本文整理汇总了Python中pyglet.sprite.Sprite类的典型用法代码示例。如果您正苦于以下问题:Python Sprite类的具体用法?Python Sprite怎么用?Python Sprite使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Sprite类的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__
def __init__(self,
x=0, y=0, map=None,
blend_src=pyglet.gl.GL_SRC_ALPHA,
blend_dest=pyglet.gl.GL_ONE_MINUS_SRC_ALPHA,
pos=None,
batch=None,
group=None,
usage='dynamic',
):
self.dead = False
self.charName = 'Player'
self.charClass = 'Fighter'
self.map = map
self.mbox = msgBox()
img = sheet['class'][79]
self.stats = Stats(self, Con=18, hpRoll=20)
self.statuswindow = statusWindow(self, batch, group)
if pos is None:
self.pos = Position()
else:
self.pos = pos
Sprite.__init__(self, img,
x, y, blend_src,
blend_dest, batch,
group, usage)
示例2: __init__
def __init__(self, img,
map=None,
pos=None,
stats=None,
x=0, y=0,
blend_src=pyglet.gl.GL_SRC_ALPHA,
blend_dest=pyglet.gl.GL_ONE_MINUS_SRC_ALPHA,
batch=None,
group=None,
usage='dynamic'):
if stats is None:
self.stats = Stats(self)
else:
self.stats = stats
self.map = map
self.pos = pos
self.blocked = True
self.oldPos = pos
self.playerOldPos = None
self.dead = False
self.currentPath = []
Sprite.__init__(self, img,
x, y, blend_src,
blend_dest, batch,
group, usage)
示例3: _draw_overlay
def _draw_overlay(self):
pattern = SolidColorImagePattern((0, 0, 0, 200))
overlay_image = pattern.create_image(1000, 1000)
overlay_image.anchor_x = overlay_image.width / 2
overlay_image.anchor_y = overlay_image.height / 2
overlay = Sprite(overlay_image, self.camera.x, self.camera.y)
overlay.draw()
示例4: Inhabitant
class Inhabitant(object):
def __init__(self, img, x, y):
super(Inhabitant, self).__init__()
register(self)
self.x, self.y = x, y
self.pathfinder = None
self.path = [] # extra copy for custom tumbling or alternative path factories
self.speed = 0.05
self.image = img
self.sprite = Sprite(img, batch=batch)
self.update()
def update(self):
grpos = topo.ground_position(self.x, self.y)
if grpos:
x, y = grpos
self.sprite.set_position(x - 10, y)
def move(self):
dx = self.path[0].x - self.x
dy = self.path[0].y - self.y
if dx ** 2 + dy ** 2 < 0.01:
self.path.pop(0)
if len(self.path) < 1:
self.pathfinder = None
else:
r = math.sqrt(dx ** 2 + dy ** 2)
dx *= self.speed / r
dy *= self.speed / r
self.x += dx
self.y += dy
self.update()
示例5: Button
class Button(Rectangle):
def __init__(self, x, y, width, height, image=None, caption=None, batch=None, group=None):
super(Button, self).__init__(x, y, width, height)
self.batch = batch
self.group = group
self.sprite = None
self.label = None
if image:
self.sprite = Sprite(image.get_region(0, 0, self.width, self.height), batch=self.batch, group=self.group)
if caption:
self.label = Label(caption, font_name='Arial', font_size=12,
anchor_x='center', anchor_y='center', color=(255, 255, 255, 255), batch=self.batch,
group=self.group)
self.set_position(x, y)
def set_position(self, x, y):
super(Button, self).set_position(x, y)
if self.sprite:
self.sprite.x, self.sprite.y = x, y
if self.label:
self.label.x, self.label.y = self.get_center()
def draw(self):
if self.sprite:
self.sprite.draw()
if self.label:
self.label.draw()
示例6: __init__
def __init__(self, x, y, dx, dy, goo_batch):
image = pyglet.image.load(data.filepath('goo.png'))
self.sequence = pyglet.image.ImageGrid(image, 1, 4)
self.splat_image = pyglet.image.load(data.filepath('splat.png'))
self.splat_image.anchor_x = self.splat_image.width / 2
for sequence_image in self.sequence:
sequence_image.anchor_x = sequence_image.width / 2
sequence_image.anchor_y = sequence_image.height / 2
Sprite.__init__(self, image, batch=goo_batch)
self.x = self.xpos = x
self.y = self.ypos = y
self.speedx = dx
self.speedy = dy
self.animation_time = 0
self.animation_frame = 0
self.animation_speed = 0.25
self.splat = False
self.hitbox = (0, 0, self.splat_image.width, self.splat_image.height)
示例7: sprites
def sprites(self, image, x, y, scale=1.0):
from pyglet.sprite import Sprite
for i in range(len(x)):
sprite = Sprite(image, batch=self._batch)
sprite.x = x[i]
sprite.y = y[i]
sprite.scale = scale
self._sprites.append(sprite)
示例8: fire
def fire(self):
"""Create a new bullet"""
bullet = Sprite(images['bullet'], batch=self.bullet_batch)
