本文整理汇总了Python中pygame.quit函数的典型用法代码示例。如果您正苦于以下问题:Python quit函数的具体用法?Python quit怎么用?Python quit使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了quit函数的15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: terminate
def terminate():
"""Function to handle the termination of the game.
This function will make sure the relevant exit calls have been made.
"""
pygame.quit()
sys.exit()
示例2: main
def main():
""" Main program function. """
# Initialize Pygame and set up the window
pygame.init()
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
pygame.mouse.set_visible(False)
# Create our objects and set the data
done = False
clock = pygame.time.Clock()
# Create an instance of the Game class
game = Game()
# Main game loop
while not done:
# Process events (keystrokes, mouse clicks, etc)
done = game.process_events()
# Update object positions, check for collisions
game.run_logic()
# Draw the current frame
game.display_frame(screen)
# Pause for the next frame
clock.tick(60)
# Close window and exit
pygame.quit()
示例3: loop
def loop():
global CAT_POSITION, MICE
MICE = [Mouse() for i in range(4)]
while True:
for e in pg.event.get():
if e.type == pg.QUIT:
pg.quit()
sys.exit()
# keyboard logic
key_pressed = pg.key.get_pressed()
if key_pressed[pg.K_q] == 1 or key_pressed[pg.K_ESCAPE] == 1:
pg.event.post(pg.event.Event(pg.QUIT))
if pg.mouse.get_focused():
CAT_POSITION = set_cat_after_mouse()
for mouse in MICE:
if random.randint(0, 30) == 0:
mouse.direction = random.randint(0, 3)
mouse.run_away()
if len(MICE) > 0 and len(MICE) <= 23 and random.randint(0, 50) == 0:
new_mouse = Mouse()
new_mouse.position = MICE[-1].position
MICE.append(new_mouse)
draw()
clock.tick(24)
示例4: run
def run(self):
"""The mainloop
"""
running = True
while running:
# handle any events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
# Clean the background
self.background.fill((255, 255, 255)) # fill background white
if SHOW_TIME:
self.playtime += self.clock.tick(self.fps) / 1000.0
self.draw_text(self.time_font, "FPS: {:6.3} {:6.3} sec.".format(self.clock.get_fps(), self.playtime), (15, self.h - 15))
# get all game-state from cpp-engine
# update all objects' position, color, etc.
self.stash_balls()
# finally, update screen
pygame.display.flip()
self.screen.blit(self.background, (0, 0))
pygame.quit()
示例5: game_intro
def game_intro():
intro = True
while intro :
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
if event.key == pygame.K_q:
pygame.quit()
quit()
gameDisplay.fill(white)
message_to_screen("Welcome to Sliter",
green,
-100,
size="large")
message_to_screen("The objective of the game is to eat red apples",
black,
-30)
message_to_screen("The more apples you eat, the longer you get",
black,
10)
message_to_screen("if you run into yourself, or the edges, you die!",
black,
50)
message_to_screen("Press C to play or Q to quit.",
black,
180)
pygame.display.update()
clock.tick(15)
示例6: main
def main():
"draw loop"
# Initial robot state
origin_x, origin_y = 0.0, 0.0
arm = DebraArm.DebraArm(l1=L1, l2=L2, flip_x=1)
arm.inverse_kinematics(RobotSpacePoint(0.99*(L1+L2), 0, 0, 0))
tool = arm.get_tool()
joints = arm.get_joints()
# Draw robot
origin, p1, p2, p3, z = arm.get_detailed_pos(L3)
draw_arm(origin, p1, p2, p3, RANGE_MIN, RANGE_MAX)
pygame.display.update()
paused = False
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
paused = not paused
if event.type == pygame.MOUSEBUTTONUP:
x, y = get_cursor_pos()
tool_prev = tool
tool = RobotSpacePoint(x, y, z, GRIPPER_HEADING)
if MODE == PLAN_JOINT_SPACE:
start_time = time.time()
pth1, pth2, pz, pth3 = arm.get_path(tool_prev,
RobotSpacePoint(0,0,0,0),
tool,
RobotSpacePoint(0,0,0,0),
DELTA_T)
elapsed_time = time.time() - start_time
print('elapsed time: ', elapsed_time)
else:
start_time = time.time()
pth1, pth2, pz, pth3, px, py, pz, pgrp = \
arm.get_path_xyz(tool_prev, RobotSpacePoint(0,0,0,0),
tool, RobotSpacePoint(0,0,0,0),
DELTA_T, 'all')
elapsed_time = time.time() - start_time
print('elapsed time: ', elapsed_time)
graph_trajectory_xyz(px, py, pz, pgrp)
graph_trajectory_joint(pth1, pth2, pth3)
draw_trajectory(arm, pth1, pth2, pz, pth3, DELTA_T)
if not paused:
SCREEN.fill(BLACK)
origin, p1, p2, p3, z = arm.get_detailed_pos(L3)
draw_arm(origin, p1, p2, p3, RANGE_MIN, RANGE_MAX)
pygame.display.update()
示例7: main
def main():
# change the current directory to the one of the game
# this is to allow executions like ``python src/tct.py''
try:
os.chdir(os.path.abspath(os.path.dirname(sys.argv[0])))
except IOError as e:
print(e)
exit(constants.FILE_ERR)
# get the command line options; return the option flags
game_opts = get_parsed_opts()
# MVC stuff
event_manager = EventManager()
gui_view = MainGUIView(event_manager, game_opts)
# the game manager
game_manager = GameManager(game_opts)
# controller which handles the main game loop
main_controller = MainController(event_manager, gui_view, game_manager)
# keep running the game until a quit event occurs
main_controller.run()
# if control somehow reaches this point close all the pygame subsystems
pygame.quit()
safe_exit()
示例8: event_handler
def event_handler():
for event in pygame.event.get():
