本文整理汇总了Python中console.Console.blit方法的典型用法代码示例。如果您正苦于以下问题:Python Console.blit方法的具体用法?Python Console.blit怎么用?Python Console.blit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console.Console
的用法示例。
在下文中一共展示了Console.blit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 console import Console [as 别名]
# 或者: from console.Console import blit [as 别名]
#.........这里部分代码省略.........
"""y += 1
for word in sorted(self.player.words):
color = word.color
x = 2
self.panel_con.set_default_foreground(word.color)
self.panel_con.print_string(x,y,word.name)
y += 1"""
y += 1
self.panel_con.set_default_foreground(C_MENU)
for stat in (('Size',self.player.creature.size),
('Agility',self.player.creature.agility),
('Perception',self.player.creature.perception),
('Strength',self.player.creature.strength),
('Speed',self.player.creature.speed)):
x = 2
self.panel_con.print_string(x,y,'%s: %i'%stat)
y += 1
def render_all(self):
player_x = self.player.x
player_y = self.player.y
if FOCUS == FOCUS_PLAYER:
focus_x = player_x
focus_y = player_y
elif FOCUS == FOCUS_FIXED:
focus_x = LEVEL_W//2
focus_y = LEVEL_H//2
self.dungeon.render(focus_x, focus_y, self.map_con,
overlay=self.overlay)
for entity in self.entities:
if entity != self.player:
entity.render(focus_x, focus_y, self.map_con)
for entity in self.living_entities: #draw living creatures on top
if entity != self.player:
entity.render(focus_x, focus_y, self.map_con)
self.player.render(focus_x, focus_y, self.map_con)
self.map_con.draw_border(True,C_BORDER,C_BORDER_BKGND)
if self.menu:
self.menu.render(self.map_con)
self.map_con.blit()
self.message_log.render(self.log_con)
self.log_con.blit()
self.render_panel()
self.panel_con.blit()
def play(self):
self.dungeon.update()
self.render_all()
libtcod.console_flush()
t = time.time()
while not libtcod.console_is_window_closed():
#libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE, self.key, self.mouse)
#self.state = self.player.input_handler(key,mouse,
# self.input_state,
# self.menu)
#if self.menu and self.state != STATE_MENU:
# self.menu = None
#if self.state == STATE_PLAYING:
# self.player.creature.energy -= ENERGY_THRESHOLD
#while self.state == STATE_PLAYING:
player_room = self.cur_level.get_room_at(*self.player.pos)
if player_room:
active_rooms = [player_room]
self.active_region = []
for room in player_room.connections:
if room not in active_rooms:
active_rooms.append(room)
for r in room.connections:
if r not in active_rooms:
active_rooms.append(room)
for room in active_rooms:
self.active_region += room.tile_positions
else:
self.active_region = [self.player.pos]
self.active_entities=[]
for entity in self.entities:
if entity.pos in self.active_region:
self.active_entities.append(entity)
self.clear_all()
for entity in self.active_entities:
entity.update()
#self.player.creature.energy += self.player.creature.speed
#print self.player.creature.energy
#if self.player.creature.energy >= ENERGY_THRESHOLD:
#self.state = STATE_PAUSED
self.dungeon.update()
self.render_all()
libtcod.console_flush()
self.fps = 1.0/(time.time()-t)
t=time.time()