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Python Sound.play方法代码示例

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


在下文中一共展示了Sound.play方法的9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: LifeControl

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
class LifeControl(Sprite):
    
    asset = TextAsset("Lives:", fill=white)
    SAsset = SoundAsset("sounds/reappear.mp3")
    
    def __init__(self, position):
        super().__init__(LifeControl.asset, position)
        self.lives = LIVES
        self.dispLives()
        self.RespawnSound = Sound(LifeControl.SAsset)
        self.RespawnSound.volume = 10
        
    def dispLives(self):
        Lives(TextAsset(str(self.lives), fill=white), (55,20))
        
    def loseLife(self):
        for x in SpaceGame.getSpritesbyClass(Lives):
            x.destroy()
        self.lives -= 1
        self.dispLives()
        if self.lives == 0:
            LoseText((SCREEN_WIDTH/2,SCREEN_HEIGHT/2))
        else:
            RespawnText((SCREEN_WIDTH/2,SCREEN_HEIGHT/2))
            classDestroy(EnemyBullet)
                
    def respawn(self):
        if self.lives > 0:
            sleep(1)
            for x in SpaceGame.getSpritesbyClass(RespawnText):
                x.destroy()
            self.RespawnSound.play()
            Player((SCREEN_WIDTH/2,SCREEN_HEIGHT/2))
            classDestroy(Enemy)
            EnemySpawn(NUM_ENEMIES)
开发者ID:davidwilson826,项目名称:Space-Shooter,代码行数:37,代码来源:spaceshooter.py

示例2: Bullet

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
class Bullet(GravitySprite):
    
    asset = ImageAsset("images/blast.png", Frame(0,0,8,8), 8)
    pewasset = SoundAsset("sounds/pew1.mp3")
    
    def __init__(self, app, sun, sun2):
        super().__init__(Bullet.asset, (0,0), (0,0), sun, sun2)
        self.visible = False
        self.firing = False
        self.time = 0
        self.circularCollisionModel()
        self.pew = Sound(Bullet.pewasset)
        self.pew.volume = 10
    def shoot(self, position, velocity, time):
        self.position = position
        self.vx = velocity[0]
        self.vy = velocity[1]
        self.time = time
        self.visible = True
        self.firing = True
        self.pew.play()

    def step(self, T, dT):
        if self.time > 0:
            self.time = self.time - dT
            if self.visible:
                self.nextImage(True)
                super().step(T, dT)
                if self.collidingWith(self.sun):
                    self.visible = False
                if self.collidingWith(self.sun2):
                    self.visible = False    
                    ExplosionSmall(self.position)
                ships = []
                ships = self.collidingWithSprites(Ship1)
                ships.extend(self.collidingWithSprites(Ship2))
                if len(ships):
                    if not self.firing and ships[0].visible:
                        ships[0].hitCount = ships[0].hitCount + 1
                        self.visible = False
                        ExplosionSmall(self.position)
                    if ships[0].hitCount >= 3:
                        ships[0].explode()
                        ships[0].hitCount = 0
                        self.visible = False
                        
                    if ships[0].hitCount >= 2:
                        ships[0].shipThrust = int(ships[0].shipThrust)/3
                  
                elif self.firing:
                    self.firing = False
            
                
        else:
            if self.visible:
                self.visible = False
            self.time = 0
开发者ID:CANDYISLIFE,项目名称:Space-Shooter,代码行数:59,代码来源:spaceshooter.py

示例3: ExplosionSmall

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
class ExplosionSmall(Sprite):
    asset = ImageAsset("images/explosion1.png", Frame(0,0,128,128), 10)
    boomasset = SoundAsset("sounds/explosion1.mp3")
    def __init__(self, position):
        super().__init__(ExplosionSmall.asset, position)
        self.image = 0
        self.center = (0.5, 0.5)
        self.boom = Sound(ExplosionSmall.boomasset)
        self.boom.play()
        
    def step(self):
        self.setImage(self.image//2)  # slow it down
        self.image = self.image + 1
        if self.image == 20:
            self.destroy()
开发者ID:EthanAdner,项目名称:Space-Shooter,代码行数:17,代码来源:spaceshooter.py

示例4: ExplosionBig

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
class ExplosionBig(Sprite):
    
    asset = ImageAsset("images/explosion2.png", Frame(0,0,4800/25,195), 25)
    boomasset = SoundAsset("sounds/explosion2.mp3")
    
    def __init__(self, position):
        super().__init__(ExplosionBig.asset, position)
        self.image = 0
        self.center = (0.5, 0.5)
        self.boom = Sound(ExplosionBig.boomasset)
        self.boom.play()
        
    def step(self):
        self.setImage(self.image//2)  # slow it down
        self.image = self.image + 1
        if self.image == 50:
            self.destroy()
开发者ID:CANDYISLIFE,项目名称:Space-Shooter,代码行数:19,代码来源:spaceshooter.py

