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Python Menu.up方法代码示例

本文整理汇总了Python中menu.Menu.up方法的典型用法代码示例。如果您正苦于以下问题:Python Menu.up方法的具体用法?Python Menu.up怎么用?Python Menu.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menu.Menu的用法示例。


在下文中一共展示了Menu.up方法的4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: main

# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import up [as 别名]
def main():
    ser = serial.Serial('/dev/ttyAMA0', 7600, timeout=0)

    menu = Menu(MENU_STRUCTURE, 20, 4, output='lcd')
    menu.show()

    while True:
        data = ser.read(8).strip()

        if data:
            if data == 'c':     # clockwise
                menu.down()
            elif data == 'a':   # anti-clockwise
                menu.up()
            elif data == 'p':   # press
                menu.select()
            menu.show()
        sleep(0.01)
开发者ID:damianmoore,项目名称:hub-ui,代码行数:20,代码来源:service.py

示例2: main

# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import up [as 别名]
def main():
    menu = Menu(MENU_STRUCTURE, 20, 4, output='terminal')

    def show():
        for i in range(20):
            print('')
        menu.show()

    show()
    kgen = getch(0.1)

    while True:
        key = kgen.next()

        if key:
            if key == 'B':
                menu.down()
            elif key == 'A':
                menu.up()
            elif key in [' ', '\n']:
                menu.select()
            show()
开发者ID:damianmoore,项目名称:hub-ui,代码行数:24,代码来源:simulator.py

示例3: __init__

# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import up [as 别名]
class Game:

    def __init__(self, debug=False):
        self._debug = debug
        self._pause = False
        self.character = "character\\megaman.json"
        self.backdrop = constants.BLACK
        self.monster_sprite_list = pygame.sprite.Group()
        self.scenery_sprite_list = pygame.sprite.Group()
        self.bullet_sprite_list = pygame.sprite.Group()
        self.player_sprite_list = pygame.sprite.Group()
        self.platform_sprite_list = pygame.sprite.Group()
        self.ladder_sprite_list = pygame.sprite.Group()
        self.door_sprite_list = pygame.sprite.Group()
        self.moving_platforms_list = pygame.sprite.Group()
        self.spawners = []
        self.ui_lifebar = []
        self.object_list = {}
        self.create_objects()
        self.ui_list = []
        self.main_menu = Menu()
        self.menu_flag = True
        self.start_level = None
        self.load_splash()

    #GAME
    def load_splash(self):
        self.clear()
        self.add_title("Run & Gun")
        self.add_button("New",(constants.DWIDTH/2)-50, 350, 100,50,
                        constants.WHITE, constants.BLUE, self.start_game)
        self.add_button("Quit",(constants.DWIDTH/2)-50, 450, 100,50,
                        constants.WHITE, constants.BLUE, self.exit_game)

    def start_game(self):
        self.clear()
        self.lives = 3
        self.ui_list += self.main_menu.draw_menu()
        self.current_level = [self.main_menu.selected_name(), 0, 0, "R"]
        
    def exit_game(self):
        pygame.quit()
        sys.exit()

    def load_level(self, level):
        if self.start_level == None:
            self.start_level = level[0]
        self.menu_flag = False
        player_hp = -1
        if hasattr(self, 'player'):
            player_hp = self.player.get_life()
        self.clear()
        self.level = Level(self.main_menu.get_level_json(level[0]))
        if level[1] != 0:
            self.level.player_x = int(level[1])
        if level[2] != 0:
            self.level.player_y = int(level[2])
        self.scenery_sprite_list = self.level.build_scenery()
        self.platform_sprite_list = self.level.build_platforms()
        self.ladder_sprite_list = self.level.build_ladders()
        self.door_sprite_list = self.level.build_doors()
        self.monster_sprite_list = self.level.build_monsters()
        self.spawners = self.level.build_spawners()
        self.backdrop = self.level.backdrop
        self.add_player(self.character, self.level.player_x,
                        self.level.player_y, level[3])
        if player_hp > 0:
            self.player.set_life(player_hp)
        self.add_camera()
        self.add_lifebar(25, 25, 'player', self.player)
        if self.level.boss and not(self.main_menu.boss_check(self.start_level)):
            self.boss = self.level.boss_mob
            self.monster_sprite_list.add(self.boss)
            self.add_lifebar(constants.DWIDTH - 50, 25, 'boss', self.boss)

