本文整理汇总了Python中menu.Menu.set_alignment方法的典型用法代码示例。如果您正苦于以下问题:Python Menu.set_alignment方法的具体用法?Python Menu.set_alignment怎么用?Python Menu.set_alignment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menu.Menu
的用法示例。
在下文中一共展示了Menu.set_alignment方法的7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 menu import Menu [as 别名]
# 或者: from menu.Menu import set_alignment [as 别名]
class MatchMenu:
def __init__(self, screen):
self._screen = screen
self._menu = Menu(50, 50, 20, 5, 'horizontal', 100, screen,
[('Player 1', 1, None),
('Player 2', 2, None)], "assets/backgrounds/player_menu.png")
self._menu.set_center(True, True)
self._menu.set_alignment('center', 'center')
self.on_reset()
def on_init(self):
pass
def on_event(self, event):
if event.type == pygame.KEYDOWN or event.type == u.EVENT_CHANGE_STATE:
if self._state == 0:
self._rect_list, self._state = self._menu.update(event, self._state)
if self._state == 1:
m.on_change_menu('player1') # Go to player1
if (m.get_player_1() is not None) and self._state == 2:
m.on_change_menu('player2') # Go to player2
self._state = 0
# Go back
if event.key == pygame.K_ESCAPE:
m.on_change_menu('main') # Go to main menu
# Play match
if event.key == pygame.K_SPACE:
m.start_game() # Go to main menu
def on_loop(self):
if self._prev_state != self._state:
pygame.event.post(pygame.event.Event(u.EVENT_CHANGE_STATE, key=0))
self._prev_state = self._state
self._ready = (m.get_player_1() is not None) and (m.get_player_2() is not None)
def on_render(self):
# Render the screen
pygame.display.update(self._rect_list)
# Draw players
player1 = m.get_player_1()
if player1 is not None:
player1.render(self._screen, left=True)
player2 = m.get_player_2()
if player2 is not None:
player2.render(self._screen, left=False)
if self._ready:
text = text = u.fonts['main'].render("Press SPACE to start", 1, u.WHITE)
self._screen.blit(text, (200, 450))
def on_reset(self):
self._state = 0
self._prev_state = 1
self._ready = False
self._rect_list = []
示例2: __init__
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import set_alignment [as 别名]
class ColourMenu:
def __init__(self, screen, previous):
self._previous = previous
self._menu = Menu(50, 50, 20, 5, 'horizontal', 100, screen,
[('Image', 1, u.red_image),
('Image', 2, u.blue_image),
('Image', 3, u.green_image),
('Image', 4, u.yellow_image),
('Image', 5, u.white_image)], "assets/backgrounds/color_menu.png")
self._menu.set_center(True, True)
self._menu.set_alignment('center', 'center')
self._state = 0
self._prev_state = 1
self._rect_list = []
def on_init(self):
pass
def on_event(self, event):
if event.type == pygame.KEYDOWN or event.type == u.EVENT_CHANGE_STATE:
colour_selected = None
if self._state == 0:
self._rect_list, self._state = self._menu.update(event, self._state)
if event.key == pygame.K_RETURN:
if self._state == 1:
colour_selected = u.RED
elif self._state == 2:
colour_selected = u.BLUE
elif self._state == 3:
colour_selected = u.GREEN
elif self._state == 4:
colour_selected = u.YELLOW
elif self._state == 5:
colour_selected = u.WHITE
if colour_selected is not None:
m.create_player(colour=colour_selected)
m.on_change_menu(self._previous)
self._state = 0
# Go back
if event.key == pygame.K_ESCAPE:
m.on_change_menu(self._previous) # Go to create player
def on_loop(self):
if self._prev_state != self._state:
pygame.event.post(pygame.event.Event(u.EVENT_CHANGE_STATE, key=0))
self._prev_state = self._state
def on_render(self):
# Render the screen
pygame.display.update(self._rect_list)
示例3: __init__
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import set_alignment [as 别名]
class TournamentMenu:
def __init__(self, screen):
self._screen = screen
self._menu = Menu(50, 50, 20, 5, 'horizontal', 100, screen,
[('Add player', 1, None)])
self._menu.set_center(True, True)
self._menu.set_alignment('center', 'center')
self.on_reset()
def on_init(self):
pass
def on_event(self, event):
if event.type == pygame.KEYDOWN or event.type == EVENT_CHANGE_STATE:
if self._state == 0:
self._rect_list, self._state = self._menu.update(event, self._state)
if self._state == 1:
m.on_change_menu('player_tournament')
self._state = 0
# Go back
if event.key == pygame.K_ESCAPE:
m.on_change_menu('main') # Go to main menu
# Play match
if event.key == pygame.K_SPACE:
m.start_game() # Go to main menu
def on_loop(self):
if self._prev_state != self._state:
pygame.event.post(pygame.event.Event(EVENT_CHANGE_STATE, key=0))
self._prev_state = self._state
self._ready = (m.get_player_1() is not None) and (m.get_player_2() is not None)
def on_render(self):
# Render the screen
pygame.display.update(self._rect_list)
# Draw players
tournament = m.get_tournament()
tournament.draw_table()
if tournament.is_full():
text = pygame.font.Font(None, 32).render("Press SPACE to start", 1, (0, 255, 0))
self._screen.blit(text, (200, 300))
def on_reset(self):
self._state = 0
self._prev_state = 1
self._ready = False
self._rect_list = []
示例4: __init__
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import set_alignment [as 别名]
class ChooseMenu:
def __init__(self, screen, previous):
self._previous = previous