示例5: Explosion

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
class Explosion(Sprite):
    
    asset = ImageAsset("images/explosion1.png", Frame(0,0,128,128), 10)
    SAsset = SoundAsset("sounds/explosion1.mp3")
    
    def __init__(self, position):
        super().__init__(Explosion.asset, position)
        self.fxcenter = self.fycenter = 0.5
        self.frame = 0
        self.ExplodeSound = Sound(Explosion.SAsset)
        self.ExplodeSound.volume = 10
        self.ExplodeSound.play()
        
    def step(self):
        if self.frame == 8:
            self.destroy()
        else:
            self.frame += 1
        self.setImage(self.frame)
开发者ID:davidwilson826,项目名称:Space-Shooter,代码行数:21,代码来源:spaceshooter.py

示例6: Bullet

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
class Bullet(Sprite):
    
    asset = ImageAsset("images/blast.png", Frame(0,0,8,8), 8)
    pewasset = SoundAsset("sounds/pew1.mp3")
    
    def __init__(self, position, vx, vy):
        super().__init__(Bullet.asset, position)
        self.exist = True
        self.circularCollisionModel()
        self.pew = Sound(Bullet.pewasset)
        self.pew.play()
        self.appear = 1
        self.fxcenter = 0.5
        self.fycenter = 0
        self.X = vx
        self.Y = vy
        
    
    def step(self):
        self.visible = True
        if self.exist:
            self.setImage(self.appear)
            self.appear += 1
            if self.appear == 8:
                self.appear = 1
        else:
            self.setImage(0)
        
        self.x -= 15*self.X
        self.y -= 15*self.Y
        
        collides = self.collidingWithSprites(Ship2)
        collides.extend(self.collidingWithSprites(Ship1))
        if len(collides):
            if collides[0].visible:
                self.visible = False
        else:
            self.visible = True
        
        if self.x < 0 or self.x > SCREEN_WIDTH or self.y < 0 or self.y >SCREEN_HEIGHT:
            self.destroy()
开发者ID:voidJeff,项目名称:Space-Shooter,代码行数:43,代码来源:spaceshooter.py

示例7: Ship

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
class Ship(GravitySprite):

    R = int(input("What speed do you want the ship to turn? (2.0 is standard)"))  #This is the speed at which the ship spins
    bullets = int(input("How many bullets can you shoot before relodaing?"))  #this is how many bullets the ship can shoot before reloading
    healthcount = int(input("How many lives should each player have?"))
    reappearasset = SoundAsset("sounds/reappear.mp3")

    
    def __init__(self, asset, app, position, velocity, sun, sun2, thrust):
        self.bullets = []
        for i in range(Ship.bullets):
            self.bullets.append(Bullet(app, sun, sun2))
        super().__init__(asset, position, velocity, sun, sun2)
        self.initposition = position
        self.initvelocity = self.vx, self.vy
        self.initrotation = self.rotation
        self.app = app
        self.mass = 1.0
        self.circularCollisionModel()
        self.imagex = 0
        self.reappear = Sound(Ship.reappearasset)
        self.reappear.volume = 40
        self.waitspawn = 0
        self.respawnplayed = False
        healthpos = 'left' if position[0] < app.width/2 else 'right'
        self.health = HealthBar(asset, Ship.healthcount, healthpos, app)
        self.dead = False
        self.hitCount = 0
        self.shipThrust = thrust

    def registerKeys(self, keys):
        commands = ["left", "right", "forward", "fire"]
        self.keymap = dict(zip(keys, commands))
        [self.app.listenKeyEvent("keydown", k, self.controldown) for k in keys]
        [self.app.listenKeyEvent("keyup", k, self.controlup) for k in keys]

    def shootvector(self):
        vel = 200  # this is the velocity of the bullets normally 150
        xv = vel*(-math.sin(self.rotation))
        yv = vel*(-math.cos(self.rotation))
        return xv + self.vx, yv + self.vy

    def controldown(self, event):
        if self.visible:
            command = self.keymap[event.key]
            if command == "left":
                self.rrate = Ship.R
            elif command == "right":
                self.rrate = -Ship.R
            elif command == "forward":
                self.thrust = self.shipThrust   #this is the ship thrust
                self.imagex = 1 # start the animated rockets
                self.setImage(self.imagex)
            elif command == "fire":
                for bullet in self.bullets:
                    if bullet.time == 0:
                        bullet.shoot(self.position, self.shootvector(), 10)  #ten is the number of seconds that a bullet lasts before self destructing and reappearing able to shoot
                        break
                        
            
    def controlup(self, event):
        command = self.keymap[event.key]
        if command in ["left", "right"]:
            self.rrate = 0.0
        elif command == "forward":
            self.thrust = 0.0
            self.imagex = 0 # stop the animated rockets
            self.setImage(self.imagex)
            
