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Python Background.update方法代码示例

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


在下文中一共展示了Background.update方法的10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: Vacuum

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]

#.........这里部分代码省略.........

            #handle input events
            ok = self.handle_keys()
            if ok == False:
                return

            if self.game_started == False:
                start_text = self.font.render('Press any key to start', 2, (0,0,0))
                self.screen.blit(start_text, (150, 200))
                pygame.display.flip()
                continue

            if self.game_paused == 1:
                start_text = self.font.render('Game paused', 2, (255,255,255))
                self.screen.blit(start_text, (150, 200))
                pygame.display.flip()
                continue

            new_enemies = self.level.getenemies() 

            for enemy_y in new_enemies:
                #if random.randint(0,50) == 0:
                alien = Alien(enemy_y)
                alien.set_target(self.ship)
                self.enemies.add(alien)

            #aliens damaging the player, remove them
            damage  = pygame.sprite.spritecollide(self.ship, self.enemies, True)

            self.process_powerups()

            #check colisions with stage
            if self.level.checkcollide(self.ship.rect):
                #add some fancy explosions in the damage area
                self.explosions.add(Explosion(pygame.Rect(self.ship.rect.x,self.ship.rect.y,0,0)))
                damage.append(1)

            #Apply damages to the player
            if len(damage) > 0:
                self.background.warning()
                self.ship.damage()
                self.lifemeter.shake()
                self.explosions.add(Explosion(self.ship.rect))
                self.sounds['warning'].play()
                self.lifemeter.life = self.ship.life
                if self.lifemeter.life < 1:
                    self.game_finished = True
                    self.sounds['warning'].stop()

            #print (pygame.sprite.spritecollide(ship, level, True))

            #aliens hit by the fire, remove them
            penetration = self.ship.powerup['penetrate']
            for fireball in self.fire:
                hit = pygame.sprite.spritecollide(fireball, self.enemies, True)
                for dead in hit:
                    if dead.has_powerup():
                        powerup = Powerup(dead.rect, dead.value)
                        self.powerups.add(powerup)
                    self.explosions.add(Explosion(pygame.Rect(dead.rect.x,dead.rect.y,0,0)))
                    self.score+=dead.value*1000
                    if penetration == False:
                        fireball.kill()

            #draw the level

            all_sprites = pygame.sprite.Group()
            all_sprites.add(self.player.sprites())
            all_sprites.add(self.enemies.sprites())
            all_sprites.add(self.powerups.sprites())
            all_sprites.add(self.fire.sprites())
            all_sprites.add(self.hud.sprites())
            all_sprites.add(self.explosions.sprites())
            all_sprites.update()
            self.level.update()
            self.background.update()

            #Move and draw the background

            score_text = 'Score: {0}'.format((self.score))

            text = self.font.render(score_text, 1, (255, 255, 255))
            text_shadow = self.font.render(score_text, 1, (0,0,0))

            self.screen.blit(self.background, (0, 0))
            self.screen.blit(self.level, (0, 0))
            self.screen.blit(text_shadow, (12, 12))
            self.screen.blit(text, (10, 10))

            if self.game_finished == True:
                gameover_text = self.font.render("Game Over", 2, (255, 255, 255))
                self.screen.blit(gameover_text, (280, 200))
                gameover_text = self.font.render("Press Esc", 2, (255, 255, 255))
                self.screen.blit(gameover_text, (280, 230))
            else:
                all_sprites.draw(self.screen)

            #draw all the groups of sprites

            pygame.display.flip()
开发者ID:codelurker,项目名称:VacuumFire,代码行数:104,代码来源:main.py

示例2: range

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]

#.........这里部分代码省略.........
                    self.map.object[i][j] = color

    def GetCharCrash(self, x, y, w):
        if w == 0:  # 점프
            if self.CrashDetection(x + 2, y) != 0:
                return 1
            elif self.CrashDetection(x + 18, y) != 0:
                return 1
        elif w == 1:  # 이동
            if self.CrashDetection(x + 2, y) != 0:
                return 1
            elif self.CrashDetection(x + 18, y) != 0:
                return 1
            elif self.CrashDetection(x + 2, y + 48) != 0:
                return 1
            elif self.CrashDetection(x + 18, y + 48) != 0:
                return 1
        return 0

    def collide(self, aX, aY, bX, bY):  # End라인 충돌처리
        left_a, top_a, right_a, bottom_a = aX, aY, aX + 25, aY + 50
        left_b, top_b, right_b, bottom_b = bX + 5, bY + 5, bX + 60, bY + 60

