本文整理汇总了Python中animation.Animation.setup方法的典型用法代码示例。如果您正苦于以下问题:Python Animation.setup方法的具体用法?Python Animation.setup怎么用?Python Animation.setup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animation.Animation
的用法示例。
在下文中一共展示了Animation.setup方法的8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: Medbay
# 需要导入模块: from animation import Animation [as 别名]
# 或者: from animation.Animation import setup [as 别名]
class Medbay(Building):
def __init__(self):
self.ico_pic = pygame.image.load("sprites/generator_ico.png")
self.image = Animation()
self.image.setup("medbay")
self.ico_medic = pygame.image.load("sprites/icons/mup.png")
self.ico_medshop = pygame.image.load("sprites/icons/mup.png")
self.size = 50
def draw_hud(self, target):
target.screen.blit(self.ico_pic, (230, 500))
target.draw_hudbuttons(2)
target.screen.blit(self.ico_medic, target.hud.all_coords[0])
target.screen.blit(self.ico_medshop, target.hud.all_coords[1])
def detectact(self, target, curpos):
if curpos.get_distance(vec2d(646, 456)) <= 15:
if target.buildings[0].inventory[1][1] > 20000:
target.buildings[0].inventory[1][1] -= 20000
print("Medic ready for duty!")
else:
print("You need 20 000 ore to buy this unit!")
if curpos.get_distance(vec2d(696, 456)) <= 15:
if target.buildings[0].inventory[1][1] > 40000:
target.buildings[0].inventory[1][1] -= 40000
print("Battery truck ready for duty!")
else:
print("You need 40 000 ore to buy this unit!")
示例2: UpgradeFactory
# 需要导入模块: from animation import Animation [as 别名]
# 或者: from animation.Animation import setup [as 别名]
class UpgradeFactory(Building):
def __init__(self):
self.ico_pic = pygame.image.load("sprites/factory_ico.png")
self.image = Animation()
self.image.setup("factory")
self.supic = pygame.image.load("sprites/icons/spu.png")
self.mupic = pygame.image.load("sprites/icons/mup.png")
self.size = 50
def draw_hud(self, target):
target.screen.blit(self.ico_pic, (230, 500))
target.draw_hudbuttons(2)
target.screen.blit(self.supic, target.hud.all_coords[0])
target.screen.blit(self.mupic, target.hud.all_coords[1])
def detectact(self, target, curpos):
if curpos.get_distance(vec2d(646, 456)) <= 15:
if target.buildings[0].inventory[1][1] > 40000:
target.buildings[0].inventory[1][1] -= 40000
Drone.speed = 6
print("Drone speed upgraded by 20%.")
for drone in target.drones:
drone.speed = 6
else:
print("You need 40 000 ore to buy speed upgrade!")
if curpos.get_distance(vec2d(696, 456)) <= 15:
if target.buildings[0].inventory[1][1] > 40000:
target.buildings[0].inventory[1][1] -= 40000
Drone.mining_speed = 2
print("Drone mining speed increased by 100%")
for drone in target.drones:
drone.mining_speed = 2
else:
print("You need 40 000 ore to buy mining speed upgrade!")
示例3: upgrade
# 需要导入模块: from animation import Animation [as 别名]
# 或者: from animation.Animation import setup [as 别名]
def upgrade(self):
self.level = 1
self.target = self.pos
self.fire_target = self.pos
tempimage = Animation()
tempimage.setup("upoutpost")
self.image = tempimage
示例4: Outpost
# 需要导入模块: from animation import Animation [as 别名]
# 或者: from animation.Animation import setup [as 别名]
class Outpost(Building):
def __init__(self):
self.ico_pic = pygame.image.load("sprites/generator_ico.png")
self.up_ico = pygame.image.load("sprites/icons/up_ico.png")
self.image = Animation()
self.image.setup("outpost")
self.size = 35
self.level = 0
self.target = vec2d(0, 0)
self.fire_target = vec2d(0, 0)
def draw_hud(self, target):
target.screen.blit(self.ico_pic, (230, 500))
target.draw_hudbuttons(1)
target.screen.blit(self.up_ico, target.hud.all_coords[0])
def detectact(self, target, curpos):
if curpos.get_distance(vec2d(646, 456)) <= 15:
self.upgrade()
def upgrade(self):
self.level = 1
self.target = self.pos
self.fire_target = self.pos
tempimage = Animation()
tempimage.setup("upoutpost")
self.image = tempimage
示例5: __init__
# 需要导入模块: from animation import Animation [as 别名]
# 或者: from animation.Animation import setup [as 别名]
class Drone:
'''Class for workers!'''
