):
            self.extrusion = self.extrude()
            frames = [x*self.timestep+self.timeSpan[0] for x in range(0, int((self.timeSpan[1]-self.timeSpan[0])/self.timestep)+1)]
            frames.append(self.timeSpan[1])
            for t in frames:
                mc.currentTime(t)
                end = cu.curveArcLen( self.origCurve )
                mc.select( self.object )
                pt = mc.xform( q=True, ws=True, t=True )
                now = cu.findArcLenAtParam( self.origCurve, cu.findParamAtPoint( self.origCurve, pt ) )
                # find subCurve2 of the extrusion
                shape = mc.listRelatives(self.curve2, fullPath=True, shapes=True)[0]
                for sub in mc.listConnections(shape):
                    if(sub.startswith("subCurve")):
                        mc.setKeyframe( "%s.maxValue"%sub, t=t, v=max(0.0001,now/end) )  # key the visibility
                
            prev = None
            frames = [x*self.timestep+self.timeSpan[0] for x in range(0, int((self.timeSpan[1]-self.timeSpan[0])/self.timestep)+1)]
            frames.append(self.timeSpan[1])
            for prevT in frames:
                mc.currentTime(prevT)
                mc.select( self.object )
                pt = mc.xform( q=True, ws=True, t=True )
                
                scalePivot = Vector()
                for i in range(0,8):
                    mc.select( "%s.cv[%d][%d]"%( self.extrusion, i, int(t/self.timestep) ) )
                    scalePivot.add( Vector( mc.xform(q=True, ws=True, t=True) ) )
                scalePivot.mult(1.0/8.0)
                
                mc.select( "%s.cv[0:7][%d]"%( self.extrusion,int(t/self.timestep) ) )
                if( self.multVel ):
                    sz = 1.0
                    if( prev == None ):
                        sz = 0.0
                    else:
                        vel = Vector(pt) - Vector(prev)
                        if( self.invertVel ):
                            sz = self.taper(prevT, self.timeSpan[0], self.timeSpan[1], 0.2, 0.8) #remap(vel.mag(), minVel, maxVel, 1, 0)
                        else:
                            sz = 1-self.taper(prevT, self.timeSpan[0], self.timeSpan[1], 0.2, 0.8) #remap(vel.mag(), minVel, maxVel, 0, 1)
                    mc.scale( sz, sz, sz, centerPivot=True, relative=True, p=scalePivot )
                prev = pt
                
            groupName = mc.group(self.traceBits,n=self.object+"TubeTraceGroup")
            mc.setKeyframe( groupName+".visibility", t=self.timeSpan[0]-1, v=0.0 )
            mc.setKeyframe( groupName+".visibility", t=self.timeSpan[0], v=1.0 )

            # center the pivot on the newly created trace
            mc.select(groupName)
            mc.xform(cp=True)
            
            return groupName

        else:
            # center the pivot on the newly created trace
            mc.select(self.origCurve)
            mc.xform(cp=True)
            
            return self.origCurve
开发者ID:jeisenma,项目名称:traceSelectionInMaya,代码行数:100,代码来源:buildMotionTraces.py


注:本文中的Vector.add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。