        if left_a > right_b:
            return False
        if right_a < left_b:
            return False
        if top_a > bottom_b:
            return False
        if bottom_a < top_b:
            return False
        return True

    def update(self):
        self.background.update()

        if self.clearWin:
            if self.clearTime == 0:
                self.clearTime = SDL_GetTicks()

            if SDL_GetTicks() - self.clearTime > 70:
                if self.clearDir == False:
                    if self.clear_frames < 10:
                        self.clear_frames += 1
                    elif self.clear_frames < 17:
                        self.clear_frames += 1
                    else:
                        self.clear_frames = 10
                self.clearTime = SDL_GetTicks()
            return

        if self.Charview == False:
            if self.laserTime == 0:
                self.laserTime = SDL_GetTicks()

            if SDL_GetTicks() - self.laserTime > 55:
                self.laser_frames = (self.laser_frames + 1) % 19
                self.laserTime = SDL_GetTicks()
            if self.laser_frames == 18:
                self.Charview = True

        if SDL_GetTicks() - self.map.dotTime > 200:
            self.map.dot_frames = (self.map.dot_frames + 1) % 2
            self.map.dotTime = SDL_GetTicks()

        if SDL_GetTicks() - self.map.flagTime > 150:
开发者ID:ricky626,项目名称:2DGP,代码行数:70,代码来源:hero.py

示例3: __init__

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]

#.........这里部分代码省略.........
       #     self.dbz_theme          = pygame.mixer.music.load("DBZ_theme.wav")
       #     self.player_hit_points  = 5
       #     self.baddie_hit_points  = 25



           #     Use code for boss to shoot at random times #
           #  
           # def boss_shoot():
           #     time.sleep(random.choice([0, 1, 2])

        # Number of Player Health
        self.health = self.spaceship.getHitPoints()

        # Kill Points
        self.kills = 0

        # Display the health
        self.health_color = (255,255,255)
        self.health_x     = self.width/2
        self.health_y     = self.height - 30

        # Display the Score
        self.score_color = (0,150,0)
        self.score_x     = 20
        self.score_y     = 50



        return

    def evolve(self, keys, newkeys, buttons, newbuttons, mouse_position):
        
        self.bg.update()    # Update Background
        if pygame.K_w in keys:
            self.spaceship.setHitPoints(10)
            self.spaceship.setWidth(225)
            self.spaceship.setHeight(75)
            self.spaceship.setImage('pelican_250x99.png')
            self.spaceship.setName('Pelican')
            self.spaceship_speed       = 15
            self.health = self.spaceship.getHitPoints()
            self.bullet_sound = self.pelican_shoot
            self.bg.setSpeed(-20)


        if pygame.K_LEFT in keys:
            self.spaceship.moveLeft(self.spaceship_speed)
        if pygame.K_RIGHT in keys:
            self.spaceship.moveRight(self.spaceship_speed,self.upper_limit)
        if pygame.K_UP in keys:
            self.spaceship.moveUp(self.spaceship_speed)
        if pygame.K_DOWN in keys:
            self.spaceship.moveDown(self.spaceship_speed,self.height)

        if self.spaceship.getAlive() == True:   # If space ship is alive, then
                                                # it can fire.
            if pygame.K_SPACE in newkeys:
                self.bullet_sound.play()
                self.bullets.append(self.spaceship.fire(self.bullet_width,
                                                        self.bullet_height,
                                                        self.bullet_color))

        if pygame.K_q in newkeys:
            print "PRESSED Q"
            pygame.quit()
开发者ID:rickspartanimpreza,项目名称:my-halo,代码行数:70,代码来源:SpaceshipData.py

示例4: Vacuum

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]

#.........这里部分代码省略.........
                self.score.add_score(scored)
                self.hud.add(Flying_Label( fireball.rect, scored))
                if penetration == False:
                    fireball.kill()