def __init__(self):
self.pos = vec2d(0, 0)
self.target = []
self.single_t = True
self.image = Animation()
self.image.setup("drone")
self.def_pic = pygame.image.load("sprites/icons/bat_ico.png")
self.ico_pic = pygame.image.load("sprites/bot_ico.png")
self.generator_ico = pygame.image.load("sprites/icons/gico.png")
self.factory_ico = pygame.image.load("sprites/icons/faico.png")
self.medbay_ico = pygame.image.load("sprites/icons/med_ico.png")
self.outpost_ico = pygame.image.load("sprites/icons/out_ico.png")
self.stockpile_ico = pygame.image.load("sprites/icons/sto_ico.png")
self.power = 255
self.inventory = [["battery", 0], ["iron ore", 0]]
self.task = 0
self.speed = 5
self.mining_speed = 1
def update(self):
dir = self.target[0] - self.pos
self.power -= 0.1
if dir.length >= self.speed:
dir.length = self.speed
self.pos = vec2d(int(self.pos[0] + dir[0]), int(self.pos[1] + dir[1]))
else:
if len(self.target) > 1:
temptargets = self.target[1:]
self.target = temptargets
def draw_hud(self, target):
if self.single_t == 1:
target.screen.blit(target.hud.sing_dir, (280, 427))
else:
target.screen.blit(target.hud.mul_dir, (280, 427))
target.screen.blit(self.ico_pic, (230, 505))
target.drawbattery(cap = 1)
target.screen.blit(target.ores[0].ico, (380, 505))
pygame.draw.rect(target.screen, (75, 75, 75), (380, 505, 25, 25 - int(self.inventory[1][1] / 40)))
pygame.draw.rect(target.screen, (0, 0, 0), (380, 505, 25, 25), 2)
target.draw_hudbuttons(5)
target.screen.blit(self.factory_ico, target.hud.all_coords[0])
target.screen.blit(self.generator_ico, target.hud.all_coords[1])
target.screen.blit(self.medbay_ico, target.hud.all_coords[2])
target.screen.blit(self.outpost_ico, target.hud.all_coords[3])
target.screen.blit(self.stockpile_ico, target.hud.all_coords[4])
def detectact(self, target, curpos):
''' `buttons` contains button coords and building instructions '''
button = [((646, 456), (6000, 1)), ((696, 456), (5000, 2)), ((746, 456), (5000, 3)), ((646, 506), (5000, 4)), ((696, 506), (5000, 5)),]
for build_button in button:
if curpos.get_distance(vec2d(*build_button[0])) <= 15:
target.startbuild(*build_button[1])
def colider (self, odrone, targ):
dist = self.pos.get_distance(odrone.pos)
if dist < 56:
overlap = 56 - dist
ndir = odrone.pos - self.pos
ndir.length = overlap
if self.task == 2 and odrone.power < 1:
self.inventory[0][1] -= 1
odrone.power = 150
self.task = 0
if self == targ.selected:
odrone.pos = odrone.pos + ndir
elif odrone == targ.selected:
self.pos = self.pos - ndir
else:
ndir.length = ndir.length / 2
odrone.pos = odrone.pos + ndir
self.pos = self.pos - ndir
def droneaction(self, target, pos):
def helpdrone(target, pos):
for drone in target.drones:
if drone.pos.get_distance(vec2d(pos[0] + target.hud.pos[0], pos[1] + target.hud.pos[1])) < 20 and drone.power < 1:
if drone is not target.selected:
target.selected.target.append(target.buildings[0].pos)
target.selected.task = 2
target.selected.target.append(vec2d(int(drone.pos[0]), int(drone.pos[1])))
print("Going to charge another drone!")
return 1
return 0
def visitbuilding(target, pos):
for building in target.buildings:
if building.pos.get_distance(vec2d(pos[0] + target.hud.pos[0], pos[1] + target.hud.pos[1])) < building.size:
target.selected.target.append(building.pos)
return 1
return 0
def builddata(target, pos):
if target.hud.build_mode == 1:
permit = True
#.........这里部分代码省略.........
