本文整理汇总了Python中hud.Hud类的典型用法代码示例。如果您正苦于以下问题:Python Hud类的具体用法?Python Hud怎么用?Python Hud使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Hud类的15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__
def __init__(self, window, input_handler):
super(GameScreen, self).__init__()
self.window = window
self.input_handler = input_handler
self.camera = Camera(window)
self.render = Render(self.camera, self.window)
sc_batch = self.render.scene_batch
st_batch = self.render.static_batch
self.player = player.Player(renderhook=self.render.playerhook)
self.proj_viewer = ProjectileViewer(
self.send_center, batch=sc_batch, scale=self.render.scale,
rndhook=self.render.attack)
self.controls = {}
self.controls_old = {}
self.map = Map('blank')
#self.player.spawn(100, 100)
self.time = 0
self.moves = moves(1024)
self.index = [0]
self.head = [0]
#other players
self.players = {}
self.specs = {}
#crosshair
self.cross = CrossHair(batch=st_batch)
self.isSpec = 0.5
self.hud = Hud(batch=st_batch, window=self.window)
self.gs_view = GameStateViewer(self.players, self.hud.update_prop,
self.hud.set_score)
self.frozen = False
self.rest_time = 0
示例2: postInit
def postInit(self):
#
# initialize game content
#
base.cTrav = CollisionTraverser("base collision traverser")
base.pusher = CollisionHandlerPusher()
self.menu = Menu()
self.credits = Credits()
self.charSelection = CharacterSelection()
self.levelSelection = LevelSelection()
self.koScreen = KoScreen()
self.hud = Hud()
self.menuMusic = loader.loadMusic("assets/audio/menuMusic.ogg")
self.menuMusic.setLoop(True)
self.fightMusic = loader.loadMusic("assets/audio/fightMusic.ogg")
self.fightMusic.setLoop(True)
base.audio3d = Audio3DManager(base.sfxManagerList[0], camera)
#
# Event handling
#
self.accept("escape", self.__escape)
#
# Start with the menu
#
self.request("Menu")
示例3: __init__
def __init__(self):
self.display = Display()
self.player = Charactor(self)
self.level = Level(self)
self.hud = Hud()
self.prepare_stage()
示例4: initialize
def initialize(self):
self.player = Tabby(0, 0)
self.hud = Hud()
self.pause = Pause()
self.title = TitleScreen()
self.camera = Camera(self.player.sprite)
self.cameratarget = self.player
self.entities.append(self.player) #player should always be the first in the list
示例5: __init__
def __init__(self):
pygame.mixer.pre_init(48000,-16,2, 1024) #Sound Settings
pygame.init()
#sets the screen resolution for the game and sets a rect for the game screen
self.screen = pygame.display.set_mode((1024,768))
self.screen_rect = self.screen.get_rect()
#initializes a clock for the game
self.clock = pygame.time.Clock()
#initializes a menu object and HUD object and Score object
self.menu = Menu()
self.hud = Hud()
self.score = Score()
#sets a boolean for whether you are still in the menu or not
self.inMenu = True
#sets a camera for the world
self.camBorder = 32
self.cam = Camera(pygame.Rect(100, 100, 1024, 768), pygame.Rect(self.camBorder, self.camBorder, 2048 - self.camBorder, 1536 - self.camBorder))
self.camShakeFactor = 0 #Magnitude of shake
self.camShakeDecayFactor = 0.08 #Lerp Amount
#Timing
self.timer = pygame.time.get_ticks()
self.elapsed = 0
#Sound Controller
self.soundCon = SoundCon()
#Game Values
self.backgroundImg = pygame.image.load("Images/Arena/Arena2.png").convert_alpha()
self.backgroundImgRect = self.backgroundImg.get_rect()
self.player = Player( self.hud )
#Effects
self.effectInstances = []
self.spawnSound = pygame.mixer.Sound("Sounds/ShipRev.wav")