    def reload_level(self):
        monsters = self.monster_sprite_list
        player_hp = self.player.get_life()
        self.menu_flag = False
        self.clear()
        self.monster_sprite_list = monsters
        self.scenery_sprite_list = self.level.build_scenery()
        self.platform_sprite_list = self.level.build_platforms()
        self.ladder_sprite_list = self.level.build_ladders()
        self.door_sprite_list = self.level.build_doors()
        self.spawners = self.level.build_spawners()
        self.backdrop = self.level.backdrop
        self.add_player(self.character, self.level.player_x, self.level.player_y, "R")
        self.add_camera()
        self.player.set_life(player_hp)
        self.add_lifebar(25, 25, 'player', self.player)
        if self.level.boss and not(self.main_menu.boss_check(self.start_level)):
            self.boss = self.level.boss_mob
            self.monster_sprite_list.add(self.boss)
            self.add_lifebar(constants.DWIDTH - 50, 25, 'boss', self.boss)

    #Add functions
    def add_camera(self):
        self.camera = Camera(self.level.width, self.level.height)

#.........这里部分代码省略.........
开发者ID:LordHamu,项目名称:RunNGun,代码行数:103,代码来源:game.py

示例4: Game

# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import up [as 别名]
class Game():

    def __init__(self):

        # variables -----------------------------------------------

        # load background
        self.backg = Background(BKG_FOLDER + "stars.png")
        
        # set initial score
        self.score = 0
        
        # load sound and music volume from file
        # if there's a problem with the file, simply create a new one with default values
        try:
            volume = pickle.load( open( "volume.p", "rb" ) )
        except:
            volume = { "sound": 100, "music": 30 }
            pickle.dump( volume, open( "volume.p", "wb" ) )

        # sounds
        self.laserSnd   = pygame.mixer.Sound(SND_FOLDER + "laser.wav")
        self.explodeSnd = pygame.mixer.Sound(SND_FOLDER + "explosion.wav")    
        self.powerUpSnd = pygame.mixer.Sound(SND_FOLDER + "powerUp.wav")
        
        # put everything into a list so it's easier to change the volume
        # the list elements are the same objects as the initial ones
        # as python copies by reference and not by value (I would have
        # preferred to use pointers, to avoid ambiguity, but oh well...)
        self.sounds = [self.laserSnd,self.explodeSnd,self.powerUpSnd]       

        # set volume for all sound objects                
        for snd in self.sounds:
            snd.set_volume(volume["sound"]/100.) # set new volume
        
        # music
        self.music = pygame.mixer.music.load(MUS_FOLDER + "reachingForTheSun.mp3")
        pygame.mixer.music.play(-1) # loop
        pygame.mixer.music.set_volume(volume["music"]/100.)
        
        # creating user ship
        self.userShip = ShipY001()
        self.userShip.speed = 10
   
        # group of all sprites
        self.userSprites    = pygame.sprite.Group()
        self.laserSprites   = pygame.sprite.Group()
        self.aiSprites      = pygame.sprite.Group()
        self.powerUpSprites = pygame.sprite.Group()
        
        
        # add to groups
        self.userSprites.add(self.userShip)
        
        # Creating main menu
        self.menu = Menu(["Quit","Credits","Volume","Play"],self.backg)

        # Creating pause menu (could be generated later, but shouldn't impact performance)
        self.pause = Menu(["Quit","Volume","Restart","Continue"],self.backg)
        
        # Creating volume menu (could be generated later, but shouldn't impact performance)
        self.volume = Volume(self.backg,volume)
        self.volumeBack = 0 # some stupid flag to tell us whether we came from the main menu
                            # of from the pause menu 

        
        # Creating credits
        self.credits = Credits(["Sound: Obtained from Freesound",
                       "Music: 'Reaching for the Sun' by Deshiel and Bacon92",
                       "Graphics: Filipa Silva",
                       "Code: Alexandre Lopes"],
                       self.backg)
        
        # gameState
        # Available states: menu, credits ,game, gameOver
        self.gameState = "menu"
        
        # -----------------------------------------------
        
    def handle(self,event):
    
        # some flags (this could be re-done in a better way, but for now it works)
        wasPressedNow = 0 # this is for some stupid hack, see below
        # Menu ===============================================================
        if self.gameState == "menu":
        
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN: 
                if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
                    if self.menu.press() == 3:     # play pressed
                        self.gameState = "game"    # begin game
                    elif self.menu.press() == 2:   # volume pressed
                        self.gameState = "volume"  # show volume menu
                        wasPressedNow = 1
                        self.volumeBack = 1
                    elif self.menu.press() == 1:   # credits pressed
                        self.gameState = "credits" # show credits
                        wasPressedNow = 1 # stupid hack to prevent event from being
#.........这里部分代码省略.........
开发者ID:aalopes,项目名称:cometZ,代码行数:103,代码来源:core.py


注:本文中的menu.Menu.up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。