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Python Hud.display方法代码示例

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


在下文中一共展示了Hud.display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: Lienzo

# 需要导入模块: from hud import Hud [as 别名]
# 或者: from hud.Hud import display [as 别名]

#.........这里部分代码省略.........
                if vir[0].hp>vir[0].maxHp:
                    vir[0].hp=vir[0].maxHp

            if vir[0].transHp<=0:
                vir[0].isDead=True

    def distance(self,a, b):
        return sqrt(pow(a.posX - b.posX,2) + pow(a.posY - b.posY,2))

    def vel_with_delta(self,deltaX,deltaY,axis):
        if axis=='X':
            if deltaX>deltaY:
                return 1
            else:
                return deltaX/deltaY
        else:
            if deltaY>deltaX:
                return 1
            else:
                return deltaY/deltaX
            
    def paint(self, widget, event):
        """Nuestro metodo de pintado propio"""

        #Se crea un widget de cairo que despues se usara para desplegar
        #todo en la ventana
        cr = widget.window.cairo_create()
        #Le decimos a cairo que pinte su widget por primera vez.
        cr.set_source_rgb(0,0,0)
        cr.paint()

        #pintar a los agentes
        #display_lines(cr, self.annealedCells)
        display_simulation(cr,vir,self.annealedCells)
        self.hud.display(cr, vir+self.annealedCells)

        cr.move_to(5,15)
        text="Temperature    = %f" % self.currentTemp
        cr.show_text(text)

        cr.move_to(5,30)
        text="Best Energy      = %f" % self.bestEnergy
        cr.show_text(text)
        
        cr.move_to(5,45)
        text="Current Energy = %f" % self.currentEnergy
        cr.show_text(text)

        

        #pintar efecto de selección sobre un agente
        if self.objetoSeleccionado:
            cr.set_line_width(2)
            cr.set_source_rgba(random.random(), 1, random.random(), 0.3)
            cr.rectangle(self.objetoSeleccionado.posX-20,self.objetoSeleccionado.posY-20,
                            self.objetoSeleccionado.width+40, self.objetoSeleccionado.height+40)

            cr.stroke()

        #pintar la información del agente seleccionado
        
  
        
    #Para drag & drop
    def button_press(self,widget,event):
        if event.button == 1:
开发者ID:tucif,项目名称:Biokterii,代码行数:70,代码来源:main.py

示例2: main

# 需要导入模块: from hud import Hud [as 别名]
# 或者: from hud.Hud import display [as 别名]
def main():
    logg.info("Starting the main function")

    # Instancing, etc.

    main_view = View().from_rect(FloatRect(0, 0, PP_WIDTH, PP_HEIGHT + BAR_HEIGHT))
    window = RenderWindow(
        VideoMode(PP_WIDTH * SCALE, (PP_HEIGHT + BAR_HEIGHT) * SCALE), GAME_TITLE + " v." + GAME_VERSION
    )
    window.framerate_limit = 61
    window.view = main_view

    # INITIALIZE TEXTURES HERE OR AFTER \o/
    TEXTURE_WALL = Texture.load_from_file("main/walls.png")
    TEXTURE_BAR = Texture.load_from_file("main/bar.png")
    TEXTURE_HUDWEAPONS = Texture.load_from_file("main/hud_weapons.png")
    TEXTURE_FACES = Texture.load_from_file("main/faces.png")
    TEXTURE_NUMBERS = Texture.load_from_file("main/numbers.png")
    TEXTURE_WEAPONS = Texture.load_from_file("main/weapons.png")
    TEXTURE_ENEMIES = Texture.load_from_file("main/test.png")

    # Create an instance for all game variables and loop functions
    # and set the level to TESTLEVEL
    game = Gameworld(TEXTURE_ENEMIES)
    game.create_dict_map()
    game.player.gamemap = game.current_level
    game.init_physics()
    game.physics.mob_bodies(game.entities)

    # prepare the hud

    hud = Hud(
        player=game.player,
        background=TEXTURE_BAR,
        faces=TEXTURE_FACES,
        hudweapons=TEXTURE_HUDWEAPONS,
        weapons=TEXTURE_WEAPONS,
        numbers=TEXTURE_NUMBERS,
    )

    # prepare the wall textures

    wall_sprites = game.create_wall_sprite_list(TEXTURE_WALL)

    rays = Raycaster(player=game.player, sprites=wall_sprites, gamemap=game.current_level)

    # prepare other stuff

    player_action = ""

    running = True
    nofocus = False

    ##
    # MAIN LOOP
    ##

    logg.info("Main loop starting...")
    while running:

        # iterate events

        for event in window.iter_events():
            if event.type == Event.CLOSED or player_action == "quit":
                running = False

            if event.type == Event.LOST_FOCUS:
                nofocus = True
            elif event.type == Event.GAINED_FOCUS:
                nofocus = False

            if event.type == Event.KEY_RELEASED:
                if game.player.bob > 0:  # level the headbobbing
                    game.player.bob -= 0.5
                elif game.player.bob < 0:
                    game.player.bob += 0.5

                game.player.strafing = False
                # disable speed limiter for moving in 2 axii

        window.clear(Color(235, 235, 235, 255))  # clear the window of everything

        for sprite in wall_sprites:  # draw walls
            window.draw(sprite)

        # draw entities here
        for entity in game.entities:
            if entity.visible == True:
                for sprite_slice in entity.sprite:
                    window.draw(sprite_slice)

        hud.display(window)  # draw the hud

        debug_txt = text(
            "["
            + str(draw_fps(frame))
            + "] "
            + str("{0:.2f}".format(game.player.ux))
            + "("
            + str(game.player.x)
#.........这里部分代码省略.........
开发者ID:magikmw,项目名称:spaced,代码行数:103,代码来源:__main__.py


注:本文中的hud.Hud.display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。