self.deathSound = pygame.mixer.Sound("Sounds/shipExplo.wav")
self.enemyExplo = pygame.mixer.Sound("Sounds/enemyExplo.wav")
self.clashSound = pygame.mixer.Sound("Sounds/clash.wav")
self.boostSound = pygame.mixer.Sound("Sounds/boostLow.wav")
#Game over fade out
self.fadeImage = pygame.image.load("Images/HUD/CrackedGlass.png").convert_alpha()
self.fadeRect = self.fadeImage.get_rect()
self.fadeSurface = pygame.Surface((1024, 768), pygame.SRCALPHA)
self.fadeSurfaceAlpha = 0
self.fadeSurfaceRate = 1
self.doFade = False
self.restartGame = False
#Enemies
self.enemyList = []
self.baseNumEnemies = 2
self.spawnTime = 10
self.currentSpawnTime = 30
示例6: brushing
def brushing(self):
self.weapons = []
self.spiders = []
self.effects = []
self.dead_spiders = []
self.hud = Hud()
self.player = Player()
self.bonus_time = 0
self.bonus_timmer = 30
self.double_bonus = False
self.tripple_bonus = False
self.level = 0
示例7: __init__
def __init__(self, _main):
self.main = _main
self.name = ""
self.points = 0
self.health = 100.0
self.runSpeed = 1.8
self.keyMap = {
"left":False,
"right":False,
"up":False,
"down":False
}
base.camera.setPos(0,0,0)
self.model = loader.loadModel("Player")
self.model.find('**/+SequenceNode').node().stop()
self.model.find('**/+SequenceNode').node().pose(0)
base.camera.setP(-90)
self.playerHud = Hud()
self.playerHud.hide()
self.model.hide()
# Weapons: size=2, 0=main, 1=offhand
self.mountSlot = []
self.activeWeapon = None
self.isAutoActive = False
self.trigger = False
self.lastShot = 0.0
self.fireRate = 0.0
self.playerTraverser = CollisionTraverser()
self.playerEH = CollisionHandlerEvent()
## INTO PATTERNS
self.playerEH.addInPattern('intoPlayer-%in')
#self.playerEH.addInPattern('colIn-%fn')
self.playerEH.addInPattern('intoHeal-%in')
self.playerEH.addInPattern('intoWeapon-%in')
## OUT PATTERNS
self.playerEH.addOutPattern('outOfPlayer-%in')
playerCNode = CollisionNode('playerSphere')
playerCNode.setFromCollideMask(BitMask32.bit(1))
playerCNode.setIntoCollideMask(BitMask32.bit(1))
self.playerSphere = CollisionSphere(0, 0, 0, 0.6)
playerCNode.addSolid(self.playerSphere)
self.playerNP = self.model.attachNewNode(playerCNode)
self.playerTraverser.addCollider(self.playerNP, self.playerEH)
#self.playerNP.show()
self.playerPusher = CollisionHandlerPusher()
self.playerPusher.addCollider(self.playerNP, self.model)
self.playerPushTraverser = CollisionTraverser()
self.playerPushTraverser.addCollider(self.playerNP, self.playerPusher)
示例8: initAttr
def initAttr(self):
self.turn = True
self.hudWidth = HUD["HUD_WIDTH"]
self.edgeWidth = GAME["EDGE_WIDTH"]
# 先获取 board 部分的大小,再自适应自己的大小
self.board = Board((self.hudWidth, self.edgeWidth))
Div.__init__(self, (self.board.width + self.hudWidth, self.board.height + self.edgeWidth * 2))
# 根据窗口高度设置 HUD 高度
self.hud = Hud((0, self.height), (0, 0))
self.hud.setMark(self.turn)
self.board.setTurn(self.turn)
self.gameID = 0
self.order = None
示例9: __init__
def __init__(self, ventana):
super(Lienzo, self).__init__()
#Cambiar el color de fondo de la ventana
self.modify_bg(gtk.STATE_NORMAL, gtk.gdk.Color(0,0,0))
# Pedir el tamano de la ventana
self.set_size_request(WINDOW_SIZE,WINDOW_SIZE)
#Asignar la ventana que recibe de paramentro a la ventana que se
#utilizara en el lienzo
self.ventana=ventana
#expose-event es una propiedad de DrawingArea que le dice como
#dibujares, aqui le decimos que utilize nuestra funcion paint
#para ese evento en vez del que trae por defaul.
