本文整理汇总了Python中Grid.Grid.draw方法的典型用法代码示例。如果您正苦于以下问题:Python Grid.draw方法的具体用法?Python Grid.draw怎么用?Python Grid.draw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Grid.Grid
的用法示例。
在下文中一共展示了Grid.draw方法的5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: Application
# 需要导入模块: from Grid import Grid [as 别名]
# 或者: from Grid.Grid import draw [as 别名]
class Application(Frame):
def __init__(self, master):
Frame.__init__(self, master)
self.master = master
self.running = True
self.grid()
self.create_widgets(master)
self.grid = Grid(self.canvas, 40)
self.val = 0
self.draw_every_steps = 1
self.draw_step = 0
master.after(100, self.animation)
def create_widgets(self, master):
self.btn_start = Button(self, text = "Start")
self.btn_start["text"] = "Start"
self.btn_start["command"] = self.start
self.btn_start.grid()
self.btn_stop = Button(self)
self.btn_stop["text"] = "Stop"
self.btn_stop["command"] = self.stop
self.btn_stop.grid()
self.btn_stop = Button(self)
self.btn_stop["text"] = "Restart"
self.btn_stop["command"] = self.restart
self.btn_stop.grid()
self.canvas = Canvas(master, height = 400, width = 500, bg="white")
self.canvas.pack()
self.canvas.grid()
def start(self):
self.running = True
def stop(self):
self.running = False
def restart(self):
self.grid.restart()
self.running = True
def animation(self):
if self.running == True:
self.grid.step_all()
self.draw_step += 1
if(self.draw_step >= self.draw_every_steps):
self.draw_step = 0
self.grid.draw()
self.master.after(1, self.animation)
示例2:
# 需要导入模块: from Grid import Grid [as 别名]
# 或者: from Grid.Grid import draw [as 别名]
screen = pygame.display.set_mode(screen_size, RESIZABLE)
else:
last_size = screen_size
screen_size = (screen_info.current_w, screen_info.current_h)
screen = pygame.display.set_mode(screen_size, FULLSCREEN)
fullscreen = not fullscreen
root.resize(width=screen_size[0], height=screen_size[1])
root.update_screen(screen)
else:
button.update(event)
widget1.update(event)
widget2.update(event)
widget3.update(event)
widget4.update(event)
"""
button1.update(event)
button2.update(event)
button3.update(event)
button4.update(event)
button5.update(event)
button6.update(event)
button7.update(event)
button8.update(event)
button9.update(event)
button10.update(event)
"""
screen.fill((255, 255, 255))
root.draw()
pygame.display.update()
示例3: __init__
# 需要导入模块: from Grid import Grid [as 别名]
# 或者: from Grid.Grid import draw [as 别名]
class Screen:
def __init__(self, window, scene, menu):
self.u = (2./3, -1./3.5)
self.v = (-2./3, -1./3.5)
self.w = (0, -15)
self._window = window
self._scene = scene
self._hud = HUD(self)
self._grid = Grid(self)
self._players = pygame.sprite.Group()
player1 = PlayerSprite(scene.getPlayer(0), menu)
self._playerG1 = pygame.sprite.Group()
self._playerG1.add(player1)
player2 = PlayerSprite(scene.getPlayer(1), menu)
self._playerG2 = pygame.sprite.Group()
self._playerG2.add(player2)
self._players.add(player1)
self._players.add(player2)
self._shadows = pygame.sprite.Group()
self._shadows.add(ShadowSprite(scene.getPlayer(0)))
self._shadows.add(ShadowSprite(scene.getPlayer(1)))
self._weaponGroup = pygame.sprite.Group()
self._weaponList = [WeaponSprite(scene.getPlayer(0).weapon()),
WeaponSprite(scene.getPlayer(1).weapon())]
def calcPos(self, vector):
return (
vector[0]*self.u[0] + vector[1]*self.v[0] + vector[2]*self.w[0] +
self._window.get_width()/2,
vector[0]*self.u[1] + vector[1]*self.v[1] + vector[2]*self.w[1] +
self._window.get_height()/2
)
def calcPosZ(self, vector):
return vector[0] + vector[1]
def calcVec(self, vector):
return (
vector[0]*self.u[0] + vector[1]*self.v[0],
vector[0]*self.u[1] + vector[1]*self.v[1]
)
def draw(self):
self._players.update(self._scene, self)
self._shadows.update(self._scene, self)
self._window.fill(pygame.Color(255,255,255))
