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Python Sprite.hide方法代码示例

本文整理汇总了Python中sprites.Sprite.hide方法的典型用法代码示例。如果您正苦于以下问题:Python Sprite.hide方法的具体用法?Python Sprite.hide怎么用?Python Sprite.hide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sprites.Sprite的用法示例。


在下文中一共展示了Sprite.hide方法的12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: Stator

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]
class Stator():
    """ Create a sprite for a stator """
    def __init__(self, sprites, path, name, x, y, w, h, svg_engine=None,
                 calculate=None, result=None):
        if svg_engine is None:
            self.spr = Sprite(sprites, x, y, file_to_pixbuf(path, name, w, h))
        else:
            self.spr = Sprite(sprites, x, y,
                              svg_str_to_pixbuf(svg_engine().svg))
        self.spr.type = name
        self.name = name
        self.calculate = calculate
        self.result = result

    def draw(self, layer=1000):
        self.spr.set_layer(layer)

    def match(self, sprite):
        if self.spr == sprite:
            return True
        return False

    def move(self, dx, dy):
        self.spr.move((dx, dy))

    def move_relative(self, dx, dy):
        self.spr.move_relative((dx, dy))

    def hide(self):
        self.spr.hide()
开发者ID:leonardcj,项目名称:slideruler,代码行数:32,代码来源:sprite_factory.py

示例2: Slide

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]
class Slide(Stator):
    """ Create a sprite for a slide """
    def __init__(self, sprites, path, name, x, y, w, h, svg_engine=None,
                 function=None):
        if svg_engine is None:
            self.spr = Sprite(sprites, x, y, file_to_pixbuf(path, name, w, h))
        else:
            self.spr = Sprite(sprites, x, y,
                              svg_str_to_pixbuf(svg_engine().svg))
        self.tab_dx = [0, SWIDTH - TABWIDTH]
        self.tab_dy = [2 * SHEIGHT, 2 * SHEIGHT]
        self.tabs = []
        self.tabs.append(Tab(sprites, path, 'tab', x + self.tab_dx[0],
                             y + self.tab_dy[0], TABWIDTH, SHEIGHT))
        self.tabs.append(Tab(sprites, path, 'tab', x + self.tab_dx[1],
                             y + self.tab_dy[1], TABWIDTH, SHEIGHT))
        self.calculate = function
        self.name = name

    def add_textview(self, textview, i=0):
        self.tabs[i].textview = textview
        self.tabs[i].textbuffer = textview.get_buffer()

    def set_fixed(self, fixed):
        for tab in self.tabs:
            tab.fixed = fixed

    def match(self, sprite):
        if sprite == self.spr or sprite == self.tabs[0].spr or \
                sprite == self.tabs[1].spr:
            return True
        return False

    def draw(self, layer=1000):
        self.spr.set_layer(layer)
        self.spr.draw()
        for tab in self.tabs:
            tab.draw()

    def move(self, dx, dy):
        self.spr.move((dx, dy))
        for i, tab in enumerate(self.tabs):
            tab.move(dx + self.tab_dx[i], dy + self.tab_dy[i])

    def move_relative(self, dx, dy):
        self.spr.move_relative((dx, dy))
        for i, tab in enumerate(self.tabs):
            tab.move_relative(dx, dy)

    def hide(self):
        self.spr.hide()
        for tab in self.tabs:
            tab.hide()

    def label(self, label, i=0):
        self.tabs[i].label(label)
开发者ID:leonardcj,项目名称:slideruler,代码行数:58,代码来源:sprite_factory.py

示例3: __init__

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]
class Card:

    ''' Individual cards '''

    def __init__(self, scale=1.0):
        ''' Create the card and store its attributes '''
        self.spr = None
        self.index = None  # Calculated index
        self._scale = scale

    def create(self, string, attributes=None, sprites=None, file_path=None):
        if attributes is None:
            if self.spr is None:
                self.spr = Sprite(sprites, 0, 0, svg_str_to_pixbuf(string))
            else:
                self.spr.set_image(svg_str_to_pixbuf(string))
            self.index = None
        else:
            self.shape = attributes[0]
            self.color = attributes[1]
            self.num = attributes[2]
            self.fill = attributes[3]
            self.index = self.shape * COLORS * NUMBER * FILLS + \
                self.color * NUMBER * FILLS + \
                self.num * FILLS + \
                self.fill
            if self.spr is None:
                self.spr = Sprite(sprites, 0, 0, svg_str_to_pixbuf(string))
            else:
                self.spr.set_image(svg_str_to_pixbuf(string))

            if file_path is not None:
                self.spr.set_image(load_image(file_path, self._scale), i=1,
                                   dx=int(self._scale * CARD_WIDTH * .125),
                                   dy=int(self._scale * CARD_HEIGHT * .125))
        self.spr.set_label_attributes(self._scale * 24)
        self.spr.set_label('')

    def show_card(self, layer=2000):
        ''' Show the card '''
        if self.spr is not None:
            self.spr.set_layer(layer)
            self.spr.draw()

    def hide_card(self):
        ''' Hide a card '''
        if self.spr is not None:
            self.spr.hide()
开发者ID:i5o,项目名称:dimensions,代码行数:50,代码来源:card.py

