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Python RenderUpdates.add方法代码示例

本文整理汇总了Python中pygame.sprite.RenderUpdates.add方法的典型用法代码示例。如果您正苦于以下问题:Python RenderUpdates.add方法的具体用法?Python RenderUpdates.add怎么用?Python RenderUpdates.add使用的例子?那么, 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pygame.sprite.RenderUpdates的用法示例。


在下文中一共展示了RenderUpdates.add方法的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: init

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
def init(numplayers = 2):
    screen = pygame.display.get_surface()
    em = EventManager()
    bg = load.image("select-bg.png")
    move_snd = load.sound("select-move.wav")
    confirm_snd = load.sound("select-confirm.wav")
    confirm_snd.set_volume(0.4)

    sprites = RenderUpdates()
    portraits = [PortraitDisplay([20, 20]), PortraitDisplay([20, 320])]
    names = [NameDisplay([20, 220]), NameDisplay([20, 520])]
    drops = [DropDisplay([240, 20]), DropDisplay([240, 320])]
    stats = [StatDisplay([240, 150]), StatDisplay([240, 450])]
    descs = [DescDisplay([430, 20]), DescDisplay([430, 320])]
    char_sprites = zip(portraits, names, drops, stats, descs)

    idx = [0, 0]
    confirmed = [False, False]
    for i, sprs in enumerate(char_sprites):
        if i < numplayers:
            for spr in sprs: spr.set_char(Character.available[i])
            sprites.add(sprs)
            idx[i] = i

    init_bg = bg.convert()
    sprites.update(pygame.time.get_ticks())
    sprites.draw(init_bg)
    wipes.wipe_in(init_bg)
    init_bg = None # Let us GC it
    pygame.display.update()
    sprites.clear(screen, bg)

    while False in [(c.confirmed or i >= numplayers)
                    for i, c in enumerate(portraits)]:
        for ev in em.wait():
            if ev.type == PLAYER:
                if ev.key == LEFT:
                    i = (idx[ev.player] - 1) % len(Character.available)
                    idx[ev.player] = i
                elif ev.key == RIGHT:
                    i = (idx[ev.player] + 1) % len(Character.available)
                    idx[ev.player] = i
                elif ev.key in [ROT_CC, ROT_CW, CONFIRM]:
                    confirm_snd.play()
                    portraits[ev.player].confirmed = True

                if ev.key in [LEFT, RIGHT]:
                    move_snd.play()
                    for spr in char_sprites[ev.player]:
                        spr.set_char(Character.available[idx[ev.player]])
                    portraits[ev.player].confirmed = False

            elif ev.type == QUIT:
                return None, None

        sprites.update(pygame.time.get_ticks())
        pygame.display.update(sprites.draw(screen))
        sprites.clear(screen, bg)

    return [Character.available[i] for i in idx]
开发者ID:joshuacronemeyer,项目名称:Angry-Drunken-Programmers,代码行数:62,代码来源:charselect.py

示例2: getLoadScreen

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
def getLoadScreen():
    screen = Display.get_surface()
    splashGroup = SpriteGroup()

    # Create text for connecting player
    connectingText = TextBar("Loading...", (0, 20, 250, 50), 35)
    imgWidth = connectingText.image.get_width()
    connectingText.rect.left = (screen.get_size()[X] - imgWidth) / 2
    splashGroup.add(connectingText)

    return splashGroup, connectingText
开发者ID:bry,项目名称:pybomber2,代码行数:13,代码来源:splashes.py

示例3: __init__

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
    def __init__(self, items):
        platforms = [Platform([400 + 260 * i, 390], s[0], i)
                     for i, s in enumerate(items)]
        credits = Credits()
        self._score = TopScores()
        sprites = RenderUpdates([credits, self._score])
        sprites.add(platforms)

        pos = 0
        em = EventManager()
        em.clear()
        screen = pygame.display.get_surface()

        em.get()
        quit = False

        screen.blit(Menu.bg, [0, 0])
        sprites.draw(screen)
        pygame.display.update()
        
        while not quit:
            for ev in em.get():
                if ev.type == PLAYER:
                    if ev.key == LEFT:
                        if pos != 0:
                            pos -= 1
                            for p in platforms: p.left()
                    elif ev.key == RIGHT:
                        if pos != len(items) - 1:
                            pos += 1
                            for p in platforms: p.right()
                    else:
                        try:
                            r = items[pos][1][ev.key](self, platforms[pos],
                                                      pos, ev.key)
                            if r:
                                # If the callback returns true, then we
                                # need to redraw the whole screen and
                                # reread our scores. (If it returns false,
                                # it probably means it just modified some
                                # cart text).
                                self._score.read_scores()
                                screen.blit(Menu.bg, [0, 0])
                                pygame.display.update()
                        except KeyError: pass

