本文整理汇总了Python中Level.Level.update方法的典型用法代码示例。如果您正苦于以下问题:Python Level.update方法的具体用法?Python Level.update怎么用?Python Level.update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Level.Level
的用法示例。
在下文中一共展示了Level.update方法的6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: update
# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import update [as 别名]
def update(self, time):
Level.update(self, time)
if not self.door.active and self.dead_sub_boss == 3:
#When all Centurions are dead we open the door
self.door.setActive(True)
if len(pygame.sprite.spritecollide(self.player,self.doorGroup,False)) == 1:
if self.door.active == False:
m = MessageScene(self.director, self, 'Warning', 'You shall not pass!', 'Press to continue')
self.director.setScene(m)
self.player.rect.y+=25
if self.door.active == True:
nextLevel = LevelOneB(self.director, self.player)
self.director.setScene(nextLevel)
示例2: update
# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import update [as 别名]
def update(self, time):
Level.update(self, time)
self.time +=time
if self.activeLG != 0 and self.time > 1000:
self.change_lasers()
self.time = 0
laser = pygame.sprite.spritecollideany(self.player, self.laserGroup, pygame.sprite.collide_mask)
if laser != None and laser.active:
self.player.hp = 0
if len(pygame.sprite.spritecollide(self.player,self.invisibleFloorG,True,pygame.sprite.collide_rect)) == 1:
print 'Floor'
self.disconnect_lasers()
self.page.rect.x = 414
self.page.rect.y = 414
示例3: WorldModel
# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import update [as 别名]
class WorldModel(object):
DEBUG = False
physWorld = None
vel_iters, pos_iters = 6, 2
debugRender = None;
player = None
body = None
dynamic_enities = []
mFirstUpdate = True
mEntityToFollow = None
mTimer = None
mDeathTimer = 1.0
mSwitch = None
def __init__(self, camera, luObserver, fxObserver, lvl):
self.mSwitch = True
self.mTimer = 0.0
self.mLevelDone = False
self.mCamera = camera
self.mLuObs = luObserver
self.mFxObs = fxObserver
self.contactListener = ContactListener()
self.gravity = Gravity()
self.physWorld = b2World(gravity=(0,0),doSleep=True, contactListener=self.contactListener)
self.level = Level(self.physWorld, self.gravity, lvl)
self.player = Player(self.level.mStartPos, self.physWorld, self.gravity)
self.mEntityToFollow = self.player
def __resetWorld(self):
self.mSwitch = True
self.mDeathTimer = 1.0
self.mTimer = 0.0
self.dynamic_enities = []
self.mFirstUpdate = True
self.gravity.reset()
self.player.reset(b2Vec2(self.level.mStartPos.x + self.player.size.x/3, self.level.mStartPos.y + self.player.size.y/2))
self.mLuObs.levelChanged(self.level)
def restart(self):
self.level.retryLevel()
self.__resetWorld()
def update(self, delta):
self.mTimer += delta
#step the physicsworld
self.physWorld.Step(delta, self.vel_iters, self.pos_iters)
self.physWorld.ClearForces()
for body in self.physWorld.bodies:
#dynamic body
if body.type == b2_dynamicBody:
if self.mFirstUpdate:
if isinstance(body.userData, Player):
self.dynamic_enities.append(body)
if isinstance(body.userData, Player):
body.userData.update(delta)
elif isinstance(body.userData, Enemy):
body.userData.update(delta)
elif isinstance(body.userData, PickableObject):
body.userData.update(delta)
elif isinstance(body.userData, Particle):
body.userData.update(delta)
if self.mFirstUpdate == True:
self.mFirstUpdate = False
#update level, if level is done, returns true
if self.level.update(delta, self.player.position):
self.mLevelDone = True
#is player dead?
if not self.player.alive:
if self.mSwitch:
SoundManager.getInstance().playSound(SoundID.FLESHEXPLOSION)
self.mFxObs.addFx(BloodSplatter(self.physWorld, self.gravity.get(), self.player.position))
self.mSwitch = False
self.player.stopMovement()
self.mDeathTimer -= delta
if self.mDeathTimer < 0:
self.level.retryLevel()
self.__resetWorld()
def changeGravity(self, gravitydirection):
if self.player.isOnGround() == True:
self.gravity.set(gravitydirection)
for body in self.dynamic_enities:
if not body.userData.isInGravityZone():
body.userData.flip(gravitydirection)
示例4: Game
# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import update [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.........
示例5:
# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import update [as 别名]
cursor.update()
""" 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()
示例6: __init__
# 需要导入模块: from Level import Level [as 别名]
# 或者: from Level.Level import update [as 别名]
class World:
tileSize = 16
screenWidth = 480
screenHeight = 320
worldPosition = 0
def __init__(self):
self.level = Level()
self.hero = Hero()
self.orb = Orb()
def update(self, keystate):
self.level.update(self.worldPosition)
self.hero.update(keystate)
self.orb.update(self.hero)
# Check for X collision
firstRow = int(self.hero.rect.top / self.tileSize)
lastRow = int((self.hero.rect.bottom) / self.tileSize + 1)
heroColumn = int(self.hero.rect.left / self.tileSize)
print heroColumn
if heroColumn % 30 == 0:
self.worldPosition = heroColumn * 16
print self.worldPosition / 16
if(self.hero.speedX >= 0):
lastColumn = heroColumn + 5
elif(self.hero.speedX < 0):
lastColumn = heroColumn - 5
closestCollisionColumn = lastColumn
if(self.hero.speedX > 0):
for row in range(firstRow, lastRow):
for column in range(heroColumn, lastColumn):
if(self.level.tiles[row, column] != 0):
if(column < closestCollisionColumn):
closestCollisionColumn = column
break
elif(self.hero.speedX < 0):
for row in range(firstRow, lastRow):
for column in range(heroColumn, lastColumn, -1):
if(self.level.tiles[row, column] != 0):
if(column > closestCollisionColumn):
closestCollisionColumn = column + 1
break
if(self.hero.speedX > 0):
if(self.hero.targetRect.right < closestCollisionColumn * self.tileSize):
self.hero.rect.left = self.hero.targetRect.left
elif(self.hero.speedX < 0):
if(self.hero.targetRect.left >= closestCollisionColumn * self.tileSize):
self.hero.rect.left = self.hero.targetRect.left
firstColumn = int(self.hero.rect.left / self.tileSize)
lastColumn = int((self.hero.rect.right) / self.tileSize + 1)
heroRow = int(self.hero.rect.top / self.tileSize)
#falling
if(self.hero.speedY > 0):
lastRow = 19
else:
lastRow = 0
closestCollisionRow = lastRow
# falling
if(self.hero.speedY > 0):
for column in range(firstColumn, lastColumn, 1):
for row in range(heroRow, lastRow, 1):
if(self.level.tiles[row, column] != 0):
if(row < closestCollisionRow):
closestCollisionRow = row
break
elif(self.hero.speedY < 0):
for column in range(firstColumn, lastColumn):
for row in range(heroRow, lastRow, -1):
if(self.level.tiles[row, column] != 0):
if(row > closestCollisionRow):
closestCollisionRow = row
break
if(self.hero.speedY > 0):
if(self.hero.targetRect.bottom < closestCollisionRow * self.tileSize):
self.hero.rect.top = self.hero.targetRect.top
else:
self.hero.rect.top = closestCollisionRow * self.tileSize - self.hero.height - 1
self.hero.speedY = 0
self.hero.onGround = True
#.........这里部分代码省略.........