           
    def step(self, T, dT):
        if self.waitspawn > 0:
            self.waitspawn = self.waitspawn - dT
            if self.waitspawn < 1 and not self.respawnplayed:
                self.reappear.play()
                self.respawnplayed = True
            if self.waitspawn <= 0:
                self.reset()
        for bullet in self.bullets:
            bullet.step(T, dT)
        if self.visible:
            super().step(T, dT)
            self.rotation = self.rotation + self.rrate * dT
            if self.collidingWith(self.sun):     
                self.explode()
            if self.collidingWith(self.sun2):     
                self.explode()    
            if self.thrust != 0.0:
                self.imagex = self.imagex + 1    # animate the rockets
                if self.imagex == 4:
                    self.imagex = 1
                self.setImage(self.imagex)
            if (self.x < -100 or self.x > self.app.width + 100 or
                self.y < -100 or self.y > self.app.height + 100):
                self.explode()

    def explode(self):
        self.visible = False
        ExplosionBig(self.position)
        self.waitspawn = 5
#.........这里部分代码省略.........
开发者ID:CANDYISLIFE,项目名称:Space-Shooter,代码行数:103,代码来源:spaceshooter.py

示例8: Ship

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
class Ship(GravitySprite):

    R = 2.0
    bullets = 6
    healthcount = 6
    reappearasset = SoundAsset("sounds/reappear.mp3")
    
    def __init__(self, asset, app, position, velocity, sun):
        self.bullets = []
        for i in range(Ship.bullets):
            self.bullets.append(Bullet(app, sun))
        super().__init__(asset, position, velocity, sun)
        self.initposition = position
        self.initvelocity = self.vx, self.vy
        self.initrotation = self.rotation
        self.app = app
        self.mass = 1.0
        self.circularCollisionModel()
        self.imagex = 0
        self.reappear = Sound(Ship.reappearasset)
        self.reappear.volume = 40
        self.waitspawn = 0
        self.respawnplayed = False
        healthpos = 'left' if position[0] < app.width/2 else 'right'
        self.health = HealthBar(asset, Ship.healthcount, healthpos, app)
        self.dead = False

    def registerKeys(self, keys):
        commands = ["left", "right", "forward", "fire"]
        self.keymap = dict(zip(keys, commands))
        [self.app.listenKeyEvent("keydown", k, self.controldown) for k in keys]
        [self.app.listenKeyEvent("keyup", k, self.controlup) for k in keys]

    def shootvector(self):
        vel = 150
        xv = vel*(-math.sin(self.rotation))
        yv = vel*(-math.cos(self.rotation))
        return xv + self.vx, yv + self.vy
        

    def controldown(self, event):
        if self.visible:
            command = self.keymap[event.key]
            if command == "left":
                self.rrate = Ship.R
            elif command == "right":
                self.rrate = -Ship.R
            elif command == "forward":
                self.thrust = 40.0
                self.imagex = 1 # start the animated rockets
                self.setImage(self.imagex)
            elif command == "fire":
                for bullet in self.bullets:
                    if bullet.time == 0:
                        bullet.shoot(self.position, self.shootvector(), 10)
                        break
                        
            
    def controlup(self, event):
        command = self.keymap[event.key]
        if command in ["left", "right"]:
            self.rrate = 0.0
        elif command == "forward":
            self.thrust = 0.0
            self.imagex = 0 # stop the animated rockets
            self.setImage(self.imagex)
            
    def step(self, T, dT):
        if self.waitspawn > 0:
            self.waitspawn -= dT
            if self.waitspawn < 1 and not self.respawnplayed:
                self.reappear.play()
                self.respawnplayed = True
            if self.waitspawn <= 0:
                self.reset()
        for bullet in self.bullets:
            bullet.step(T, dT)
        if self.visible:
            super().step(T, dT)
            self.rotation += self.rrate * dT
            if self.collidingWith(self.sun):
                self.explode()
            if self.thrust != 0.0:
                self.imagex += 1    # animate the rockets
                if self.imagex == 4:
                    self.imagex = 1
                self.setImage(self.imagex)
            if (self.x < -100 or self.x > self.app.width + 100 or
                self.y < -100 or self.y > self.app.height + 100):
                self.explode()
        

    def explode(self):
        self.visible = False
        ExplosionBig(self.position)
        self.waitspawn = 5

    def reset(self):
        if not self.health.dead():
            self.position = self.initposition
#.........这里部分代码省略.........
开发者ID:ryankynor,项目名称:Spacewar,代码行数:103,代码来源:spacewar.py

示例9: Sound

# 需要导入模块: from ggame import Sound [as 别名]
# 或者: from ggame.Sound import play [as 别名]
from ggame import Sound, SoundAsset

e5 = Sound(SoundAsset("sounds/00_part1_entry-5.wav"))
e6 = Sound(SoundAsset("sounds/00_part1_entry-6.wav"))
e7 = Sound(SoundAsset("sounds/00_part1_entry-7.wav"))
e7.play()
开发者ID:averywallis,项目名称:Final-Project,代码行数:8,代码来源:soundtest.py


注:本文中的ggame.Sound.play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。