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Python Level.start方法代码示例

本文整理汇总了Python中level.Level.start方法的典型用法代码示例。如果您正苦于以下问题:Python Level.start方法的具体用法?Python Level.start怎么用?Python Level.start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.start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 start [as 别名]
class Game(object):

    def next_level(self):
        self.current_level = Level(self.current_level.level_num + 1, self)
        self.current_level.start()

    def main(self, screen):
        self.screen = screen
        clock = pygame.time.Clock()
        pygame.mixer.init()
        pygame.mixer.music.load("resources/music/music.mp3")
        pygame.mixer.music.set_volume(0.5)

        self.current_level = Level(1, self)
        self.current_level.start()
        pygame.mixer.music.play(-1)

        while 1:
            dt = clock.tick(30)

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return
                if (event.type == pygame.KEYDOWN and
                        event.key == pygame.K_ESCAPE):
                    return

            self.current_level.update(dt / 1000.)
开发者ID:emiliosanchez,项目名称:first-game,代码行数:30,代码来源:game.py

示例2: _get_level_node

# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import start [as 别名]
 def _get_level_node(self, group_node):
     assert self._lock.locked()
     name = "level"
     if group_node.has_child(name):
         return group_node.get_child(name)
     # Obviously a level factory based on app id, someday...
     level_node = Level()
     level_node.pm_lic_register()
     level_node.configure({"parent": group_node, "name": name})
     level_node.start()
     return level_node
开发者ID:,项目名称:,代码行数:13,代码来源:

示例3: Main

# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import start [as 别名]
class Main(ShowBase, DirectObject):
    def __init__(self):
        ShowBase.__init__(self)

        # Set the frame rate lock
        # We need to set globalClock rate to 30' because it looks
        # like the AI is affected by the frame rate.
        # the higher the rate the faster they move depending on
        # your pc.
        globalClock.setMode(ClockObject.MLimited)
        globalClock.setFrameRate(30)

        self.win.setClearColor(Vec4(0.12,0.43,0.18,1))
        self.disableMouse()
        self.player = Player(self)
        self.enemyList = []
        self.maxEnemyCount = 15
        self.itemList = []
        self.maxItemCount = 4
        self.level = Level()
        self.enemyParent = render.attachNewNode("EnemyParent")
        self.enemyParent.setH(180)
        self.enemyStrength = 0
        self.itemParent = render.attachNewNode("ItemParent")
        self.mouse = Mouse(self.level.planeNP)
        random.seed()

        self.gameStarted = False

        # Setup Gui
        self.mainMenu = MainScreen()
        self.mainMenu.show()
        self.highscore = Highscore()

        # Menu events
        self.accept("escape", self.quit)
        self.accept("MainMenu_start", self.start)
        self.accept("Highscore_show", self.highscore.show)
        self.accept("MainMenu_quit", self.quit)
        self.accept("Highscore_back", self.mainMenu.show)

        # ingame events
        self.accept("killEnemy", self.removeEnemy)
        self.accept("pickedUpHealth", self.removeItem)
        self.accept("pickedUpWeapon", self.removeItem)

    # Start everything needed to play the game
    def start(self):
        self.gameStarted = True
        self.level.start()
        self.player.start(self.level.startPos, self.mainMenu.getPlayername())
        self.taskMgr.add(self.world, "MAIN TASK")
        self.accept("escape", self.stop)
        self.AiWorld = AIWorld(render)
        self.taskMgr.add(self.AIUpdate, "UPDATEAI")

    # When the game stops, we do some cleanups
    def stop(self):
        self.level.stop()
        self.highscore.setPoints(self.player.name, self.player.points)
        self.player.stop()
        tempIDList = []
        for enemy in self.enemyList:
            tempIDList.append(enemy.id)
        for enemyID in tempIDList:
            self.removeEnemy(enemyID)
        tempIDList = []
        for item in self.itemList:
            tempIDList.append(item.id)
        for itemID in tempIDList:
            self.removeItem(itemID)
        self.taskMgr.remove("MAIN TASK")
        self.mainMenu.show()
        self.accept("escape", self.quit)

    def quit(self):
        if self.appRunner:
            self.appRunner.stop()
        else:
            exit(0)

    def spawnEnemy(self):
        if len(self.enemyList) > self.maxEnemyCount: return False
        enemy = Enemy(self)

        x = self.player.model.getX()
        y = self.player.model.getY()
        while (x > self.player.model.getX() - 4.5 and x < self.player.model.getX() + 4.5):
            x = random.uniform(-9, 9)
        while (y > self.player.model.getY() - 4.5 and y < self.player.model.getY() + 4.5):
            y = random.uniform(-9, 9)
        position = VBase2(x, y)

        enemy.start(position, self.enemyParent)
        enemy.makeAi()
        self.player.addEnemyDmgEvent(enemy.id)
        self.enemyList.append(enemy)
        return True

    def removeEnemy(self, enemyID):
#.........这里部分代码省略.........
开发者ID:grimfang,项目名称:owp_shooter,代码行数:103,代码来源:main.py


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