示例6: MainBase
# 需要导入模块: from animation import Animation [as 别名]
# 或者: from animation.Animation import setup [as 别名]
class MainBase(Building):
def __init__(self):
self.size = 140
self.storepic = pygame.image.load("sprites/main_store.png")
self.image = Animation()
self.image.setup("main")
self.ico_pic = pygame.image.load("sprites/main_ico.png")
self.bat_ico = pygame.image.load("sprites/icons/bat_ico.png")
self.dro_ico = pygame.image.load("sprites/icons/dro_ico.png")
self.inventory = [["battery", 2], ["iron ore", 500000]]
self.powergain = 5
self.target = vec2d(0, 0)
self.power = 100000
self.inv = 1000000
def request(self, requester, caller):
if self.power > 255:
self.power -= int(255 - requester.power)
requester.power = 255
if requester.task == 1:
self.inventory[1][1] += requester.inventory[1][1]
requester.inventory[1][1] = 0
print("Main stock is: ", self.inventory, "Power: ", self.power)
requester.task = 0
print("Drone returns to mining duty.")
elif requester.task == 2:
if self.inventory[0][1] > 0:
print("Drone took one battery from store.We have ", self.inventory[0][1]," left!")
self.inventory[0][1] -= 1
requester.inventory[0][1] += 1
requester.target.insert(1, caller.target)
def buy_drone(self):
if self.inventory[1][1] > 10000:
self.inventory[1][1] -= 10000
tempdrone = Drone()
tempdrone.pos = self.pos
target = self.pos
tempdrone.target.append(target)
print("New drone is waiting for orders!")
return tempdrone
else:
print("You need 10 000 ore to buy this!")
def buy_battery(self):
if self.inventory[1][1] > 5000:
self.inventory[1][1] -= 5000
self.inventory[0][1] += 1
print("Another battery added to storage!")
else:
print("You need 5000 to buy a battery!")
def update (self):
if self.power < 255000:
self.power += self.powergain
def draw_hud(self, target):
target.screen.blit(self.ico_pic, (230, 500))
target.drawbattery(cap = 1000)
target.screen.blit(self.storepic, (381, 501))
pygame.draw.rect(target.screen, (85, 85, 85), (381, 501, 201, 51 - int(self.inventory[1][1] / (self.inv / 50))))
pygame.draw.rect(target.screen, (0, 0, 0), (380, 500, 202, 52), 2)
target.draw_hudbuttons(2)
target.screen.blit(self.dro_ico, target.hud.all_coords[0])
target.screen.blit(self.bat_ico, target.hud.all_coords[1])
def detectact(self, target, curpos):
if curpos.get_distance(vec2d(646, 456)) <= 15:
new_drone = self.buy_drone()
if new_drone:
target.drones.append(new_drone)
if curpos.get_distance(vec2d(696, 456)) <= 15:
self.buy_battery()
示例7: Whearhouse
# 需要导入模块: from animation import Animation [as 别名]
# 或者: from animation.Animation import setup [as 别名]
class Whearhouse(Building):
def __init__(self):
self.ico_pic = pygame.image.load("sprites/generator_ico.png")
self.image = Animation()
self.image.setup("stockpile")
self.size = 50
示例8: Generator
# 需要导入模块: from animation import Animation [as 别名]
# 或者: from animation.Animation import setup [as 别名]
class Generator(Building):
def __init__(self):
self.ico_pic = pygame.image.load("sprites/generator_ico.png")
self.image = Animation()
self.image.setup("generator")
self.size = 50