本文整理汇总了Python中match.Match.draw方法的典型用法代码示例。如果您正苦于以下问题:Python Match.draw方法的具体用法?Python Match.draw怎么用?Python Match.draw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match.Match
的用法示例。
在下文中一共展示了Match.draw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: Sce_Match
# 需要导入模块: from match import Match [as 别名]
# 或者: from match.Match import draw [as 别名]
class Sce_Match(Scene):
'''
classdocs
'''
def __init__(self, director, background_match):
'''
Constructor
'''
Scene.__init__(self, director, background_match)
self.match = Match()
self.scene_winner = Sce_Winner(director, 'winner', MATCH_SCENE)
self.c_fails = 0
self.match.generate_table()
for buttom in self.common_buttoms.itervalues():
buttom.is_visible = True
def on_update(self):
self.time = self.director.time
if not self.is_failed:
self.update()
for key_function, function in self.match.functions.iteritems():
if not function.is_correct:
if function.is_pressed:
function.is_mark = True
function.line.point_end = pygame.mouse.get_pos()
break
if function.is_mark:
for key_element, element in self.match.elements.iteritems():
if element.is_pressed and not element.is_mark:
if key_function==key_element:
print "key_function: "+key_function
print "key_element: "+key_element
point_end = element.rect.midleft
function.line.point_end = point_end
function.is_correct = True
function.is_mark = False
element.is_mark = True
break
else:
self.c_fails += 1
if self.c_fails >= 4:
self.c_fails = 0
self.is_failed = True
element.is_pressed = False
function.is_mark = False
self.is_complete = self.match.check_complete()
def on_event(self, event):
self.event(event)
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
for function in self.match.functions.itervalues():
function.pressed(mouse_pos)
elif event.type == pygame.MOUSEBUTTONUP:
for function in self.match.functions.itervalues():
if function.is_pressed and not function.is_correct:
for element in self.match.elements.itervalues():
mouse_pos = pygame.mouse.get_pos()
element.pressed(mouse_pos)
function.release()
break
def on_draw(self, screen):
self.draw(screen)
self.match.draw(screen)
for function in self.match.functions.itervalues():
if function.is_pressed or function.is_correct:
pygame.draw.line(screen,function.line.color,function.line.point_init, function.line.point_end,3)
if self.is_failed:
screen.blit(self.failed_img, self.failed_rect)
示例2:
# 需要导入模块: from match import Match [as 别名]
# 或者: from match.Match import draw [as 别名]
difficulty=int(configuration["difficulty"])
nb_players_team=int(configuration["nb_players_team"])
match_length=int(configuration["duration"])
west_team_index,east_team_index=0,1
(teamA_filename,west_team_index,teamB_filename,east_team_index)=select_teams(display,nesfont,mainClock,west_team_index,east_team_index)
if (teamA_filename=="?"):
configuration["exit_menu"]="no"
#players_human_teamA,players_human_teamB,difficulty,nb_players_team,match_length,teamA_filename,teamB_filename=call_all_menus(display,nesfont,mainClock)
match=Match(teamA_filename,teamB_filename)
match.show_loading(display,nesfont)
match.init(players_human_teamA,nb_players_team,players_human_teamB,nb_players_team,difficulty,match_length)
while not match.is_finished:
screen = display.get_surface()
if (Inputs.player_just_Esc[1] or Inputs.player_just_Esc[2]):
match.is_finished=True
match.update()
match.draw(screen,nesfont)
display.update()
mainClock.tick(50)