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Python Level.get_player方法代码示例

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

# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import get_player [as 别名]
def run(screen, level_name = "w0-l0", score_mod = 0, score = None, joystick = None):

  if (Variables.vdict["devmode"]):
    edit_utils = Edit_utils()

  done = False
  objects = []
  particles = []

  if score == None:
    score = Score(0)

  #try:
  level = Level(screen, level_name)
  #except:
  #  error_message("Couldn't open level '" + level_name + "'")
  #  return END_QUIT

  objects = level.get_objects()
  player = level.get_player()
  objects.append(player)

  player.life = score.life

  clock = pygame.time.Clock()

  end_trigger = END_NONE
  scripted_event_on = False

  #There's no music at the moment:
  #pygame.mixer.music.load( data.filepath(os.path.join("music", "music.ogg")) )
  #pygame.mixer.music.play(-1)

  scripted_events = level.get_scripted_events()
  current_scripted_event = None

  scripted_event_trigger = TRIGGER_LEVEL_BEGIN

  flip_wait = -1

  keys_released["K_z"] = True
  keys_released["K_p"] = True
  keys_released["K_s"] = True
  keys_released["K_DOWN"] = True
  keys_released["K_LEFT"] = True
  keys_released["K_RIGHT"] = True
  keys_released["K_UP"] = True
  keys_released["J_B0"] = True
  keys_released["J_B1"] = True

  fading = True
  fade_target = FADE_STATE_NONE
  Util.fade_state = FADE_STATE_BLACK

  flip_trigger_position = (0, 0)

  changing_level = False

  paused = False

  #Main game loop

  while (end_trigger == END_NONE or fading):

    # Pygame event and keyboard input processing
    for event in pygame.event.get():
      if event.type == QUIT:
        end_trigger = END_HARD_QUIT
      if (event.type == KEYDOWN and event.key == K_ESCAPE):
        end_trigger = END_QUIT
        if fading == False:
          fading = True
        fade_target = FADE_STATE_HALF

    inputs = parse_inputs(joystick)

    trigger = None

    if scripted_event_on:
      if inputs.has_key("JUMP") or inputs.has_key("DOWN"):
        cleared = True

    moved = False

    add_time = False #The ingame time counter toggle - this is False when the player can't control the character

    if not scripted_event_on and not level.flipping and not fading and not paused \
    and player.current_animation != "dying" and player.current_animation != "exit":
      #There isn't anything special going on: player can control the character
      #Translates input to commands to the player object
      add_time = True
      if inputs.has_key("LEFT"):
        player.move((-PLAYER_MAX_ACC, 0))
        moved = True

      if inputs.has_key("RIGHT"):
        player.move((PLAYER_MAX_ACC, 0))
        moved = True

      if inputs.has_key("JUMP"):
#.........这里部分代码省略.........
开发者ID:IndexErrorCoders,项目名称:PygamesCompilation,代码行数:103,代码来源:game.py

示例2: run

# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import get_player [as 别名]
def run(screen, level_number = 0, score = None, joystick = None):
  done = False
  objects = []
  particles = []

  if score == None:
    score = Score(0)

  level = Level(screen, str(level_number))

  objects = level.get_objects()
  player = level.get_player()
  objects.append(player)

  player.life = score.life

  clock = pygame.time.Clock()

  end_trigger = END_NONE
  scripted_event_on = False

  #There's no music at the moment:
  #pygame.mixer.music.load( data.filepath(os.path.join("music", "music.ogg")) )
  #pygame.mixer.music.play(-1)

  scripted_events = level.get_scripted_events()
  current_scripted_event = None

  scripted_event_trigger = TRIGGER_LEVEL_BEGIN

  '''  for ev in scripted_events:
    if ev.trigger_type == "level_begin":
      scripted_event_on = True
      current_scripted_event = ev
      current_scripted_event_element = None

  text = None
  phase = 0
  cleared = False        # Clearing dialog boxes'''

  flip_wait = -1

  pygame.mixer.init()

  keys_released = {}

  keys_released["K_z"] = True
  keys_released["K_DOWN"] = True
  keys_released["K_UP"] = True
  keys_released["J_B0"] = True
  keys_released["J_B1"] = True

  while (end_trigger == END_NONE):

    # Pygame event and keyboard input processing
    for event in pygame.event.get():
      if event.type == QUIT:
        end_trigger = END_HARD_QUIT
      if (event.type == KEYDOWN and event.key == K_ESCAPE):
        end_trigger = END_QUIT

    keys = pygame.key.get_pressed()
    inputs = [False, False, False, False, False, False, 0.0]

    trigger = TRIGGER_NONE

    if keys[K_LEFT]:
      inputs[LEFT] = True

    if keys[K_RIGHT]:
      inputs[RIGHT] = True

    if keys[K_DOWN]:
      if keys_released["K_DOWN"]:
        inputs[DOWN] = True
      keys_released["K_DOWN"] = False
    else:
      keys_released["K_DOWN"] = True

    if keys[K_z]:
      inputs[UP] = True
      if keys_released["K_z"]:
        inputs[JUMP] = True
      keys_released["K_z"] = False
    else:
      keys_released["K_z"] = True

    if keys[K_UP]:
      inputs[UP] = True
      if keys_released["K_UP"]:
        inputs[JUMP] = True
      keys_released["K_UP"] = False
    else:
      keys_released["K_UP"] = True

    if keys[K_F10]:
      inputs[SPECIAL] = True

    if joystick != None:   # Parse joystick input
      
#.........这里部分代码省略.........
开发者ID:geofmatthews,项目名称:csci321,代码行数:103,代码来源:game.py


注:本文中的level.Level.get_player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。