本文整理汇总了Python中level.Level.bottom方法的典型用法代码示例。如果您正苦于以下问题:Python Level.bottom方法的具体用法?Python Level.bottom怎么用?Python Level.bottom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level.Level
的用法示例。
在下文中一共展示了Level.bottom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: __init__
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import bottom [as 别名]
#.........这里部分代码省略.........
def do_die(self):
self.die.update()
self.die.draw(self.screen)
def do_win(self):
self.win.update()
self.win.draw(self.screen)
def do_menu(self):
self.menu.update()
self.menu.draw(self.screen)
def do_main_game(self):
if self.guys_killed > self.kill_goal:
self.cur_level += 1
self.player.kill()
self.load_level(self.cur_level)
offset = (self.width / 2) - self.player.rect.x, (self.height / 1.5) - self.player.rect.y
while len(self.enemy_group) < self.max_badguys:
xpos = random.randint(0, self.width-64) - offset[0]
ypos = random.randint(0, self.height-64) - offset[1]
h = HealthBar(4, 4, "res/healthbar.png", (32, 4))
b = BadGuy((self.width, self.height), 4, h, (xpos, ypos))
self.health_bar_sprites.add(h)
self.enemy_group.add(b)
keys = pygame.key.get_pressed()
if keys[pygame.K_d]:
self.player.move(pygame.K_d)
elif keys[pygame.K_a]:
self.player.move(pygame.K_a)
if keys[pygame.K_SPACE] or keys[pygame.K_UP]:
self.player.move(pygame.K_SPACE)
if keys[pygame.K_RIGHT]:
if self.player.can_shoot():
bullet = Bullet("right", self.level.size, self.player.rect)
self.player_bullet_group.add(bullet)
self.player.shoot(pygame.K_RIGHT)
elif keys[pygame.K_LEFT]:
if self.player.can_shoot():
bullet = Bullet("left", self.level.size, self.player.rect)
self.player_bullet_group.add(bullet)
self.player.shoot(pygame.K_LEFT)
for guy in self.enemy_group:
if guy.is_shooting():
bullet = Bullet(guy.shoot_dir, self.level.size, guy.rect)
self.enemy_bullet_group.add(bullet)
# remove bullets that hit terrain
pygame.sprite.groupcollide(self.enemy_bullet_group, self.level, True, False)
pygame.sprite.groupcollide(self.player_bullet_group, self.level, True, False)
damaged_guys = pygame.sprite.groupcollide(self.enemy_group, self.player_bullet_group, False, True)
for d in damaged_guys:
d.damage(1)
if d.hp == 0:
self.guys_killed += 1
d.kill()
if pygame.sprite.groupcollide(self.player_group, self.enemy_bullet_group, False, True):
self.player_healthbar.set_hp(self.player_healthbar.cur_hp-1)
if self.player_healthbar.cur_hp <= 0:
self.state = "die"
self.player.kill()
guys = self.enemy_group.sprites() + self.player_group.sprites()
for guy in guys:
if guy.rect.top > self.level.bottom():
guy.kill()
if isinstance(guy, Player):
self.state = "die"
else:
guy.collide_with(self.level.collisions_for(guy))
self.bdrop2.update()
self.bdrop2.draw(self.screen, (offset[0]/4, offset[1]/4))
self.bdrop1.update()
self.bdrop1.draw(self.screen, (offset[0]/2, offset[1]/2))
self.player_bullet_group.update()
self.player_bullet_group.draw(self.screen, offset)
self.enemy_bullet_group.update()
self.enemy_bullet_group.draw(self.screen, offset)
self.enemy_group.update(self.player.rect)
self.enemy_group.draw(self.screen, offset)
self.player_group.update()
self.player_group.draw(self.screen, offset)
self.health_bar_sprites.update()
self.health_bar_sprites.draw(self.screen, offset)
self.level.update()
self.level.draw(self.screen, offset)
self.player_hb_group.update()
self.player_hb_group.draw(self.screen)