本文整理汇总了Python中background.Background.warning方法的典型用法代码示例。如果您正苦于以下问题:Python Background.warning方法的具体用法?Python Background.warning怎么用?Python Background.warning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.warning方法的2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 warning [as 别名]
class Vacuum():
def __init__(self):
if not pygame.font: print 'Warning, fonts disabled'
if not pygame.mixer: print 'Warning, sound disabled'
self.initialise()
self.loop()
def initialise(self):
"""this function is called when the program starts.
it initializes everything it needs, then runs in
a loop until the function returns."""
#Initialize Everything
pygame.init()
self.screen = pygame.display.set_mode((640, 480))
pygame.display.set_caption('VacuumFire')
pygame.mouse.set_visible(0)
#icon
icon, foo = utils.load_image('icon.png')
pygame.display.set_icon(icon)
self.game_paused = False
#sounds
self.sounds = {};
self.sounds['music'] = utils.load_sound('archivo.ogg')
self.sounds['warning'] = utils.load_sound('warning.wav')
self.sounds['powerup'] = utils.load_sound('powerup.wav')
self.sounds['music'].play()
#Create The Backgound
self.background = Background(self.screen.get_size())
#game variables
self.score = 0
#Display The Background
self.screen.blit(self.background, (0, 0))
pygame.display.flip()
#The player's ship
self.ship = Ship()
#The player's ship
self.lifemeter = LifeMeter()
self.player = pygame.sprite.RenderPlain((self.ship))
#group that stores all enemies
self.enemies = pygame.sprite.Group()
#group that stores all powerups
self.powerups = pygame.sprite.Group()
#group that stores all the lasers the player shoots
self.fire = pygame.sprite.Group()
#group for information sprites in the screen, should be rendered the last one
self.hud = pygame.sprite.Group()
self.explosions = pygame.sprite.Group()
self.hud.add(self.lifemeter)
#The level
self.level = Stage('level_1')
self.font = utils.load_font('4114blasterc.ttf', 36)
self.clock = pygame.time.Clock()
self.game_started = False
self.game_finished = False
def handle_keys(self):
#Handle Input Events
for event in pygame.event.get():
if event.type == QUIT:
#exit
return
elif event.type == KEYDOWN and event.key == K_ESCAPE and self.game_finished == True:
pygame.quit()
quit()
if event.type == KEYDOWN:
self.game_started = True
if event.key == K_ESCAPE:
return false #exit
elif event.key == K_SPACE:
#shoot a laser if the max number is not reached
if Laser.num < Laser.max_lasers:
self.laser = Laser(self.ship)
self.fire.add(self.laser)
elif event.key == K_LEFT:
self.ship.move_left()
elif event.key == K_RIGHT:
self.ship.move_right()
elif event.key == K_UP:
self.ship.move_up()
elif event.key == K_DOWN:
self.ship.move_down()
elif event.key == K_p:
self.game_paused = not self.game_paused
if event.type == KEYUP:
if event.key == K_LEFT:
self.ship.stop_move_left()
elif event.key == K_RIGHT:
self.ship.stop_move_right()
elif event.key == K_UP:
self.ship.stop_move_up()
elif event.key == K_DOWN:
#.........这里部分代码省略.........
示例2: Vacuum
# 需要导入模块: from background import Background [as 别名]
# 或者: from background.Background import warning [as 别名]
class Vacuum():
def __init__(self, screen):
self.screen = screen
self.game_paused = False
#sounds
self.sounds = {};
self.sounds['warning'] = utils.load_sound('warning.wav')
self.sounds['powerup'] = utils.load_sound('powerup.wav')
#Load explosions
a = Explosion(pygame.Rect(0,0,10,10))
#Create The Backgound
self.background = Background(self.screen.get_size())
#game variables
self.score = Score_Meter((10,10))
#Display The Background
self.screen.blit(self.background, (0, 0))
font = utils.load_font('4114blasterc.ttf', 36)
text_color = (255,255,255)
text = font.render("Initialising", 1, text_color)
self.screen.blit(text, (200, 300))
pygame.display.flip()
if show_dummies:
self.dummy = Dummy()
self.dummy2 = Dummy()
#The player's ship
self.ship = Ship()
#The dash indicators
self.lifemeter = LifeMeter()
self.powerup_speed = SpeedMeter(pygame.Rect(500,400,0,0))
self.powerup_weapon = WeaponMeter(pygame.Rect(540,400,0,0))
self.powerup_buddy = BuddyMeter(pygame.Rect(580,400,0,0))
self.player = pygame.sprite.RenderPlain((self.ship))
self.buddies = pygame.sprite.Group()
#self.buddies.add(Buddy(self.ship)) # add a testing buddy
#self.ship.buddies += 1
#group that stores all enemies
self.enemies = pygame.sprite.Group()
self.minibosses = pygame.sprite.Group()
#group that stores all powerups
self.powerups = pygame.sprite.Group()
#group that stores all the lasers the player shoots
self.fire = pygame.sprite.Group()
#group for information sprites in the screen, should be rendered the last one
self.hud = pygame.sprite.Group()
self.explosions = pygame.sprite.Group()
self.enemylasers = pygame.sprite.Group()
self.hud.add(self.lifemeter)
self.hud.add(self.score)
self.hud.add((self.powerup_speed, self.powerup_weapon, self.powerup_buddy))
if show_dummies:
self.hud.add(self.dummy)
self.hud.add(self.dummy2)
#The level
self.level = Stage('level_1')
self.font = utils.load_font('4114blasterc.ttf', 36)
self.game_started = True
self.game_finished = False
self.level_finished = False
self.scene_finished = False
def handle_keys(self):
#Handle Input Events
for event in pygame.event.get():
if event.type == QUIT:
#exit
return
elif event.type == KEYDOWN and event.key == K_ESCAPE and self.game_finished == False:
self.game_finished = True
elif event.type == KEYDOWN and event.key == K_ESCAPE and self.game_finished == True:
self.scene_finished = True
if event.type == KEYDOWN:
self.game_started = True
if event.key == K_ESCAPE:
return False #exit
elif event.key == K_SPACE:
#shoot a laser if the max number is not reached
if Laser.num < Laser.max_lasers:
#print "There's {0} lasers in the screen and the max is {1}".format(Laser.num, Laser.max_lasers)
laser = Laser(self.ship)
self.fire.add(laser)
if self.ship.buddies > 0:
self.fire.add(DiagonalLaser(self.ship, "up"))
if self.ship.buddies > 1:
self.fire.add(DiagonalLaser(self.ship, "down"))
if self.ship.buddies > 2:
self.fire.add(DiagonalLaser(self.ship, "back"))
elif event.key == K_LEFT:
self.ship.move_left()
elif event.key == K_RIGHT:
self.ship.move_right()
elif event.key == K_UP:
self.ship.move_up()
#.........这里部分代码省略.........