本文整理汇总了Python中pyglet.text.Label.delete方法的典型用法代码示例。如果您正苦于以下问题:Python Label.delete方法的具体用法?Python Label.delete怎么用?Python Label.delete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pyglet.text.Label
的用法示例。
在下文中一共展示了Label.delete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: Button
# 需要导入模块: from pyglet.text import Label [as 别名]
# 或者: from pyglet.text.Label import delete [as 别名]
class Button(object):
"""docstring for Button"""
def __init__(self, text, x, y, width, height, batch, color=(50, 50, 50),
scale=unity, **kwargs):
super(Button, self).__init__()
self.pos = vec2(x, y) * scale
self.width = width * scale.x
self.height = height * scale.y
self.bsize = 2 * scale.x
self.color = color
self.hcolor = hcolor
self.text = Label(text, x=(self.pos.x + self.width / 2),
y=(self.pos.y + self.height / 2),
anchor_x='center', anchor_y='center',
batch=batch, **kwargs)
self.bound = Rect(self.pos.x - self.bsize, self.pos.y - self.bsize,
self.width+2*self.bsize, self.height+2*self.bsize,
color=toplinecolor, batch=batch)
self.rect = Rect(self.pos.x, self.pos.y, self.width, self.height,
color=self.color, batch=batch)
def highlight(self):
self.rect.update_color(self.hcolor)
def restore(self):
if not self.rect.color == self.color:
self.rect.update_color(self.color)
def over_button(self, x, y):
return (0 < x - self.pos.x < self.width and
0 < y - self.pos.y < self.height)
def delete(self):
self.text.delete()
self.rect.delete()
示例2: calculate
# 需要导入模块: from pyglet.text import Label [as 别名]
# 或者: from pyglet.text.Label import delete [as 别名]
def calculate(self):
if self.name is None:
return
from pyglet.text import Label
label = Label(self.text, self.name, self.size, self.bold,
self.italic, width = self.width)
self.calculatedWidth = label.content_width
self.calculatedHeight = label.content_height
label.delete()
示例3: __init__
# 需要导入模块: from pyglet.text import Label [as 别名]
# 或者: from pyglet.text.Label import delete [as 别名]
class FloatingCombatText:
def __init__(
self, ui, text, x, y, duration=1.,
scale=1., second_scale=0.5, growth=0.2, velocity=75,
color="darkred", batch=None
):
self.start_scale = scale
self.second_scale = second_scale
self.growth = growth
self.x, self.y = x, y
self.ui = ui
wx, wy = self.ui.window.get_windowpos(x, y)
self.color = lookup_color(color)
self.label = Label(
text=str(text), font_name=None, font_size=12 * scale,
x=wx, y=wy, anchor_x="center", anchor_y="center",
color=self.color, batch=batch,
)
self.velocity = velocity
self.timer = duration
self.duration = duration
self.done = False
def on_end(self):
self.label.delete()
self.done = True
def update(self, dt):
if self.timer <= 0:
self.on_end()
else:
self.timer -= dt
perc = self.timer / self.duration
scale = (
self.second_scale + (
(self.start_scale - self.second_scale) * perc
)
)
self.y += self.velocity * dt
self.label.font_size = 9 * scale
self.label.x, self.label.y = self.ui.window.get_windowpos(
self.x, self.y, precise=True
)
opacity = int(255 * perc)
if opacity < 0:
opacity = 0
self.color = self.color[0], self.color[1], self.color[2], opacity
self.label.color = self.color
示例4: HudTitle
# 需要导入模块: from pyglet.text import Label [as 别名]
# 或者: from pyglet.text.Label import delete [as 别名]
class HudTitle(GameItem):
render_layer = 3
def __init__(self):
GameItem.__init__(self)
self.titleLabel = None
self.pressAnyKeyLabel = None
def add_to_batch(self, batch, groups):
self.titleLabel = Label(
'Sinister Ducks',
font_size=36,
x=self.game.width / 2, y=self.game.height / 2 + 30,
anchor_x='center', anchor_y='center',
batch=batch,
group=groups[self.render_layer] )
self.pressAnyKeyLabel = Label(
'Press any key',
font_size=18,
x=self.game.width / 2, y=self.game.height / 2 - 20,
anchor_x='center', anchor_y='center',
batch=batch,
group=groups[self.render_layer] )
self.blink(None)
def remove_from_batch(self, batch):
self.titleLabel.delete()
self.titleLabel = None
self.pressAnyKeyLabel.delete()
self.pressAnyKeyLabel = None
clock.unschedule(self.blink)
def blink(self, _):
blink = self.pressAnyKeyLabel.color == colors[0]
self.pressAnyKeyLabel.color = colors[blink]
clock.schedule_once(self.blink, 0.4 + 0.2 * blink)
def on_key_press(self, _, __):
clock.schedule_once(lambda _: self.game.start(), 1)
self.remove_from_game = True
示例5: Hud
# 需要导入模块: from pyglet.text import Label [as 别名]
# 或者: from pyglet.text.Label import delete [as 别名]
class Hud(object):
"""docstring for Hud"""
def __init__(self, batch, window):
super(Hud, self).__init__()
self.text_ = 'This is the warmup phase'
self.hp_t = '-1'
self.armor_t = '-1'
self.text_active = 5
self.killmsg_active = False
self.chat_active = False
self.batch = batch
self.scale = vec2(window.width / 1280., window.height / 720.)
