本文整理汇总了Python中ball.Ball.y方法的典型用法代码示例。如果您正苦于以下问题:Python Ball.y方法的具体用法?Python Ball.y怎么用?Python Ball.y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ball.Ball
的用法示例。
在下文中一共展示了Ball.y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: main
# 需要导入模块: from ball import Ball [as 别名]
# 或者: from ball.Ball import y [as 别名]
def main():
""" Main function for the game. """
pygame.init()
# Set the width and height of the screen [width,height]
size = [800, 600]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("CMSC 150 is cool")
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
theBall = Ball()
theBall.x = 100
theBall.y = 100
theBall.change_x = 2
theBall.change_y = 1
theBall.color = [255,0,0]
# -------- Main Program Loop -----------
while not done:
# ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# ALL EVENT PROCESSING SHOULD GO ABOVE THIS COMMENT
# ALL GAME LOGIC SHOULD GO BELOW THIS COMMENT
# ALL GAME LOGIC SHOULD GO ABOVE THIS COMMENT
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
screen.fill(BLACK)
theBall.move()
theBall.draw(screen)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(60)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit()
示例2: main
# 需要导入模块: from ball import Ball [as 别名]
# 或者: from ball.Ball import y [as 别名]
def main():
pygame.init()
# Set the height and width of the screen
size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Block Break Game :D ")
# Create the player
player = Player()
# Create the ball
ball = Ball()
# Create all the levels
level_list = init_levellist(player)
# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = (constants.SCREEN_WIDTH - player.rect.width) /2
active_sprite_list.add(player)
# Loop until the user clicks the close button
done = False
game_over = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# ============= Main program loop ==============
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.move_left()
if event.key == pygame.K_RIGHT:
player.move_right()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.stop()
if event.key == pygame.K_RIGHT:
player.stop()
if event.type == pygame.MOUSEBUTTONDOWN:
if game_over:
ball.reset()
player.rect.x = (constants.SCREEN_WIDTH - player.rect.width) /2
level_list.clear()
level_list = init_levellist(player)
current_level = level_list[current_level_no]
player_level = current_level
game_over = False
# Update the player
active_sprite_list.update()
# Update items in the level
current_level.update()
ball.update()
if (ball.bottom >= player.rect.top) and (ball.x >= player.rect.x) and (ball.x <= player.rect.x+player.rect.w):
ball.change_y *= -1
ball.speed += 0.1
ball.y = player.rect.top - ball.size + ball.change_y
for block in current_level.block_list:
# right side of block
y = block.rect.y
x = block.rect.x + block.rect.w
if (ball.x >= x and ball.x <= x + ball.size and
ball.y >= y and ball.y <= y + block.rect.h):
ball.change_x *= -1
ball.speed += 0.1
if not hardblock_collision(block, current_level):
current_level.block_list.remove(block)
# left side of block
y = block.rect.y
x = block.rect.x
if (ball.x >= x-ball.size and ball.x <= x and
ball.y >= y and ball.y <= y + block.rect.h):
ball.change_x *= -1
ball.speed += 0.1
if not hardblock_collision(block, current_level):
current_level.block_list.remove(block)
# bottom of block
y = block.rect.y + block.rect.h
#.........这里部分代码省略.........