本文整理汇总了Python中level.Level.get_spawns方法的典型用法代码示例。如果您正苦于以下问题:Python Level.get_spawns方法的具体用法?Python Level.get_spawns怎么用?Python Level.get_spawns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.get_spawns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: __init__
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import get_spawns [as 别名]
#.........这里部分代码省略.........
self.score.add(7)
self.titanic.damage()
self.cannonballs.remove(cb)
self.cannonball_sprites.remove(cb)
break
def update_enemies(self):
self.mine_sprites.update()
for mine in self.mines:
if mine.exploding:
if mine.explode_frames == 0:
self.mines.remove(mine)
self.mine_sprites.remove(mine)
# this should really be done in the Mine class, but oh well, here's some explosion effects:
if Variables.particles:
self.particles.add_explosion_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
self.particles.add_debris_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
if mine.rect.right < self.screen.get_rect().left:
self.mines.remove(mine)
self.mine_sprites.remove(mine)
self.shark_sprites.update()
for shark in self.sharks:
if shark.dying:
if Variables.particles:
self.particles.add_blood_particle(shark.rect.center)
if shark.rect.right < self.screen.get_rect().left or shark.dead:
self.sharks.remove(shark)
self.shark_sprites.remove(shark)
self.pirate_sprites.update()
for pirate in self.pirates:
if pirate.t % 50 == 0 and not pirate.dying:
# Pirate shoots, this should probably be handled by the Pirateboat class
cb = Cannonball(pirate.rect, pirate.angle, left = True)
self.cannonballs.append(cb)
self.cannonball_sprites.add(cb)
particle_point = pirate.get_point((0.0,10.0))
particle_point[0] += pirate.rect.centerx
particle_point[1] += pirate.rect.centery
for i in xrange(4):
self.particles.add_fire_steam_particle(particle_point)
if pirate.rect.right < self.screen.get_rect().left or pirate.dead:
self.pirates.remove(pirate)
self.pirate_sprites.remove(pirate)
elif pirate.dying:
if Variables.particles:
self.particles.add_explosion_particle((pirate.rect.centerx, pirate.rect.centery))
self.particles.add_wood_particle((pirate.rect.centerx, pirate.rect.centery))
if self.titanic:
self.titanic.update()
if self.titanic.t % 100 == 0 and not self.titanic.dying:
for i in xrange(3):
cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 50, left = True)
self.cannonballs.append(cb)
self.cannonball_sprites.add(cb)
elif self.titanic.t % 100 == 50 and not self.titanic.dying:
for i in xrange(3):
cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 52.5, left = True)
self.cannonballs.append(cb)
self.cannonball_sprites.add(cb)
if self.titanic.dead:
self.set_gameover("Congratulations!\nYou sunk Titanic!")
self.titanic = None
self.seagull_sprites.update()
for seagull in self.seagulls:
if seagull.rect.right < 0 or seagull.dead:
self.seagulls.remove(seagull)
self.seagull_sprites.remove(seagull)
def spawn_enemies(self):
spawns = self.level.get_spawns()
if spawns[Level.SHARKS]:
# Make a new shark
self.sharks.append(Shark())
self.shark_sprites.add(self.sharks[-1])
if spawns[Level.PIRATES]:
# Make a new pirate ship
self.pirates.append(Pirateboat())
self.pirate_sprites.add(self.pirates[-1])
if spawns[Level.MINES]:
self.mines.append(Mine())
self.mine_sprites.add(self.mines[-1])
if spawns[Level.SEAGULLS]:
self.seagulls.append(Seagull())
self.seagull_sprites.add(self.seagulls[-1])
if spawns[Level.TITANIC]:
self.titanic = Titanic()
self.titanic_sprite.add(self.titanic)
if spawns[Level.POWERUPS]:
self.powerups.append(Powerup())
self.powerup_sprites.add(self.powerups[-1])
示例2: __init__
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import get_spawns [as 别名]
#.........这里部分代码省略.........
collisions = PixelPerfect.spritecollide_pp(self.titanic, self.cannonball_sprites, 0)
for cb in collisions:
if not self.titanic.dying and cb.vect[0] > 0:
Mine.sound.play()
self.score.add(7)
self.titanic.damage()
self.cannonballs.remove(cb)
self.cannonball_sprites.remove(cb)
break
def update_enemies(self):
for mine in self.mines:
mine.update()
if mine.exploding:
if mine.explode_frames == 0:
self.mines.remove(mine)
self.mine_sprites.remove(mine)
# this should really be done in the Mine class, but oh well, here's some explosion effects:
if not self.noparticles:
for i in range(3):
self.particles.add_explosion_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
self.particles.add_debris_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
if mine.rect.right < self.screen.get_rect().left:
self.mines.remove(mine)
self.mine_sprites.remove(mine)
for shark in self.sharks:
shark.update()
if shark.dying:
if not self.noparticles:
self.particles.add_blood_particle(shark.rect.center)
if shark.rect.right < self.screen.get_rect().left or shark.dead:
self.sharks.remove(shark)
self.shark_sprites.remove(shark)
for pirate in self.pirates:
pirate.update()
if pirate.t % 50 == 0 and not pirate.dying:
# Pirate shoots, this should probably be handled by the Pirateboat class
cb = Cannonball(pirate.rect, pirate.angle, left = True)
self.cannonballs.append(cb)
self.cannonball_sprites.add(cb)
if pirate.rect.right < self.screen.get_rect().left or pirate.dead:
self.pirates.remove(pirate)
self.pirate_sprites.remove(pirate)
elif pirate.dying:
if not self.noparticles:
for i in range(3):
self.particles.add_explosion_particle((pirate.rect.centerx, pirate.rect.centery))
self.particles.add_wood_particle((pirate.rect.centerx, pirate.rect.centery))
if self.titanic:
self.titanic.update()
if self.titanic.t % 100 == 0 and not self.titanic.dying:
for i in range(3):
cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 50, left = True)
self.cannonballs.append(cb)
self.cannonball_sprites.add(cb)
elif self.titanic.t % 100 == 50 and not self.titanic.dying:
for i in range(3):
cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 60, left = True)
self.cannonballs.append(cb)
self.cannonball_sprites.add(cb)
if self.titanic.dead:
self.set_gameover("Congratulations!\nYou sunk Titanic!")
self.titanic = None
for seagull in self.seagulls:
seagull.update()
if seagull.rect.right < 0 or seagull.dead:
self.seagulls.remove(seagull)
self.seagull_sprites.remove(seagull)
def spawn_enemies(self):
spawns = self.level.get_spawns()
if spawns[Level.SHARKS]:
# Make a new shark
self.sharks.append(Shark())
self.shark_sprites.add(self.sharks[-1])
if spawns[Level.PIRATES]:
# Make a new pirate ship
self.pirates.append(Pirateboat())
self.pirate_sprites.add(self.pirates[-1])
if spawns[Level.MINES]:
self.mines.append(Mine())
self.mine_sprites.add(self.mines[-1])
if spawns[Level.SEAGULLS]:
self.seagulls.append(Seagull())
self.seagull_sprites.add(self.seagulls[-1])
if spawns[Level.TITANIC]:
self.titanic = Titanic()
self.titanic_sprite.add(self.titanic)
if spawns[Level.POWERUPS]:
self.powerups.append(Powerup())
self.powerup_sprites.add(self.powerups[-1])