本文整理汇总了Python中interface.Interface.draw方法的典型用法代码示例。如果您正苦于以下问题:Python Interface.draw方法的具体用法?Python Interface.draw怎么用?Python Interface.draw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interface.Interface
的用法示例。
在下文中一共展示了Interface.draw方法的3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: fight
# 需要导入模块: from interface import Interface [as 别名]
# 或者: from interface.Interface import draw [as 别名]
def fight(self, screen):
interface = Interface()
interface.addObject(self.board, (0, 0))
done = False
clock = pygame.time.Clock()
interface.draw(screen)
# while not done:
turnMade = False
while self.board.countTeams() > 1 :
if done:
exit()
curWar = self.board.getWill()
curWar.current
if curWar.curPoints == 0:
turnMade = True
key = ""
self.board.draw(screen)
deb (1, "It time to go," + str(curWar.name))
if not curWar.human:
curWar.updateBot(self.board)
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
done = True
if curWar.human:
pos = pygame.mouse.get_pos()
# print pos
if event.type == pygame.KEYDOWN:
# if event.key == pygame.K_LEFT:
# direction = "l"
# elif event.key == pygame.K_RIGHT:
# direction = "r"
# elif event.key == pygame.K_UP:
# direction = "u"
# elif event.key == pygame.K_DOWN:
# direction = "d"
if event.key == pygame.K_SPACE:
turnMade = True
# if direction in "udlr":
# while not event.type == pygame.KEYUP: continue
if event.type == pygame.MOUSEBUTTONDOWN:
#print "left button clicked"
if event.button == 1:
# print pos
obj, intPos = interface.getObjectByPos(pos)
obj.onClick((pos[0] - intPos[0], pos[1] - intPos[1]))
if turnMade:
self.endTurn(curWar)
turnMade = False
curWar.current = False
deb(2, "Now you should press Enter")
pygame.display.flip()
pygame.display.update()
clock.tick(5)
示例2: __init__
# 需要导入模块: from interface import Interface [as 别名]
# 或者: from interface.Interface import draw [as 别名]
class Game:
def __init__(self, size, manager=None, player_one=None,
player_two=None, rnd=1, online=None):
self.size = size
self.manager = manager
if manager is not None:
self.manager.load_images(size)
self.interface = Interface(size,
self.manager.img_dict,
self.manager.options)
self.person = 1
self.online = online
self.end = False
self.message = None
self.players = {1-2*rnd: player_one, -1+2*rnd: player_two}
self.points = {-1: 2, 1: 2}
self.active = False
self.load = 0
self.field = [[0] * size for i in range(size)]
self.size = size
if manager is not None:
self.interface.set_information(self.points, self.person, self.players)
def is_end(self):
return self.end
def the_end(self):
self.end = True
def descend(self, x, y):
pass
def get_valid_path(self):
pass
def start(self):
pass
def event(self, events):
pass
def update(self, dt):
if not self.active:
if self.load <= PASSIVE:
self.load += dt
else:
self.active = True
def draw(self, display):
path = self.valid_path if (self.players[self.person] == Player.man) \
else {}
self.interface.draw(display, self.field, path)
示例3: start
# 需要导入模块: from interface import Interface [as 别名]
# 或者: from interface.Interface import draw [as 别名]
def start(size):
main_clock = pygame.time.Clock()
pygame.display.init()
window = pygame.display.set_mode(size)
window_ = window.copy()
b = Ball()
r_right = Racket('R')
r_left = Racket('L')
while True:
# Event manager
for event in pygame.event.get():
if event.type == QUIT:
end()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
pass
elif event.type == KEYDOWN:
#print(event.key)
if event.key == 273: # Direction key up
r_right.direction = 'up'
break
if event.key == 274: # Direction key down
r_right.direction = 'down'
break
r_right.direction = False
window.blit(window_, (0, 0))
r_right.draw(window)
r_right.update()
r_left.computerAI(b)
r_left.draw(window)
r_left.update()
b.draw(window)
b.update()
b.collides(r_right, r_left)
Interface.draw(window, r_left.mark, r_right.mark)
pygame.display.flip()
main_clock.tick(100)