    #Main Loop
    def loop(self):
        count = 0
        count = (count+1)%50

        #handle input events
        ok = self.handle_keys()
        if ok == False:
            return

        if self.game_started == False:
            start_text = self.font.render('Press any key to start', 2, (0,0,0))
            self.screen.blit(start_text, (150, 200))
            pygame.display.flip()
            return

        if self.game_paused == 1:
            start_text = self.font.render('Game paused', 2, (255,255,255))
            self.screen.blit(start_text, (150, 200))
            pygame.display.flip()
            return

        try:
            (new_enemies, new_minibosses, new_bosses, end) = self.level.getenemies() 
            for enemy_y in new_enemies:
                alien = Alien(enemy_y)
                alien.set_target(self.ship)
                self.enemies.add(alien)

            for enemy_y in new_minibosses:
                miniboss = Miniboss(enemy_y, self)
                miniboss.set_target(self.ship)
                self.minibosses.add(miniboss)
            if end:
                self.level_finished = True

        except ValueError:
            self.level_finished = True

        #aliens damaging the player, remove them
        damage  = pygame.sprite.spritecollide(self.ship, self.enemies, True)
        damage.extend(pygame.sprite.spritecollide(self.ship, self.enemylasers, True))
        for miniboss in self.minibosses:
            if pygame.sprite.collide_mask(self.ship, miniboss):
                damage.append(miniboss)
        self.process_powerups()
        collisions = self.process_stagecollisions()
        for collision in collisions:
            damage.append(1)
        self.process_damage(damage)
        self.process_killedaliens()

        
        #Dummy lines to show the ship's current limits
        if show_dummies:
            the_limits = self.level.the_limits(self.ship.rect)
            self.dummy.rect.top = the_limits[0]*self.level.ratio
            self.dummy2.rect.top = the_limits[1]*self.level.ratio
            self.dummy.rect.height = 2
            self.dummy2.rect.height = 2
            self.dummy.rect.left = self.ship.rect.left
            self.dummy2.rect.left = self.ship.rect.left

        #draw the level
        all_sprites = pygame.sprite.Group()
        all_sprites.add(self.player.sprites())
        all_sprites.add(self.enemies.sprites())
        all_sprites.add(self.minibosses.sprites())
        all_sprites.add(self.powerups.sprites())
        all_sprites.add(self.buddies.sprites())
        all_sprites.add(self.fire.sprites())
        all_sprites.add(self.enemylasers.sprites())
        all_sprites.add(self.hud.sprites())
        all_sprites.add(self.explosions.sprites())
        all_sprites.update()
        if len(self.minibosses.sprites()) == 0:
            self.level.update()
        self.background.update()

        #Move and draw the background

        self.screen.blit(self.background, (0, 0))
        self.screen.blit(self.level, (-self.level.scrolled, 0))

        if self.level_finished == True:
            level_text = self.font.render("Level finished", 2, (255, 255, 255))
            self.screen.blit(level_text, (280, 200))
        elif self.game_finished == True:
            gameover_text = self.font.render("Game Over", 2, (255, 255, 255))
            self.screen.blit(gameover_text, (280, 200))
            gameover_text = self.font.render("Press Esc", 2, (255, 255, 255))
            self.screen.blit(gameover_text, (280, 230))
        else:
            all_sprites.draw(self.screen)
            all_sprites.empty()
开发者ID:timepilot,项目名称:VacuumFire,代码行数:104,代码来源:vacuum.py

示例5: Director

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]
class Director(object):
    """
    This class controls the whole scene
    """
    def __init__(self, dt=0.1, auto_dt=False):
        """
        Class constructor
        """

        self.background = Background()
        # check width and height
        ret, cap = self.background.capture.read()
        height, width, channels = np.array(cap).shape

        self.render = vtk.vtkRenderer()
        self.render.SetLayer(2)

        # self.camera = vtk.vtkCamera()
        # self.camera.SetPosition(-10, 0, 0)
        # self.camera.SetFocalPoint(0, 0, 0)
        # self.render.SetActiveCamera(self.camera)
        # self.render.ResetCamera()

        self.render_window = vtk.vtkRenderWindow()
        self.render_window.SetNumberOfLayers(3)
        self.render_window.SetSize(width, height)
        self.render_window.AddRenderer(self.background.render)
        self.render_window.AddRenderer(self.render)

        self.t = 0
        self.dt = dt
        self.auto_dt = auto_dt

        self.actors = []

    def add_actor(self, actor):
        self.actors.append(actor)
        self.render.AddActor(actor.actor)

    def pause(self):
        self.keep_playing = False

    def play(self):
        self.keep_playing = True
        t0 = time()

        self.run_events()

