本文整理汇总了Python中score.Score.add方法的典型用法代码示例。如果您正苦于以下问题:Python Score.add方法的具体用法?Python Score.add怎么用?Python Score.add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score.Score
的用法示例。
在下文中一共展示了Score.add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: ScoreTest
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import add [as 别名]
class ScoreTest(unittest.TestCase):
def setUp(self):
self.score = Score(0)
def testAddingWorks(self):
self.score.add_from([5, 5, 4])
self.assertEqual(self.score.total, 29)
self.score.add(3)
self.assertEqual(self.score.total, 87)
def testKeepsTrackOfScoreString(self):
self.score.add_from([1, 2, 3, 4, 5])
self.assertEqual(self.score.string, [0, 1, 2, 3, 4, 5])
示例2: __init__
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import add [as 别名]
class Game:
sky = None
def __init__(self, screen, endless = False):
self.screen = screen
self.sharks = []
self.shark_sprites = pygame.sprite.Group()
self.player = Steamboat()
self.player_sprite = pygame.sprite.Group()
self.player_sprite.add(self.player)
self.health = Health()
self.health_sprite = pygame.sprite.Group()
self.health_sprite.add(self.health)
self.damage_count = 0
self.t = 0
self.water = Water.global_water
#Water.global_water = self.water
self.water_sprite = pygame.sprite.Group()
self.water_sprite.add(self.water)
if not Game.sky:
Game.sky = util.load_image("taivas")
Game.sky = pygame.transform.scale(self.sky, (SCREEN_WIDTH, SCREEN_HEIGHT))
self.cannonballs = []
self.cannonball_sprites = pygame.sprite.Group()
self.pirates = []
self.pirate_sprites = pygame.sprite.Group()
self.titanic = None
self.titanic_sprite = pygame.sprite.Group()
self.seagulls = []
self.seagull_sprites = pygame.sprite.Group()
self.particles = Particles()
self.particle_sprite = pygame.sprite.Group()
self.particle_sprite.add(self.particles)
self.mines = []
self.mine_sprites = pygame.sprite.Group()
self.score = Score()
self.score_sprite = pygame.sprite.Group()
self.score_sprite.add(self.score)
self.powerups = []
self.powerup_sprites = pygame.sprite.Group()
self.level = Level(endless)
self.lastshot = MIN_FIRE_DELAY + 1
self.gameover = False
self.gameover_image = None
self.gameover_rect = None
self.done = False
self.pause = False
self.pause_image = util.bigfont.render("Pause", Variables.alpha, (0,0,0))
self.pause_rect = self.pause_image.get_rect()
self.pause_rect.center = self.screen.get_rect().center
self.spacepressed = None
def run(self):
while not self.done:
if not self.pause:
if not self.gameover:
self.spawn_enemies()
self.update_enemies()
self.player.update()
self.health.update()
cloud.update()
for cb in self.cannonballs:
if not cb.underwater:
#~ particle_point=cb.rect.left, cb.rect.top
particle_point = cb.tail_point()
self.particles.add_trace_particle(particle_point)
particle_point = [particle_point[i] + cb.vect[i]/2 for i in (0,1)]
self.particles.add_trace_particle(particle_point)
if cb.special and (not cb.underwater or rr()>0.6) :
particle_point = cb.tail_point()
self.particles.add_explosion_particle(particle_point)
und_old=cb.underwater
cb.update()
if cb.underwater and not und_old:
for i in xrange(5):
#.........这里部分代码省略.........