# if [esc] or [x] pressed...
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
# ... then quit!
pygame.quit()
sys.exit()
示例9: main_menu
def main_menu():
meh = True
def broken():
global meh
print("this is broken")
new_game_btn = Button(325, 250, 150, 75, None, green, greenHightlight, black, "Play")
load_save_game = Button(150, 482, 500, 75, None, green, greenHightlight, black, "Load Save Game")
mapBtn = Button(175, 366, 450, 75, None, blue, blueHightlight, black, "Map Creator")
settingsBtn = Button(0, 525, 250, 75, None, black, grey, white, "Settings")
while meh:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
new_game_btn.run(mediumFont, create_character)
# 2 is not broken. Just have to do editor
mapBtn.run(mediumFont, map_editor)
settingsBtn.run(mediumFont, none)
load_save_game.run(mediumFont, none)
if new_game_btn.is_clicked():
meh = False
pygame.display.update()
clock.tick(30)
示例10: deadText
def deadText():
x=300
y=350
length=200
height=50
font = pygame.font.SysFont("monospace", 120)
font_small=pygame.font.SysFont("monospace",30)
label=font.render("You Died!", 1,black)
label_small=font_small.render("Press enter to continue", 1, red)
setDisplay.blit(label, (100,200))
setDisplay.blit(label_small, (200,350))
#pygame.draw.rect(setDisplay, black, (x,y,length,height))
pygame.display.update()
pygame.time.wait(1000)
while True:
for event in pygame.event.get():
#print event
if event.type == MOUSEBUTTONDOWN:
print "click"
mouseClickRepeat(pygame.mouse.get_pos(),x, y, length, height)
if event.type == KEYDOWN:
runGame()
if event.type == QUIT:
pygame.quit()
sys.exit()
示例11: GetInput
def GetInput(self):
keystate = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == QUIT or keystate[K_q]:
pygame.quit(); sys.exit()
self.player.speed[0] *= 0.995
self.player.speed[1] *= 0.995
if self.player.accel > 0.007:
self.player.accel *= 0.99
if keystate[K_LEFT]:
self.player.rot += 1.0
if self.player.rot > 360:
self.player.rot = 0
if keystate[K_RIGHT]:
self.player.rot -= 1.0
if self.player.rot < 0:
self.player.rot = 359
if keystate[K_UP]:
self.player.accel += self.player.accel_append;
self.player.speed[0] += self.player.accel*sin(radians(self.player.rot))
self.player.speed[1] += self.player.accel*cos(radians(self.player.rot))
if keystate[K_DOWN]:
self.player.accel = 0.007
self.player.speed[0] *= 0.993
self.player.speed[1] *= 0.993
if keystate[K_SPACE]:
if not self.player.fired and not self.player.dead:
self.player.shoot()
if keystate[K_ESCAPE]:
if not self.player.dead:
self.teleportPlayer()
if keystate[K_r]:
self=aGame()
self.eventLoop()
示例12: main
def main(version):
pygame.init()
with DataFile('settings.json', get_settings, json, False) as settings:
page = mainmenu.MainMenu()
text._set_lang(settings['lang'])
loop(settings, version, page)
pygame.quit()
示例13: main
def main():
SCALE = 10 # pixels per meter
pygame.init()
screen = pygame.display.set_mode((800,600))
screenWidth,screenHeight = screen.get_size()
worldSize = np.array(screen.get_size())/SCALE
pygame.display.set_caption("Newton World")
screen.fill((255,255,255))
pygame.display.flip()
world = NewtonWorld("NewtonWorld",screen,framesPerSecond=40,scale=SCALE)
#square = MouseTracker(world,position=worldSize/2,mass=1)
#world.add(square)
paddleImage = pygame.Surface((30,120))
paddleImage.fill(pygame.Color('red'))
paddle1 = MouseTracker1DOF(world,position=worldSize/2-(38,0),mass=1,image=paddleImage)
paddle1.set_dof('y')
world.add(paddle1)
#paddle2 = MouseTracker1DOF(world,position=worldSize/2+(38,0),mass=1,image=paddleImage)
#paddle2.set_dof('x')
#paddle2.set_k(10,100)
#world.add(paddle2)
world.unpause()
world.run_main_loop()
pygame.quit()
示例14: handleEvents
def handleEvents(self):
# Handle events, starting with the quit event
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
# Find which key was pressed and start moving appropriate bat
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
#elif event.key == K_w:
elif event.key == K_DOWN:
self.shape.lessSides()
elif event.key == K_UP:
self.shape.moreSides()
elif event.key == K_LEFT:
self.shape.rotateLeft()
elif event.key == K_RIGHT:
self.shape.rotateRight()
elif event.key == K_SPACE:
self.surface.fill(colors.BLACK)
elif event.key == K_a:
self.shape.colorUp()
elif event.key == K_z:
self.shape.colorDn()
示例15: main
def main():
width = 800;
height = 600;
title = "Swept AABB";
fps = 60;
fpsClock = pygame.time.Clock();
pygame.init();
displaySurface = pygame.display.set_mode((width, height));
pygame.display.set_caption(title);
player = Box(10, 300, 50, 50, 0, 0);
moveSpeed = 10;
wall = Box(300, 200, 100, 200, 0, 0);
gameRunning = True;
while (gameRunning):
for event in pygame.event.get():
if (event.type == QUIT):
gameRunning = False;
getInput(player, moveSpeed);
doCollision(player, wall);
render(displaySurface, player, wall);
pygame.display.update();
fpsClock.tick(fps);
pygame.quit();
sys.exit();