本文整理汇总了Python中pygame.mixer.Sound.stop方法的典型用法代码示例。如果您正苦于以下问题:Python Sound.stop方法的具体用法?Python Sound.stop怎么用?Python Sound.stop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pygame.mixer.Sound
的用法示例。
在下文中一共展示了Sound.stop方法的4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: SoundDecorator
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import stop [as 别名]
class SoundDecorator(FrameDecorator):
def __init__(self, parent_component=NullComponent(), sound_file_path=''):
self.sound_file_path = sound_file_path
self.parent = parent_component
self.sound = Sound(sound_file_path)
self.start_time = 0
def get_parent(self):
return self.parent
def set_parent(self, new_parent):
self.parent = new_parent
def get_landmarks(self):
self.parent.get_landmarks()
def get_image(self):
self.play()
return self.parent.get_image()
def play(self):
if not self.is_playing():
self.start_time = time()
self.sound.play()
def is_playing(self):
now = time()
return self.sound.get_length() > now - self.start_time
def stop(self):
self.sound.stop()
self.start_time = 0
def copy(self):
return SoundDecorator(parent_component=self.parent.copy(), sound_file_path=self.sound_file_path)
示例2: __init__
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import stop [as 别名]
class Sound:
"""Class wrapping ``pygame.mixer.Sound`` with the ability to enable/disable sound globally
Use this instead of ``pygame.mixer.Sound``. The interface is fully transparent.
"""
def __init__(self, source):
if config.SOUND:
self.sound = OldSound(source)
def play(self, loops=0, maxtime=0, fade_ms=0):
if config.SOUND:
self.sound.play(loops, maxtime, fade_ms)
def stop(self):
if config.SOUND:
self.sound.stop()
def fadeout(self, time):
if config.SOUND:
self.sound.fadeout(time)
def set_volume(self, value):
if config.SOUND:
self.sound.set_volume(value)
def get_volume(self):
if config.SOUND:
return self.sound.get_volume()
def get_num_channels(self):
if config.SOUND:
return self.sound.get_num_channels()
def get_length(self):
if config.SOUND:
return self.get_length()
def get_raw(self):
if config.SOUND:
return self.sound.get_raw()
示例3: __init__
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import stop [as 别名]
#.........这里部分代码省略.........
glPushMatrix()
glRotate(self.angle,0.0,0.0,1.0)
glRotate(90.0,-1.0,0.0,0.0)
glCallList(self.model.gl_list)
glPopMatrix()
def draw(self):
glPushMatrix()
glTranslate(-self.position.x, -self.position.y, 0.0)
self._draw_sprites()
self._draw_shader()
glPopMatrix()
# _draw_bounding_box(self.bounding_box)
def _fire(self):
# angle, position, blaster_color, blaster_list):
direction=Vector2D(math.sin(math.radians(self.angle)),
-math.cos(math.radians(self.angle)))
self.blaster_list.append(Blaster(self.blaster_color,
self.position+2.001*direction,
direction))
def update(self,clock):
seconds_passed=clock.get_time()/1000.0
self.angle += (self.maximum_roll_rate*
self.controls.get_rotate()*
seconds_passed)
if 0 < self.controls.get_throttle():
if self.plume.is_off():
self.plume.on()
self.engine_sound.play()
self.plume.throttle=self.controls.get_throttle()
thrust=self.maximum_acceleration*seconds_passed*self.plume.throttle
accel=Vector2D(math.sin(math.radians(self.angle))*thrust,
-math.cos(math.radians(self.angle))*thrust)
self.velocity += accel
elif self.controls.get_throttle() <= 0 and self.plume.is_on():
self.plume.off()
self.engine_sound.stop()
self.velocity += self.gravity*seconds_passed
speed = self.velocity.length()
if self.maximum_speed < speed:
self.velocity *= self.maximum_speed/speed
self.position += self.velocity*seconds_passed
self.bounding_box.position=self.position
self.bounding_box.angle=self.angle
self.bounding_box.update()
if self.controls.get_beam_activated() and self.beam.is_off():
tmp_beam_angle = self.controls.get_beam_angle()
if tmp_beam_angle is None:
self.beam.angle = self.angle + 90
else:
self.beam.angle = math.degrees(tmp_beam_angle)
self.beam.on()
elif not self.controls.get_beam_activated():
self.beam.off()
if self.controls.fire() or (0 < self.fire_counter < 3) :
if 0 < self.fire_counter:
self.blaster_sound.play()
self._fire()
self.fire_counter -= 1
else:
self.fire_counter=3
self.beam.update(clock)
self.plume.update(clock)
self.plume.angle = self.angle
if self.beam.is_on() and not self.beam.is_extending():
self.beam.off()
示例4: Audio
# 需要导入模块: from pygame.mixer import Sound [as 别名]
# 或者: from pygame.mixer.Sound import stop [as 别名]
class Audio(GameChild):
current_channel = None
paused = False
muted = False
def __init__(self, game):
GameChild.__init__(self, game)
self.load_fx()
self.subscribe_to(self.get_custom_event_id(), self.mute)
def load_fx(self):
fx = {}
if self.get_configuration().has_option("audio", "sfx-path"):
root = self.get_resource("audio", "sfx-path")
for name in listdir(root):
fx[name.split(".")[0]] = Sound(join(root, name))
self.fx = fx
def mute(self, event):
if self.is_command(event, "mute"):
self.muted = not self.muted
self.set_volume()
def set_volume(self):
volume = int(not self.muted)
music.set_volume(volume)
if self.current_channel:
self.current_channel.set_volume(volume)
def play_bgm(self, path, stream=False):
self.stop_current_channel()
if stream:
music.load(path)
music.play(-1)
else:
self.current_channel = Sound(path).play(-1)
self.set_volume()
def stop_current_channel(self):
music.stop()
if self.current_channel:
self.current_channel.stop()
self.current_channel = None
self.paused = False
def play_fx(self, name):
if not self.muted:
self.fx[name].play()
def pause(self):
channel = self.current_channel
paused = self.paused
if paused:
music.unpause()
if channel:
channel.unpause()
else:
music.pause()
if channel:
channel.pause()
self.paused = not paused