                elif ev.type == QUIT: quit = True

            sprites.update(pygame.time.get_ticks())
            pygame.display.update(sprites.draw(screen))
            sprites.clear(screen, Menu.bg)
            pygame.time.clock.tick(60)
开发者ID:joshuacronemeyer,项目名称:Angry-Drunken-Programmers,代码行数:54,代码来源:menu.py

示例4: getEndGameSplash

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
def getEndGameSplash(winnerName=None, winnerColor=None):
    """If winningName and winnerColor are both None,
       display a tie game screen.
    """

    screen = Display.get_surface()
    splashGroup = SpriteGroup()
    if winnerName != None and winnerColor != None:
        # Create winning bomberman image
        fatalityRect = Rect((0, 0, 500, 500))
        fatalityRect.centerx = screen.get_rect().centerx
        fatalityRect.centery = screen.get_rect().centery
        fatalityAnimation = WorldlessWidget(Surface((500, 500)), fatalityRect)
        fatalImage = pygame.image.load("images/fatality.png").convert()
        fatalImage.set_colorkey(LAVENDER)
        bmanColor = Surface((fatalImage.get_width(), fatalImage.get_height()))
        bmanColor.fill(winnerColor)
        bmanColor.blit(fatalImage, bmanColor.get_rect())
        winnerFrames = createFrames(bmanColor)
        fatalityAnimation.startAnimation(winnerFrames, 0, 12)
        splashGroup.add(fatalityAnimation)

        # Create text for winning player
        winnerText = TextBar(winnerName + " Wins!", (0, 0, 200, 50), 50)
        imgWidth = winnerText.image.get_width()
        winnerText.rect.left = (screen.get_size()[X] - imgWidth) / 2
        splashGroup.add(winnerText)
    else:
        tieText = TextBar("TIE GAME!", (0, 20, 250, 50), 35)
        imgWidth = tieText.image.get_width()
        tieText.rect.left = (screen.get_size()[X] - imgWidth) / 2
        splashGroup.add(tieText)

    escMessage = TextBar("Press Escape to exit.", (0, 60, 250, 50), 25)
    imgWidth = escMessage.image.get_width()
    escMessage.rect.left = (screen.get_size()[X] - imgWidth) / 2
    splashGroup.add(escMessage)

    pressKeyText = TextBar(
        "Press a key or button when ready. Next round will start when everyone is ready.", (0, 90, 250, 50), 25
    )
    imgWidth = pressKeyText.image.get_width()
    pressKeyText.rect.left = (screen.get_size()[X] - imgWidth) / 2
    splashGroup.add(pressKeyText)

    return splashGroup
开发者ID:bry,项目名称:pybomber2,代码行数:48,代码来源:splashes.py

示例5: add

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
    def add(self, sprites, level=0):
        """Add sprite to group.

            - sprites: a single sprite, or multiple sprites.
            - level: drawing layer at which to add the sprite.
                     higher numbers will be drawn on top of lower numbers.
                     level less than 0 indicate that sprits will be drawn bellow others
                     Default level is ZERO 
        """
        if level == 0:
            RenderUpdates.add(self, sprites)
        else:
            if not self.levels.has_key(level):
                level_group = SpriteGroup(self.layer)
                self.levels[level] = level_group
            else:
                level_group = self.levels[level]
            level_group.add(sprites)
开发者ID:noQ,项目名称:MoonLanding,代码行数:20,代码来源:Graphics.py

示例6: main

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
def main():
    # Get filename
    try:
        image_file = sys.argv[1]
        framerate = sys.argv[2]
    except:
        image_file = raw_input("Enter name of image file: ")
        framerate = raw_input("Enter framerate: ")

    timedelay = (1.0)/(float(framerate))
    # Initialize display
    try:
        screen = pygame.display.set_mode((600,600),
                                    HWSURFACE|DOUBLEBUF)
    except:
        screen = pygame.display.set_mode((600,600))

    background = pygame.image.load(BACKGROUND).convert()
    screen.blit(background, (0,0,400,400))

    temp_img = pygame.image.load(image_file)
    anim_size = (temp_img.get_height(), temp_img.get_height())
    surf = pygame.surface.Surface(anim_size)
    anim = Animation(surf, (0,0,temp_img.get_height(),temp_img.get_height()),
                     image_file)
    sprites = SpriteGroup()
    sprites.add(anim)

