本文整理汇总了Python中picture.Picture.draw_centered方法的典型用法代码示例。如果您正苦于以下问题:Python Picture.draw_centered方法的具体用法?Python Picture.draw_centered怎么用?Python Picture.draw_centered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picture.Picture
的用法示例。
在下文中一共展示了Picture.draw_centered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: run_title
# 需要导入模块: from picture import Picture [as 别名]
# 或者: from picture.Picture import draw_centered [as 别名]
def run_title():
class Title: pass
run.quit = False
game = run.game
title = Picture("title.png")
subtitle = Picture("subtitle.png")
menu = Picture("menu.png")
menu2 = Picture("menu2.png")
menu3 = Picture("menu3.png")
menu3hl = Picture("menu3hl.png")
cursor = Picture("mouse.png")
if not run.config.nomusic:
pygame.mixer.music.load(data.filepath("loop/menu.ogg"))
pygame.mixer.music.play(-1)
def button_ng():
run.run_game()
if not run.config.nomusic:
pygame.mixer.music.load(data.filepath("loop/menu.ogg"))
pygame.mixer.music.play(-1)
title.next = pygame.time.get_ticks() + 1000.0 / run.FPS
def button_next():
if run.last_level < run.config.level: run.last_level += 1
def button_prev():
if run.last_level > 1: run.last_level -= 1
def button_fs():
run.config.fullscreen = not run.config.fullscreen
run.config.save()
main.main()
def button_nm():
run.config.nomusic = not run.config.nomusic
if not run.config.nomusic:
pygame.mixer.music.load(data.filepath("loop/menu.ogg"))
pygame.mixer.music.play(-1)
else:
pygame.mixer.music.stop()
run.config.save()
def button_q():
run.quit = True
rects = (
(220, 274, 417, 323, button_ng),
(170, 344, 320, 400, button_fs),
(340, 344, 470, 400, button_nm),
(283, 417, 358, 466, button_q),
(130, 260, 210, 286, button_next),
(130, 301, 210, 326, button_prev),
)
selected = None
t = 0
title.next = pygame.time.get_ticks() + 1000 / run.FPS
while not run.quit:
for e in pygame.event.get():
if e.type == pygame.QUIT:
run.quit = True
elif e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
rects[3][4]()
if e.key == pygame.K_RETURN:
rects[0][4]()
elif e.type == pygame.MOUSEBUTTONUP:
x, y = e.pos
if e.button == 1:
if selected != None:
selected[4]()
mx, my = pygame.mouse.get_pos()
glClearColor(1, 0.6, 0.4, 1)
glClear(GL_COLOR_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glBlendFunc(GL_ONE, GL_ONE)
t += 1
tt = (t * 4) % (480 + 512)
game.background1.draw_centered(0, 0)
game.background1.draw_centered(640, 480)
game.background1.draw_centered(320, tt)
game.background1.draw_centered(320, tt - 512 - 480)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
selected = None
black = {"red" : 0, "green" : 0, "blue" : 0}
#.........这里部分代码省略.........
示例2: __init__
# 需要导入模块: from picture import Picture [as 别名]
# 或者: from picture.Picture import draw_centered [as 别名]
#.........这里部分代码省略.........