self._screen = screen
self._menu = None
self._menu_list = []
self._state = 0
self._prev_state = 1
self._rect_list = []
def on_init(self):
players = m.get_players()
i = 1
for p in players:
self._menu_list.append((p._name, i, None))
i += 1
if i >= 10:
break
self._menu_list.append(("Next page", i, None))
self._menu = Menu(50, 50, 20, 5, 'vertical', 100, self._screen, self._menu_list, "assets/backgrounds/choose_menu.png")
self._menu.set_center(True, True)
self._menu.set_alignment('center', 'center')
def on_event(self, event):
if event.type == pygame.KEYDOWN or event.type == EVENT_CHANGE_STATE:
if self._state == 0:
self._rect_list, self._state = self._menu.update(event, self._state)
else:
player_name = self._menu_list[self._state - 1][0]
if self._previous == 'tournament':
m.add_player_by_name(player_name, tournament=True)
else:
m.add_player_by_name(player_name, tournament=False)
m.on_change_menu(self._previous) # Go to match
self._state = 0
del self._menu_list[:]
# Go back
if event.key == pygame.K_ESCAPE:
m.on_change_menu(self._previous) # Go to match
def on_loop(self):
if self._prev_state != self._state:
pygame.event.post(pygame.event.Event(EVENT_CHANGE_STATE, key=0))
self._prev_state = self._state
def on_render(self):
# Render the screen
pygame.display.update(self._rect_list)
示例5: __init__
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import set_alignment [as 别名]
class PlayerMenu:
def __init__(self, screen, player, previous):
self._player = player
self._screen = screen
self._menu = Menu(50, 50, 20, 5, 'vertical', 100, screen,
[('Create Player', 1, None),
('Choose Existent Player', 2, None)], "assets/backgrounds/player_menu.png")
self._menu.set_center(True, True)
self._menu.set_alignment('center', 'center')
self._state = 0
self._prev_state = 1
self._rect_list = []
self._previous = previous
if previous == 'tournament':
self._opt1 = 'add_tournament'
self._opt2 = 'choose_tournament'
else:
self._opt1 = 'add'
self._opt2 = 'choose'
def on_init(self):
pass
def on_event(self, event):
if event.type == pygame.KEYDOWN or event.type == EVENT_CHANGE_STATE:
if self._state == 0:
self._rect_list, self._state = self._menu.update(event, self._state)
if self._state == 1:
m.on_change_menu(self._opt1) # Go to create player
if self._state == 2:
m.on_change_menu(self._opt2) # Go to select player
self._state = 0
# Go back
if event.key == pygame.K_ESCAPE:
m.on_change_menu(self._previous)
def on_loop(self):
if self._prev_state != self._state:
pygame.event.post(pygame.event.Event(EVENT_CHANGE_STATE, key=0))
self._prev_state = self._state
def on_render(self):
# Render the screen
pygame.display.update(self._rect_list)
示例6: __init__
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import set_alignment [as 别名]
class AvatarMenu:
def __init__(self, screen, previous):
self._screen = screen
self._menu = Menu(50, 50, 20, 5, 'horizontal', 100, screen,
[('Image', 1, u.avatar_1),
('Image', 2, u.avatar_2),
('Image', 3, u.avatar_3),
('Image', 4, u.avatar_4),
('Image', 5, u.avatar_5)], "assets/backgrounds/avatar_menu.png")
self._menu.set_center(True, True)
self._menu.set_alignment('center', 'center')
self._state = 0
self._prev_state = 1
self._rect_list = []
self._previous = previous
if previous == 'tournament':
self._opt1 = 'colour_tournament'
else:
self._opt1 = 'colour'
def on_init(self):
pass
def on_event(self, event):
if event.type == pygame.KEYDOWN or event.type == u.EVENT_CHANGE_STATE:
if self._state == 0:
self._rect_list, self._state = self._menu.update(event, self._state)
if event.key == pygame.K_RETURN:
avatar_name = "%i.png" % self._state
m.create_player(avatar=avatar_name)
m.on_change_menu(self._opt1)
self._state = 0
# Go back
if event.key == pygame.K_ESCAPE:
m.on_change_menu(self._previous) # Go to create player
def on_loop(self):
if self._prev_state != self._state:
pygame.event.post(pygame.event.Event(u.EVENT_CHANGE_STATE, key=0))
self._prev_state = self._state
def on_render(self):
# Render the screen
pygame.display.update(self._rect_list)
示例7: __init__
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import set_alignment [as 别名]
class MainMenu:
def __init__(self, screen):
self._menu = Menu(50, 50, 20, 5, 'horizontal', 100, screen,
[('Single Game', 1, None),
('Tournament', 2, None)], "assets/backgrounds/main_menu.png")
self._menu.set_center(True, True)
self._menu.set_alignment('center', 'center')
self._state = 0
self._prev_state = 1
self._rect_list = []
def on_init(self):
m.reset_game()
def on_event(self, event):
if event.type == pygame.KEYDOWN or event.type == EVENT_CHANGE_STATE:
if self._state == 0:
self._rect_list, self._state = self._menu.update(event, self._state)
if self._state == 1:
m.on_change_menu('match')
self._state = 0
elif self._state == 2:
m.on_change_menu('tournament')
self._state = 0
else:
self._state = 0
# Go back
if event.key == pygame.K_ESCAPE:
pygame.quit()
def on_loop(self):
if self._prev_state != self._state:
pygame.event.post(pygame.event.Event(EVENT_CHANGE_STATE, key=0))
self._prev_state = self._state
def on_render(self):
# Render the screen
pygame.display.update(self._rect_list)