    # Display animation
    pygame.display.flip()

    while 1:
        cur_time = t.time()
        sprites.clear(screen, background)
        sprites.update()
        dirty = sprites.draw(screen)
        pygame.display.update(dirty)

        for event in pygame.event.get():
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    sys.exit()

        t.sleep(t.time() - cur_time + timedelay)
开发者ID:bry,项目名称:pybomber2,代码行数:46,代码来源:animviewer.py

示例7: WinScreenView

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
class WinScreenView(View):
	def __init__( self, screen, display ):
		self.screen = screen
		self.screenRect = screen.get_rect()
		self.display = display

		self.model = None

		self.bgImage = load_png( 'bg_winscreen.png' )

		self.btnGroup = RenderUpdates()

		quitBtn = QuitButton()
		quitBtn.rect.bottomleft = self.screenRect.bottomleft
		quitBtn.rect.move_ip( 10, -10 )
		self.btnGroup.add( quitBtn )
		self.quitButton = quitBtn

		self.groups = [ self.btnGroup ]

	def ModelStarted( self, model ):
		View.ModelStarted(self,model)

		controller = mvcState.GetController()
		controller.mouseListeners.append( self.quitButton )

		time = self.model.time/1000
		self.timeButton = MoneyWidget( time )
		self.timeButton.rect.topleft = (503,112)
		self.btnGroup.add( self.timeButton )

		money = self.model.money
		self.moneyButton = MoneyWidget( money )
		self.moneyButton.rect.topleft = (240,180)
		self.btnGroup.add( self.moneyButton )

		gay = rng.choice( [7, 11, 23, 29, 71, 93] )
		self.gayButton = MoneyWidget( gay )
		self.gayButton.rect.topleft = (328,432)
		self.btnGroup.add( self.gayButton )

	def Update( self, timeChange ):
		self.btnGroup.update( timeChange )

	def Kill( self ):
		controller = mvcState.GetController()
		controller.mouseListeners.remove( self.quitButton )
		self.btnGroup.empty()

	def OnUserQuit( self ):
		self.Kill()
开发者ID:sjbrown,项目名称:steam_jet_blower,代码行数:53,代码来源:model.py

示例8: EventLoop

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
class EventLoop(object):
    def __init__(self):
        self.objs = {}
        self.events = []
        self.render = RenderUpdates()
        self.projectiles = Group()
        self.enemies = Group()
        self.you = None
        self.bg_sprite = BGSprite(pygame.display.get_surface())

        # Since we don't care about MOST EVENTS
        pygame.event.set_allowed(None)
        pygame.event.set_allowed([ MOUSEBUTTONDOWN, KEYDOWN, QUIT, UPDATEEVENT, SPAWNEVENT ])

    def add_object(self, obj, type=""):
        if isinstance(obj, HandlesEvents):
            if obj.events == ALL:
                try:
                    self.objs[ALL].append(obj)
                except KeyError:
                    self.objs[ALL] = [ obj ]
            else:
                for event in obj.events:
                    try:
                        self.objs[event].append(obj)
                    except KeyError:
                        self.objs[event] = [ obj ]
        if isinstance(obj, Sprite):
            self.render.add(obj)
            if type == "enemy":
                self.enemies.add(obj)
            if type == "projectile":
                self.projectiles.add(obj)
            if type == "you":
                self.you = obj

    def rm_object(self, obj):
        for key in self.objs.keys():
            self.render.remove(obj)
            if obj in self.objs[key]:
                self.objs[key].remove(obj)
            if self.projectiles.has(obj):
                self.projectiles.remove(obj)
            if self.enemies.has(obj):
                self.enemies.remove(obj)
            print "Removed {0}".format(obj)

    def enqueue(self, event):
        if isinstance(event, Event):
            return self.events.append(event)
        elif isinstance(event, list):
            return [ self.enqueue(ev) for ev in event ]

    def tick(self):
        try:
            event = self.events.pop()
        except IndexError:
            event = None

        if event is not None:
            if isinstance(event, TargettedEvent):
                event.get_target().handle_event(event)
                for obj in self.objs[ALL]:
                    obj.handle_event(event)
            else:
                for obj in self.objs[type(event)] + self.objs[ALL]:
                    if obj.handles_event(event):
                        obj.handle_event(event)


        if random.randint(0, 10000000) == 26:
            return win()
        if random.randint(0, 10000000) == 26:
            return lose()

        py_events = map(lambda event: PygameEvent(event), pygame.event.get())
        for py_event in py_events:
            for obj in reduce(lambda obj_list, obj: obj_list + obj, map(lambda key: self.objs[key], filter(lambda handler_type: issubclass(handler_type, PygameEvent) if handler_type != ALL else False, self.objs.keys())), []):
                if obj.handles_event(py_event):
                    obj.handle_event(py_event)
开发者ID:alecain,项目名称:one,代码行数:82,代码来源:event.py