        # update
        self.update()

        self.render_window.Render()

        dt = time() - t0
        if dt < self.dt:
            sleep(self.dt - dt)

        if self.keep_playing:
            self.play()

    def run_events(self):
        pass

    def stop(self):
        self.keep_playing = False
        self.render_window.Finalize()

    def update(self):
        self.background.update()
        for actor in self.actors:
            actor.update(dt=self.dt)
开发者ID:asrob-uc3m,项目名称:augmented-fpv,代码行数:73,代码来源:director.py

示例6: __init__

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]
class level:
    
    # Constructor
    def __init__(self, joystickList, screenSize, initialPath):

        self.screenSize = screenSize
        self.joystickList = joystickList
        self.font = pygame.font.SysFont("arial", 16)
        self.pauseGame = False
        self.gameOver = False
        self.playerInDeadZone = False
        self.totalElapsedTime = 0

        self.background = Background(self.screenSize, initialPath)

        x = self.background.levelMaker.startXPosition
        y = self.background.levelMaker.startYPosition

        if len(self.joystickList) == 2 and self.joystickList != None:
            self.player1  = Player(self.joystickList[1], ProjectileMotion(), FreeFall(15), StoryBoard2(), x, y)
            self.player2 = Player(self.joystickList[0], ProjectileMotion(), FreeFall(15), StoryBoard2(), x, y) #-----------------#
        else:
            self.player1 = Player(self.joystickList[0], ProjectileMotion(), FreeFall(15), StoryBoard2(), x, y)
            self.player2 = Player(self.joystickList[0], ProjectileMotion(), FreeFall(15), StoryBoard2(), x, y) #-----------------#
        self.player1.id = "p1"
        self.player2.id = "p2"
        
        self.player1.companero = self.player2
        self.player2.companero = self.player1

        # Flecha guia (para ubicar a otro player
        self.compassImageUp   = pygame.image.load("blocks//arrowUp.png").convert_alpha()
        self.compassImageDown = pygame.image.load("blocks//arrowDown.png").convert_alpha()
        self.compassImageRight = pygame.image.load("blocks//arrowRight.png").convert_alpha()
        self.compassImageLeft = pygame.image.load("blocks//arrowLeft.png").convert_alpha()
        self.compass = pygame.sprite.Sprite()
        self.compass.image = self.compassImageUp
        self.verticalCompassNeeded  = False
        self.horizontalCompassNeeded = False
        self.P1horizontalCompassNeeded = False

  
    # Update de todas las variables relevantes
    def update(self, elapsedTime):

        # Tiempo
        self.totalElapsedTime += elapsedTime
        """
        # Tiempo maximo para pasar etapa
        if self.totalElapsedTime > 100:
            self.gameOver = True
        """

        # Brujula que apunta a player 2
        if  self.player2.Y <= -50 or self.player2.Y >= self.screenSize[1]:
            self.horizontalCompassNeeded = True
        elif self.player2.X <= -50 or self.player2.X >= self.screenSize[0]:
            self.verticalCompassNeeded = True
        else:
            self.horizontalCompassNeeded = False
            self.verticalCompassNeeded = False
            
        # Brujula que apunta a player 1
        if  self.player1.Y <= -50 or self.player1.Y >= self.screenSize[1]:
            self.P1horizontalCompassNeeded = True
        else:
            self.P1horizontalCompassNeeded = False
        
        # Update a las instancias del nivel
        #for sprite in self.background.group:
        #   if sprite.activada:
        #       if not((self.player1.color == sprite.color and pygame.sprite.collide_rect(sprite,self.player1.sprite))) and  not((self.player2.color == sprite.color and pygame.sprite.collide_rect(sprite,self.player2.sprite)))  :
        #            sprite.activada = False
        #       if not((self.player2.color == sprite.color and pygame.sprite.collide_rect(sprite,self.player2.sprite))):
        #           sprite.activada = False
               #else:
               #   sprite.activada = False
        #for sprite in self.background.group:
        #    if sprite.activada:
        #        if (pygame.sprite.collide_rect(sprite,self.player1.sprite)):
        #               if(self.player1.color == sprite.color):
        #                   sprite.activada = True
        #        if (pygame.sprite.collide_rect(sprite,self.player2.sprite)):
        #               if(self.player2.color == sprite.color):
        #                   sprite.activada = True
        
        for sprite in self.background.group:
            sprite.activada = False             
        self.player2.update(elapsedTime, self.background.group, self.background.exitGroup, self.background.damageGroup, self.background.groupList)#-----------------#
        self.player1.update(elapsedTime, self.background.group, self.background.exitGroup, self.background.damageGroup, self.background.groupList)
        self.backgroundXMovementManager(self.player1, self.player2)
        self.backgroundYMovementManager(self.player1, self.player2)
        for torreta in self.background.levelMaker.torretas:
            torreta.update(elapsedTime,self.background.group,[self.player1.X,self.player1.Y],self.background.xAdvance, self.background.yAdvance, self.player1, self.screenSize)
        self.background.update(elapsedTime, self.player1.X, self.player1.Y)
        