for w in self._weaponList:
if w.weapon().active():
self._weaponGroup.add(w)
else:
self._weaponGroup.remove(w)
self._weaponGroup.update()
self._grid.draw()
self._shadows.draw(self._window)
if self.calcPosZ(self._scene.getPlayer(0).position()) > self.calcPosZ(self._scene.getPlayer(1).position()):
self._playerG1.draw(self._window);
self._playerG2.draw(self._window);
else:
self._playerG2.draw(self._window);
self._playerG1.draw(self._window);
self._weaponGroup.draw(self._window)
self._grid.afterDraw()
self._hud.draw()
pygame.display.flip()
示例4: Grid
# 需要导入模块: from Grid import Grid [as 别名]
# 或者: from Grid.Grid import draw [as 别名]
import pygame
import sys
from pygame.locals import *
from Grid import Grid
window = pygame.display.set_mode((1024,768))
pygame.display.set_caption('Tile Game')
screen = pygame.display.get_surface()
pygame.key.set_repeat(1,50)
grid = Grid(100, 100, 500, 500, 0.90)
while True:
screen.fill((1,1,1,0))
grid.draw(pygame, screen)
pygame.display.flip()
for e in pygame.event.get():
if e.type == QUIT:
sys.exit(0)
if e.type == MOUSEBUTTONDOWN:
if e.button == 1:
grid.click(e.pos)
示例5: App
# 需要导入模块: from Grid import Grid [as 别名]
# 或者: from Grid.Grid import draw [as 别名]
class App(object):
"""docstring for App"""
def __init__(self):
super(App, self).__init__()
self.setup_pygame()
self.events = Events()
self.lane = Lane(self.events)
self.lane.add_support_point(100,100)
self.lane.add_support_point(200,100)
self.lane.add_support_point(200,200)
self.lane.add_support_point(100,200)
self.cars = []
for k in range(4):
self.cars.append(Car(x=150+k*5,y=100,theta=np.random.randint(0,360),speed=np.random.randint(45,180)))
# self.cars.append(Car(x=250,y=100,theta=-45,speed=2*90))
self.action = None
self.human = HumanController()
self.heuristic = Heuristic(self.lane)
Node.heuristic = self.heuristic
self.onestep = OneStepLookaheadController(self.cars,self.lane,self.heuristic)
self.nstep = NStepLookaheadController(self.cars,self.lane, self.heuristic, 2)
self.bestfirst = BestFirstController(self.cars,self.lane, self.heuristic)
self.controller = self.bestfirst
# self.window = Window(self.screen, self.events, 300, 200, "caption")
self.grid = Grid(50,50,*self.size)
self.last_distance_grid_update = time() - 10
self.update_distance_grid()
self.done = False
self.register_events()
self.spin()
def setup_pygame(self):
pygame.init()
# Set the width and height of the screen [width, height]
self.size = (700, 500)
self.screen = pygame.display.set_mode(self.size)
self.font = pygame.font.SysFont("arial",10)
pygame.display.set_caption("My Game")
def draw_string(self,string,x,y,color=Draw.BLACK):
Draw.draw_string(self.screen,self.font,string,x,y,color)
def draw(self):
self.grid.draw(self.screen)
self.lane.draw(self.screen)
# Draw car
for car in self.cars:
if self.controller is not None:
if hasattr(self.controller,"action"):
car.draw(self.screen, self.controller.action)
self.controller.draw(self.screen, car)
else:
car.draw(self.screen)
def input(self):
# get mouse info
cursor = pygame.mouse.get_pos()
(left_button, middle_button, right_button) = pygame.mouse.get_pressed()
keys = pygame.key.get_pressed()
if self.lane.selected is not None:
if keys[pygame.K_DELETE]:
self.lane.remove_support_point(self.lane.selected)
self.lane.selected = None
self.update_distance_grid()
if keys[pygame.K_SPACE]:
for car in self.cars:
# save original speed
if not hasattr(car,"speed_on"):
car.speed_on = car.speed
# toggle speed
car.speed = car.speed_on - car.speed
if keys[pygame.K_RETURN]:
self.controller = self.human if self.controller != self.human else self.onestep
def update_distance_grid(self):
# return
if time() - self.last_distance_grid_update > 1 / 5:
self.last_distance_grid_update = time()
#.........这里部分代码省略.........