本文整理汇总了Python中Game.Game.run方法的典型用法代码示例。如果您正苦于以下问题:Python Game.run方法的具体用法?Python Game.run怎么用?Python Game.run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Game.Game
的用法示例。
在下文中一共展示了Game.run方法的15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: start_onmouseclick
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def start_onmouseclick(self, event):
self.start.onmouseclick(event)
self.on_exit()
game = Game()
game.run()
self.start.onmouseclickup(event)
self.on_enter()
示例2: test
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def test():
abilities = [AbilitiesAbility(), TruthtellAbility(), SaveAbility(), KillAbility(), CoerceAbility(), StealAbility()]
abilityNames = map(lambda a: a.getName(), abilities)
samira = Player("Samira", "[email protected]", Character("Char",[], abilityNames, "desc"))
will = Player("Will", "[email protected]", Character("Char",[], abilityNames, "desc"))
players = [None, will]
game = Game(abilities, players)
game.run()
示例3: game_looper
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def game_looper(level):
game = Game(level)
result = 0
while not result == -5:
result = game.run()
again = 'n'
if result == -1:
print 'You were crushed'
again = raw_input('Try again? (Y/N): ')
elif result == -2:
print 'You fell to your death'
again = raw_input('Try again? (Y/N): ')
else:
print 'You escaped that room!'
again = result
if again:
if again[0] == 'N' or again[0] == 'n':
break
elif again[0] == 'Y' or again[0] == 'y':
game = Game(level)
elif result != -1 and result !=-2:
game = Game(again)
else:
break
else:
break
示例4: main
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def main():
game = Game()
game.run()
示例5: Game
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
#!/usr/bin/python
from Game import Game
game = Game()
game.run()
示例6: play
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def play():
game = None
game = Game(screen, inputs)
return game.run()
示例7: get_board_params
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def get_board_params(args=sys.argv):
if len(args) != 4:
return (None, None, None)
arg1, arg2, arg3 = args[1:4]
try:
return_value = (int(arg1), int(arg2), int(arg3))
if any(map(lambda x: x <= 0, return_value)):
return (None, None, None)
return return_value
except ValueError:
return (None, None, None)
if __name__ == "__main__":
x, y, bombs = get_board_params()
if not any([x, y, bombs]):
print "Usage: python GameRunner.py <x-dimension> <y-dimension> <# of bombs>"
sys.exit(-1)
try:
game = Game(x, y, bombs)
except InvalidBoardException as e:
print "Too many bombs: Board size is %d, bombs specified is %d" % (
e.spaces, e.bombs)
sys.exit(-1)
victory_status = game.run()
print game.board
if victory_status:
print "You win!"
else:
print "You lose, try again"
示例8: main
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def main():
game = Game()
scene = SceneMenu(game)
game.set_scene(scene)
game.run()
示例9: run
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def run(self):
self.camera = 0
lastTime = jngl.getTime()
needDraw = True
timePerStep = 0.01
counter = 0
fps = 0
self.box = None
self.port1 = None
while jngl.running():
x = jngl.getMouseX() - self.camerax
y = jngl.getMouseY() - self.cameray
if self.gridEnabled:
x = int(x / self.gridSize) * self.gridSize
y = int(y / self.gridSize) * self.gridSize
if self.box:
x += self.gridSize
y += self.gridSize
if jngl.getTime() - lastTime > timePerStep:
lastTime += timePerStep
needDraw = True
if jngl.keyDown("z"):
if not self.zoom:
self.camerax += self.windowWidth / 2
self.cameray += self.windowHeight / 2
self.zoom = True
# self.gridEnabled = False
self.scale = 0.5
elif self.zoom:
self.zoom = False
self.camerax -= self.windowWidth / 2
self.cameray -= self.windowHeight / 2
jngl.scale(self.scale)
self.scale = 1
if jngl.keyPressed("s"): # and jngl.keyDown(jngl.key.ControlL):
jngl.hideWindow()
file = asksaveasfile(mode="wb", defaultextension=".slv", filetypes=[("Somyeol Level", "*.slv")])
if file != None:
self.level.saveLevel(file)
file.close()
self.showWindow()
if jngl.keyPressed("g"):
self.toggleGrid()
if jngl.keyPressed(jngl.key.ControlL) and jngl.keyPressed("n"):
self.camerax = 0
self.cameray = 0
self.level = Map.Map()
self.gridEnabled = True
self.add10 = False
self.scale = 1
self.zoom = False
if jngl.keyPressed("l"): # and jngl.keyDown(jngl.key.ControlL):
jngl.hideWindow()
self.level.loadLevel()
self.showWindow()
if jngl.keyPressed("i"):
self.addImage(x, y)
if jngl.keyPressed("t"):
jngl.hideWindow()
from Game import Game
game = Game()
tempMap = copy.deepcopy(self.level)
game.setMap(tempMap)
game.enable_credits = False
game.testmode = True
game.run()
jngl.hideWindow()
self.showWindow()
if jngl.keyPressed("m"):
self.add10 = not self.add10
# Change the Placeable
if jngl.mousePressed(jngl.mouse.Right) or jngl.keyPressed(jngl.key.PageUp):
self.box = None
self.port1 = None
self.placeable_count += 1
if self.placeable_count >= len(self.placeable):
self.placeable_count = 0
if jngl.keyPressed(jngl.key.PageDown):
self.box = None
self.port1 = None
self.placeable_count -= 1
if self.placeable_count < 0:
self.placeable_count = len(self.placeable) - 1
for i in range(len(self.quickselect) - 1):
if jngl.keyPressed(self.quickselect[i]):
self.box = None
self.port1 = None
self.placeable_count = i % (len(self.placeable))
if jngl.mousePressed(jngl.mouse.Middle) or jngl.keyPressed(jngl.key.Delete):
#.........这里部分代码省略.........