示例9: Random

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]

#.........这里部分代码省略.........
        self.dirtyGroup = SpriteGroup()
        self.flyOverGroup = SpriteGroup()
        # Load a background
        self.background = pygame.image.load(BACKGROUND).convert()
        self.map = None

        # Draw background on screen
        self.screen.blit(self.background, ((0, 0), RESOLUTION))

        # Number of rows and colums in the current map.
        self.mapRows = 0
        self.mapColumns = 0

    def cleanState(self):
        pygame.display.set_caption("Pybomber")
        self.screen.blit(self.background, ((0, 0), RESOLUTION))

        self.populatedBombGroup = SpriteGroup()
        self.bombGroup = SpriteGroup()
        self.bomberGroup = SpriteGroup()
        self.explosionGroup = SpriteGroup()
        self.immutableGroup = SpriteGroup()
        self.powerUpGroup = SpriteGroup()
        self.mutableGroup = SpriteGroup()
        self.universalGroup = SpriteGroup() # For drawing everything.
        self.dirtyGroup = SpriteGroup()
        self.groundGroup = SpriteGroup()
        self.flyOverGroup = SpriteGroup()
        self.mapRows = 0
        self.mapColumns = 0
        self.curWidgetID = 0

    def appendBomb(self, sprite):
        self.bombGroup.add(sprite)
        self.universalGroup.add(sprite)
        self.groundGroup.add(sprite)

    def flyBomb(self, bombSprite):
        self.groundGroup.remove(bombSprite)

    def groundBomb(self, bomb):
        self.groundGroup.add(bomb)

    def appendPopulatedBomb(self, sprite):
        self.populatedBombGroup.add(sprite)

    def appendExplosion(self, sprite):
        self.explosionGroup.add(sprite)
        self.universalGroup.add(sprite)

    def appendImmutable(self, sprite):
        self.flyOverGroup.add(sprite)
        self.immutableGroup.add(sprite)
        self.universalGroup.add(sprite)
        self.groundGroup.add(sprite)

    def appendBomber(self, sprite):
        self.bomberGroup.add(sprite)
        self.universalGroup.add(sprite)
        self.groundGroup.add(sprite)

    def appendPowerUp(self, sprite):
        self.powerUpGroup.add(sprite)
        self.universalGroup.add(sprite)

    def appendMutable(self, sprite):
开发者ID:bry,项目名称:pybomber2,代码行数:70,代码来源:gameworld.py

示例10: startGame

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
def startGame():
    background = pygame.surface.Surface(RESOLUTION)
    background = pygame.image.load(BACKGROUND).convert()
    screen.blit(background, ((0, 0),RESOLUTION))

    # Create title from image
    titleSize = ((int(RESOLUTION[0] * .75)), (int(RESOLUTION[0] * .3)))
    titleRect = Rect((0, 0), titleSize)
    titleRect.midtop = (screen.get_rect().centerx, 20)
    titleSurf = pygame.surface.Surface(titleSize)
    title = Widget(titleSurf, titleRect)
    tempImage = pygame.image.load('images/title.png').convert()
    tempImage = pygame.transform.scale(tempImage, titleSize)
    tempImage.set_colorkey(PUCE, RLEACCEL)
    title.image = tempImage

    # Create animated bomb on screen
    bombRect = Rect((0, 0), (200, 200))
    bombRect.centerx = screen.get_rect().centerx
    bombRect.centery = screen.get_rect().centery
    bombSurf = pygame.surface.Surface((200, 200))
    bomb = Widget(bombSurf, bombRect)
    tempImage = pygame.image.load('images/bomb/bomb_strip_title.png').convert()
    bombFrames = createFrames(tempImage)
    bomb.image = bombFrames[0]

