本文整理汇总了Python中ship.Ship.stop_move_down方法的典型用法代码示例。如果您正苦于以下问题:Python Ship.stop_move_down方法的具体用法?Python Ship.stop_move_down怎么用?Python Ship.stop_move_down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.stop_move_down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: Vacuum
# 需要导入模块: from ship import Ship [as 别名]
# 或者: from ship.Ship import stop_move_down [as 别名]
#.........这里部分代码省略.........
return
elif event.type == KEYDOWN and event.key == K_ESCAPE and self.game_finished == True:
pygame.quit()
quit()
if event.type == KEYDOWN:
self.game_started = True
if event.key == K_ESCAPE:
return false #exit
elif event.key == K_SPACE:
#shoot a laser if the max number is not reached
if Laser.num < Laser.max_lasers:
self.laser = Laser(self.ship)
self.fire.add(self.laser)
elif event.key == K_LEFT:
self.ship.move_left()
elif event.key == K_RIGHT:
self.ship.move_right()
elif event.key == K_UP:
self.ship.move_up()
elif event.key == K_DOWN:
self.ship.move_down()
elif event.key == K_p:
self.game_paused = not self.game_paused
if event.type == KEYUP:
if event.key == K_LEFT:
self.ship.stop_move_left()
elif event.key == K_RIGHT:
self.ship.stop_move_right()
elif event.key == K_UP:
self.ship.stop_move_up()
elif event.key == K_DOWN:
self.ship.stop_move_down()
return True
def process_powerups(self):
#powerups got by the player, remove them, play a sound and apply them
powerups_obtained = pygame.sprite.spritecollide(self.ship, self.powerups, True)
for powerup_obtained in powerups_obtained:
#play powerup sound
self.sounds['powerup'].play()
#TODO powerup should be processed in ship
if powerup_obtained.type == 1 and self.ship.powerup['speedup'] < 2:
self.ship.powerup['speedup'] += 0.5
print "Increase speed to {0}".format(self.ship.powerup['speedup'])
elif powerup_obtained.type == 2 and Laser.max_lasers < 8:
print "Increase lasers to {0}".format(Laser.max_lasers)
Laser.max_lasers += 1
elif powerup_obtained.type == 3 and self.ship.powerup['penetrate'] == False:
print "Activate penetration"
self.ship.powerup['penetrate'] = True
else:
print "No more powerups available"
#Main Loop
def loop(self):
count = 0
while 1:
count = (count+1)%50
self.clock.tick(25)
#handle input events
ok = self.handle_keys()
if ok == False:
示例2: Vacuum
# 需要导入模块: from ship import Ship [as 别名]
# 或者: from ship.Ship import stop_move_down [as 别名]
#.........这里部分代码省略.........
if event.key == K_ESCAPE:
return False #exit
elif event.key == K_SPACE:
#shoot a laser if the max number is not reached
if Laser.num < Laser.max_lasers:
#print "There's {0} lasers in the screen and the max is {1}".format(Laser.num, Laser.max_lasers)
laser = Laser(self.ship)
self.fire.add(laser)
if self.ship.buddies > 0:
self.fire.add(DiagonalLaser(self.ship, "up"))
if self.ship.buddies > 1:
self.fire.add(DiagonalLaser(self.ship, "down"))
if self.ship.buddies > 2:
self.fire.add(DiagonalLaser(self.ship, "back"))
elif event.key == K_LEFT:
self.ship.move_left()
elif event.key == K_RIGHT:
self.ship.move_right()
elif event.key == K_UP:
self.ship.move_up()
elif event.key == K_DOWN:
self.ship.move_down()
elif event.key == K_p:
self.game_paused = not self.game_paused
if event.type == KEYUP:
if event.key == K_LEFT:
self.ship.stop_move_left()
elif event.key == K_RIGHT:
self.ship.stop_move_right()
elif event.key == K_UP:
self.ship.stop_move_up()
elif event.key == K_DOWN:
self.ship.stop_move_down()
return True
def process_powerups(self):
#powerups got by the player, remove them, play a sound and apply them
powerups_obtained = pygame.sprite.spritecollide(self.ship, self.powerups, True)
for powerup_obtained in powerups_obtained:
#play powerup sound
self.sounds['powerup'].play()
self.score.add_score(powerup_obtained.value)
#TODO powerup should be processed in ship
print 'powerup:',powerup_obtained.type
if powerup_obtained.type == 0:
self.ship.life_up()
self.hud.add(Flying_Label( self.ship.rect, 'Energy'))
self.lifemeter.life = self.ship.life
elif powerup_obtained.type == 1 and self.ship.powerup['speedup'] < 5:
self.ship.powerup['speedup'] += 1
self.powerup_speed.set_status(self.ship.powerup['speedup'])
self.hud.add(Flying_Label( self.ship.rect, 'Speed up'))
#print "Increase speed to {0}".format(self.ship.powerup['speedup'])
elif powerup_obtained.type == 2 and Laser.max_lasers < 5:
Laser.max_lasers += 1
Laser.move += 2
self.powerup_weapon.set_status(Laser.max_lasers)
print "Increase lasers to {0}".format(Laser.max_lasers)
self.hud.add(Flying_Label( self.ship.rect, 'Lasers'))
elif powerup_obtained.type == 3 and self.ship.powerup['penetrate'] == False:
print "Activate penetration"
self.hud.add(Flying_Label( self.ship.rect, 'Penetration'))
self.ship.powerup['penetrate'] = True