当前位置: 首页>>代码示例>>Python>>正文


Python Level.build_doors方法代码示例

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


在下文中一共展示了Level.build_doors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 build_doors [as 别名]
class Game:

    def __init__(self, debug=False):
        self._debug = debug
        self._pause = False
        self.character = "character\\megaman.json"
        self.backdrop = constants.BLACK
        self.monster_sprite_list = pygame.sprite.Group()
        self.scenery_sprite_list = pygame.sprite.Group()
        self.bullet_sprite_list = pygame.sprite.Group()
        self.player_sprite_list = pygame.sprite.Group()
        self.platform_sprite_list = pygame.sprite.Group()
        self.ladder_sprite_list = pygame.sprite.Group()
        self.door_sprite_list = pygame.sprite.Group()
        self.moving_platforms_list = pygame.sprite.Group()
        self.spawners = []
        self.ui_lifebar = []
        self.object_list = {}
        self.create_objects()
        self.ui_list = []
        self.main_menu = Menu()
        self.menu_flag = True
        self.start_level = None
        self.load_splash()

    #GAME
    def load_splash(self):
        self.clear()
        self.add_title("Run & Gun")
        self.add_button("New",(constants.DWIDTH/2)-50, 350, 100,50,
                        constants.WHITE, constants.BLUE, self.start_game)
        self.add_button("Quit",(constants.DWIDTH/2)-50, 450, 100,50,
                        constants.WHITE, constants.BLUE, self.exit_game)

    def start_game(self):
        self.clear()
        self.lives = 3
        self.ui_list += self.main_menu.draw_menu()
        self.current_level = [self.main_menu.selected_name(), 0, 0, "R"]
        
    def exit_game(self):
        pygame.quit()
        sys.exit()

    def load_level(self, level):
        if self.start_level == None:
            self.start_level = level[0]
        self.menu_flag = False
        player_hp = -1
        if hasattr(self, 'player'):
            player_hp = self.player.get_life()
        self.clear()
        self.level = Level(self.main_menu.get_level_json(level[0]))
        if level[1] != 0:
            self.level.player_x = int(level[1])
        if level[2] != 0:
            self.level.player_y = int(level[2])
        self.scenery_sprite_list = self.level.build_scenery()
        self.platform_sprite_list = self.level.build_platforms()
        self.ladder_sprite_list = self.level.build_ladders()
        self.door_sprite_list = self.level.build_doors()
        self.monster_sprite_list = self.level.build_monsters()
        self.spawners = self.level.build_spawners()
        self.backdrop = self.level.backdrop
        self.add_player(self.character, self.level.player_x,
                        self.level.player_y, level[3])
        if player_hp > 0:
            self.player.set_life(player_hp)
        self.add_camera()
        self.add_lifebar(25, 25, 'player', self.player)
        if self.level.boss and not(self.main_menu.boss_check(self.start_level)):
            self.boss = self.level.boss_mob
            self.monster_sprite_list.add(self.boss)
            self.add_lifebar(constants.DWIDTH - 50, 25, 'boss', self.boss)

    def reload_level(self):
        monsters = self.monster_sprite_list
        player_hp = self.player.get_life()
        self.menu_flag = False
        self.clear()
        self.monster_sprite_list = monsters
        self.scenery_sprite_list = self.level.build_scenery()
        self.platform_sprite_list = self.level.build_platforms()
        self.ladder_sprite_list = self.level.build_ladders()
        self.door_sprite_list = self.level.build_doors()
        self.spawners = self.level.build_spawners()
        self.backdrop = self.level.backdrop
        self.add_player(self.character, self.level.player_x, self.level.player_y, "R")
        self.add_camera()
        self.player.set_life(player_hp)
        self.add_lifebar(25, 25, 'player', self.player)
        if self.level.boss and not(self.main_menu.boss_check(self.start_level)):
            self.boss = self.level.boss_mob
            self.monster_sprite_list.add(self.boss)
            self.add_lifebar(constants.DWIDTH - 50, 25, 'boss', self.boss)

    #Add functions
    def add_camera(self):
        self.camera = Camera(self.level.width, self.level.height)

#.........这里部分代码省略.........
开发者ID:LordHamu,项目名称:RunNGun,代码行数:103,代码来源:game.py


注:本文中的level.Level.build_doors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。