本文整理汇总了Python中Camera.Camera.get_bounds方法的典型用法代码示例。如果您正苦于以下问题:Python Camera.get_bounds方法的具体用法?Python Camera.get_bounds怎么用?Python Camera.get_bounds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Camera.Camera
的用法示例。
在下文中一共展示了Camera.get_bounds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: CreatureSim
# 需要导入模块: from Camera import Camera [as 别名]
# 或者: from Camera.Camera import get_bounds [as 别名]
class CreatureSim(PyGameBase):
"""Runs the creature sim game"""
CAMERA_MOVE_SPEED = .5
GAME_SPEED_INCREMENT = .1
MAX_GAME_SPEED = 2.0
MIN_GAME_SPEED = .1
WORLD_WIDTH = 100000
WORLD_HEIGHT = 100000
SELECTED_COLOR = GREEN
def __init__(self):
super().__init__()
self.infoObject = pygame.display.Info()
self.CAM_HEIGHT = self.infoObject.current_h - 80
self.CAM_WIDTH = int(self.infoObject.current_w-100)
self.num_of_creatures = 180
self.num_of_food = 100
self.game_bounds = (-5000, 5000)
self.running = True
# self.camera = Camera(self.CAM_WIDTH, self.CAM_HEIGHT, x=-(self.CAM_WIDTH / 2), y=-(self.CAM_HEIGHT / 2))
self.camera = Camera(self.CAM_WIDTH, self.CAM_HEIGHT, x=0, y=0, zoom=1.0)
self.screen = pygame.display.set_mode((self.CAM_WIDTH, self.CAM_HEIGHT))
self.fullscreen = False
# QuadTree for collision detection
self.quadtree = QuadTree(
bounds=(
-self.WORLD_WIDTH/2,
-self.WORLD_HEIGHT/2,
self.WORLD_WIDTH,
self.WORLD_HEIGHT),
depth=9)
self.ui = UserInterface(self.screen)
self.dt = 0
# Will draw the quadtree overlay if true
self.draw_quadtree = False
self.paused = False
# When the user clicks on the screen it's position will be stored here
self.mouse_screen_position = None
self.mouse_real_position = None
# How fast everything moves
self.game_speed = 1.0
self.selected_creature = None
self.follow_creature = False
self.breeder = Breeder()
self.population_stats = StatsTracker()
self.spinner = Background()
def run(self):
self.load()
self.setup_keys()
self.game_loop()
def game_loop(self):
while self.running:
self.dt = self.clock.tick()
self.screen.fill(BLACK)
self.handle_events()
self.handle_key_presses()
self.update_creature_positions()
self.scene_graph.update()
self.center_camera()
self.quadtree.update_objects(self.entities)
self.handle_collisions()
self.do_obj_events()
self.render_frame()
def render_frame(self):
pygame.display.set_caption(str(self.clock.get_fps()))
# Find all objects in nodes intersecting the screen
objects_to_draw = self.quadtree.get_objects_at_bounds(self.camera.get_bounds())
for scene_object in objects_to_draw:
scene_object.draw(self.screen, self.camera)
if self.draw_quadtree:
self.quadtree.draw_tree(self.screen, self.camera)
#.........这里部分代码省略.........