self.connect("expose-event", self.paint)
#reconocer cuando oprimes y sueltas el mouse
self.connect("button_press_event",self.button_press)
self.connect("button_release_event",self.button_release)
self.connect("motion_notify_event",self.actualizar_dragged)
self.set_events(gtk.gdk.BUTTON_PRESS_MASK|gtk.gdk.BUTTON_RELEASE_MASK|gtk.gdk.POINTER_MOTION_MASK)
self.hud=Hud()
self.minTimeToNextCell=100
self.maxTimeToNextCell=300
self.ticksToNextCell=random.randint(self.minTimeToNextCell,self.maxTimeToNextCell)
self.trainingZoneLimit=WINDOW_SIZE-100
#cells
self.virus=[]
self.cells=[]
self.trainingSet=[]
self.draggingObject = None
self.objetoSeleccionado=[]
self.currentState="Running"
self.classificationList=["Target","Enemy","Food"]
self.divisionPoints=[]
self.currentCell = 0
self.apareciendo = []
self.numCells = 0
self.read_file()
self.r_table = Table()
self.qagent = QAgent(self.r_table,'A')
self.init_simulation()
self.init_training_set()
示例10: __init__
def __init__(self):
self.framerate = 0
self.number_meanies = 32
self.bricks_in_level = 0
self.display = Display()
self.hud = Hud()
pygame.key.set_repeat(100,5)
self.meanies = pygame.sprite.Group()
self.player = Charactor(self)
self.player.speed = 2
self.level = Level(self)
self.level.load_level(0)
self.start_game()
示例11: main
def main():
hud = Hud()
# ser = serial.Serial(port = '/dev/ttyUSB0',
# baudrate = 9600,
# parity = serial.PARITY_NONE,
# stopbits = serial.STOPBITS_ONE,
# bytesize = serial.EIGHTBITS,
# timeout = 1)
logger = 0
kv = {}
stringKV = {}
firstPass = True
while True:
# wrapping this all in a try-catch should handle file-opening/-closing timeline nicely
# i.e. catch TclError(possibly tclError): close file
#
# var parsing and file writing will need to be wrapped in classes
sleep(0.5)
#kv = RT.randomKV()
#print kv
try:
#inLine = ser.readline()
inLine = RT.randomKVLine()
if inLine[0] == '@':
newKV = parseLineToKV(inLine)
newStringKV = parseLineToStringKV(inLine)
if firstPass:
keys = sorted(newStringKV.keys())
logger = Logger(keys)
firstPass = False
if newKV != kv:
kv = newKV
stringKV = newStringKV
hud.updateHud(kv)
hud.update_idletasks()
hud.update()
logger.logKV(stringKV)
print strfkv(stringKV)
except TclError: #possibly tclError
print "HUD was closed"
logger.close()
break
except err:
print err
break
示例12: __init__
def __init__(self, ventana):
""""""
super(Lienzo, self).__init__()
#Cambiar el color de fondo de la ventana
self.modify_bg(gtk.STATE_NORMAL, gtk.gdk.Color(0,0,0))
# Pedir el tamano de la ventana
self.set_size_request(WINDOW_SIZE,WINDOW_SIZE)
#Asignar la ventana que recibe de paramentro a la ventana que se
#utilizara en el lienzo
self.ventana=ventana
#expose-event es una propiedad de DrawingArea que le dice como
#dibujares, aqui le decimos que utilize nuestra funcion paint
#para ese evento en vez del que trae por defaul.
self.connect("expose-event", self.paint)
#reconocer cuando oprimes y sueltas el mouse
self.connect("button_press_event",self.button_press)
self.connect("button_release_event",self.button_release)
self.connect("motion_notify_event",self.actualizar_dragged)
self.set_events(gtk.gdk.BUTTON_PRESS_MASK|gtk.gdk.BUTTON_RELEASE_MASK|gtk.gdk.POINTER_MOTION_MASK)
#Inicializar todos los valores
self.init_simulation(None)
self.hud=Hud()
#celulas
self.annealedCells=cellList+stationList
self.virus=vir
self.annealingCompleted=False
self.initialized=False
self.allVisited=False
self.visitedCells=0
self.nextCell=None
self.draggingObject = None
self.corriendo = True
self.bestEnergy=0
self.currentEnergy=0
self.currentTemp=0
self.objetoSeleccionado=[]
示例13: __init__
def __init__(self, ventana):
super(Lienzo, self).__init__()
#Cambiar el color de fondo de la ventana
self.modify_bg(gtk.STATE_NORMAL, gtk.gdk.Color(0,0,0))
# Pedir el tamano de la ventana
self.set_size_request(WINDOW_SIZE,WINDOW_SIZE)
#Asignar la ventana que recibe de paramentro a la ventana que se
#utilizara en el lienzo
self.ventana=ventana
#expose-event es una propiedad de DrawingArea que le dice como
#dibujares, aqui le decimos que utilize nuestra funcion paint
#para ese evento en vez del que trae por defaul.
