本文整理汇总了Python中Camera.Camera.set_camera_loc方法的典型用法代码示例。如果您正苦于以下问题:Python Camera.set_camera_loc方法的具体用法?Python Camera.set_camera_loc怎么用?Python Camera.set_camera_loc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.set_camera_loc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: __init__
# 需要导入模块: from Camera import Camera [as 别名]
# 或者: from Camera.Camera import set_camera_loc [as 别名]
class View:
def __init__(self, camera_bounds, event_system, world_bounds):
pygame.init()
self.display = pygame.display.set_mode(camera_bounds)
pygame.display.set_caption("VV Pilot")
icon = pygame.Surface((32, 32))
icon.fill(WHITE)
pygame.gfxdraw.polygon(icon, ((3, 29), (29, 29), (16, 3)), BLACK)
pygame.gfxdraw.polygon(icon, ((4, 28), (28, 28), (16, 3)), BLACK)
pygame.gfxdraw.aapolygon(icon, ((2, 30), (30, 30), (15, 2)), BLACK)
pygame.display.set_icon(icon)
# initialize the lists
self.ship_list = []
self.bullet_list = []
self.wall_list = []
self.debris = []
# make the camera
self.camera = Camera((camera_bounds[0]/2, camera_bounds[1]/2), camera_bounds)
self.world_bounds = world_bounds
# add the view to the event system
event_system.onShipDeath+=self.onShipDeath
event_system.onBulletDeath+=self.onBulletDeath
def onShipDeath(self, ship):
Display.death_animation(ship, self.debris, BLACK)
def onBulletDeath(self, bullet, wall_rect):
Display.bullet_death(bullet, wall_rect, self.debris, BLUE)
def draw_ship(self, ship):
if not ship.isDead():
Display.draw_triangle(self.display, self.camera, BLACK, ship.location, ship.bounds, ship.direction, 2)
if ship.moved:
Display.draw_triangle_offset(self.display, self.camera, RED, (ship.location[0], ship.location[1]+ship.bounds[1]*3/2), (ship.bounds[0]/2, ship.bounds[1]/2), ship.direction-180, ship.location, 2)
if ship.shield_obj:
Display.draw_rect(self.display, self.camera, GREEN, ship.shield_obj, 2)
def draw_bullet(self, bullet):
Display.draw_circle(self.display, self.camera, BLUE, bullet.location, bullet.bounds[0])
def draw_wall(self, wall):
Display.draw_rect(self.display, self.camera, GREEN, wall, 2)
def set_camera_loc(self, location):
self.camera.set_camera_loc(location)
self.camera.bound_camera(self.world_bounds)
def draw_everything(self):
self.display.fill(WHITE)
for ship in self.ship_list:
self.draw_ship(ship)
for bullet in self.bullet_list:
self.draw_bullet(bullet)
i = 0
while i < len(self.debris):
debra = self.debris[i]
loc = (debra[0][0] + debra[1][0], debra[0][1] + debra[1][1])
dur = debra[2] - 1
self.debris[i] = (loc, debra[1], dur, debra[3], debra[4], debra[5], debra[6], debra[7])
debra = self.debris[i]
Display.draw_circle(self.display, self.camera, debra[7], debra[0], int((debra[6]-debra[2])*debra[3]) + debra[4], debra[5])
if self.debris[i][2]<=0:
self.debris.remove(self.debris[i])
else:
i+=1
for wall in self.wall_list:
self.draw_wall(wall)
pygame.display.update()
示例2: Bullet
# 需要导入模块: from Camera import Camera [as 别名]
# 或者: from Camera.Camera import set_camera_loc [as 别名]
player_ship.turn_right()
if keys[K_SPACE] and player_ship.delay<=0:
bullet = Bullet((x + dimy*sinD, y-dimy*cosD), (BULLET_SIZE, BULLET_SIZE), player_ship.direction, (BULLET_SPEED*sinD, -BULLET_SPEED*cosD), BULLET_DURATION)
#bullet = (x + dimy*sinD, y-dimy*cosD, player_ship.direction, BULLET_DURATION)
bulletList.append(bullet)
player_ship.delay = SHOOT_DELAY
player_ship.move_from_force_in_direction(player_ship.acceleration, player_ship.direction+180)
player_ship.update()
for n in wall_list:
if player_ship.rect.colliderect(n) and not player_ship.isDead():
player_ship.kill(DEATH_TIME)
Display.death_animation(player_ship, debris, BLACK)
camera.set_camera_loc((x, y))
camera.bound_camera(map_dimensions)
if not player_ship.isDead():
Display.draw_triangle(display, camera, BLACK, player_ship.location, player_ship.bounds, player_ship.direction, 2)
if moved:
Display.draw_triangle_offset(display, camera, RED, (player_ship.location[0], player_ship.location[1]+player_ship.bounds[1]*3/2), (player_ship.bounds[0]/2, player_ship.bounds[1]/2), player_ship.direction-180, player_ship.location, 2)
i = 0
while i < len(debris):
debra = debris[i]
loc = (debra[0][0] + debra[1][0], debra[0][1] + debra[1][1])
dur = debra[2] - 1
debris[i] = (loc, debra[1], dur, debra[3], debra[4], debra[5], debra[6], debra[7])
debra = debris[i]
Display.draw_circle(display, camera, debra[7], debra[0], int((debra[6]-debra[2])*debra[3]) + debra[4], debra[5])