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Python Scene.update方法代码示例

本文整理汇总了Python中scene.Scene.update方法的典型用法代码示例。如果您正苦于以下问题:Python Scene.update方法的具体用法?Python Scene.update怎么用?Python Scene.update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scene.Scene的用法示例。


在下文中一共展示了Scene.update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: Game

# 需要导入模块: from scene import Scene [as 别名]
# 或者: from scene.Scene import update [as 别名]
class Game(engine.State):
    def init(self):
        self.image = load_image('bg_800x600.png')
        self.screen.blit(self.image[0], (0,0))

        self.speed = Speed()

        self.player = objects.PigOnTractor((250, 300), self.speed)

        self.police = objects.Police((-300, 300), self.speed)

        self.scene = Scene(self.player)

        for i in range(200):
            self.do_scene()

    def do_scene(self):
        self.scene.generate()
        self.scene.bias()
        self.scene.clean()  

    def event(self, events):
        for event in events:
            if event.type == pygame.QUIT:
                return engine.Quit(self.game, self.debug)

            elif event.type == pygame.KEYDOWN: 
                if event.key == pygame.K_ESCAPE:
                    return MainMenu(self.game, self.debug)
                elif event.key == pygame.K_LEFT:
                    self.speed.down()
                elif event.key == pygame.K_RIGHT:
                    self.speed.up()

            elif event.type == UPDATESCENE:
                self.do_scene()
                self.player.consume_gas()

        self.player.event(events)

    def update(self, passed_time):
        self.player.update()
        self.scene.update()
        self.police.update()
        if self.police.status == 'arrest':
            return GameOver(self.game, self.debug, 'game_over_arrested.png', self.player.get_score())
        if self.player.status() == 'arrested':
            return GameOver(self.game, self.debug, 'game_over_arrested.png', self.player.get_score())
        elif self.player.status() == 'died':
            return GameOver(self.game, self.debug, 'game_over_die.png', self.player.get_score())

    def paint(self):
        self.screen.blit(self.image[0], (0,0))
        self.scene.draw(self.screen)
        self.player.draw(self.screen)
        self.police.draw(self.screen)
开发者ID:lunatik-210,项目名称:efr,代码行数:58,代码来源:states.py

示例2: Scene

# 需要导入模块: from scene import Scene [as 别名]
# 或者: from scene.Scene import update [as 别名]
fpsClock = pygame.time.Clock()

windowSurfaceObj = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), pygame.DOUBLEBUF)
pygame.display.set_caption("Street Pirates Vs. Ninja")
fontObj = pygame.font.Font('freesansbold.ttf', 42)
msg = "Hello world!"

scene = Scene([ [2, 2, 0], [1, 0, 0] ])
screen = Screen(windowSurfaceObj, scene)
listener = EventListener(scene)

bluecolor = pygame.Color(0, 0, 255)
msg = "Hello world"

while True:
    listener.listen()
    screen.draw()
    msg = str(scene._players[0].position())
    msg1 = str(scene._players[0].speed())
    # msg += str(scene._players[1].position())
    msgSurfaceObj = fontObj.render(msg, False, bluecolor)
    msgRectObj = msgSurfaceObj.get_rect()
    scene.update()
    msgRectObj.topleft = (10, 20)
    windowSurfaceObj.blit(msgSurfaceObj, msgRectObj)
    pygame.display.update()
    #scene.moveForward(0, 0.001)
    #scene.moveRight(0, .001)
    scene.moveLeft(0, .001)
    print msg + '!' + msg1
开发者ID:ClubEngine,项目名称:GameJam4,代码行数:32,代码来源:testMouvement.py

示例3:

# 需要导入模块: from scene import Scene [as 别名]
# 或者: from scene.Scene import update [as 别名]
scene.add(Player("player", 5, (WIDTH / 2) - 50, 10, 50))
scene.add(Ia("ia", WIDTH - 5 - 10, (HEIGHT / 2) - 50, 10, 50))
scene.add(Ball("ball", (WIDTH / 2) - (10 / 2), (HEIGHT / 2) - (10 / 2), 10, 10))

scene.draw()

clock = pygame.time.Clock()
totalTime = pygame.time.get_ticks()

