本文整理汇总了Python中background.Background.sky方法的典型用法代码示例。如果您正苦于以下问题:Python Background.sky方法的具体用法?Python Background.sky怎么用?Python Background.sky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background.Background
的用法示例。
在下文中一共展示了Background.sky方法的1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 background import Background [as 别名]
# 或者: from background.Background import sky [as 别名]
class Avata:
def __init__(self):
self.background = Background()
self.shot = Fire()
self.senary = Senary()
self.trilha = pygame.mixer.Sound(os.path.join("sound","trilha.wav"))
self.tiro = pygame.mixer.Sound(os.path.join("sound",'tiro.wav'))
self.porrada = pygame.mixer.Sound(os.path.join("sound",'porrada.wav'))
self.morreu = pygame.mixer.Sound(os.path.join("sound",'morreu.wav'))
self.trilha.play(-1)
self.img = pygame.Surface((80,120))
self.img = pygame.image.load(os.path.join("img",'joao1.png'))
self.imgS = pygame.image.load(os.path.join("img",'joao2.png'))
self.imgC = pygame.image.load(os.path.join("img",'joao1c.png'))
self.imgSC = pygame.image.load(os.path.join("img",'joao2c.png'))
self.img.set_colorkey((10,255,0),0)
self.img.set_alpha(255,0)
self.img2 = pygame.Surface((80,120))
self.img2.set_colorkey((10,255,0),0)
self.img2.set_alpha(255,0)
self.pos = pygame.Rect((120,320,80,120))
self.jump = 0
self.jump_h = 11
self.life = 5
self.face = 1
self.x = 0
self.contx = 0
self.step = 1
self.score = 0
self.moveActivedJump = 1
draw(self.img,(self.pos.left,self.pos.top))
self.background.sky()
self.drawLife()
def move(self,key):
self.background.redraw()
if key == 273 and (self.jump_h == 11 or not self.moveActivedJump):
self.jump = 1
if self.moveActivedJump:
self.jump_h = 0
else:
self.jump_h = 4
elif key == 275:
self.moveActived = 1
self.step *= -1
for i in range(len(self.senary.stone)-1):
if self.pos.collidepoint(self.senary.stone[i].left-10,self.senary.stone[i].top):
self.moveActived = 0
if self.moveActived:
if self.pos.left >= 200:
self.background.move(key)
self.senary.move(-1)
else:
self.pos.move_ip(10,0)
self.face = 1
elif key == 276:
self.moveActived = 1
self.step *= -1
for i in range(len(self.senary.stone)-1):
if self.pos.collidepoint(self.senary.stone[i].right,self.senary.stone[i].top):
self.moveActived = 0
if self.moveActived:
if self.pos.left == 100:
self.background.move(key)
self.senary.move(1)
else:
self.pos.move_ip(-10,0)
self.face = 0
if self.jump:
self.pos.move_ip(0,-20)
if self.jump_h < 10: self.jump_h +=1
self.moveActivedJump = 1
for i in range(len(self.senary.stone)-1):
if self.pos.collidepoint(self.senary.stone[i].right,self.senary.stone[i].top-10) or self.pos.collidepoint(self.senary.stone[i].left,self.senary.stone[i].top-10):
self.moveActivedJump = 0
if self.jump_h == 10 and self.moveActivedJump:
if self.pos.top < 320:
self.pos.move_ip(0,20)
else : self.jump_h += 1
self.jump = 0
if key == 32:
self.tiro.play()
self.shot.fire(self.pos.center,self.face,1)
self.ia()
if len(self.shot.dir):
self.shot.move()
i=-1
while i != len(self.shot.dir)-1:
i+=1
for j in range(len(self.senary.stone)-1):
if self.shot.pos[i].colliderect(self.senary.stone[j]):
self.shot.dir.pop(i)
self.shot.pos.pop(i)
self.shot.origem.pop(i)
i-=1
break
i=-1
while i != len(self.shot.dir)-1:
i+=1
for j in range(len(self.senary.inimigo)-1):
if self.shot.pos[i].colliderect(self.senary.inimigo[j]) and self.shot.origem[i]:
#.........这里部分代码省略.........