本文整理汇总了Python中level.Level.pick_up方法的典型用法代码示例。如果您正苦于以下问题:Python Level.pick_up方法的具体用法?Python Level.pick_up怎么用?Python Level.pick_up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.pick_up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 pick_up [as 别名]
#.........这里部分代码省略.........
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"):
if (player.on_ground):
count = 0
while (count < 5):
count += 1
particles.append(Particle(screen, 10, player.rect.centerx - player.dx / 4 + random.uniform(-3, 3), player.rect.bottom, -player.dx * 0.1, -0.5, 0.3, level.dust_color, 4))
player.jump()
#The blobs always try to jump when the player jumps
for o in objects:
if o.itemclass == "blob":
o.jump()
if inputs.has_key("UP") and not player.on_ground:
player.jump()
if inputs.has_key("DOWN"):
pick_up_item = level.pick_up(player.x, player.y)
if pick_up_item != None:
play_sound("coins")
player.inventory.append(pick_up_item)
scripted_event_trigger = pick_up_item.itemclass
#If the level is not flipping at the moment, the player can trigger stuff in the level
if flip_wait == -1:
trigger = level.trigger(player.x, player.y)
#Debug command for flipping:
if inputs.has_key("SPECIAL"):
trigger = Trigger(TRIGGER_FLIP, player.x, player.y)
if inputs.has_key("PAUSE") and player.current_animation != "dying":
paused = not paused
#Decelerates the player, if he doesn't press any movement keys or when he is dead and on the ground
if ((player.current_animation != "dying" and not moved) or (player.current_animation == "dying" and player.on_ground)) and not paused:
player.dec((PLAYER_MAX_ACC, 0))
if trigger != None and trigger.trigger_type == TRIGGER_FLIP:
if flip_wait == -1:
flip_wait = 0
flip_trigger_position = (trigger.x, trigger.y)
play_sound("woosh")
if flip_wait != -1 and not paused:
flip_wait += 1
if flip_wait > FLIP_DELAY:
flip_direction = flip_direction_from_position(flip_trigger_position)
flip_wait = -1
level.flip(flip_direction)
示例2: run
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import pick_up [as 别名]
#.........这里部分代码省略.........
else:
keys_released["J_B1"] = True
if scripted_event_on:
if inputs[JUMP] or inputs[DOWN]:
cleared = True
moved = False
analog_multiplier = 1
if not scripted_event_on and not level.flipping:
if inputs[LEFT]:
player.move((-PLAYER_MAX_ACC, 0))
moved = True
if inputs[RIGHT]:
player.move((PLAYER_MAX_ACC, 0))
moved = True
if inputs[JUMP]:
if (player.on_ground):
count = 0
while (count < 5):
count += 1
particles.append(Particle(screen, 10, player.rect.centerx - player.dx / 4 + random.uniform(-3, 3), player.rect.bottom, -player.dx * 0.1, -0.5, 0.3, COLOR_DUST, 4))
player.jump()
if inputs[UP] and not player.on_ground:
player.jump()
if inputs[DOWN]:
pick_up_item = level.pick_up(player.x, player.y)
if pick_up_item != None:
play_sound("coins")
player.inventory.append(pick_up_item)
scripted_event_trigger = pick_up_item.itemclass
trigger = level.trigger(player.x, player.y)
if inputs[SPECIAL]:
trigger = TRIGGER_FLIP
if not moved or (player.current_animation == "dying" and player.on_ground):
player.dec((PLAYER_MAX_ACC, 0))
if trigger == TRIGGER_FLIP:
if flip_wait == -1:
flip_wait = 0
play_sound("woosh")
if flip_wait != -1:
flip_wait += 1
if flip_wait > FLIP_DELAY:
flip_wait = -1
level.flip()
for o in objects:
o.flip()
for p in particles:
p.flip()
#Rendering and updating objects:
if scripted_event_trigger == TRIGGER_NONE:
scripted_event_trigger = level.update()