    # Create 'Press any Key' message from image
    pressKeySize = ((int(RESOLUTION[0] * .75)), (int(RESOLUTION[0] * .15)))
    pressKeySurf = pygame.surface.Surface(pressKeySize)
    pressKeyRect = Rect((0, 0), pressKeySize)
    pressKeyRect.midbottom = screen.get_rect().midbottom
    pressKey = Widget(pressKeySurf, pressKeyRect)
    tempImage = pygame.image.load('images/press_key.png').convert()
    tempImage = pygame.transform.scale(tempImage, pressKeySize)
    tempImage.set_colorkey(PUCE, RLEACCEL)
    pressKey.image = tempImage

    myGroup = SpriteGroup()
    myGroup.add(title)
    myGroup.add(bomb)
    myGroup.add(pressKey)

    pygame.display.flip()

    i = 0
    MaxFR = 15
    lastUpdate = t.time()
    frameTime = 1.0 / float(MaxFR)
    while 1:
        pygame.event.pump()
        for event in pygame.event.get():
            if event.type == KEYDOWN or event.type == JOYBUTTONDOWN:
                return
            if event.type == QUIT:
                s.exit()

        bomb.image = bombFrames[i]
        myGroup.clear(screen, background)
        myGroup.update()
        dirty = myGroup.draw(screen)
        pygame.display.update(dirty)
        if t.time() > lastUpdate + frameTime:
            i = (i+1) % 4
            lastUpdate = t.time()
开发者ID:bry,项目名称:pybomber2,代码行数:66,代码来源:startgame.py

示例11: __init__

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
class Game:

    def __init__(self, title='Checkers', log_level=log.INFO, show_fps=False):
        log.basicConfig(level=log_level)
        self.show_fps = show_fps
        self.window_title = title
        self.game = Board(BOARD_DIM)
        # Initialize Game Groups
        self.brown_spaces = RenderUpdates()
        self.pieces = RenderUpdates()
        self.piece_selected = GroupSingle()
        self.space_selected = GroupSingle()
        self.current_piece_position = ORIGIN
        self.screen = None
        self.fps_clock = None
        self.font = None
        self.font_rect = None
        self.background = None
        self.background_rect = None
        self.fps_text = None
        self.fps_rect = None
        self.winner_text = None
        self.winner_rect = None

    def _board_setup(self, **kwargs):
        """ initialize board state """
        brown_spaces = kwargs.get('brown_spaces')
        for col, row in self.game.usable_positions():
            loc = TILE_WIDTH * col + (BORDER_WIDTH / 2), TILE_WIDTH * row + (BORDER_WIDTH / 2)
            brown_spaces.add(SquareSprite(loc, "brown", row, col))

    def _screen_init(self):
        """ Initialise screen """
        pygame.init()
        self.screen = pygame.display.set_mode(SCREEN_RES)
        pygame.display.set_caption(self.window_title)
        return self.screen

    def _get_background(self):
        result = pygame.Surface(self.screen.get_size())
        (bg_img, bg_rect) = ImageLoader.load_img('marble-board.jpg')
        result.blit(bg_img, bg_rect)
        return result.convert(), bg_rect

    def _get_fps_text(self):
        fps_text = self.font.render("%4.1f fps" % self.fps_clock.get_fps(), True, WHITE)
        rect = fps_text.get_rect()
        rect.right, rect.bottom = self.background_rect.right, self.background_rect.bottom
        return fps_text, rect

    def _draw_fps(self):
        if self.show_fps:
            self.fps_text, self.fps_rect = self._get_fps_text()
            self.screen.blit(self.fps_text, self.fps_rect)

    def _clear_fps(self):
        if self.show_fps:
            self.screen.blit(self.background, self.fps_rect, area=self.fps_rect)

    def _clear_items(self):
        self._clear_winner()
        self._clear_fps()
        self.piece_selected.clear(self.screen, self.background)
        self.pieces.clear(self.screen, self.background)

    def _draw_winner(self):
        winner = self.game.winner()
        if winner:
            self.winner_text = self.font.render("%s wins!" % winner.title(), True, WHITE)
            winner_rect = self.winner_text.get_rect()
            winner_rect.centerx = self.background.get_rect().centerx
            winner_rect.top = 100
            self.winner_rect = winner_rect
            self.screen.blit(self.winner_text, winner_rect)

    def _clear_winner(self):
        winner = self.game.winner()
        if winner:
            self.screen.blit(self.background, self.winner_rect, area=self.winner_rect)

    def _quit(self):
        log.debug('quitting')
        sys.exit()

