本文整理汇总了Python中screen.Screen.draw方法的典型用法代码示例。如果您正苦于以下问题:Python Screen.draw方法的具体用法?Python Screen.draw怎么用?Python Screen.draw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screen.Screen
的用法示例。
在下文中一共展示了Screen.draw方法的7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 screen import Screen [as 别名]
# 或者: from screen.Screen import draw [as 别名]
class Game(object):
def __init__(self):
pygame.mixer.pre_init(44100, 16, 2, 4096) # setup mixer to avoid sound lag
pygame.init()
pygame.display.set_caption("lakeception")
self.world = World("Test World", (100,100), debug=False)
# resolution, viewport
self.screen = Screen(self.world, (800, 475), (25, 11))
self.screen = Screen(self.world, (800, 475), (99, 99)) # debug res
self.input = Input(self)
self.fps = 60
self.clock = pygame.time.Clock()
self.ANIMATE = pygame.USEREVENT+0
self.animationRate = 1 * 1000
# Temporarily (?) disabled animations, because moving + animating was
# an INTENSE visual experience
# pygame.time.set_timer(self.ANIMATE, self.animationRate)
self.updated = True
self.quitting = False
self.muted = False
self.inspecting = False
self.editing = False
pygame.mixer.init()
# From https://www.freesound.org/people/juskiddink/sounds/60507/
# albeit a bit mixed to allow for looping
tracks = []
tracks.append(pygame.mixer.Sound(os.path.join(sys.path[0],'60507__juskiddink__waves2.ogg')))
tracks.append(pygame.mixer.Sound(os.path.join(sys.path[0],'sea-space.ogg')))
# Play & loop crashing waves in the background
# Set the volume to an unobtrusive level
tracks[0].set_volume(0.1)
tracks[0].play(-1)
# Play the song at a slightly higher volume
# tracks[1].set_volume(0.4)
# tracks[1].play()
def tick(self):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
self.input.handleKey(event)
elif event.type == self.ANIMATE:
self.screen.draw()
self.updated = False
elif event.type == pygame.QUIT:
self.quitting = True
if self.updated:
self.screen.draw(self.inspecting, self.editing)
self.updated = False
timeDelta = self.clock.tick(self.fps)
示例2: run
# 需要导入模块: from screen import Screen [as 别名]
# 或者: from screen.Screen import draw [as 别名]
def run(width, height):
gamefield = Screen(width, height)
while 1:
get_events()
gamefield.draw()
refresh()
pause(100)
示例3: main
# 需要导入模块: from screen import Screen [as 别名]
# 或者: from screen.Screen import draw [as 别名]
def main():
pygame.init()
glutInit()
options = { 'BG': BG, 'ANGLE_VIEW' : ANGLE_VIEW}
screen = Screen(WIDTH, HEIGHT, options)
screen.launch()
n = Node(Color())
screen.add_object(n)
while True:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) #Clear display
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("Close painting")
sys.exit()
screen.draw()
screen.refresh()
示例4: Petris
# 需要导入模块: from screen import Screen [as 别名]
# 或者: from screen.Screen import draw [as 别名]
class Petris():
"""
Application respresentation class.
"""
def init(self):
"""
Initialize application.
"""
self.lines = 0
self.score = 0
self.level = 1
self.screen = Screen()
self.screen.init()
self.screen.level = self.level
self.screen.lines = self.lines
random.seed()
self.figures = []
self.figures.append(FigureI())
self.figures.append(FigureO())
self.figures.append(FigureL())
self.figures.append(FigureJ())
self.figures.append(FigureT())
self.figures.append(FigureS())
self.figures.append(FigureZ())
def destroy(self):
"""
Free application resources.
"""
self.screen.destroy()
def _get_game_delay(self):
"""
Returns real number of seconds for sleep time
between figure falling steps.
"""
seconds = 0.080 + 0.800 * pow(0.75, self.level - 1)
if (seconds < 0.01):
seconds = 0.01
return seconds
def _generate_figure(self):
"""
Generate next figure to be fallen.
