本文整理汇总了Python中hud.Hud.display_player_stats方法的典型用法代码示例。如果您正苦于以下问题:Python Hud.display_player_stats方法的具体用法?Python Hud.display_player_stats怎么用?Python Hud.display_player_stats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hud.Hud
的用法示例。
在下文中一共展示了Hud.display_player_stats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: main
# 需要导入模块: from hud import Hud [as 别名]
# 或者: from hud.Hud import display_player_stats [as 别名]
def main():
""" Main Program """
pygame.init()
# Set the height and width of the screen
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Dungeon Dreams Demo")
# Create the player
map_pix_size = 30
# Create all the levels
level_list = []
# level_list.append( Level_01(player) )
# Set the current level
current_level_no = 0
current_level = 0
# current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
all_sprites_list = pygame.sprite.LayeredDirty()
collid_list = pygame.sprite.LayeredDirty()
mobiles_list = pygame.sprite.Group()
m_attacks = pygame.sprite.Group()
area = None
image_files = glob.glob('HumanMage.PNG')
hud = Hud(screen)
player = Player(100,100,image_files,hud)
hud.display_player_stats(player.stats)
player.set_all_sprites(all_sprites_list)
screen_size = (screen.get_width(),screen.get_height())
m_fact = Monster_Factory(area,collid_list,50,screen_size,all_sprites_list,player)
map_tool = Map_Handler(screen,all_sprites_list,collid_list,player,mobiles_list,
m_fact,hud)
map_tool.build_area()
item_fact = map_tool.get_item_fact()
shift_x = 0
shift_y = 0
all_mobiles = m_fact.get_mobiles_group()
dam_mod = 1
#init path finding...
path_finder = a_star(collid_list,50)
player.group_add(all_mobiles)
image_files = glob.glob('*.PNG')
#init events for following and monsters, start at 3 seconds because
#player needs a second or two catch bearings
FOLLOW_EVENT = USEREVENT + 1
M_ATTACK_EVENT = USEREVENT + 2
pygame.time.set_timer(FOLLOW_EVENT, 3000)
pygame.time.set_timer(M_ATTACK_EVENT,3000)
game_start = False
#-------- Main Program Loop -----------
while not done:
#Probably would make a class just to handle
#client events.
#These handle the movements
keys = pygame.key.get_pressed()
if keys[pygame.K_h]:
player.changespeed(-1, 0)
if keys[pygame.K_l]:
player.changespeed(1, 0)
if keys[pygame.K_k]:
player.changespeed(0, -1)
if keys[pygame.K_j]:
player.changespeed(0, 1)
if keys[pygame.K_n]:
player.changespeed(1,1)
if keys[pygame.K_b]:
player.changespeed(-1,1)
if keys[pygame.K_y]:
player.changespeed(-1,-1)
if keys[pygame.K_u]:
player.changespeed(1,-1)
#More events, quit and attacks and stopping the player
#when the button goes up.
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
player.check_events(event)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
#.........这里部分代码省略.........