本文整理汇总了Python中score.Score.getTotal方法的典型用法代码示例。如果您正苦于以下问题:Python Score.getTotal方法的具体用法?Python Score.getTotal怎么用?Python Score.getTotal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.getTotal方法的1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 score import Score [as 别名]
# 或者: from score.Score import getTotal [as 别名]
#.........这里部分代码省略.........
self.player.checkColl(tempEnemy, self.cam, self)
#Check enemy deaths
for tempEnemy in self.enemyList:
if tempEnemy.deathFlag:
self.score.total += 100
self.makeLineBurst( tempEnemy.rect.centerx, tempEnemy.rect.centery, tempEnemy.deathAngle, 60, 200, 50, (255,255,0), 0.1, True )
self.makeLineBurst( tempEnemy.rect.centerx, tempEnemy.rect.centery, tempEnemy.deathAngle, 60, 200, 50, (255,255,255), 0.1, True )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 50, (255,255,255), 0.05, True )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 40, (255,0,0), 0.05, True )
self.enemyExplo.play()
self.enemyList.remove( tempEnemy )
self.spawnEnemy()
#Effect update
for effect in self.effectInstances:
if not effect.active:
self.effectInstances.remove( effect )
#Shake and Decay
self.camShakeFactor = self.camShakeFactor - ( self.camShakeFactor * self.camShakeDecayFactor )
if ( self.camShakeFactor < 1 ):
self.camShakeFactor = 0
self.cam.shake(random.random() * self.camShakeFactor, random.random() * self.camShakeFactor)
#Player boost effect
if ( self.player.boosting ):
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, -self.player.ang * 180 / math.pi + 180, 30, 3, 30, (255,255,155), 0.1, True )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, -self.player.ang * 180 / math.pi + 180, 30, 3, 30, (255,0,0), 0.1, True )
if ( self.player.thrusting ):
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, -self.player.ang * 180 / math.pi + 180, 20, 2, 20, (255,255,255), 0.1, True )
#Update Score in HUD
self.hud.updateScore(self.score.getTotal())
#Death
if self.player.dead and self.player.canMakeDeadEffect:
self.player.canMakeDeadEffect = False
self.shakeScreen( 64 )
self.soundCon.playDeathSound()
self.deathSound.play()
#self.makeExplosion( 500, 500, "Images/Effects/Explosion2Spr.png", 200, 200, 8, 8, True)
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 200, 30, (255,255,0), 0.1, True )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 200, 30, (255,0,0), 0.1, True )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 30, (255,155,0), 0.05, True )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 40, (255,0,0), 0.05, True )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 100, 50, (255,255,255), 0.05, True )
self.player.numLives -= 1
if ( self.player.numLives <= 0 ):
self.doFade = True
self.player.currentDeadTime = 30
if ( self.player.reformEffect ):
self.player.reformEffect = False;
self.spawnSound.play()
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 150, 15, (255,255,255), 0.1, False )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 150, 30, (255,255,255), 0.1, False )
self.makeLineBurst( self.player.rect.centerx, self.player.rect.centery, 0, 360, 150, 50, (255,255,255), 0.1, False )
self.timer = pygame.time.get_ticks()
def shakeScreen(self, magnitude):
self.camShakeFactor = magnitude #Magnitude of shake
def makeLineBurst(self, x, y, direction, spread, count, maxSpeed, color, lerpPercent, doRandom):