本文整理汇总了Python中ship.Ship.get_center_x方法的典型用法代码示例。如果您正苦于以下问题:Python Ship.get_center_x方法的具体用法?Python Ship.get_center_x怎么用?Python Ship.get_center_x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ship.Ship
的用法示例。
在下文中一共展示了Ship.get_center_x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: GameWidget
# 需要导入模块: from ship import Ship [as 别名]
# 或者: from ship.Ship import get_center_x [as 别名]
class GameWidget(Widget):
def __init__(self, root_widget, **kw):
super(GameWidget, self).__init__(**kw)
self.root_widget = root_widget
self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
self._keyboard.bind(on_key_down=self._on_keyboard_down)
self._keyboard.bind(on_key_up=self._on_keyboard_up)
self.ship = Ship()
with self.canvas.before:
self.rect_bg1 = Image(source='img/background-blue.png', allow_stretch=True, keep_ratio=False)
self.rect_bg2 = Image(source='img/background-blue.png', allow_stretch=True, keep_ratio=False) # , allow_stretch=True, keep_ratio=False
self.bind(size=self._update_rect)
self.bind(pos=self._update_rect)
self.counter = 0
self.level = 0
self.drones = []
self.saucers = []
Clock.schedule_interval(self.update_game, 1./60)
self.sfx_laser = SoundPygame(source='sfx/laser.wav')
self.sfx_explo = SoundPygame(source='sfx/explosion.wav')
# self.sfx_laser = SoundLoader.load('sfx/laser.wav')
# self.sfx_explo = SoundLoader.load('sfx/explosion.wav')
self.img_explo = []
with self.canvas.after:
Color(.8, .2, .2, 1)
self.lifebar = Rectangle()
self.score = 0
self.accel = 0
self._initialized = False
def _update_rect(self, *args):
# self.rect_bg1.pos = self.width/2 - self.height/2, 0
# self.rect_bg1.size = self.height, self.height * 1
# self.rect_bg2.pos = self.width/2 - self.height/2, self.height
# self.rect_bg2.size = self.height, self.height * 1
self.rect_bg1.pos = self.pos
self.rect_bg1.size = self.size
self.rect_bg2.pos = 0, self.height
self.rect_bg2.size = self.size
if not self._initialized:
self.initialize()
def initialize(self):
self.add_widget(self.ship)
self.ship.pos= self.center_x - self.ship.width/2, self.y
self.update_health()
self._initialized = True
def _keyboard_closed(self):
self._keyboard.unbind(on_key_down=self._on_keyboard_down)
self._keyboard.unbind(on_key_up=self._on_keyboard_up)
self._keyboard = None
def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
if keycode[1] == 'escape':
self.root_widget.close_app()
if keycode[1] == 'left':
self.ship.steer_x(-20)
elif keycode[1] == 'right':
self.ship.steer_x(20)
elif keycode[1] == 'up':
self.ship.steer_y(20)
elif keycode[1] == 'down':
self.ship.steer_y(-20)
elif keycode[1] == 'f' and not self.ship.is_shielded and self.ship.cooldown == 0:
self.ship.cooldown = 25
missile = Projectile('missile', 0, 10, 'human')
missile.score_bonus = 5
missile.size = 75, 75
missile.x = self.ship.get_center_x() - missile.width / 2
missile.y = self.ship.y + self.ship.height
self.add_widget(missile)
elif keycode[1] == 's' and not self.ship.is_shielded and self.ship.cooldown == 0:
# if self.sfx_laser.state == 'play':
# self.sfx_laser.stop()
self.ship.cooldown = 5
self.sfx_laser.play()
laser1 = Projectile('laser', 0, 20, 'human')
laser1.x = self.ship.x + self.ship.width * .35
laser1.y = self.ship.y + self.ship.height / 10
self.add_widget(laser1)
laser2 = Projectile('laser', 0, 20, 'human')
laser2.x = self.ship.x - self.ship.width * .35
laser2.y = self.ship.y + self.ship.height / 10
self.add_widget(laser2)
elif keycode[1] == 'd':
self.ship.toggle_shield()
# elif keycode[1] == 'q':
# self.ship.shield('green')
return True
def _on_keyboard_up(self, keyboard, keycode):
if keycode[1] == 'left':
self.ship.steer_x(0)
elif keycode[1] == 'right':
self.ship.steer_x(0)
elif keycode[1] == 'up':
self.ship.steer_y(0)
elif keycode[1] == 'down':
#.........这里部分代码省略.........