        """
        # DISTANCIA PERSONAJES (TEMPORAL)
        if abs(self.player1.X - self.player2.X) >= self.screenSize[0]:
            self.player2.X = self.player1.X
#.........这里部分代码省略.........
开发者ID:Vingell,项目名称:TPD-Arcade,代码行数:103,代码来源:level.py

示例7: Game

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]
class Game():
    def __init__(self):
        """
        Initialize the game
        """
        pygame.init()
        self.screen = pygame.display.set_mode(consts.RESOLUTION)
        pygame.event.set_allowed([pygame.QUIT, pygame.KEYDOWN, pygame.KEYUP])
        # Blit background
        self.background = Background((0, 0))
        # TODO avoid acting on sprite and do actions on group?
        self.player = player.Player({
            'tilesGroup': 'new',
            'x': 400,
            'y': 300
        })
        self.background.setMainSprite(self.player)
        self.init_joystick()

    def init_joystick(self):
        """
        Initialize a joystick if available
        """
        pygame.joystick.init()
        if pygame.joystick.get_count() == 0:
            return
        for joystick_id in range(0, pygame.joystick.get_count()):
            joystick = pygame.joystick.Joystick(joystick_id)
            # Stop on first matching joystick
            if joystick.get_name() in consts.JOYSTICK:
                print "Initializing Joystick id:%d" % joystick.get_id()
                joystick.init()
                self.joystick_mapping = consts.JOYSTICK[joystick.get_name()]
                self.joystick = joystick
                joystick_info = (joystick.get_name(), joystick.get_numaxes())
                print "%s (%d axis)" % joystick_info
                break

    def run(self):
        """
        Main loop
        """
        running = True
        # run until an event tells us to stop
        while running:
            pygame.time.Clock().tick(consts.FPS)
            running = self.handleEvents()
            self.background.update(self.screen.get_size())

            camera = - self.background.xCamera, - self.background.yCamera
            self.screen.blit(self.background.fond, (0, 0))
            # update screen
            rect = pygame.Rect(
                0,
                0,
                consts.RESOLUTION[0],
                consts.RESOLUTION[1]
            )
            pygame.display.update(rect)

    def handleEvents(self):
        """
        Poll for pygame events
        """
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return False

            # handle user input
            elif event.type == pygame.KEYDOWN:
                # if the user presses escape or 'q', quit the event loop.
                if event.key in (pygame.K_ESCAPE, pygame.K_q):
                    return False
                # handle speed
                if event.key in (pygame.K_LSHIFT, pygame.K_RSHIFT):
                    self.player.speed = 6
                # movement control
                if event.key == pygame.K_UP:
                    self.player.moveVertical(-1)
                if event.key == pygame.K_DOWN:
                    self.player.moveVertical(1)
                if event.key == pygame.K_LEFT:
                    self.player.moveHorizontal(-1)
                if event.key == pygame.K_RIGHT:
                    self.player.moveHorizontal(1)
                if event.key == pygame.K_c:
                    #~ create new sprite
                    s = player.Player({
                        'tilesGroup': 'scholar',
                        'x': 300,
                        'y': 300,
                        'movePattern': {
                            'type': 'rect',
                            'attributes': {
                                'width': 200,
                                'height': 200
                            }
                        }
                    })
                    self.background.addSprite(s, Background.LAYER_CHARACTERS)
#.........这里部分代码省略.........
开发者ID:bcrudolph,项目名称:python-rpg-engine,代码行数:103,代码来源:game.py

示例8: GameWindow

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]
class GameWindow(pyglet.window.Window):
	def __init__(self, *args, **kwargs):
		super(GameWindow, self).__init__(*args, **kwargs)
		
		self.mainBatch = pyglet.graphics.Batch() #"Misc" drawables
		self.hudBatch = pyglet.graphics.Batch() #Drawn after everything

		self.background = Background()
		self.playerShip = physicalobject.Player(x=0, y=0)
				
		
		self.push_handlers(self.playerShip.keyHandler)

		self.paused = False
		self.camera = Vector(0,0)

