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Python Level.render方法代码示例

本文整理汇总了Python中level.Level.render方法的典型用法代码示例。如果您正苦于以下问题:Python Level.render方法的具体用法?Python Level.render怎么用?Python Level.render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.render方法的3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: Game

# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import render [as 别名]
class Game(object):

    def __init__(self, screen_height, screen_width):
        pygame.init()
        self.screen_height = screen_height
        self.screen_width = screen_width
        self.level_maps = ("./data/level1.map", "./data/level2.map", "./data/level3.map")
        self.current_level_map_index = 0
        self.pause = False
        self.won_grow_rate = 10
        height_width = (self.screen_height, self.screen_width)
        self.screen = pygame.display.set_mode(height_width)
        pygame.display.set_caption("PySnake")
        self.score = Score((0, 500))
        self.reload_game = False
        self.speed = 5

    def init_resources(self):
        self.level = Level(self.level_maps[self.current_level_map_index])
        self.snake = Snake((64, 64))
        self.move_direction = Direction.RIGHT
        self.food = None

    def start(self):
        clock = pygame.time.Clock()
        game_over = False
        won = True
        first_load = True

        while not game_over:
            clock.tick(self.speed)
            for event in pygame.event.get():
                self.event_handler(event)

            if self.reload_game:
                break

            if not self.pause:
                background = self.level.render()
                self.snake.render(background)
                if self.food == None:
                    position = self.generate_free_position()
                    self.food = Food(position, 1)

                background.blit(self.food.image, self.food.rect)
                self.screen.fill((0, 0, 0))
                self.screen.blit(background, (0, 0))
                self.screen.blit(self.score.image, self.score.rect)

                pygame.display.flip()
                if first_load:
                    first_load = False
                    self.pause = True
                    continue

                not_collide = self.snake.update(self.move_direction)
                if not not_collide or self.level.collide(self.snake.position):
                    game_over = True
                    won = False

                if self.food.rect.colliderect(self.snake.head.rect):
                    self.snake.grow(self.food.grow_rate)
                    self.score.add(100)
                    self.food = None

                if self.snake.length() == self.won_grow_rate:
                    game_over = True

        if self.reload_game:
            self.load_game()
        elif won and game_over:
            self.load_next_level()
        elif game_over:
            print("Game over")

    def event_handler(self, event):
        if event.type == QUIT:
            sys.exit(0)
        elif event.type == KEYDOWN:
            key = pygame.key.get_pressed()
            new_direction = self.move_direction
            if key[pygame.K_LEFT]:
                new_direction = Direction.LEFT
            elif key[pygame.K_RIGHT]:
                new_direction = Direction.RIGHT
            elif key[pygame.K_UP]:
                new_direction = Direction.UP
            elif key[pygame.K_DOWN]:
                new_direction = Direction.DOWN
            elif key[pygame.K_p]:
                self.pause = not self.pause
            elif key[pygame.K_s]:
                self.pause = True
                level = self.current_level_map_index
                snake = self.snake.get_snake_coords()
                food = self.food.get_food_position()
                direction = self.move_direction
                SaveGame.save(level, snake, food, direction)
            elif key[pygame.K_l]:
                self.reload_game = True
#.........这里部分代码省略.........
开发者ID:peperon,项目名称:PySnake,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 render [as 别名]

#.........这里部分代码省略.........
    if scripted_event_trigger == None:
      scripted_event_trigger = level.update()
    else:
      level.update()

    #Objects are only updated when there's not a scripted event going on

    normal_updating = not scripted_event_on and not fading and not paused

    if changing_level:
      player.update(level)
    elif normal_updating:
      for o in objects:
        if o.dead and o.itemclass != "player":
          objects.remove(o)
          continue
        new_particles = o.update(level)
        if o.itemclass == "projectile":
          if player.rect.collidepoint(o.x, o.y) and o.current_animation == "default":
            new_particles = player.take_damage(o.damage)
            o.die()
        if type(new_particles) == list: #Sometimes the type of the return value is int (hackity hack)
          if new_particles != None:
            for p in new_particles:
              particles.append(p)

    if normal_updating or changing_level:
      for p in particles:
        p.update()
        if p.dead:
          particles.remove(p)

    #Rendering level - background and tiles
    level.render()

    #Rendering objects and particles
    for o in objects:
      if o.itemclass == "player":
        o.render(None, None, (fading or paused) )
      else:
        o.render(None, None, (scripted_event_on or fading or paused) )
      #On special conditions the animations aren't updated. The player is updated on a scripted event, others are not.

    for p in particles:
      p.render()

    #Rendering GUI on top of game graphics:
    if (not paused) or (not Variables.vdict["devmode"]):
      render_gui(screen, player.life, score.score, (5, 5))

    # Scripted event triggering:

    if scripted_event_trigger != None:
      if player.on_ground:
        for ev in scripted_events:
          if ev.trigger_type == scripted_event_trigger:
            scripted_event_on = True
            current_scripted_event = ev
            current_scripted_event_element = None
            text = None
            phase = 0
            cleared = False        # Clearing dialog boxes
            player.dy = 0
            player.dx = 0
            player.update()
            scripted_event_trigger = None
开发者ID:IndexErrorCoders,项目名称:PygamesCompilation,代码行数:70,代码来源:game.py

示例3: run

# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import render [as 别名]

#.........这里部分代码省略.........
          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()
    else:
      level.update()
    level.render()

    if not scripted_event_on:
      for o in objects:
        if o.dead and o.itemclass != "player":
          objects.remove(o)
          continue
        new_particles = o.update(level)
        if o.itemclass == "projectile":
          if player.rect.collidepoint(o.x, o.y) and o.current_animation == "default":
            new_particles = player.take_damage(o.damage)
            o.die()
        if new_particles != None:
          for p in new_particles:
            particles.append(p)

    for o in objects:
      o.render()

    for p in particles:
      p.update()
      p.render()
      if p.dead:
        particles.remove(p)

    #Dust effect:

    if (player.current_animation == "walking"):
      particles.append(Particle(screen, 10, player.rect.centerx - player.dx / 2 + random.uniform(-2, 2), player.rect.bottom, -player.dx * 0.1, 0.1, 0.3))

    #Rendering GUI on top of everything else:

    render_gui(screen, player.life, score.score, (5, 5))
开发者ID:geofmatthews,项目名称:csci321,代码行数:70,代码来源:game.py


注:本文中的level.Level.render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。