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Python World.draw方法代码示例

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


在下文中一共展示了World.draw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: __init__

# 需要导入模块: from World import World [as 别名]
# 或者: from World.World import draw [as 别名]
class Application:

    def __init__(self):

        pygame.init()
        pygame.display.set_caption('SideScroller')
        pygame.display.set_mode([1024,600])

        self.world = World()
        self.world.addManager('player',MovementManager())
        self.world.addManager('scrollable',ScrollManager())
        self.world.addManager('friction',FrictionManager())
        self.world.load('lvl/maps.txt','lvl/1.txt')
        self.clock = pygame.time.Clock()
        self.go = True

    def loop(self):

        while self.go:
            events = pygame.event.get()
            for event in events:
                if event.type == pygame.QUIT:
                    sys.exit()

            self.clock.tick(60)
            self.world.update( events )
            self.world.draw(pygame.display.get_surface())
            pygame.display.flip()
开发者ID:tomverran,项目名称:Sidescroller,代码行数:30,代码来源:App.py

示例2: build

# 需要导入模块: from World import World [as 别名]
# 或者: from World.World import draw [as 别名]
    def build(self):
        Config.set('graphics', 'width', self.settings.WINDOW_WIDTH)
        Config.set('graphics', 'height', self.settings.WINDOW_HEIGHT)

        game = World(self.settings)
        game.draw()
        Clock.schedule_interval(game.update, self.settings.UPDATE_SPEED)
        return game
开发者ID:NoRxn,项目名称:PathFinder,代码行数:10,代码来源:PathFinder.py

示例3: main

# 需要导入模块: from World import World [as 别名]
# 或者: from World.World import draw [as 别名]
def main():
    pygame.init()
    world = World(screen_size=(600, 600), one_second=1000.)

    ball = Ball()
    ball.set_pos(pymunk.Vec2d(2.0, 8.0))
    ball.body.velocity = pymunk.Vec2d(1.0, 1.0)

    world.add(ball)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT: return

        world.step()
        world.draw()
开发者ID:xtofl,项目名称:ph,代码行数:18,代码来源:main.py

示例4: str

# 需要导入模块: from World import World [as 别名]
# 或者: from World.World import draw [as 别名]
world.players = [player]
world.crates = [crate]
world.gravity = 2
world.mobSpawns = [[100, 100]]

for i in world.drawList:
    for e in i:
        print i.size, i.position

enemySpawn = 0
while 1:
    world.buildDrawList()
    world.buildEntList()
    
    screen.fill((255,255,255))
    world.draw(screen)
    
    fps = str(int(round(clock.get_fps())))
    fpsSurf = font.render(fps, True, (0,0,0))
    fpsRect = fpsSurf.get_rect()
    fpsRect.topleft = [10,10]
    screen.blit(fpsSurf, fpsRect)
    
    world.eList = pygame.event.get()
    
    for e in world.eList:
        if e.type == KEYDOWN and e.key == K_ESCAPE:
            pygame.quit()
            sys.exit()
        if e.type == QUIT:
            pygame.quit()
开发者ID:CHAZICLE,项目名称:supercram,代码行数:33,代码来源:sp.py

示例5: Game

# 需要导入模块: from World import World [as 别名]
# 或者: from World.World import draw [as 别名]

#.........这里部分代码省略.........
	def blackhole(self):
		""" Resets players position and stats if caught in black hole """
		if self.player1.spaceship.pos.diff(self.screen.blackhole.pos) < 50:
			self.player1.reset()
		if self.player2.spaceship.pos.diff(self.screen.blackhole.pos) < 50:
			self.player2.reset()

	def statscheck(self):
		""" Checks the status of fuel level and lives """
		#fuelcheck
		if self.player1.fuel.value < 1:
			self.player1.lockthrust = True
		if self.player2.fuel.value < 1:
			self.player2.lockthrust = True

