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Python World.renderEntities方法代码示例

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


在下文中一共展示了World.renderEntities方法的1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: __init__

# 需要导入模块: import World [as 别名]
# 或者: from World import renderEntities [as 别名]

#.........这里部分代码省略.........
                
                while i < zombie_count:
                        entity = Zombie(self.world)
                        entity.location = Vector(randint(80, w), randint(80, h))
                        entity.brain.set_state("exploring")
                        self.world.add_entity(entity)
                        i += 1
                                                
                i = 0

                while i < food_count:
                        entity = Food(self.world)
                        entity.location = Vector(randint(100, w), randint(100, h))
                        self.world.add_entity(entity)
                        i += 1
                        
                i = 0

                while i < trapdoor_count:
                        entity = Trapdoor(self.world)
                        entity.location = Vector(50,50)
                        entity.brain.set_state("trapdoor_open")
                        self.world.add_entity(entity)
                        i += 1
                        
                i = 0

                while i < player_count:
                        entity = Player(self.world)
                        entity.location = Vector(50,50)
                        entity.brain.set_state("playing")
                        self.world.add_entity(entity)
                        i += 1
                i = 0
                        
                self.state = "idle"
                

        def handleEvent(self, event):
                """Returns a new state for the Game object.

                based on the previous state and input from the user,
                which essentially depends on what world is currently being displayed

                pressed_keys: The keys pressed by the user. Determined by the
                pygame.key.get_pressed module
                """
                pressed_keys = pygame.key.get_pressed()
                mouse_pressed = pygame.mouse.get_pos()
                if event == MOUSEBUTTONDOWN:
                        self.world.state = self.world.get_clickable_entity(mouse_pressed)
                elif self.world.state == "idle" and pressed_keys[K_ESCAPE]:
                        self.world.state = "startup"
                elif event == pygame.QUIT: exit()
                

        def run(self):
                """Function that controls the whole running of the Game.

                Determines which world should be presented to the user, along with the
                required entities and display's them on the screen

                world: used to store the currently displaying world. Should
                be a World object

                time_passed: stores the update of the clock object, running at 20fps

                screen: Specifies the screen to which the world and its entities
                should be displayed
                """
                # initialise pygame
                pygame.init()

                # The animation loop (infinite)
                while 1:
                        if self.world.state == "startup":
                                self.startup()
                        elif self.world.state == "newGame":
                                self.runGame()
                        elif self.world.state == "completed":
                                self.completed()
                        elif self.world.state == "dead":
                                self.playerDead()         
                        elif self.world.state == "quitGame":
                                exit()
                                


                        # checks to see if there are any events occuring in pygame
                        for event in pygame.event.get():
                                # passes the event type to the handleEvent function which determines what shall be done
                                self.handleEvent(event.type)

                        time_passed= clock.tick(30)

                        self.world.processEntities(time_passed)
                        self.world.renderEntities(screen)
     
                        # flips display from buffer onto the screen
                        pygame.display.flip()
开发者ID:Mecharyry,项目名称:PythonGame,代码行数:104,代码来源:runnable.py


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