		#Basically targetting either 1920x1080 (and 1920x1200) at 1, or 1366x768 ish at 0.5
		self.uiScale = 1
		if self.width < 1400 or self.height < 800: self.uiScale = 0.5
		
		self.hud = hud.HUD(window=self, batch=self.hudBatch)
		
		self.currentSystem = solarsystem.SolarSystem(x=0, y=0, seed=0)
		self.currentSystem.ships.append(self.playerShip)
		components.init()
	
		pyglet.clock.schedule_interval(self.update, 1/60.0)
	def update(self, dt):
		if not self.paused:
			#self.playerShip.update(dt)	#player now updated in ships list
			self.background.update(dt)
			self.currentSystem.update(dt)
				
		self.hud.update(dt)		
		#print self.mainBatch
	def on_draw(self):
		pyglet.gl.glClear(pyglet.gl.GL_COLOR_BUFFER_BIT)
		
		pyglet.gl.glLoadIdentity() #Set camera to middle
		pyglet.gl.glTranslatef(-self.camera[0], -self.camera[1], 0.5) #Set camera position
		
		self.background.draw()
		self.currentSystem.batch.draw()
		self.mainBatch.draw()
		self.playerShip.draw()
		
		pyglet.gl.glLoadIdentity()
		self.hudBatch.draw()
		
	def dispatch_event(self, event_type, *args):
		"""This function is Pyglet's; I'm overriding a piece of it"""
		if event_type=='on_draw':
			#PYGLET HACK: We want it to iterate through the on_draws backwards, and self.on_draw contains the glClear()
			self.on_draw()
			for frame in reversed(self._event_stack):
				handler = frame.get(event_type, None)
				if handler:
					try:
						if handler(*args): return True
					except TypeError:
						self._raise_dispatch_exception(event_type, args, handler)
			return True
		else:
			return super(GameWindow, self).dispatch_event(event_type, *args)
	def enterSystem(self, target):
		self.currentSystem.ships.remove(self.playerShip)
		self.currentSystem = solarsystem.SolarSystem(x=0, y=0, seed=target)
		self.currentSystem.ships.append(self.playerShip)
		self.background.generate(seed=self.currentSystem.seed)
		
		
		self.playerShip.position = self.playerShip.vel * -2.5
		self.camera = self.playerShip.vel * -2.5
		
		def leaveJumpspeed(dt): 
			self.playerShip.brake(dt, mul=1)
			if self.playerShip.vel.length() < 75: pyglet.clock.unschedule(leaveJumpspeed)
		pyglet.clock.schedule_interval(leaveJumpspeed, 0.1)
开发者ID:Nebual,项目名称:spad,代码行数:80,代码来源:game.py

示例9: __init__

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]
class level:

    
    # Constructor
    def __init__(self, joystickList, screenSize, initialPath, container):

        self.screenSize = screenSize
        self.joystickList = joystickList
        self.container = container
        self.font = pygame.font.SysFont("arial", 18)
        self.font.set_bold(True)
        self.pauseGame = False
        self.gameOver = False
        self.playerInDeadZone = False
        self.totalElapsedTime = 0
        self.deadMessage = ""
        
        self.walk  = self.container.soundDictionary["walk"]
        self.walk.set_volume(0.1)
        self.jump = self.container.soundDictionary["jump"]
        self.jump.set_volume(0.1)
        self.slide = self.container.soundDictionary["slide1"]
        self.slide.set_volume(0.1)

        self.background = Background(self.screenSize, initialPath, self.container)        
        self.backgroundImage = self.container.imageDictionary[self.background.levelMaker.actualBackgroundKey]
        self.backgroundImage = pygame.transform.scale(self.backgroundImage, (self.screenSize[0], self.screenSize[1]))