		#livescheck
		if self.player1.Lives.value < 1:
			self.player1.reset()
		if self.player2.Lives.value < 1:
			self.player2.reset()

	def collidepad(self):
		""" Checking if spaceship is on its pad """
		if pygame.sprite.collide_mask(self.player1.spaceship, self.screen.platform1):
			self.player1.spaceship.on_pad = True
			if self.player1.fuel.value < 500:
				self.player1.fuel.value += 3
				self.player1.Bullets.value = 100
		else:
			self.player1.spaceship.on_pad = False
		if pygame.sprite.collide_mask(self.player2.spaceship, self.screen.platform2):
			self.player2.spaceship.on_pad = True
			if self.player2.fuel.value < 500:
				self.player2.fuel.value += 3
				self.player2.Bullets.value = 100
		else:
			self.player2.spaceship.on_pad = False



	def draw(self):
		""" Drawing all visible objects on screen """
		self.screen.draw()
		self.stats.draw(self.screen.screen)
		self.players.draw(self.screen.screen)
		self.player1.shots.draw(self.screen.screen)
		self.player2.shots.draw(self.screen.screen)
		pygame.display.flip()

	def handle_events(self):
		""" Handles all the events thrown by pygame """
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				exit()
			elif event.type == pygame.USEREVENT+1:
				self.player1.lock = False
			elif event.type == pygame.USEREVENT+2:
				self.player2.lock = False

		keys = pygame.key.get_pressed()
		if keys[pygame.K_UP]:
			self.player1.thrust()
			if not self.player1.lockthrust:
				self.player1.fuel.value -= 1
		elif keys[pygame.K_DOWN]:
			self.player1.reverse()
			if not self.player1.lockthrust:
				self.player1.fuel.value -= 1
		if keys[pygame.K_LEFT]:
			self.player1.turn_left()
		elif keys[pygame.K_RIGHT]:
			self.player1.turn_right()
		if keys[pygame.K_RCTRL]:
			self.player1.fire()

		if keys[pygame.K_w]:
			self.player2.thrust()
			if not self.player2.lockthrust:
				self.player2.fuel.value -= 1
		elif keys[pygame.K_s]:
			self.player2.reverse()
			if not self.player2.lockthrust:
				self.player2.fuel.value -= 1
		if keys[pygame.K_a]:
			self.player2.turn_left()
		elif keys[pygame.K_d]:
			self.player2.turn_right()
		if keys[pygame.K_SPACE]:
			self.player2.fire()


	def run(self):
		""" Main run loop """
		self.draw()
		while(True):
			self.clock.tick(60)
			self.handle_events()

			self.update()
			self.draw()
开发者ID:hoffa2,项目名称:mayhemclone,代码行数:104,代码来源:Game.py

示例6: print

# 需要导入模块: from World import World [as 别名]
# 或者: from World.World import draw [as 别名]
crashed = False
while cycleCount < args.cycles and not crashed:
    ## event handling
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            crashed = True

    ## logic
    start = pygame.time.get_ticks()
    world.performCycle(cycleCount)
    timeTook = pygame.time.get_ticks() - start
    print("Cycle {} ({} bonks): took {}ms ".format(str(cycleCount), world.bonkTotal, str(timeTook)))
    ## draw stuff
    gameDisplay.fill(WHITE)
    world.draw(gameDisplay)
    ## end
    pygame.display.flip() ## redraw screen
    clock.tick(cyclesPerSecond) ## 1 cycle per second
    cycleCount += 1

    bonkFpsData[0].append(cycleCount)
    bonkFpsData[1].append(timeTook)
    bonkFpsData[2].append(world.bonkTotal)

gameDisplay.fill(WHITE)

Graphing.graphData(bonkFpsData, gameDisplay, width_height)

pygame.display.flip()  ## redraw screen
clock.tick(cyclesPerSecond)  ## 1 cycle per second
开发者ID:Qinusty,项目名称:BonksZaps-Python,代码行数:32,代码来源:Engine.py


注:本文中的World.World.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。