示例10: Game
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
from Game import Game
g = Game()
g.run()
#g.exit()
示例11: main
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def main():
""" Main Program """
pygame.init()
# Set the height and width of the screen
size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("(Alpha) No More Pixies")
main_loop = True
first = True
level_dif = "" #difficulty level chosen
player = None #character chosen
level_nbr = 0 #level number chosen
slot = '' #choix de la sauvegarde
# nmp_data = Data("gamedata.txt")
nmp_data = Data("gamedata_dev.txt", "A,2,2,6,2\nB,0,0,6,0\nC,1,1,6,1\n") #slot A has everything already unlocked for dev purpose
choices = None #choices for the different menus
while main_loop:
if constants.GAME_STATUS == "menuDiff":
from DifficultyMenu import DifficultyMenu
#DIFFICULTY SELECTION MENU
background_image = pygame.image.load("data/back.jpg").convert()
screen.blit(background_image, [0, 0])
menu = DifficultyMenu()
if nmp_data.unlocked_skills == 0:
choices = ['Princess']
elif nmp_data.unlocked_skills == 1:
choices = ['Princess','Little Boy']
else:
choices = ['Princess','Little Boy','Death Wish']
menu.init(choices, screen)
menu.draw()
pygame.key.set_repeat(199,69)#(delay,interval)
pygame.display.update()
level_dif = menu.run(joystick)
elif constants.GAME_STATUS == "menuChar":
from characters.Bob import Bob
from characters.Hulk import Hulk
from characters.LittleFat import LittleFat
from CharacterMenu import CharacterMenu
#CHARACTER SELECTION MENU
menu = CharacterMenu(screen,nmp_data.unlocked_chars)
selected = menu.run(joystick)
# player = None
if selected == 0:
player = Bob()
elif selected == 1:
player = Hulk()
elif selected == 2:
player = LittleFat()
if player != None:
player.lives = nmp_data.remaining_lives
elif constants.GAME_STATUS == "menuLevel":
#LEVEL SELECTION MENU
from LevelMenu import LevelMenu
background_image = pygame.image.load("data/back.jpg").convert()
screen.blit(background_image, [0, 0])
menu = LevelMenu()
if nmp_data.unlocked_stages == 0:
choices = ['Level 1']
elif nmp_data.unlocked_stages == 1:
choices = ['Level 1','Level 2']
else:
choices = ['Level 1','Level 2','Level 3']
menu.init(choices, screen)
menu.draw()
pygame.key.set_repeat(199,69)#(delay,interval)
pygame.display.update()
level_nbr = menu.run(joystick)
elif constants.GAME_STATUS == "level":
from Game import Game
# Create all the levels
game = Game(player,level_nbr,level_dif,screen,joystick,nmp_data)
game.run()
elif constants.GAME_STATUS == "menuSave":
from SaveMenu import SaveMenu
background_image = pygame.image.load("data/back.jpg").convert()
screen.blit(background_image, [0, 0])
menu = SaveMenu()
menu.init(['Slot A','Slot B','Slot C'], screen)
menu.draw()
pygame.key.set_repeat(199,69)#(delay,interval)
pygame.display.update()
slot = menu.run(joystick)
nmp_data.slot = slot
nmp_data.load_data()#prepare the data to load for other menus
#.........这里部分代码省略.........
示例12: runGame
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def runGame(self):
game = Game(self.startX, self.startY)
game.run()
print("self.level:", self.level)
self.setScoreList(game.score, self.level)
self.run()
示例13: main
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
def main():
pygame.init()
game = Game()
game.run()
示例14: print
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
for option in options:
if option.rect.collidepoint(pygame.mouse.get_pos()):
option.hovered = True
else:
option.hovered = False
option.draw()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
# for el in text:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
print(pos)
if pos[0] > 140 and pos[0] < 140 + 330 and pos[1] > 155 and pos[1] < 155 + 60:
new_txt = game.run()
for i in range(0, 10):
if int(text[i]["name"]) < int(new_txt):
a = text[i]["name"]
text[i]["name"] = new_txt
rewrite(text, i, a)
break
json.dump(text, open('Recoreds.json', "w"))
print(text)
elif pos[0] > 135 and pos[0] < 135 + 276 and pos[1] > 255 and pos[1] < 255 + 60:
print('optg')
elif pos[0] > 140 and pos[0] < 140 + 280 and pos[1] > 355 and pos[1] < 355 + 60:
run_rec(text)
elif pos[0] > 145 and pos[0] < 145 + 140 and pos[1] > 455 and pos[1] < 455 + 60:
done = True
示例15:
# 需要导入模块: from Game import Game [as 别名]
# 或者: from Game.Game import run [as 别名]
if event.key == pygame.K_q:
game.player.alive = False
# control the game state
# an object will always return its own state
# number unless input events set otherwise
if state == home_state:
state = home.run(event_list)
player.reset()
health_bar.reset(player)
game.reset(player)
shop.reset(player, health_bar)
elif state == info_state:
state = info.run(event_list)
elif state == game_state:
state = game.run(event_list)
elif state == pause_state:
state = paused.run(event_list)
elif state == shop_state:
state = shop.run(event_list)
elif state == settings_state:
state = settings.run(event_list)
elif state == game_over_state:
state = game_over.run(event_list)
elif state == reset_game_state:
player.reset()
game.reset(player)
shop.reset(player)
state = game_state
elif state == quit_state:
running = False