本文整理汇总了Python中picture.Picture.draw_part方法的典型用法代码示例。如果您正苦于以下问题:Python Picture.draw_part方法的具体用法?Python Picture.draw_part怎么用?Python Picture.draw_part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_part方法的1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_part [as 别名]
#.........这里部分代码省略.........
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}
beat = (t % 30)
if beat < 20: beat = 0
else:
if beat < 25: beat = (beat - 20) / 5.0
else: beat = 1 - (beat - 25) / 5.0
d = (t / 30) % 3
a, b, c = ((0.5, 0.5, 0), (0.5, 0, 0.5), (0, 0.5, 0.5))[d]
flash = {"red" : beat * a, "green" : beat * b, "blue" : beat * c}
d = 160.0
if t < d:
tt = 1 - t / d
title.draw(0, 0 - tt * 480, **flash)
subtitle.draw(0, 0 + tt * 480, **black)
menu.draw(0 + tt * 640, 0, **black)
menu2.draw(0 - tt * 640, 0, **black)
elif t < d * 2:
tt = t - d
tt = tt / d
title.draw(0, 0, **flash)
subtitle.draw(0, -tt * 220, **black)
menu.draw(240 * tt, 80 * tt, **black)
menu2.draw(-80 * tt, 80 * tt, **black)
else:
tt = (t - d * 2) / d
if tt > 1.0: tt = 1.0
title.draw(0, 0, **flash)
subtitle.draw(0, -220, **black)
glPushMatrix()
glTranslate(240 + 550, 80 + 350, 0)
glRotate(10 * math.sin(1 * 2 * math.pi * (t - d * 2) / 60), 0, 0, 1)
glTranslate(-550, -350, 0)
menu.draw(0, 0, **black)
glPopMatrix()
menu2.draw(-80, 80, **black)
menu3.draw(0, 0, red = 0, green = 0, blue = 0, alpha = tt)
for r in rects:
if mx >= r[0] and my >= r[1] and mx <= r[2] and my <= r[3]:
selected = r
glBlendFunc(GL_SRC_ALPHA, GL_ONE)
menu3hl.draw_part(r[0] - 8, r[1] - 8, r[0] - 8, r[1] - 8, r[2] + 8, r[3] + 8)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
menu3.draw_part(r[0] - 8, r[1] - 8, r[0] - 8, r[1] - 8, r[2] + 8, r[3] + 8,
red = 1, green = 0.5, blue = 0, alpha = 0.5)
selected = r
glBlendFunc(GL_SRC_ALPHA, GL_ONE)
x, y = 395 + 230 * (run.last_level - 1) / 7, 245
menu3hl.draw_part(x, y, x, y, 395 + 230 * run.last_level / 7, 290)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
menu3hl.draw_part(x, y, x, y, 395 + 230 * run.last_level / 7, 290,
red = 1, green = 0.5, blue = 0, alpha = 0.5)
cursor.draw_centered(mx, my)
pygame.display.flip()
ft = pygame.time.get_ticks()
pygame.time.wait(int(title.next - ft))
ft = title.next
title.next = ft + 1000.0 / run.FPS