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Python Score.check_score方法代码示例

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


在下文中一共展示了Score.check_score方法的2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: TestScore

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import check_score [as 别名]
class TestScore(unittest.TestCase):
    def setUp(self):
        self.score = Score()

    def test_initial_score(self):
        self.assertEqual(0, self.score.player1)
        self.assertEqual(0, self.score.player2)

    def test_inc_play2(self):
        ball = Ball()
        ball.position['x'] = -1
        self.score.check_score(ball)
        self.assertEqual(0, self.score.player1)
        self.assertEqual(1, self.score.player2)
        self.checkFinalPosition(ball)

    def checkFinalPosition(self, ball):
        final_position = constants.SCREEN_WIDTH / 2 - ball.dimension['width'] / 2
        self.assertEqual(final_position, ball.position['x'])

    def test_inc_play1(self):
        ball = Ball()
        ball.position['x'] = constants.SCREEN_WIDTH + 1
        self.score.check_score(ball)
        self.assertEqual(1, self.score.player1)
        self.assertEqual(0, self.score.player2)
        self.checkFinalPosition(ball)
开发者ID:rtouze,项目名称:yapong,代码行数:29,代码来源:test_score.py

示例2: GamingScene

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import check_score [as 别名]
class GamingScene(object):

    R1_DOWN = 1
    R1_UP = 2
    R2_DOWN = 3
    R2_UP = 4

    def __init__(self, configuration):
        self.config = configuration
        self.score = Score()
        self.score_drawer = ScoreDrawer(self.config.background)
        self.ball = Ball(*self._init_sounds())
        racket_x_position = 60
        self.racket1 = Racket(racket_x_position, constants.SCREEN_WIDTH/2 - 35)
        self.racket2 = Racket(
                constants.SCREEN_WIDTH - racket_x_position - 10,
                constants.SCREEN_WIDTH/2 - 35
                )
        self.net = Net()
        self.the_winner_is = ''

    def reset(self):
        """Use this method to reset the scene (sprite position, score,...)"""
        racket_x_position = 60
        self.racket1 = Racket(racket_x_position, constants.SCREEN_WIDTH/2 - 35)
        self.racket2 = Racket(
                constants.SCREEN_WIDTH - racket_x_position - 10,
                constants.SCREEN_WIDTH/2 - 35
                )
        self.score.reset()

    def play(self):
        y_offset_one = 0
        y_offset_two = 0

        accel_r1 = 0
        accel_r2 = 0

        previous_r1 = 0
        previous_r2 = 0

        end_game = False

        while not end_game:
            if previous_r1 == self.R1_DOWN and accel_r1 < 30:
                accel_r1 += 1
            if previous_r1 == self.R1_UP and accel_r1 > -30:
                accel_r1 -= 1
            if previous_r2 == self.R2_DOWN and accel_r2 < 30:
                accel_r2 += 1
            if previous_r2 == self.R2_UP and accel_r2 > -30:
                accel_r2 -= 1
            if previous_r1 == 0: accel_r1 = 0
            if previous_r2 == 0: accel_r2 = 0

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

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_e:
                        y_offset_one = -1
                        previous_r1 = self.R1_UP
                    if event.key == pygame.K_d:
                        y_offset_one = 1
                        previous_r1 = self.R1_DOWN
                    if event.key == pygame.K_UP:
                        y_offset_two = -1
                        previous_r2 = self.R2_UP
                    if event.key == pygame.K_DOWN:
                        y_offset_two = 1
                        previous_r2 = self.R2_DOWN

                if event.type == pygame.KEYUP:
                    if event.key in [pygame.K_e, pygame.K_d]:
                        y_offset_one = 0
                        previous_r1 = 0
                    if event.key in [pygame.K_UP, pygame.K_DOWN]:
                        y_offset_two = 0
                        previous_r2 = 0

            # Update sprites
            self.racket1.update_position(y_offset_one, accel_r1)
            self.racket2.update_position(y_offset_two, accel_r2)
            self.ball.update_position(self.racket1, self.racket2)
            self.score.check_score(self.ball)

            # This fill call is shitty...
            self.config.background.fill((0, 0, 0))
            self.net.draw(self.config.background)
            self.score_drawer.draw(self.score)
            self.ball.draw(self.config.background)
            self.racket1.draw(self.config.background)
            self.racket2.draw(self.config.background)
            self.config.screen.blit(self.config.background, (0, 0))
            pygame.display.flip()

            self.config.clock.tick(constants.REFRESH_RATE)


#.........这里部分代码省略.........
开发者ID:rtouze,项目名称:yapong,代码行数:103,代码来源:scenes.py


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