    def _select_piece(self, event):
        # select the piece by seeing if the piece collides with cursor
        self.piece_selected.add(piece for piece in self.pieces if piece.rect.collidepoint(event.pos))
        # Capture piece's original position (at center) to determine move on drop
        if len(self.piece_selected) > 0:
            # Assumed: starting a move
            pygame.event.set_grab(True)
            self.pieces.remove(self.piece_selected)
            self.current_piece_position = (self.piece_selected.sprite.rect.centerx,
                                           self.piece_selected.sprite.rect.centery)
            log.debug('grabbing input, picked up piece at %s', self.current_piece_position)

    def _drag_piece(self):
        #  Until button is let go, move the piece with the mouse position
        self.piece_selected.update(pygame.mouse.get_pos())
        log.debug('updated piece to %s', pygame.mouse.get_pos())
#.........这里部分代码省略.........
开发者ID:idrisr,项目名称:checkers,代码行数:103,代码来源:checkers.py

示例12: MainMenu

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
class MainMenu(View):
	def __init__( self, screen, display ):
		self.nextModelClass = None
		self.screen = screen
		self.screenRect = screen.get_rect()
		self.display = display

		self.model = None

		self.bgImage = load_png( 'bg_mainmenu.png' )

		self.btnGroup = RenderUpdates()

		fBtn = ImgButton( 'freestyle', self.Freestyle )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 100
		self.btnGroup.add( fBtn )
		self.freestyleButton = fBtn

		fBtn = ImgButton( 'freestyle_tricky', self.FreestyleTricky )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 160
		self.btnGroup.add( fBtn )
		self.freestyleTrickyButton = fBtn

		fBtn = ImgButton( 'speedy', self.Speedy )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 220
		self.btnGroup.add( fBtn )
		self.speedyButton = fBtn

		fBtn = ImgButton( 'sharpshooter', self.Sharpshooter )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 280
		self.btnGroup.add( fBtn )
		self.sharpshooterButton = fBtn

		fBtn = ImgButton( 'firehose', self.Firehose )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 340
		self.btnGroup.add( fBtn )
		self.firehoseButton = fBtn

		fBtn = ImgButton( 'loading', self.Loading )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 400
		self.loadingButton = fBtn


		dBtn = ImgButton( 'debug', self.Debug )
		dBtn.rect.midbottom = self.screenRect.midbottom
		dBtn.rect.y -= 10
		self.btnGroup.add( dBtn )
		self.debugButton = dBtn

		self.groups = [ self.btnGroup ]


	def Update( self, timeChange ):
		self.btnGroup.update()

	def Start( self ):
		controller = mvcState.GetController()
		controller.mouseListeners.append( self.freestyleButton )
		controller.mouseListeners.append( self.freestyleTrickyButton )
		controller.mouseListeners.append( self.speedyButton )
		controller.mouseListeners.append( self.firehoseButton )
		controller.mouseListeners.append( self.sharpshooterButton )
		controller.mouseListeners.append( self.debugButton )
		mvcState.GetView().ModelStarted(self)

	def Quit( self ):
		#print 'mm quitting'
		controller = mvcState.GetController()
		controller.mouseListeners.remove( self.freestyleButton )
		controller.mouseListeners.remove( self.freestyleTrickyButton )
		controller.mouseListeners.remove( self.speedyButton )
		controller.mouseListeners.remove( self.firehoseButton )
		controller.mouseListeners.remove( self.sharpshooterButton )
		controller.mouseListeners.remove( self.debugButton )
		if not self.nextModelClass:
			self.nextModelClass = SystemQuitFlag
		newModel = self.nextModelClass()
		mvcState.SetModel( newModel )

	def Freestyle( self ):
		#TODO: hack alert
		self.btnGroup.add( self.loadingButton )
		self.Draw()
		self.nextModelClass = FreestyleModel
		self.Quit()
	def FreestyleTricky( self ):
		#TODO: hack alert
		self.btnGroup.add( self.loadingButton )
		self.Draw()
		self.nextModelClass = FreestyleTrickyModel
		self.Quit()
	def Debug( self ):
		#TODO: hack alert
		self.btnGroup.add( self.loadingButton )
#.........这里部分代码省略.........
开发者ID:sjbrown,项目名称:steam_jet_blower,代码行数:103,代码来源:model.py