game.remove(orb)
elif orb.__class__ == Wall:
a = orb.angle * math.pi / 180.0
x = orb.x
y = orb.y
ax = math.sin(a)
ay = -math.cos(a)
game.place(x + 42 * ax, y + 42 * ay, 19, a, Orb)
game.place(x - 42 * ax, y - 42 * ay, 19, a, Orb)
game.place(x + 21 * ax, y + 21 * ay, 19, a, Orb)
game.place(x - 21 * ax, y - 21 * ay, 19, a, Orb)
elif orb.__class__ == Block1:
a = orb.angle * math.pi / 180.0
x = orb.x
y = orb.y
ax = math.cos(a)
ay = math.sin(a)
game.place(x + 42 * ax, y + 42 * ay, 19, a, Orb)
game.place(x - 42 * ax, y - 42 * ay, 19, a, Orb)
game.place(x + 21 * ax, y + 21 * ay, 19, a, Orb)
game.place(x - 21 * ax, y - 21 * ay, 19, a, Orb)
def colliders(self, x, y, r):
orb = Orb(x, y, r)
orb.hash = self.spatialhash
return [x for x in orb.colliders() if not x.__class__ == InverseOrb]
def render(self):
px = (self.player.x - self.x) * 0.25
py = (self.player.y - self.y) * 0.25
glPushMatrix()
glScalef(1 + 0.01 * math.cos(self.twist * math.pi * 2 / 120.0),
1 + 0.01 * math.sin(self.twist * math.pi * 2 / 120.0), 1)
self.background1.draw_centered(self.view.x - px, self.view.y - py)
glPopMatrix()
drawn = 0
diagonal = (self.vw ** 2 + self.vh ** 2) ** 0.5
x, y = self.player.x, self.player.y
pvs = self.decohash.get_in_circle(x, y, diagonal / 2)
for orb in pvs:
orb.draw()
drawn += 1
pvs = self.spatialhash.get_in_circle(x, y, diagonal / 2)
for layer in [-1, 0, 1]:
for orb in pvs:
if orb.layer() == layer:
orb.draw()
drawn += 1
if run.run.debugging:
for layer in [-1, 0, 1]:
for orb in pvs:
if orb.layer() == layer:
orb.draw_debug()
glLoadIdentity()
run.run.font.write(0, 443, "Level %d/6" % self.level, alpha = 0.8)
run.run.font.write(320, 443, "Health %.f" % self.player.health,
red = 1, green = 0, blue = 0, alpha = 0.8, center = True)
run.run.font.write(640, 443, "Coins %d/%d" % (self.player.coins, self.coins),
red = 1, green = 0.8, blue = 0.1, alpha = 0.8, right = True)
示例3: run_game
# 需要导入模块: from picture import Picture [as 别名]
# 或者: from picture.Picture import draw_centered [as 别名]
#.........这里部分代码省略.........
game.rightx = rightx
game.righty = righty
if run.paused:
pass
elif run.message:
run.message.tick()
elif run.game_over:
run.game_over = False
quit = True
elif run.level_done:
run.level_done = False
run.last_level += 1
game = run.game = game.load_level(run.last_level)
if run.last_level > run.config.level:
run.config.level = run.last_level
run.config.save()
continue
else:
p.kx = kx
p.ky = ky
game.tick()
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
game.view.angle = 180 * math.atan2(downx, downy) / math.pi
p.angle = -game.view.angle
game.view.x = p.x
game.view.y = p.y
glTranslate(game.vw / 2, game.vh / 2, 0)
glRotate(game.view.angle, 0, 0, 1)
glTranslate(-game.view.x, -game.view.y, 0)
if not debug_no_render:
game.render()
glLoadIdentity()
def show_fps():
now = pygame.time.get_ticks()
while fps and fps[0] <= now - 1000:
fps.pop(0)
ds = []
for i in range(1, len(fps)):
ds.append(1.0 * fps[i] - fps[i - 1])
if ds:
avg = sum(ds) / len(ds)
avg = 1000.0 / avg
a = 1000.0 / min(ds)
b = 1000.0 / max(ds)
else:
avg = a = b = 0
run.font.write(640, 0, "FPS: %.1f (%.1f - %.1f)" % (avg, b, a),
right = True)
#show_fps()
if run.help:
helptext = "\n"
x = 0
pos = 0
for i in range(0, len(edit.commands), 2):
func = edit.commands[i + 1]
if func.__doc__: helptext += func.__doc__ + "\n"
else: helptext += "?\n"
pos += 1
if pos == 10:
run.font.write(x, 0, helptext)
x += 150
pos = 0
helptext = "\n"
run.font.write(x, 0, helptext)
if run.message:
run.message.display()
if run.editing:
cursor.draw_centered(mx, my)
pygame.display.flip()
t = pygame.time.get_ticks()
fps.append(t)
w = int(next - t)
if w > 0:
pygame.time.wait(w)
# If we're lagging behind, we can either skip rendering some frames,
# or slow down. We choose the latter.
if w < -500:
next = t
next += 1000.0 / run.FPS