本文整理汇总了Python中space.Space.draw方法的典型用法代码示例。如果您正苦于以下问题:Python Space.draw方法的具体用法?Python Space.draw怎么用?Python Space.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space.Space
的用法示例。
在下文中一共展示了Space.draw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: __init__
# 需要导入模块: from space import Space [as 别名]
# 或者: from space.Space import draw [as 别名]
class Game:
"""PyFighter - The game of the year."""
ALIEN_DELAY = 2000
ALIEN_DELTA = 200
def __init__(self):
"""Initialize game engine."""
pygame.init()
self.screen = pygame.display.set_mode(Data.RESOLUTION)
pygame.display.set_caption('PyFighter [using PyGame {0}]'.format(Data.PYGAME_INFO))
self.clock = pygame.time.Clock()
self.space = Space()
self.story = _Story()
self.audio = _Audio()
self.player = pygame.sprite.GroupSingle(Player())
self.aliens = pygame.sprite.Group()
self.beams = pygame.sprite.Group()
self.timer = 0
def play(self):
"""Start the game."""
self.story.play_intro(self.screen)
self.audio.play_music()
self._idle_loop()
def _idle_loop(self):
"""Main loop of the game."""
while True:
self._process_events()
self._update_game()
self._draw_screen()
def _process_events(self):
"""Analyze all proper events from the queue."""
for event in pygame.event.get():
if event.type == QUIT:
self._game_over(False)
elif event.key == K_SPACE:
# Generate the rocket and store it in the list.
self.audio.play_laser()
self.beams.add(Laser(self.player.sprite.rect))
else:
self.player.sprite.handle(event)
def _update_game(self):
"""Calculate all changes."""
self.space.update()
self.player.update()
self.beams.update()
self._check_state()
self.aliens.update()
# Generate next alien.
delay = Game.ALIEN_DELAY - Game.ALIEN_DELTA * Score.levelNo
if pygame.time.get_ticks() - self.timer > delay and len(self.aliens) < Score.levelNo:
self.aliens.add(Alien())
self.timer = pygame.time.get_ticks()
self._check_state()
def _check_state(self):
"""Check all game actions."""
# Check if the player was hit or if alien went past the screen.
if pygame.sprite.spritecollideany(self.player.sprite, self.aliens) or Score.livesNo == 0:
self._game_over(False)
# Check for beams collisions.
result = pygame.sprite.groupcollide(self.beams, self.aliens, True, True)
for hits in result.values():
Score.score += len(hits)
Score.count += len(hits)
# Increase level of difficulty if proper no of ships was destroyed
if Score.count >= Score.levelNo:
Score.count -= Score.levelNo
Score.levelNo += 1
# Show good ending in case player reached last level.
if Score.levelNo == 7:
self._game_over(True)
def _draw_screen(self):
"""Draw everything."""
self.space.draw(self.screen)
self.player.draw(self.screen)
self.beams.draw(self.screen)
self.aliens.draw(self.screen)
Score.draw(self.screen)
# Show the screen.
pygame.display.flip()
self.clock.tick(Data.FRAMES_SEC)
def _game_over(self, isGood):
#.........这里部分代码省略.........