本文整理汇总了Python中dialog.Dialog.sndNext方法的典型用法代码示例。如果您正苦于以下问题:Python Dialog.sndNext方法的具体用法?Python Dialog.sndNext怎么用?Python Dialog.sndNext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dialog.Dialog
的用法示例。
在下文中一共展示了Dialog.sndNext方法的6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: scenceLevel2
# 需要导入模块: from dialog import Dialog [as 别名]
# 或者: from dialog.Dialog import sndNext [as 别名]
def scenceLevel2(screen):
background = gameObject.createBgd(tileSheet)
screen.blit(background, (0,0))
zeldaDialog = Dialog(screen, zeldaPhoto)
linkDialog = Dialog(screen, linkPhoto)
zeldaDialog.message = (
"Pretty good job Link! ",
"Nevertheless, I would like more candies.",
"Let's head to Candy Forest 2. ")
zeldaDialog.show = True
zeldaDialog.sndNext()
示例2: scenceLevel3
# 需要导入模块: from dialog import Dialog [as 别名]
# 或者: from dialog.Dialog import sndNext [as 别名]
def scenceLevel3(screen):
background = gameObject.createBgd(tileSheet)
screen.blit(background, (0,0))
zeldaDialog = Dialog(screen, zeldaPhoto)
linkDialog = Dialog(screen, linkPhoto)
zeldaDialog.message = (
"Pretty good job Link! ",
"Nevertheless, I would like more candies.",
"Let's head to Candy Castle 1. ")
zeldaDialog.show = True
zeldaDialog.sndNext()
zeldaDialog.message = (
"As I know from the people around there, ",
"there are out number of zombies. If you think you ",
"can't avoide them, you can throw the candy as your ",
"bullet and they'll out of your way. ",
"(hit spacebar to throw, you can't throw candy if you ",
"have 0 candy.) ")
zeldaDialog.show = True
zeldaDialog.sndNext()
示例3: scence1
# 需要导入模块: from dialog import Dialog [as 别名]
# 或者: from dialog.Dialog import sndNext [as 别名]
def scence1(screen):
#background = gameObject.createBgd(tileSheet)
screen.fill((0,0,0))
zeldaDialog = Dialog(screen, zeldaPhoto)
linkDialog = Dialog(screen, linkPhoto)
unNoDialog = Dialog(screen)
unNoDialog.message = (
"???: Excuse me! Sir. ",
"Princess Zelda would like to have a word with you. ",
"She is waiting for you in front of the castle. ",
"Do not make princess waiting for you to long. ",)
unNoDialog.show = True
unNoDialog.sndNext()
unNoDialog.message = (
"Ok, let me explain the basic control. ",
"Basicly, there are three keyboard you have to know: ",
"Escape key: exit from current state (useless in dialog) ",
"Spacebar : to advance dialog, to talk, to start the game ",
"Enter key : mostly work the same as spacebar ",
"use arrow key to move. ")
unNoDialog.show = True
unNoDialog.sndNext()
linkDialog.message = (
"Ok! I will be there right away. ",
"Thank you. ")
linkDialog.show = True
linkDialog.sndNext()
if test.run(screen):
keepGoing = True
else:
keepGoing = False
return True #donePlayer = True
cover = pygame.Surface(screen.get_size())
cover.fill((0,0,0,0))
cover = cover.convert()
alpha = 0
time = pygame.time.Clock()
pygame.mixer.music.fadeout(500)
while keepGoing:
time.tick(30)
if alpha >= 255:
keepGoing = False
cover.set_alpha(alpha)
alpha += 5
screen.blit(cover, (0,0))
pygame.display.flip()
return False #donePlaying = false
示例4: mapNumber2
# 需要导入模块: from dialog import Dialog [as 别名]
# 或者: from dialog.Dialog import sndNext [as 别名]
#.........这里部分代码省略.........
(unWalkSurf, (335, 150)),(unWalkSurf1,(535, 150)),(unWalkSurf, (535, 200)),
(unWalkSurf, (585, 200)),(unWalkSurf2,(432,150)),(unWalkSurf2,(495,150))]
unWalkLayer = gameObject.Layer()
unWalkLayer.fillPart(surfList, True, invinsible = True)
transferLayer = gameObject.Layer()
transferLayer.transPoint((525, 140))
transferLayer1 = gameObject.Layer()
transferLayer1.transPoint((475, 140),(50,20))
transferLayer2 = gameObject.Layer()
transferLayer2.transPoint((410, 140),(50,20))
transRectList = [transferLayer.rect, transferLayer1.rect, transferLayer2.rect]
transferLayer3 = gameObject.Layer()
transferLayer3.transPoint((0, 350),(5,300))
transferLayer4 = gameObject.Layer()
transferLayer4.transPoint((640, 350),(5,300))
for element in unWalkLayer.unWalkableList:
link.unWalkableList.append(element)
link.unWalkableList.append(princess.rect)
dialog = Dialog(screen)
allSprite = pygame.sprite.Group(unWalkLayer, transferLayer, transferLayer1,
transferLayer2, transferLayer3, transferLayer4, princess,link)
keepGoing = True
time = pygame.time.Clock()
canLeave = False
screen.blit(background, (0,0))
while keepGoing:
time.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
return -1, None
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
keepGoing = False
return -1, None
elif event.key == pygame.K_SPACE:
if link.bigRect.colliderect(princess.rect):
if link.dir == "up":
princess.face("down")
elif link.dir == "down":
princess.face("up")
if link.dir == "left":
princess.face("right")
elif link.dir == "right":
princess.face("left")
allSprite.clear(screen, background)
allSprite.update()
