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Python Position.y方法代码示例

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


在下文中一共展示了Position.y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: resize

# 需要导入模块: from position import Position [as 别名]
# 或者: from position.Position import y [as 别名]
    def resize(self, x, y):
        direction = self.direction

        position = Position()
        position.x = self.x
        position.y = self.y

        size = Size()
        size.width = self.width
        size.height = self.height

        side = get_side(direction)

        if side is not VERTICAL:
            size.width = x - self.pivot.x
            if size.width < 0:
                position.x = x
            else:
                position.x = self.pivot.x

        if side is not HORIZONTAL:
            size.height = y - self.pivot.y
            if size.height < 0:
                position.y = y
            else:
                position.y = self.pivot.y

        self.set_position(position)
        self.set_size(size)
开发者ID:StetHD,项目名称:sanaviron,代码行数:31,代码来源:object.py

示例2: __init__

# 需要导入模块: from position import Position [as 别名]
# 或者: from position.Position import y [as 别名]
class Player:
    def __init__(self, parent=None, x=400, y=300, sprite=None,
                 level_max_x=MAP_WIDTH-WINDOW_WIDTH, level_max_y=MAP_HEIGHT-WINDOW_HEIGHT,
                 level_min_x=WINDOW_WIDTH/2, level_min_y=WINDOW_HEIGHT/2):
        self.parent = parent
        self.pos = Position(pos=[x, y])
        self.vel = Position(pos=[0, 0])
        self.speed = 1
        self.sprite = sprite
        self.max_pos = Position(level_max_x, level_max_y)
        self.min_pos = Position(level_min_x, level_min_y)
        self.stamina = 100
        self.stamina_fade = 0
        if sprite is not None:
            self.sprite.move_sprite(self.pos)

        self.delay = 8
        self.timer = QTimer()
        self.timer.timeout.connect(self.simulate)
        self.timer.setInterval(self.delay)
        self.timer.start()

    def set_state(self, state):
        self.sprite.set_state(state)

    def state(self):
        return self.sprite.state

    def mov(self):
        print('Stamina : %s' % round(self.stamina, 2))
        self.stamina += self.stamina_fade
        if self.stamina > 100:
            self.stamina = 100
        if self.stamina < 0:
            self.stamina = 0
            self.speed = 1
        self.pos = self.pos + self.vel
        if self.pos.x() < self.min_pos.x():
            self.pos.x(self.min_pos.x() + self.speed)
        if self.pos.y() < self.min_pos.y():
            self.pos.y(self.min_pos.y() + self.speed)
        if self.pos.x() > self.max_pos.x():
            self.pos.x(self.max_pos.x() - self.speed)
        if self.pos.y() > self.max_pos.y():
            self.pos.y(self.max_pos.y() - self.speed)

    def simulate(self):
        self.sprite.move_sprite(self.pos)
        self.mov()
开发者ID:mttchpmn07,项目名称:game_platform,代码行数:51,代码来源:player.py

示例3: funcVisit

# 需要导入模块: from position import Position [as 别名]
# 或者: from position.Position import y [as 别名]
 def funcVisit(self, x, y):
     pos = Position(x, y)
     if pos.x < 0:
         pos.x = 0
     if pos.y < 0:
         pos.y = 0
     self.map[pos.x][pos.y].visible = True
     self.map[pos.x][pos.y].discovered = True
开发者ID:kunwon1,项目名称:UGUIR,代码行数:10,代码来源:gamemap.py

示例4: set_static

# 需要导入模块: from position import Position [as 别名]
# 或者: from position.Position import y [as 别名]
 def set_static(self, pix_pos=None, x_shift=None, y_shift=None, x_offset=0, y_offset=0,
                z=1, scale=1.0):
     if pix_pos is None:
         pix_pos = Position()
     else:
         pix_pos = Position(pos=pix_pos)
     if x_shift is None or y_shift is None:
         self.states['static']['pix'].append(self.sheet)
     else:
         self.states['static']['pix'].append(self.sheet.copy(pix_pos.x(), pix_pos.y(), x_shift, y_shift))
     self.pix = self.parent.m_scene.addPixmap(self.states['static']['pix'][0])
     self.pix.setPos(self.pos.x(), self.pos.y())
     self.pix.setOffset(x_offset, y_offset)
     self.pix.setZValue(z)
     self.pix.setScale(scale)
开发者ID:mttchpmn07,项目名称:game_platform,代码行数:17,代码来源:sprite.py

示例5: get_index_from_x_y

# 需要导入模块: from position import Position [as 别名]
# 或者: from position.Position import y [as 别名]
 def get_index_from_x_y(self, x, y):
     (horizontal, vertical) = self.get_aspect()
     position = Position()
     position.x = int((x - self.x) * pango.SCALE / horizontal)
     position.y = int((y - self.y) * pango.SCALE / vertical)
     return self.layout.xy_to_index(position.x, position.y)
开发者ID:Happy-Ferret,项目名称:sanaviron,代码行数:8,代码来源:text.py

示例6: __init__

# 需要导入模块: from position import Position [as 别名]
# 或者: from position.Position import y [as 别名]
class Sprite:
    def __init__(self, pos=None, sheet=None, parent=None, width=None, height=None):
        if pos is None:
            self.pos = Position(pos=[0, 0])
        else:
            self.pos = Position(pos=pos)
        self.parent = parent
        self.width = width
        self.height = height
        self.sheet = QPixmap(sheet)
        self.pix = None
        self.states = {'static':
                           {'pix'   : [],
                            'delay' : 1000}}
        self.state = 'static'
        self.step = 0

        self.delay = 50
        self.timer = QTimer()
        self.timer.timeout.connect(self.animate)
        self.timer.setInterval(self.delay)
        self.timer.start()

    def set_sheet(self, sheet):
        self.sheet = QPixmap(sheet)

    def set_static(self, pix_pos=None, x_shift=None, y_shift=None, x_offset=0, y_offset=0,
                   z=1, scale=1.0):
        if pix_pos is None:
            pix_pos = Position()
        else:
            pix_pos = Position(pos=pix_pos)
        if x_shift is None or y_shift is None:
            self.states['static']['pix'].append(self.sheet)
        else:
            self.states['static']['pix'].append(self.sheet.copy(pix_pos.x(), pix_pos.y(), x_shift, y_shift))
        self.pix = self.parent.m_scene.addPixmap(self.states['static']['pix'][0])
        self.pix.setPos(self.pos.x(), self.pos.y())
        self.pix.setOffset(x_offset, y_offset)
        self.pix.setZValue(z)
        self.pix.setScale(scale)

    def move_sprite(self, pos):
        self.pos.set(pos)
        self.pix.setPos(self.pos.x(), self.pos.y())

    def set_state(self, state):
        self.state = state
        self.timer.setInterval(self.states[state]['delay'])
        self.step = 0
        self.pix.setPixmap(self.states[state]['pix'][self.step])

    def add_state(self, name, maps=[], delay=50):
        self.states[name] = {}
        self.states[name]['pix'] = maps
        self.states[name]['delay'] = delay

    def animate(self):
        self.step += 1
        if self.step >= len(self.states[self.state]['pix']):
            self.step = 0
        #print('step:', self.step)
        self.pix.setPixmap(self.states[self.state]['pix'][self.step])
开发者ID:mttchpmn07,项目名称:game_platform,代码行数:65,代码来源:sprite.py


注:本文中的position.Position.y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。