本文整理汇总了Python中myrmidon.Game.write_text方法的典型用法代码示例。如果您正苦于以下问题:Python Game.write_text方法的具体用法?Python Game.write_text怎么用?Python Game.write_text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myrmidon.Game
的用法示例。
在下文中一共展示了Game.write_text方法的6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: execute
# 需要导入模块: from myrmidon import Game [as 别名]
# 或者: from myrmidon.Game import write_text [as 别名]
def execute(self, window):
self.window = window
self.text = Game.write_text(Game.screen_resolution[0] / 2, Game.screen_resolution[1] / 2, text = "d i a g o n e x", font = self.window.media.fnt['title_name'], alignment = ALIGN_CENTRE)
self.text.z = -10
self.text.alpha = 0.0
self.window.media.mus['title'].sound.play(loops = -1)
for frame, total in Game.timer_ticks(30):
yield
for frame, total in Game.timer_ticks(30):
self.text.alpha = Game.lerp(0.0, 1.0, frame / total)
yield
self.text2 = Game.write_text(Game.screen_resolution[0] / 2, (Game.screen_resolution[1] / 2) + 200, text = "press start", font = self.window.media.fnt['title_press_start'], alignment = ALIGN_CENTRE)
self.text2.z = -10
self.text2.alpha = 0.0
for frame, total in Game.timer_ticks(30):
self.text2.alpha = Game.slerp(0.0, 1.0, frame / total)
yield
while True:
if self.window.pressed_start():
self.window.media.sfx['pressstart'].sound.play()
break
yield
for frame, total in Game.timer_ticks(20):
self.text.alpha = Game.slerp(1.0, 0.0, frame / total)
self.text2.alpha = Game.slerp(1.0, 0.0, frame / total)
yield
self.window.change_state(Window.STATE_SELECT_PLAYERS)
self.destroy()
示例2: _setup
# 需要导入模块: from myrmidon import Game [as 别名]
# 或者: from myrmidon.Game import write_text [as 别名]
def _setup(self):
TextTest._setup(self)
self.text.destroy()
t1 = Game.write_text(self.x-10, self.y-10, font=Application.F_BIG, text="test", alignment=ALIGN_CENTRE)
t1.colour = (0.75, 0.75, 0.75)
t1.blend = True
t2 = Game.write_text(self.x+00, self.y+00, font=Application.F_BIG, text="test", alignment=ALIGN_CENTRE)
t2.colour = (0.75, 0.75, 0.75)
t2.blend = True
t3 = Game.write_text(self.x+10, self.y+10, font=Application.F_BIG, text="test", alignment=ALIGN_CENTRE)
t3.colour = (0.75, 0.75, 0.75)
t3.blend = True
示例3: execute
# 需要导入模块: from myrmidon import Game [as 别名]
# 或者: from myrmidon.Game import write_text [as 别名]
def execute(self, position):
self.x, self.y = position
self.image = Application.G_WORD
self.desc_obj = Game.write_text(self.x, self.y+self.TEXT_OFFSET, Application.F_MAIN, ALIGN_TOP,
self.description)
self.desc_obj.colour = (1, 1, 1)
self._setup()
while True:
self._update()
yield
示例4: execute
# 需要导入模块: from myrmidon import Game [as 别名]
# 或者: from myrmidon.Game import write_text [as 别名]
def execute(self, window):
self.window = window
self.text = Game.write_text(
Game.screen_resolution[0] / 2, 100, self.window.F_BENCHMARK_NAME, ALIGN_CENTER, self.name
)
self.average_execution_time = 0.0
self.average_render_time = 0.0
self.test_entities = []
for entity_num in range(self.num_test_entities):
self.create_single_test_entity()
self.switch_state("run_test")
示例5: execute
# 需要导入模块: from myrmidon import Game [as 别名]
# 或者: from myrmidon.Game import write_text [as 别名]
def execute(self):
self.graphics = {
"ship" : Game.load_image(os.path.join("media", "ship.png")),
"shot" : Game.load_image(os.path.join("media", "shot.png"))
}
self.font = Game.load_font(size = 50)
Ship(self)
self.fps_text = Game.write_text(0.0, 0.0, font = self.font, text = 0)
self.entity_text = Game.write_text(0.0, 40.0, font = self.font, text = 0)
Game.write_text(
512.0, 730.0,
font = self.font,
text = "Hold space to produce more entities",
alignment = ALIGN_CENTRE
)
while True:
if Game.keyboard_key_down(K_ESCAPE):
sys.exit()
self.pattern_vortex(300.0, 300.0, 1)
self.pattern_vortex(700.0, 300.0)
self.fps_text.text = "FPS " + str(Game.fps)
self.entity_text.text = str(len(Game.entity_list)) + " entities"
yield
示例6: execute
# 需要导入模块: from myrmidon import Game [as 别名]
# 或者: from myrmidon.Game import write_text [as 别名]
def execute(self):
self.graphics = {
"ship": Game.load_image(os.path.join("media", "ship.png")),
"shot": Game.load_image(os.path.join("media", "shot.png")),
}
self.font = Game.load_font(size=50)
# Ship(self)
self.fps_text = Game.write_text(0.0, 0.0, font=self.font, text=0)
self.entity_text = Game.write_text(0.0, 40.0, font=self.font, text=0)
Game.write_text(
512.0, 730.0, font=self.font, text="Hold space to produce more entities", alignment=ALIGN_CENTRE
)
# add bounds
sx = Game.screen_resolution[0]
sy = Game.screen_resolution[1]
seg1 = Segment(space.static_body, Vec2d(0, 0), Vec2d(0, sy), 0)
seg1.elasticity = 1.0
seg1.friction = 1.0
seg2 = Segment(space.static_body, Vec2d(0, sy), Vec2d(sx, sy), 0)
seg2.elasticity = 1.0
seg2.friction = 1.0
seg3 = Segment(space.static_body, Vec2d(sx, sx), Vec2d(sx, 0), 0)
seg3.elasticity = 1.0
seg3.friction = 1.0
# add everything into space
space.add_static(seg1, seg2, seg3)
while True:
if Game.keyboard_key_down(K_ESCAPE):
sys.exit()
space.step(0.1) # TODO - use actual time delta
self.pattern_vortex(300.0, 300.0, 1)
self.fps_text.text = "FPS " + str(Game.current_fps)
self.entity_text.text = str(len(Game.entity_list)) + " entities"
yield