self.connect("expose-event", self.paint)
#reconocer cuando oprimes y sueltas el mouse
self.connect("button_press_event",self.button_press)
self.connect("button_release_event",self.button_release)
self.connect("motion_notify_event",self.actualizar_dragged)
self.set_events(gtk.gdk.BUTTON_PRESS_MASK|gtk.gdk.BUTTON_RELEASE_MASK|gtk.gdk.POINTER_MOTION_MASK)
self.hud=Hud()
self.minTimeToNextCell=200
self.maxTimeToNextCell=200
self.ticksToNextCell=random.randint(self.minTimeToNextCell,self.maxTimeToNextCell)
#cells
self.virus=[Virus(
random.randint(0,100-VIRUS_WIDTH),
random.randint(0,WINDOW_SIZE-CELL_HEIGHT),
) for i in xrange(TOTAL_VIRUS)]
self.virus[0].policy="Fuzzy"
self.virus[1].policy="Random"
self.cells=[]
self.draggingObject = None
self.objetoSeleccionado=[]
self.currentState="Running"
self.classificationList=["Target","Enemy","Food"]
self.trainingZoneLimit=WINDOW_SIZE-100
self.fnn = None
self.init_simulation()
self.run_simulation()
示例14: __init__
def __init__(self):
super(World, self).__init__()
self.frames = 1
# this is normal difficulty by default
# easy would prolly be .7ish and hard.. 1.3 or so?
self.difficulty = 0.7
self.spawnFreq = 10
self.scrollPosition = 0
self.scrollSpeed = 3
self.endPosition = FRAMES_UNTIL_BOSS * self.scrollSpeed
self.startScreen = True
self.helpScreen = False
self.difficultyScreen = False
self.bossMode = False
self.gameOver = False
self.winScreen = False
self.score = 0
self.call_popcorn = 0
self.boss_music=False
self.holdingLeftMouseButton = False
#for keeping track of for the win screen!
self.numEnemiesAppeared = 0
self.numEnemiesDestroyed = 0
self.numViruses = 0
self.numWorms = 0
self.numPopUps = 0
self.playerGroup = pygame.sprite.GroupSingle()
self.enemies = pygame.sprite.Group()
self.pickups = pygame.sprite.Group()
self.bullets = pygame.sprite.Group()
self.mines = pygame.sprite.Group()
self.backgrounds = pygame.sprite.Group()
self.spawnBkg()
# sprite groups listed in draw order (lowest sprite get drawn first)
self.spriteGroups = [self.backgrounds, self.mines, self.pickups, self.bullets, self.enemies, self.playerGroup]
self.hud = Hud()
示例15: __init__
def __init__(self, player, character_name, position=Vec2D(0, 0)):
"""Initialize all member variables of character.
damage -- numeric value, the amount of harm dealt through normal_attack
lock -- bool varible, says if the character is currently casting an
ability or motion
action -- string, the action currently being excecuted by the character
"""
pygame.sprite.Sprite.__init__(self)
self.name = character_name
self.damage = 100
self.attribute = self.attributes[self.name]
self.lock = True
self.action = "introduction"
self.enemy_position = pygame.Rect(0, 0, 0, 0)
if not isinstance(position, Vec2D):
self.position = Vec2D(position)
else:
self.position = position
if player == 1:
self.controls = P1_CONTROLS
self.direction = "Right"
elif player == 2:
self.controls = P2_CONTROLS
self.direction = "Left"
else:
raise SystemExit("player argument should be either 1 or 2")
self.movements = {}
for action in get_all_movements(self.name):
self.movements[action] = Movement(self.name, action)
self.skills = SkillManager()
self.hud = Hud(player, self.name)
self.sound_effects = SoundManager(self.name)
self.update({})