"""
return self.figures[random.randint(0, len(self.figures) - 1)]
def run(self):
"""
Run main application loop.
Return True if game was aborted by user, or False if he lose the game.
"""
figure = None
exiting = False
fast_falling = False
paused = False
sleep_time = 0
# Sleep with little portions to make keyboard more interactive.
sleep_chunk = 0.2
next_figure = self._generate_figure()
while not exiting:
# Create and initialize new figure.
if not figure:
figure = next_figure
self.screen.move_figure_to_start(figure)
next_figure = self._generate_figure()
self.screen.set_next_figure(next_figure)
self.screen.draw(figure)
if sleep_time <= 0:
sleep_time = self._get_game_delay()
if sleep_time > sleep_chunk:
sleep_time -= sleep_chunk
time.sleep(sleep_chunk)
else:
time.sleep(sleep_time)
sleep_time = 0
# Keyboard input loop.
ch = self.screen.getch()
if ch == curses.ERR:
# Key was not pressed.
pass
elif ch == ord("l") or ch == ord("L"):
# Move right.
#.........这里部分代码省略.........
示例5: Scene
# 需要导入模块: from screen import Screen [as 别名]
# 或者: from screen.Screen import draw [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
示例6: quit_program
# 需要导入模块: from screen import Screen [as 别名]
# 或者: from screen.Screen import draw [as 别名]
else:
pass
#This gets called to quit the game, called from the menu only currently.
def quit_program():
pygame.quit()
sys.exit()
pygame.init()
FPS = 30
pygame.display.init()
pygame.display.set_mode((0,0), pygame.FULLSCREEN)
CANVAS = pygame.display.get_surface()
fpsClock = pygame.time.Clock()
pygame.display.set_caption('Jetpac: from "{} Python".format("Monty")')
main_screen = Screen(CANVAS, quit_program)
while True :
"""
This while loop is the main game processor
it passes all of the events from the event stack
to the event_handler
Then updates and draws all parts of the game
"""
for event in pygame.event.get():
event_handler(main_screen, event)
main_screen.update()
main_screen.draw()
pygame.display.update()
fpsClock.tick(FPS)
示例7: __init__
# 需要导入模块: from screen import Screen [as 别名]
# 或者: from screen.Screen import draw [as 别名]
class Main:
""" Main class for the game. """
def __init__(self, width, height, caption="Street Pirates Vs. Ninjas"):
"""
Constructor.
@param self [Main] itself
@param width [Int] width of the window
@param height [Int] height of the window
@param caption [String] caption of the window
"""
self.width = width
self.height = height
# pygame objects initialization
pygame.init()
icon = pygame.image.load("assets/Icone.png")
pygame.display.set_icon(icon)
self._soundManager = SoundManager()
self._soundManager.playMenuMusic()
self._fpsClock = pygame.time.Clock()
self._window = pygame.display.set_mode((self.width, self.height), pygame.DOUBLEBUF)
pygame.display.set_caption(caption)
pygame.mouse.set_cursor(*pygame.cursors.tri_left)
# game objects initialization
self._scene = Scene([[100, 0, 0], [-100, 0, 0]], self)
self._listener = EventListener(self._scene, self)
self._startMenu = StartMenu(self)
self._startMenu.drawSplashScreen() # just before loading
self._screen = Screen(self._window, self._scene, self._startMenu)
self._startMenu.draw()
# main object properties initialization
self.state = GameState.START_MENU
self.loop = True
def start(self):
"""
Launches the main loop of the game.
@param self [Main] itself
"""
# main loop
while self.loop:
if self.state == GameState.START_MENU:
self._listener.listen()
self._startMenu.draw()
elif self.state == GameState.IN_GAME:
self._listener.listen()
self._screen.draw()
self._fpsClock.tick(30)
def stop(self):
"""
Definitely stop the main loop.
@param self [Main] itself
"""
self.loop = False
def changeState(self, state):
self.state = state
self._soundManager.stop()
if state == GameState.IN_GAME:
self._soundManager.playMusic("fightmusic")