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

    timeChange = pygame.time.get_ticks() - totalTime
    totalTime = pygame.time.get_ticks()
    velocityScale = timeChange / 16

    space = pygame.key.get_pressed()[pygame.K_SPACE]

    if scene.state == 0:
        if space:
            scene.state = 1
    if scene.state == 1:
        scene.update(velocityScale)
        scene.draw()

    clock.tick(60)
    scene.flip()

开发者ID:gmourier,项目名称:smashpong,代码行数:31,代码来源:smashpong.py

示例4: __init__

# 需要导入模块: from scene import Scene [as 别名]
# 或者: from scene.Scene import update [as 别名]

#.........这里部分代码省略.........
            self.ray_shader = self.create_shader(vert_read, ray_frag.read())
            self.std_shader = self.create_shader(vert_read, std_frag.read())

        self.setup(self.ray_shader, self.std_shader)
        self.setup_uniforms()

    def create_shader(self, vert, frag):
        return compileProgram(
            compileShader(vert, GL_VERTEX_SHADER),
            compileShader(frag, GL_FRAGMENT_SHADER)
        )

    def setup(self, ray_shader, std_shader):
        verts = numpy.array(
        #    verts    uv
            [-1,  1,  0,  1,
              1,  1,  1,  1,
              1, -1,  1,  0,
             -1, -1,  0,  0],
            dtype=numpy.float32)

        self.vbo = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
        glBufferData(GL_ARRAY_BUFFER, 4*len(verts), verts, GL_STATIC_DRAW)

        position = glGetAttribLocation(std_shader, 'position')
        glEnableVertexAttribArray(position)
        glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 4*4, None)

        texcoord = glGetAttribLocation(std_shader, 'texcoord')
        glEnableVertexAttribArray(texcoord)
        glVertexAttribPointer(texcoord, 2, GL_FLOAT, GL_FALSE, 4*4,
            ctypes.c_void_p(4*2))

        self.draw_texture = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, self.draw_texture)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, self.width, self.height, 0,
            GL_RGBA, GL_FLOAT, None)

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

        self.fbo = glGenFramebuffers(1)
        glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
            GL_TEXTURE_2D, self.draw_texture, 0)

        if glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE:
            raise Exception('well... fuck.')

    def setup_uniforms(self):
        glUseProgram(self.ray_shader)
        self.scene.setup_uniforms(self.ray_shader, self.uniforms)

    def set_uniforms(self):
        self.scene.set_uniforms(self.uniforms)

    def draw(self):
        glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)
        glViewport(0, 0, self.width, self.height)
        glClear(GL_COLOR_BUFFER_BIT);
        glUseProgram(self.ray_shader)
        self.set_uniforms()

        glBindTexture(GL_TEXTURE_2D, self.draw_texture)
        glDrawArrays(GL_QUADS, 0, 4)

        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        glViewport(0, 0, self.real_width, self.real_height)
        glClear(GL_COLOR_BUFFER_BIT);
        glUseProgram(self.std_shader)

        glBindTexture(GL_TEXTURE_2D, self.draw_texture)
        glDrawArrays(GL_QUADS, 0, 4)

        pygame.display.flip()
        self.clock.tick()
        print str(self.clock.get_fps()) + '\r',

    def handle_events(self):
        e = pygame.event.poll()

        if e.type == pygame.QUIT:
            self.running = False
        elif e.type == pygame.KEYUP and e.key == pygame.K_RETURN:
            self.reload()

        self.scene.update(e, self.clock.get_time()/1000.0)

    def quit(self):
        glDeleteTextures([self.draw_texture])
        glDeleteFramebuffers(1, [self.fbo])
        glDeleteProgram(self.ray_shader)
        glDeleteProgram(self.std_shader)
        glDeleteBuffers(1, [self.vbo])

        pygame.display.quit()
        pygame.quit()
开发者ID:bakerj76,项目名称:march,代码行数:104,代码来源:marchgl.py


注:本文中的scene.Scene.update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。