示例13: GameView

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
class GameView(View):
	def __init__( self, screen, display ):
		self.screen = screen
		self.screenRect = screen.get_rect()
		self.display = display
		self.model = None
		self.currentTime = 0

		self.bgImage = load_png( 'bg_game.png' )

		self.hiGroup = RenderUpdates()
		self.lowGroup = RenderUpdates()
		self.viewOnlyGroup = RenderUpdates()
		self.bubbleGroup = RenderUpdates()

		self.ins_spin = None
		self.ins_press = None
		self.quitButton = None
		self.squeezePrompt = None

		self.groups = [self.lowGroup, self.bubbleGroup, self.hiGroup, self.viewOnlyGroup]
		self.locks = []

		self.stripeOrder = ['violet','blue','green',
		                    'yellow','orange','red']
		self.stripeHeights = {
		                     'violet': 233,
		                     'blue':   189, 
		                     'green':  136,
		                     'yellow': 85,
		                     'orange': 44,
		                     'red':    11,
		                    }
		self.heaterRects = { 
		                    'green':  Rect ( 160, 470, 80, 100 ),
		                    'blue':   Rect ( 265, 470, 80, 100 ),
		                    'violet': Rect ( 370, 470, 80, 100 ),
		                    'red':    Rect ( 475, 470, 80, 100 ),
		                    'orange': Rect ( 580, 470, 80, 100 ),
		                    'yellow': Rect ( 685, 470, 80, 100 ),
		}


		self.purseStatusbars = []

		controller = mvcState.GetController()
		controller.gameEventListeners.append( self )

	def ModelStarted( self, model ):
		self.quitButton = QuitButton()
		self.quitButton.rect.topleft = (10, 530)
		self.viewOnlyGroup.add( self.quitButton )

		self.ins_spin = InstructionSpin()
		self.ins_spin.rect.topleft = (380, 440)
		self.viewOnlyGroup.add( self.ins_spin )

		View.ModelStarted( self, model )
		heater = self.model.manualHeater
		heater.rect.topleft = self.heaterRects['red'].topleft
		self.hiGroup.add( heater )

		cloud = self.model.cloud
		cloud.rect.topleft = (10,40)
		self.hiGroup.add( cloud )
		
		monWid = self.model.playerMoney
		monWid.rect.topleft = (10,490)
		self.hiGroup.add( monWid )

		bladder = self.model.bladder
		bladder.rect.topleft = (410,378)
		bladder.FixBottom( bladder.rect.midbottom )
		self.hiGroup.add( bladder )

		self.squeezePrompt = SqueezePrompt( bladder )
		self.squeezePrompt.rect.topleft = (190,340)

		m = self.model
		stripes = [m.violetstripe, m.bluestripe, m.greenstripe,
		           m.yellowstripe, m.orangestripe, m.redstripe ]
		for i in range( len(stripes) ):
			name = stripes[i].name
			stripes[i].rect.topleft = (146,self.stripeHeights[name])
			self.lowGroup.add( stripes[i] )

		for i in range( len(m.colorPurses) ):
			cName = m.colorPurses[i].colorName
			dimensions = self.heaterRects[cName].move(0,0)
			dimensions.move_ip(0,100)
			dimensions.height = 10
			sb = StatusBar( m.colorPurses[i], 
			         dimensions,
			         outlineImg='sb_outline.png',
			         attrName='amount', 
			         fullAmt=m.colorPurses[i].capacity,
			         innerColor=COLORS[cName]
			        )
			self.purseStatusbars.append( sb )
			self.lowGroup.add( sb )
#.........这里部分代码省略.........
开发者ID:sjbrown,项目名称:steam_jet_blower,代码行数:103,代码来源:model.py

示例14: main

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]
def main():
	"""this function is called when the program starts.
	   it initializes everything it needs, then runs in
	   a loop until the function returns."""
#Initialize Everything
	global screen
	screen = None
	pygame.init()
	screen = pygame.display.set_mode(RESOLUTION)
	pygame.display.set_caption('Example Poutine Window')

#Create The Backgound
	bg = pygame.Surface( RESOLUTION )
	bg.fill( BGCOLOR )

#Display The Background
	screen.blit(bg, (0, 0))
	pygame.display.flip()

#Prepare Game Objects
	clock = pygame.time.Clock()

	label = LabelSprite( 'foo' )
	label.rect.move_ip( 100, 100 )
	#this will be the callback function of the button
	def buttonWasClicked():
		print "button clicked"
	button = ButtonSprite( 'bar', None, buttonWasClicked )
	button.rect.move_ip( 100, 300 )

	tEntry = TextEntrySprite('textentry')
	tEntry.rect.move_ip( 100, 400 )

	allWidgets = RenderUpdates()
	allWidgets.add( label )
	allWidgets.add( button )
	allWidgets.add( tEntry )



