本文整理汇总了Python中sprite.Sprite.set_offset方法的典型用法代码示例。如果您正苦于以下问题:Python Sprite.set_offset方法的具体用法?Python Sprite.set_offset怎么用?Python Sprite.set_offset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sprite.Sprite
的用法示例。
在下文中一共展示了Sprite.set_offset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: Player
# 需要导入模块: from sprite import Sprite [as 别名]
# 或者: from sprite.Sprite import set_offset [as 别名]
class Player(PhysicsObject):
def __init__(self, pos, color_interval, input):
PhysicsObject.__init__(self, pos, (0, 0), (28, 48), BODY_DYNAMIC)
self.change_color_mode = False
self.color_interval = 0
self.color_timer_text = None
if color_interval > 0:
self.change_color_mode = True
self.color_interval = color_interval
font = Font('./assets/font/vcr.ttf', 18)
self.color_timer_text = Text(font, str(color_interval), (740, 5))
self.color_timer_text.update = True
self.color_timer = 0.0
self.input = input
self.sprite = Sprite("./assets/img/new_guy.png", (64, 64), (1.0 / 12.0))
self.set_foot(True)
self.active_color = 'red'
self.acceleration = 400
self.dead = False
self.sound_jump = Sound('./assets/audio/jump.wav')
self.sound_land = Sound('./assets/audio/land.wav')
self.sound_push = Sound('./assets/audio/push.wav')
self.sound_timer = 0.0
self.sound_min_interval = 0.5
self.id = ID_PLAYER
self.bounce_timer = 0.0
# view rectangle for HUD stuff
self.view_rect = Rect(0, 0, 0, 0)
def handle_input(self, dt):
self.target_vel.x = 0
if self.input.is_pressed(K_RIGHT):
if not self.wants_to_move:
self.wants_to_move = True
self.target_vel.x = 300
self.sprite.set_direction(1)
self.sprite.use_frames([1, 2])
elif self.input.is_pressed(K_LEFT):
if not self.wants_to_move:
self.wants_to_move = True
self.target_vel.x = -300
self.sprite.set_direction(-1)
self.sprite.use_frames([1, 2])
if self.input.is_down(K_UP) and self.on_ground:
self.vel.y = PLAYER_JUMP_FORCE
PLAY_SOUND(self.sound_jump)
# if we are in the automatic color changing mode
# ignore the input from the user
if self.change_color_mode:
return
if self.input.is_down(K_1):
self.active_color = 'red'
self.sprite.set_offset(0)
elif self.input.is_down(K_2):
self.active_color = 'green'
self.sprite.set_offset(4)
elif self.input.is_down(K_3):
self.active_color = 'blue'
self.sprite.set_offset(8)
def play_land_sound(self):
if self.sound_timer > self.sound_min_interval:
PLAY_SOUND(self.sound_land.play())
self.sound_timer = 0.0
def on_collide_obj(self, obj):
if isinstance(obj, ColorChangingBlock) or \
isinstance(obj, MovingBlock) or \
isinstance(obj, MovableBlock) or \
isinstance(obj, ImpulseBlock):
if obj.active_color != self.active_color:
if self.vel.y > 1.0:
pass
return True
return False
elif isinstance(obj, LavaBlock):
self.dead = True
elif isinstance(obj, ExitBlock):
return True if self.active_color != 'green' else False
return True
def on_collide_platform(self, platform):
if platform.layer != self.active_color:
if self.vel.y > 1.0:
pass
return True
return False
def change_color(self):
current_color_index = COLORS.index(self.active_color)
next_color_index = (current_color_index + 1) % len(COLORS)
#.........这里部分代码省略.........