bullet.x = self.player.x + self.player.width
bullet.y = self.player.y + self.player.height / 2 - bullet.height / 2
self.bullets.append(bullet)
示例9: players_lives
def players_lives(num_icons, batch=None):
lives_left = []
for idx in range(num_icons):
new_sprite = Sprite(img=resources.get_image('engine_stop'),
x=785-idx*30, y=585, batch=batch)
new_sprite.scale = 0.3
lives_left.append(new_sprite)
return lives_left
示例10: _draw_action_menu
def _draw_action_menu(self):
pattern = SolidColorImagePattern((0, 0, 150, 200))
overlay_image = pattern.create_image(1000, 200)
overlay_image.anchor_x = overlay_image.width / 2
overlay_image.anchor_y = overlay_image.height + 100
overlay = Sprite(overlay_image, self.camera.x, self.camera.y)
overlay.draw()
self._generate_text()
示例11: Game
class Game(Window):
def __init__(self):
"""This is run when the game is created"""
super(Game, self).__init__()
# Create the sprites
self.arch = Sprite(images['arch'], x=50, y=50)
self.bullet = Sprite(images['bullet'], x=-50, y=-50)
# A handler that watches the keyboard state
self.keyboard = key.KeyStateHandler()
self.set_handlers(self.keyboard)
# Call update() 60 times a second
clock.schedule_interval(self.update, 1/60.0)
# Display the current FPS on screen
self.fps_display = clock.ClockDisplay()
def on_draw(self):
"""Clear the window, draw the sprites and display framerate"""
self.clear()
self.arch.draw()
self.bullet.draw()
self.fps_display.draw()
def on_mouse_press(self, x, y, button, modifiers):
"""This is run when a mouse button is pressed"""
if button == mouse.LEFT:
print "The left mouse button was pressed."
elif button == mouse.RIGHT:
print "The right mouse button was pressed."
def update(self, dt):
"""This is called on every update
It uses the keyboard input to move the player
at around 200 pixels per second"""
if self.keyboard[key.RIGHT]:
self.arch.x += dt * 200
if self.keyboard[key.LEFT]:
self.arch.x -= dt * 200
if self.keyboard[key.UP]:
self.arch.y += dt * 200
if self.keyboard[key.DOWN]:
self.arch.y -= dt * 200
# Fire if spce bar pressed
if self.keyboard[key.SPACE]:
self.fire()
def fire(self):
print "Fire!"
示例12: background_2
def background_2(self, dt):
"""Random stars created in back moving faster"""
fast_star = Sprite(images['star'], batch=self.fast_star_batch)
fast_star.y = random.uniform(0, self.height)
fast_star.x = self.width
fast_star.scale = random.uniform(0.2, 2)
self.fast_stars.append(fast_star)
示例13: enemy
def enemy(self, dt):
"""creates enemies """
enemy = Sprite(images['windows'], batch=self.enemy_batch)
enemy.y = random.uniform(0, self.width)
enemy.x = self.width
enemy.startX = enemy.x
enemy.startY = enemy.y
self.win_enemy.append(enemy)
示例14: on_draw
def on_draw(self):
from pyglet.sprite import Sprite
if not self.initialized:
self.initialized = True
self.init_gl()
width, height = self.get_size()
x_max = width // 32 + 1
y_max = height // 32 + 1
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_BLEND)
fov = towel.FieldOfVision(self.passable.__contains__)
fov.place_viewer(self.player, self.player_view)
x, y = self.player
x_offset = x - x_max // 2
y_offset = y - y_max // 2
x_range = range(0, x_max + 1)
y_range = range(0, y_max + 1)
self.clear()
batch = pyglet.graphics.Batch()
sprites = []
player_screen_pos = None
for iy in y_range:
for ix in x_range:
p = (ix + x_offset, iy + y_offset)
image = None
color = (255, 255, 255)
if fov.is_visible(p):
if p in self.passable:
image = self.image_floor
else:
image = self.image_wall
self.remembered[p] = image
else:
image = self.remembered.get(p, None)
color = (128, 128, 128)
if image:
sprite = Sprite(image, ix*32, iy*32, batch=batch)
sprite.color = color
sprites.append(sprite)
if p == self.player:
player_screen_pos = (ix*32, iy*32)
batch.draw()
if player_screen_pos:
self.image_player.blit(*player_screen_pos)
self.invalid = False
示例15: player_icons
def player_icons(self, batch=None):
self._life_icons = set()
WIDTH = self.win_size[0]
HEIGHT = self.win_size[1]
for idx in range(self._num_lives):
new_sprite = Sprite(img=resources.get_image('engine_stop'),
x=WIDTH - 15 - idx * 30, y=HEIGHT - 15, batch=batch)
new_sprite.scale = 0.3
new_sprite.rotation = -90
self._life_icons.add(new_sprite)
return self._life_icons