        # Relacionado al hub
        self.lifeSprite = Items(self.background.itemAnimation2, pygame.Rect((0,0), (20,20)))
        self.hub = pygame.image.load("blocks//hub.png").convert_alpha()
        self.hub = pygame.transform.scale(self.hub, (670, 65))

        x = self.background.levelMaker.startXPosition
        y = self.background.levelMaker.startYPosition

        if len(self.joystickList) == 2 and self.joystickList != None:
            self.player1  = Player(self.joystickList[0], ProjectileMotion(), FreeFall(15), StoryBoard2(), self.container, x, y)
            self.player2  = Player(self.joystickList[1], ProjectileMotion(), FreeFall(15), StoryBoard2(), self.container, x, y)
        else:
            self.player1  = Player(self.joystickList[0], ProjectileMotion(), FreeFall(15), StoryBoard2(), self.container, x, y)
            self.player2  = Player(self.joystickList[0], ProjectileMotion(), FreeFall(15), StoryBoard2(), self.container, x, y)
        self.player1.id = "p1"
        self.player2.id = "p2"
        
        self.player1.companero = self.player2
        self.player2.companero = self.player1

        # Flecha guia (para ubicar a otro player
        self.compassImageUp   = pygame.image.load("blocks//arrowUp.png").convert_alpha()
        self.compassImageDown = pygame.image.load("blocks//arrowDown.png").convert_alpha()
        self.compassImageRight = pygame.image.load("blocks//arrowRight.png").convert_alpha()
        self.compassImageLeft = pygame.image.load("blocks//arrowLeft.png").convert_alpha()
        self.compass = pygame.sprite.Sprite()
        self.compass.image = self.compassImageUp
        self.verticalCompassNeeded  = False
        self.horizontalCompassNeeded = False
        self.P1horizontalCompassNeeded = False

        self.buttonPressed = False##
        self.joystickButtonActivated = True
        self.allowButtonPressing = False
        self.button2Pressed = False##
        self.joystickButton2Activated = True
        self.allowButton2Pressing = False

  
    # Update de todas las variables relevantes
    def update(self, elapsedTime):

        # Tiempo
        self.totalElapsedTime += elapsedTime
        if self.totalElapsedTime > 200:
            self.gameOver = True
            self.deadMessage = "TIME'S UP!"

        # Brujula que apunta a player 2
        if  self.player2.Y <= -50 or self.player2.Y >= self.screenSize[1]:
            self.horizontalCompassNeeded = True
        elif self.player2.X <= -50 or self.player2.X >= self.screenSize[0]:
            self.verticalCompassNeeded = True
        else:
            self.horizontalCompassNeeded = False
            self.verticalCompassNeeded = False
            
        # Brujula que apunta a player 1
        if  self.player1.Y <= -50 or self.player1.Y >= self.screenSize[1]:
            self.P1horizontalCompassNeeded = True
        else:
            self.P1horizontalCompassNeeded = False
        
        # Update a las instancias del nivel
        #for sprite in self.background.group:
        #   if sprite.activada:
        #       if not((self.player1.color == sprite.color and pygame.sprite.collide_rect(sprite,self.player1.sprite))) and  not((self.player2.color == sprite.color and pygame.sprite.collide_rect(sprite,self.player2.sprite)))  :
        #            sprite.activada = False
        #       if not((self.player2.color == sprite.color and pygame.sprite.collide_rect(sprite,self.player2.sprite))):
        #           sprite.activada = False
               #else:
               #   sprite.activada = False
#.........这里部分代码省略.........
开发者ID:MapacheOculto,项目名称:TPD-Arcade,代码行数:103,代码来源:level.py

示例10: len

# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import update [as 别名]
Background.init(screen)
while run:
    clock.tick(60)
    screen.fill((0, 0, 0))

    if len(EnemiesList.enemies)<=0:
        screen.blit(fontLarge.render("Venceu!", True, (255,255,255)), (gameConfigs["width"]/2 - 240, gameConfigs["height"]/2  - 100))
    
    elif player.lifes<=0:
        pygame.mixer.music.load("assets/audios/gunshot2.ogg")
        pygame.mixer.music.play()
        screen.blit(fontLarge.render("Perdeu!", True, (255,255,255)), (gameConfigs["width"]/2 - 240, gameConfigs["height"]/2  - 100))
    
    else:        

        Background.update(screen)
        player.update()
        ProjectileList.update()
        ProjectileEnemiesList.update()
        EnemiesList.update()

    
    lifesImage = pygame.image.load("assets/images/lifes.png")
    lifesText = fontSmall.render(": "+str(player.lifes), True, (255,255,255))

    # screen.blit(lifesText, (45,110))
    tam = 40
    for i in range(player.lifes):
        screen.blit(lifesImage, (800, tam))
        tam += 30
        
开发者ID:mateusKoppe,项目名称:space-battle,代码行数:32,代码来源:spaceBattle.py


注:本文中的background.Background.update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。