本文整理汇总了Python中World.draw方法的典型用法代码示例。如果您正苦于以下问题:Python World.draw方法的具体用法?Python World.draw怎么用?Python World.draw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World
的用法示例。
在下文中一共展示了World.draw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: draw
# 需要导入模块: import World [as 别名]
# 或者: from World import draw [as 别名]
def draw(self):
World.draw()
示例2: serialWrite
# 需要导入模块: import World [as 别名]
# 或者: from World import draw [as 别名]
lastExplosion = last_ticks
isExploding = 1
serialWrite(s, 'A')
serialWrite(s, 'R')
if isExploding == 1:
# for x in range(0, dims[0]):
# for y in range(0, dims[1]):
c = pygame.Color(0)
c.hsva = ((int(last_ticks)) % 360, 90, 90, 100)
# pygame.draw.rect(screen, c, pygame.Rect(0, 0, width, height))
sur = pygame.Surface((width, height))
sur.set_alpha(128)
sur.fill(c)
screen.blit(sur, (0,0))
if last_ticks - lastExplosion > 1000:
serialWrite(s, 'B')
isExploding = 2
if isExploding == 2 and score % 5 != 0:
isExploding = 0
world.draw(screen)
# if current_milli_time() - lastUpdate >= updateInterval:
world.update()
# lastUpdate = current_milli_time()
if snake.dead:
serialWrite(s, 'K')
gameStage = 1
score = (snake.length - 1) // 2;
pygame.display.flip()
示例3: __init__
# 需要导入模块: import World [as 别名]
# 或者: from World import draw [as 别名]
class Game:
def __init__(self, controller, resolution):
self.controller = controller
self.current_frame = 0
self.resolution = resolution
self.font = pygame.font.SysFont("consolas", resolution[0]/20)
self.world = World(resolution)
self.player = Player(self)
self.score = 0
def draw(self, screen):
self.world.draw(screen, self.resolution, self.player)
self.player.draw(screen, self.resolution)
# render text
score_label = self.font.render("Score: " + str(self.score), 0, (0, 0, 0))
screen.blit(score_label, (2, 0))
bullets_label = self.font.render("Bullets: " + str(self.player.bullet_count), 0, (0, 0, 0))
screen.blit(bullets_label, (0, self.resolution[1]/20))
bullets_label = self.font.render("X: " + str(self.player.x) + " Y: " + str(self.player.y), 0, (0, 0, 0))
screen.blit(bullets_label, (0, self.resolution[1]/10))
bullets_label = self.font.render("Angle: " + str(self.player.angle), 0, (0, 0, 0))
screen.blit(bullets_label, (0, 1.5*self.resolution[1]/10))
def update(self, framerate):
self.current_frame += framerate
self.player.action()
self.world.update(framerate, self.player)
def kill(self, animal):
self.score += animal.weight * animal.age
self.world.animals.remove(animal)
def end(self):
self.controller.change_view('main_menu')
return
def key_press(self, key):
#ARROWS
if key == 275:
self.player.add_move_direction('R')
elif key == 273:
self.player.add_move_direction('U')
elif key == 276:
self.player.add_move_direction('L')
elif key == 274:
self.player.add_move_direction('D')
#Z
elif key == 122:
self.player.use('PRIMARY')
#X
elif key == 120:
self.player.use('SECONDARY')
#ENTER
elif key == 13:
return
#SHIFT
elif key == 303:
return
def key_release(self, key):
if key == 275:
self.player.remove_move_direction('R')
elif key == 273:
self.player.remove_move_direction('U')
elif key == 276:
self.player.remove_move_direction('L')
elif key == 274:
self.player.remove_move_direction('D')