#Main Loop
	while 1:
		timeChange = clock.tick(40)

	#Handle Input Events
		oldEvents = []
		remainingEvents = pygame.event.get()
		for event in remainingEvents:
			oldEvents.append( remainingEvents.pop(0) )
			if event.type == QUIT:
				return
			elif event.type == KEYDOWN and event.key == K_ESCAPE:
				return

			elif event.type == KEYDOWN:
				key = event.unicode.encode("ascii")
				if key and key in string.printable:
					for s in  allWidgets.sprites():
						if hasattr( s, "OnKeyPressed" ):
							s.OnKeyPressed( key )
				else:
					key = event.key
					for s in  allWidgets.sprites():
						if hasattr( s, "OnMetaPressed"):
							s.OnMetaPressed( key )
			elif event.type == MOUSEMOTION:
				for sprite in  allWidgets.sprites():
					if hasattr( sprite, "OnMouseMove" ):
						sprite.OnMouseMove( event.pos )
			elif event.type == MOUSEBUTTONDOWN:
				for sprite in  allWidgets.sprites():
					if hasattr( sprite, "OnMouseClick" ):
						sprite.OnMouseClick( event.pos )

	#Draw Everything
		allWidgets.clear( screen, bg )
		allWidgets.update( )
		changedRects =  allWidgets.draw(screen)
		pygame.display.update( changedRects )


#Game Over
	pygame.quit()
开发者ID:sjbrown,项目名称:poutine,代码行数:85,代码来源:example.py

示例15: Player

# 需要导入模块: from pygame.sprite import RenderUpdates [as 别名]
# 或者: from pygame.sprite.RenderUpdates import add [as 别名]

#.........这里部分代码省略.........
                                  lyrics, self.game.name)]
      self.length = max(self.steps[0].length, self.steps[1].length)
      self.ready = min(self.steps[0].ready, self.steps[1].ready)
      self.bpm = self.steps[0].bpm

      count = self.steps[0].totalarrows + self.steps[1].totalarrows

      total_holds = 0
      for i in range(2):  total_holds += len(self.steps[i].holdref)

      args = (self.pid, self.bpm, diff, count, total_holds,
              self.steps[0].feet)
      for l in self.listeners: l.set_song(*args)

    else:
      self.holding = [-1] * len(self.game.dirs)
      self.steps = steps.Steps(song, diff, self, self.pid, lyrics,
                               self.game.name)
      self.length = self.steps.length
      self.ready = self.steps.ready
      self.bpm = self.steps.bpm
      self.arrows = self.theme.arrows(self.pid)

      holds = len(self.steps.holdref)

      args = (self.pid, self.bpm, diff, self.steps.totalarrows,
              holds, self.steps.feet)
      for l in self.listeners: l.set_song(*args)

  def start_song(self):
    self.toparr_group = RenderUpdates()
    self.fx_group = RenderUpdates()
    self.text_group = RenderUpdates()
    self.text_group.add([self.score, self.lifebar, self.judging_disp])
    self.text_group.add(self.holdtext)

    if mainconfig["showcombo"]: self.text_group.add(self.combos)

    if self.game.double:
      self.arrow_group = [OrderedRenderUpdates(),
                          OrderedRenderUpdates()]

      for i in range(2):
        self.steps[i].play()
        for d in self.game.dirs:
          if mainconfig["explodestyle"] > -1:
            self.toparrfx[i][d].add(self.fx_group)
          if not self.dark: self.toparr[i][d].add(self.toparr_group)
      self.sprite_groups = [self.toparr_group, self.arrow_group[0],
                            self.arrow_group[1], self.fx_group,
                            self.text_group]
    else:
      self.steps.play()
      self.arrow_group = OrderedRenderUpdates()
      for d in self.game.dirs:
        if mainconfig["explodestyle"] > -1: self.toparrfx[d].add(self.fx_group)
        if not self.dark: self.toparr[d].add(self.toparr_group)
      self.sprite_groups = [self.toparr_group, self.arrow_group,
                            self.fx_group, self.text_group]

  def get_next_events(self, song):
    if self.game.double:
      self.fx_data = [[], []]
      for i in range(2):
        self._get_next_events(song, self.arrow_group[i], self.arrows[i],
                              self.steps[i], self.judge[i])
开发者ID:EvilDrW,项目名称:pydance,代码行数:70,代码来源:player.py


注:本文中的pygame.sprite.RenderUpdates.add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。