self.hp = Label(self.hp_t, font_name=font, font_size=36,
bold=True, x=80, y=10, anchor_x='center',
anchor_y='bottom',
batch=self.batch)
self.armor = Label(self.armor_t, font_name=font, font_size=36,
x=240, y=10, anchor_x='center', anchor_y='bottom',
bold=True,
batch=self.batch)
self.text = Label(self.text_, font_name=font, font_size=36,
x=640, y=360, anchor_x='center', anchor_y='center',
batch=self.batch)
self.weapon = Label('melee', font_name=font, font_size=32,
x=1160, y=80, anchor_x='center', anchor_y='bottom',
color=(0, 255, 255, 255),
batch=self.batch)
self.ammo = Label('1', font_name=font, font_size=36,
x=1160, y=10, anchor_x='center', anchor_y='bottom',
bold=True,
batch=self.batch)
self.time = Label('0:00', font_name=font, font_size=36,
x=640, y=680, anchor_x='center', anchor_y='center',
bold=True,
batch=self.batch)
self.chatdoc = FormattedDocument('\n' * 11)
#self.chatlog = document .FormattedDocument('\n')
self.chat = ScrollableTextLayout(self.chatdoc, width=500,
height=208, multiline=True,
batch=self.batch)
self.chat.x = 130
self.chat.y = 130
self.chat.content_valign = 'bottom'
self.killdoc = FormattedDocument('\n')
self.killmsg = ScrollableTextLayout(self.killdoc, width=300,
height=104, multiline=True,
batch=self.batch)
self.killmsg.x = 20
self.killmsg.y = 600
self.scoredoc = FormattedDocument('0 : 0')
self.score = ScrollableTextLayout(self.scoredoc, width=150,
height=104, multiline=True,
batch=self.batch)
self.score.x = 1270
self.score.y = 650
self.score.anchor_x = 'right'
self.score.anchor_y = 'center'
self.normal_hpcol = (255, 255, 255, 255)
self.low_hpcol = (255, 128, 0, 255)
self.high_hpcol = (0, 204, 255, 255)
self.bname = '_'
self.aname = '_'
self.gametime = 70
self.weaponcolors = {proto.melee: (0, 255, 255, 255),
proto.explBlaster: (255, 255, 0, 255)}
self.killmsg_count = 0
self.scoreboard = None
self.weaponbar = WeaponBar(self.batch, self.scale)
self.do_scale()
def do_scale(self):
for item in (self.armor, self.hp, self.text, self.chat, self.killmsg,
self.time, self.ammo, self.weapon, self.score):
item.x *= self.scale.x
item.y *= self.scale.y
def init_player(self, players):
if len(players) == 0:
self.set_score(0, 0)
else:
self.bname = players.values()[0].name
self.set_score(0, 0)
self.init_pers_hud()
def init_pers_hud(self):
if self.hp._vertex_lists:
self.weaponbar.batch = self.batch
self.weapon.batch = self.batch
self.ammo.batch = self.batch
self.hp.batch = self.batch
self.armor.begin_update()
self.armor.batch = self.batch
self.armor.end_update()
def init_spec(self):
self.weaponbar.remove()
self.weapon.delete()
#.........这里部分代码省略.........
示例6: HudMessage
# 需要导入模块: from pyglet.text import Label [as 别名]
# 或者: from pyglet.text.Label import delete [as 别名]
class HudMessage(GameItem):
render_layer = 3
color = (255, 255, 255, 255)
def __init__(self,
text,
font_size=36,
x=None, y=None,
anchor_x='center', anchor_y='center',
font_name=None,
color=None,
remove_after=None,
):
GameItem.__init__(self)
self._text = text
self.font_size = font_size
if x is None:
x = self.game.width / 2
self.x = x
if y is None:
y = self.game.height / 2
self.y = y
self.anchor_x = anchor_x
self.anchor_y = anchor_y
self.font_name = font_name
if color is None:
color = HudMessage.color
self.color = color
self.label = None
# used to detect when Label needs updating
self.old_source = None
# message removes itself from game after this many seconds
self.remove_after = remove_after
@property
def text(self):
return self.source
@property
def source(self):
return self._text
def add_to_batch(self, batch, groups):
self.label = Label(
self.text,
font_name=self.font_name,
font_size=self.font_size,
x=self.x, y=self.y,
anchor_x=self.anchor_x, anchor_y=self.anchor_y,
color=self.color,
batch=batch,
group=groups[self.render_layer]
)
self.old_source = self.source
def remove(_):
self.remove_from_game = True
if self.remove_after:
clock.schedule_once(remove, self.remove_after)
def remove_from_batch(self, batch):
self.label.delete()
def update(self, _):
if self.source != self.old_source:
self.label.text = self.text
self.old_source = self.source