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Python Level.draw方法代码示例

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


在下文中一共展示了Level.draw方法的4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: draw

# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import draw [as 别名]
 def draw(self, screen):
     Level.draw(self, screen)
     if self.selected_obj:
         translated = self.camera.translate_to(self.selected_obj.rect)
         self.sel_target.draw(screen, translated)
开发者ID:v0ided,项目名称:FirstPyGame,代码行数:7,代码来源:EditLevel.py

示例2: Game

# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import draw [as 别名]
class Game(object):
    """Holds all the game objects and runs the game
    pygame must be initialised before including this."""
    # Constants
    #   Colors
    SCREEN_CLEAR_COLOR = pygame.Color(255, 255, 255)
    PLAYER_COLOR = pygame.Color(0, 0, 0)
    #       Tiles
    SOLID_TILE_COLOR = pygame.Color(128, 128, 128)
    END_TILE_COLOR = pygame.Color(0, 0, 255)

    #   Gameplay
    GAME_NAME = 'Bounce'
    RESOLUTION = (900, 600)
    TILE_SIZE = 15 #60x40 tiles
    DEF_TIME_SCALE = 0.001 #0.001 is standard time, where each unit is per second

    #   Timer
    TIMER_FONT = pygame.font.SysFont("monospace", 20)
    TIMER_COLOR = pygame.Color(0, 0, 0)
    TIMER_POSITION = (800, 15)

    #   Sounds
    BOUNCE_VOLUME = 0.8
    POPCORN_VOLUME = 0.15

    #   Controls
    NEXT_LEVEL_BTN = K_n
    RESTART_BTN = K_r

    def __init__(self):
        self.timer = Timer(self.TIMER_FONT, self.TIMER_COLOR, self.TIMER_POSITION)
        self.time_scale = self.DEF_TIME_SCALE

        self.current_level = 0
        self.load_next_level()

        self.player.POPCORN_SOUND.set_volume(self.POPCORN_VOLUME)

    def restart_level(self):
        player_start = self.level.load_level(self.current_level)
        self.player = Player(player_start, (0, 0), self.PLAYER_COLOR, self.BOUNCE_VOLUME, self.level)
        self.timer.time = 0
        self.level_complete = False

    def load_next_level(self):
        self.current_level += 1
        self.level = Level([res // self.TILE_SIZE for res in self.RESOLUTION], self.TILE_SIZE, self.SOLID_TILE_COLOR, self.END_TILE_COLOR)
        self.restart_level()

    def handle_input(self, key_events):
        for event in key_events:
            if event.key == self.NEXT_LEVEL_BTN:
               self.load_next_level()
            elif event.key == self.RESTART_BTN:
                self.restart_level()

    def update(self, delta, key_events):
        self.handle_input(key_events)
        if not self.level_complete:
            special_collisions = self.player.update(delta)
            self.level_complete = special_collisions == 'level_complete'
            self.timer.update(delta)

    def draw(self, display):
        self.level.draw(display)
        self.player.draw(display)
        self.timer.draw(display)
开发者ID:jgardner8,项目名称:Bounce,代码行数:70,代码来源:Game.py

示例3: Game

# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import draw [as 别名]
class Game():
    FPS = 60
    SCREEN_SIZE = (1280, 720)
    WHITE = (255, 255, 255)
    GREEN = (0, 255, 0)
    DARK_GREY = (10, 10, 10)
    MUSIC_FILE = 'data/singsingsing.ogg'
    
    def __init__(self):
        pygame.init()
        self.font = pygame.font.SysFont('sans-serif', 18, True)
        self.surface = pygame.display.set_mode(self.SCREEN_SIZE, 0, 32)
        self.state = 'intro'
        self.hiscores = Score.read_high_score()
        self.menu = Menu(("Start game", "Quit"))
        pygame.mixer.music.load(self.MUSIC_FILE)
        pygame.mixer.music.play(-1)
        
    def start(self):
        while True:
            if self.state == 'intro':
                # Show the intro and when it's done we move directly to game state
                intro = Intro(pygame, self.surface);
                new_state = intro.show()
                self.state = new_state
            elif self.state == 'menu':
                # Show the menu and run the menu loop
                self.hiscores = Score.read_high_score()
                self.show_menu()
            elif self.state == 'game':
                # Run a game and run the game loop
                self.load_level()
                self.game_loop()
            elif self.state == 'quit':
                # Quit, we're done.
                pygame.quit()
                sys.exit()
    
    # Contains the main menu loop and handles starting and quitting while showing the high scores
    def show_menu(self):
        pygame.mouse.set_visible(1)
        self.menu.drawMenu()
        while True:
            pygame.time.Clock().tick(self.FPS)
            for event in pygame.event.get():
                self.menu.handleEvent(event)
                if event.type == Menu.MENUCLICKEDEVENT or event.type == QUIT or event.type == KEYDOWN and event.key == K_ESCAPE:
                    if event.text == "Quit":
                        self.state = 'quit'
                        return
                    elif event.text == 'Start game':
                        self.state = 'game'
                        self.menu.deactivate()
                        return
                elif event.type == KEYDOWN and event.key == K_RETURN:
                    self.state = 'game'
                    self.menu.deactivate()
                    return
                        
            if self.menu.isActive():
                self.menu.drawMenu()
                
            Score.draw_high_scores(self.hiscores, self.surface)
            pygame.display.flip()
        
    # Loads and resets a level    
    def load_level(self):
        self.up = False
        self.speed = 6
        self.nameinput = None
        self.level = Level(self)
    
    # The main game loop that updates the level as the game progresses
    def game_loop(self):
        pygame.mouse.set_visible(0)
        while True:
            pygame.time.Clock().tick(self.FPS)
            events = pygame.event.get()
            for event in events:
                if event.type == QUIT or event.type == KEYDOWN and event.key == K_ESCAPE:
                    self.state = 'quit'
                    return
                elif self.state == 'game':
                    if event.type == KEYDOWN:
                        if event.key == K_UP:
                            self.up = True
                    if event.type == KEYUP:
                        if event.key == K_UP:
                            self.up = False
                elif self.state == 'gameover':
                    if event.type == KEYUP:
                        if event.key == K_RETURN:
                            if self.nameinput != None:
                                name = self.nameinput.value
                                if name == '':
                                    name = 'no name'
                                Score.update_highscore(name, self.level.get_score(), self.hiscores)
                            self.state = 'menu'
                            return
             
#.........这里部分代码省略.........
开发者ID:span,项目名称:taxrunner,代码行数:103,代码来源:Game.py

示例4:

# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import draw [as 别名]
    """ Clear and background """
    screen.fill((255, 255, 255))
    screen.blit(background, (0, 0))

    if GameStateEnum.mainmenu == gamestate.getState():
        """ Update """

        """ Draw """
        popup.draw(screen)
        pass
    elif GameStateEnum.running == gamestate.getState():
        """ Update """
        level.update()

        """ Draw """
        level.draw(screen)
        pass
    elif GameStateEnum.shop == gamestate.getState():
        """ Upfdate """

        """ Draw """
        shop.draw(screen)

    cursor.draw(screen)


    # --- Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # --- Limit to 30 frames per second
    clock.tick(30)
开发者ID:thechib12,项目名称:Projectgroep-17,代码行数:33,代码来源:Main.py


注:本文中的Level.Level.draw方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。