本文整理汇总了Python中World.process方法的典型用法代码示例。如果您正苦于以下问题:Python World.process方法的具体用法?Python World.process怎么用?Python World.process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.process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: run
# 需要导入模块: import World [as 别名]
# 或者: from World import process [as 别名]
def run():
pygame.init()
settings = Settings()
screen = pygame.display.set_mode(settings.SCREEN_SIZE, 0, 32)
world = World()
w, h = settings.WORLD_SIZE
camera = Camera(0, 0)
world.add_camera(camera)
clock = pygame.time.Clock()
hero_img = pygame.image.load("pictures\Top_Down_Survivor_2\Top_Down_Survivor/flashlight\idle\survivor-idle_flashlight_0.png").convert_alpha()
hero = Hero(world, hero_img)
world.add_entity(hero)
Move_Left = False
Move_Right = False
Move_Down = False
Move_Up = False
while True:
for event in pygame.event.get():
if event.type == QUIT:
return
if event.type == KEYDOWN:
if event.key == K_UP:
Move_Down = True
Move_Up = False
elif event.key == K_LEFT:
Move_Right = True
Move_Left = False
elif event.key == K_RIGHT:
Move_Left = True
Move_Right = False
elif event.key == K_DOWN:
Move_Up = True
Move_Down = False
elif event.type == KEYUP:
if event.key == K_UP:
Move_Down = False
elif event.key == K_LEFT:
Move_Right = False
elif event.key == K_RIGHT:
Move_Left = False
elif event.key == K_DOWN:
Move_Up = False
#elif event.type == MOUSEMOTION:
#pos = pygame.mouse.get_pos()
#hero.rotatewithcursor(pos)
camera.moveCamera(Move_Left, Move_Right, Move_Up, Move_Down)
time_passed = clock.tick(30)
world.process(time_passed)
world.render(screen)
pygame.display.update()
示例2: run
# 需要导入模块: import World [as 别名]
# 或者: from World import process [as 别名]
#.........这里部分代码省略.........
held = 0
draw = False
if event.type == KEYDOWN:
if event.key == K_F2:
str1 = str(datetime.now())
str1 = str1.split(".")
str2 = str1[0]+str1[1]
str2 = str2.split(":")
str1 = ""
for i in str2:
str1+=i
pygame.image.save(screen, "Images/Screenshots/SCREENSHOT%s.png"%str1)
if event.type == VIDEORESIZE:
Owidth, Oheight = event.size
#------------------Keys Below--------------------------------------------------
pressed_keys = pygame.key.get_pressed()
if pressed_keys[K_ESCAPE]: #quits the game
pygame.quit()
exit()
if pressed_keys[K_SPACE]: #Resets wood
world.wood = 0
if pressed_keys[K_d]: #Fast-forward-esk functionability
world.clock_degree+=5
if pressed_keys[K_l]: #Test to see what the first entity's state is
print world.entities[0].brain.active_state, world.degree
#--------------Keys Above----------------------------------------
#--------------Mouse Below---------------------------------------
if int(pos.x) <= 15:
pygame.mouse.set_pos((15, pos.y))
world.background_pos.x+=500*time_passed_seconds
elif int(pos.x) >= Owidth-16:
pygame.mouse.set_pos((Owidth-16, pos.y))
world.background_pos.x-=500*time_passed_seconds
if int(pos.y) <= 15:
pygame.mouse.set_pos((pos.x, 15))
world.background_pos.y+=500*time_passed_seconds
elif int(pos.y) >= Oheight-16:
pygame.mouse.set_pos((pos.x, Oheight-16))
world.background_pos.y-=500*time_passed_seconds
if pygame.mouse.get_pressed()[0]:
if pos.x > clip.minimap_rect.x and pos.y > clip.minimap_rect.y:
world.background_pos.x = (-1*(pos.x-clip.minimap_rect.x)*clip.a)+(clip.rect_view_w*clip.a)/2
world.background_pos.y = (-1*(pos.y-clip.minimap_rect.y)*clip.b)+(clip.rect_view_h*clip.b)/2
#--------------Mouse Above---------------------------------------
#--------------Process below-------------------------------------
world.process(time_passed_seconds)
if selected_building == "House":
selected_img = placing_house_img
elif selected_building == "LumberYard":
selected_img = placing_lumberyard_img
elif selected_building == "Dock":
selected_img = placing_dock_img
elif selected_building == "Manor":
selected_img = placing_manor_img
#--------------Process above-------------------------------------
#--------------Render Below------------------------
screen.fill((0,0,0))
clip.render(screen, time_passed_seconds, pos)
all_sprites.clear(screen, world.background)
all_sprites.update()
all_sprites.draw(screen)
if fade.trans_value == 0:
all_sprites.remove(fade)
if selected_building!=None:
if ( pos.x > clip.minimap_rect.x and pos.y > clip.minimap_rect.y ) or ( pos.x < clip.side.w + 32 ):
pass
else:
if not world.test_buildable(selected_building, pos):
selected_img = bad_lumberyard_img
blit_pos = world.get_tile_pos(pos-world.background_pos)*32
screen.blit(selected_img, ((blit_pos.x-(selected_img.get_width()-32))+world.background_pos.x, (blit_pos.y-(selected_img.get_height()-32))+world.background_pos.y))
#--------------Render Above------------------------
pygame.display.flip()