allSprite.draw(screen)
pygame.display.flip()
princess.conversion(screen)
princess.face("down")
canLeave = True
mousePos = gameObject.mouse_pos()
pygame.display.set_caption("Mouse Pos: %s" % str(mousePos))
if link.rect.collidelist(transRectList) != -1:
keepGoing = False
return 1, (560, 390)
elif link.rect.colliderect(transferLayer3.rect):
if canLeave:
keepGoing = False
return 0, None
link.move("right")
link.move("right")
link.moveStep([("right", 10),])
dialog.message = ("I have to talk with princess ",
"before I set out. ")
dialog.show = True
dialog.sndNext()
#link.face("right")
if link.rect.colliderect(transferLayer4.rect):
if canLeave:
keepGoing = False
return 0, None
link.move("left")
link.move("left")
link.moveStep([("left", 10),])
dialog.message = ("I have to talk with princess ",
"before I set out. ")
dialog.show = True
dialog.sndNext()
#link.face("left")
allSprite.clear(screen, background)
allSprite.update()
allSprite.draw(screen)
pygame.display.flip()
return 0, None
示例5: instruction
# 需要导入模块: from dialog import Dialog [as 别名]
# 或者: from dialog.Dialog import sndNext [as 别名]
def instruction(score, level):
pygame.display.set_caption("Instruction")
background = gameObject.createBgd(tileSheet)
screen.blit(background,(0,0))
hero = player.Hero()
heroSprite = pygame.sprite.Group(hero)
if level == 3:
enemy = "sceleton"
else:
enemy = "bomb"
if level == 3:
tileMaster = pygame.image.load(tileSheet).convert()
floor = tileMaster.subsurface((200,128), (24,15))
layer = gameObject.Layer()
layer.fill(floor)
sprite = pygame.sprite.Group(layer)
sprite.update()
sprite.draw(screen)
background.blit(screen,(0,0))
dialog = Dialog(screen, zeldaPhoto)
if score > 0 and level == 1:
dialog.message = (
"Oh dear! ",
"You can collect only %d candies, but I need at least 700 " % score,
"candies. ",
" ",
"Thank you anyway. ")
dialog.show = True
dialog.sndNext()
elif score > 0 and level == 2:
dialog.message = (
"Thank you very much. ",
"Try to collect more candies please. ",
"I need at least 350. ")
dialog.show = True
dialog.sndNext()
elif score > 0 and level == 3:
dialog.message = (
"Oh dear! ",
"I really appreciate it. ",
"However, I need more. ")
dialog.show = True
dialog.sndNext()
pygame.mixer.music.load(insBGM)
pygame.mixer.music.play(-1)
insFont = pygame.font.Font(defaultF, 30)
message = (
"Zelda Love Candy Last score: %d" % score,
"",
"Your goal is to collect candies ",
"as many as possible.",
"Try not hit the %s too much." % enemy,
"Otherwise, you will die.",
"",
"Click or press Space to begin.",
"Escape to Main Screen",
"Use arrow key to move.",
"",
"Good Luck!")
textSurfList = []
for line in message:
tempText = insFont.render(line, 1, (255,255,0))
textSurfList.append(tempText)
time = pygame.time.Clock()
keepGoing = True
while keepGoing:
time.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
donePlaying = True
keepGoing = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
donePlaying = True
keepGoing = False
elif event.key == pygame.K_SPACE:
donePlaying = False
keepGoing = False
elif event.type == pygame.MOUSEBUTTONDOWN:
donePlaying = False
keepGoing = False
heroSprite.clear(screen, background)
heroSprite.update()
heroSprite.draw(screen)
for index in range(len(textSurfList)):
screen.blit(textSurfList[index], (50, index * 40))
pygame.display.flip()
pygame.mixer.music.stop()
return donePlaying
示例6: conversion
# 需要导入模块: from dialog import Dialog [as 别名]
# 或者: from dialog.Dialog import sndNext [as 别名]
def conversion(self, screen = None):
if not screen:
screen = pygame.display.set_mode((640, 480))
dialog = Dialog(screen,zeldaPhoto)
if self.conNum == 0:
linkDialog = Dialog(screen, linkPhoto)
dialog.message = (
"Link!!!! ",
"I miss you very much. ",
"How have you been? ")
dialog.show = True
dialog.sndNext()
linkDialog.message = (
"... ",
"so far so good. ")
linkDialog.show = True
linkDialog.sndNext()
dialog.message = (
"What's bite you! ",
"Anyway, I have some mission for you to do. ",
"I'm sure it is piece of cake for you. ")
dialog.show = True
dialog.sndNext()
linkDialog.message = (
"??? ",
"yea? ")
linkDialog.show = True
linkDialog.sndNext()
dialog.message = (
"Here is the deal. "
"I want you to bring some candies. ",
"Oh, anyway, I want a lot of candies. ",
"Therefore, You have to collect as many candies as possible. ",
"I love candy very much because it tast extremely woderfull. ",
"You know what, ... uh...oh, I know that eating candy would ",
"help my teeth drop easily. Once they're all gone, I have no ",
"worry about toothache any more. ",
"Ok, now let's head to Candy Forest and collect them for me. ")
dialog.show = True
dialog.sndNext()
self.conNum += 1
elif self.conNum == 1:
dialog.message = (
"Hello, Link ",
"How are you doing? ",
)
dialog.show = True
dialog.sndNext()