示例3: Game
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import add [as 别名]
class Game(object):
def __init__(self, screen_height, screen_width):
pygame.init()
self.screen_height = screen_height
self.screen_width = screen_width
self.level_maps = ("./data/level1.map", "./data/level2.map", "./data/level3.map")
self.current_level_map_index = 0
self.pause = False
self.won_grow_rate = 10
height_width = (self.screen_height, self.screen_width)
self.screen = pygame.display.set_mode(height_width)
pygame.display.set_caption("PySnake")
self.score = Score((0, 500))
self.reload_game = False
self.speed = 5
def init_resources(self):
self.level = Level(self.level_maps[self.current_level_map_index])
self.snake = Snake((64, 64))
self.move_direction = Direction.RIGHT
self.food = None
def start(self):
clock = pygame.time.Clock()
game_over = False
won = True
first_load = True
while not game_over:
clock.tick(self.speed)
for event in pygame.event.get():
self.event_handler(event)
if self.reload_game:
break
if not self.pause:
background = self.level.render()
self.snake.render(background)
if self.food == None:
position = self.generate_free_position()
self.food = Food(position, 1)
background.blit(self.food.image, self.food.rect)
self.screen.fill((0, 0, 0))
self.screen.blit(background, (0, 0))
self.screen.blit(self.score.image, self.score.rect)
pygame.display.flip()
if first_load:
first_load = False
self.pause = True
continue
not_collide = self.snake.update(self.move_direction)
if not not_collide or self.level.collide(self.snake.position):
game_over = True
won = False
if self.food.rect.colliderect(self.snake.head.rect):
self.snake.grow(self.food.grow_rate)
self.score.add(100)
self.food = None
if self.snake.length() == self.won_grow_rate:
game_over = True
if self.reload_game:
self.load_game()
elif won and game_over:
self.load_next_level()
elif game_over:
print("Game over")
def event_handler(self, event):
if event.type == QUIT:
sys.exit(0)
elif event.type == KEYDOWN:
key = pygame.key.get_pressed()
new_direction = self.move_direction
if key[pygame.K_LEFT]:
new_direction = Direction.LEFT
elif key[pygame.K_RIGHT]:
new_direction = Direction.RIGHT
elif key[pygame.K_UP]:
new_direction = Direction.UP
elif key[pygame.K_DOWN]:
new_direction = Direction.DOWN
elif key[pygame.K_p]:
self.pause = not self.pause
elif key[pygame.K_s]:
self.pause = True
level = self.current_level_map_index
snake = self.snake.get_snake_coords()
food = self.food.get_food_position()
direction = self.move_direction
SaveGame.save(level, snake, food, direction)
elif key[pygame.K_l]:
self.reload_game = True
#.........这里部分代码省略.........
示例4: __init__
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import add [as 别名]
class Game:
def __init__(self, screen, usealpha = True, noparticles = False, endless = False):
self.screen = screen
self.usealpha = usealpha
self.noparticles = noparticles
self.sharks = []
self.shark_sprites = pygame.sprite.Group()
self.player = Steamboat()
self.player_sprite = pygame.sprite.Group()
self.player_sprite.add(self.player)
self.health = Health()
self.health_sprite = pygame.sprite.Group()
self.health_sprite.add(self.health)
self.damage_count = 0
self.t = 0
self.water = Water.global_water #Water(self.usealpha)
#Water.global_water = self.water
self.water_sprite = pygame.sprite.Group()
self.water_sprite.add(self.water)
self.sky = util.load_image("taivas")
self.sky = pygame.transform.scale(self.sky, (SCREEN_WIDTH, SCREEN_HEIGHT))
self.pause_icon = util.load_image("pause")
self.cannonballs = []
self.cannonball_sprites = pygame.sprite.Group()
self.pirates = []
self.pirate_sprites = pygame.sprite.Group()
self.titanic = None
self.titanic_sprite = pygame.sprite.Group()
self.seagulls = []
self.seagull_sprites = pygame.sprite.Group()
self.particles = Particles(self.usealpha)
self.particle_sprite = pygame.sprite.Group()
self.particle_sprite.add(self.particles)
self.mines = []
self.mine_sprites = pygame.sprite.Group()
self.score = Score()
self.score_sprite = pygame.sprite.Group()
self.score_sprite.add(self.score)
self.powerups = []
self.powerup_sprites = pygame.sprite.Group()
self.level = Level(endless)
self.cheat_current = 0
self.lastshot = MIN_FIRE_DELAY + 1
self.gameover = False
self.gameover_image = None
self.gameover_rect = None
self.done = False
self.pause = False
font = util.load_font("Cosmetica", 40) #pygame.font.Font(pygame.font.get_default_font(), 36)
self.pause_image = font.render("Pause", True, (0,0,0))
self.pause_rect = self.pause_image.get_rect()
self.pause_rect.center = self.screen.get_rect().center
def run(self):
while not self.done:
util.android_check_pause()
if not self.pause:
if not self.gameover:
self.spawn_enemies()
self.update_enemies()
self.player.update()
self.health.update()
cloud.update()
for cb in self.cannonballs:
cb.update()
if (cb.rect.right < 0 and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH and cb.vect[0] > 0):
self.cannonballs.remove(cb)
self.cannonball_sprites.remove(cb)
self.score.update()
# Add steam particles
if not self.noparticles:
for i in range(STEAM_3):
particle_point = self.player.get_point((5.0 + random.random() * 9.0, 0))
particle_point[0] += self.player.rect.centerx
particle_point[1] += self.player.rect.centery
self.particles.add_steam_particle(particle_point)
for i in range(STEAM_3):
#.........这里部分代码省略.........