示例4: Tab

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]
class Tab():
    """ Create tabs for the slide; include a TextView for OSK input """
    def __init__(self, sprites, path, name, x, y, w, h):
        self.spr = Sprite(sprites, x, y, file_to_pixbuf(path, name, w, h))
        self.spr.label = "1.0"
        self.spr.type = name
        self.name = name
        self.width = w
        self.textview = None
        self.textbuffer = None
        self.fixed = None
        self.textview_y_offset = 0

    def label(self, label):
        if self.textbuffer is not None:
            self.textbuffer.set_text(label)

    def _move_textview(self, x, y):
        y += self.textview_y_offset
        if self.textview is not None:
            if x > 0 and x < Gdk.Screen.width() - self.width and y > 0:
                self.fixed.move(self.textview, x, y)
                self.textview.show()
            else:
                self.textview.hide()

    def move(self, x, y):
        self.spr.move((x, y))
        self._move_textview(x, y)

    def move_relative(self, dx, dy):
        self.spr.move_relative((dx, dy))
        x, y = self.spr.get_xy()
        self._move_textview(x, y)

    def draw(self, layer=100):
        self.spr.set_layer(layer)
        self.spr.draw()
        x, y = self.spr.get_xy()
        self._move_textview(x, y)

    def hide(self):
        self.spr.hide()
开发者ID:leonardcj,项目名称:slideruler,代码行数:45,代码来源:sprite_factory.py

示例5: __init__

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]

#.........这里部分代码省略.........
        if not self._pen_fill:
            self._poly_points = []

    def set_poly_points(self, poly_points=None):
        if poly_points is not None:
            self._poly_points = poly_points[:]

    def start_fill(self):
        self._pen_fill = True
        self._poly_points = []

    def stop_fill(self, share=True):
        self._pen_fill = False
        if len(self._poly_points) == 0:
            return

        self._turtles.turtle_window.canvas.fill_polygon(self._poly_points)

        if self._turtles.turtle_window.sharing() and share:
            shared_poly_points = []
            for p in self._poly_points:
                x, y = self._turtles.turtle_to_screen_coordinates(
                    (p[1], p[2]))
                if p[0] in ['move', 'line']:
                    shared_poly_points.append((p[0], x, y))
                elif p[0] in ['rarc', 'larc']:
                    shared_poly_points.append((p[0], x, y, p[3], p[4], p[5]))
                event = 'F|%s' % (data_to_string(
                        [self._turtles.turtle_window.nick,
                         shared_poly_points]))
            self._turtles.turtle_window.send_event(event)
        self._poly_points = []

    def hide(self):
        if self.spr is not None:
            self.spr.hide()
        if self.label_block is not None:
            self.label_block.spr.hide()
        self._hidden = True

    def show(self):
        if self.spr is not None:
            self.spr.set_layer(TURTLE_LAYER)
            self._hidden = False
        self.move_turtle_spr((self._x, self._y))
        self.set_heading(self._heading, share=False)
        if self.label_block is not None:
            self.label_block.spr.set_layer(TURTLE_LAYER + 1)

    def move_turtle(self, pos=None):
        ''' Move the turtle's position '''
        if pos is None:
            pos = self.get_xy()

        self._x, self._y = pos[0], pos[1]
        if self.spr is not None:
            self.move_turtle_spr(pos)

    def move_turtle_spr(self, pos):
        ''' Move the turtle's sprite '''
        pos = self._turtles.turtle_to_screen_coordinates(pos)

        pos[0] -= self._half_width
        pos[1] -= self._half_height

        if not self._hidden and self.spr is not None:
开发者ID:sugarlabs,项目名称:activity-turtle-flags,代码行数:70,代码来源:taturtle.py

示例6: Selector

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]
class Selector():
    ''' Selector class abstraction  '''

    def __init__(self, turtle_window, n):
        '''This class handles the display of palette selectors (Only relevant
        to GNOME version and very old versions of Sugar).
        '''

        self.shapes = []
        self.spr = None
        self._turtle_window = turtle_window
        self._index = n

        if not n < len(palette_names):
            # Shouldn't happen, but hey...
            debug_output('palette index %d is out of range' % n,
                         self._turtle_window.running_sugar)
            self._name = 'extras'
        else:
            self._name = palette_names[n]

        icon_pathname = None
        for path in self._turtle_window.icon_paths:
            if os.path.exists(os.path.join(path, '%soff.svg' % (self._name))):
                icon_pathname = os.path.join(path, '%soff.svg' % (self._name))
                break

        if icon_pathname is not None:
            off_shape = svg_str_to_pixbuf(svg_from_file(icon_pathname))
        else:
            off_shape = svg_str_to_pixbuf(svg_from_file(os.path.join(
                self._turtle_window.icon_paths[0], 'extrasoff.svg')))
            error_output('Unable to open %soff.svg' % (self._name),
                         self._turtle_window.running_sugar)

        icon_pathname = None
        for path in self._turtle_window.icon_paths:
            if os.path.exists(os.path.join(path, '%son.svg' % (self._name))):
                icon_pathname = os.path.join(path, '%son.svg' % (self._name))
                break

        if icon_pathname is not None:
            on_shape = svg_str_to_pixbuf(svg_from_file(icon_pathname))
        else:
            on_shape = svg_str_to_pixbuf(svg_from_file(os.path.join(
                self._turtle_window.icon_paths[0], 'extrason.svg')))
            error_output('Unable to open %son.svg' % (self._name),
                         self._turtle_window.running_sugar)

        self.shapes.append(off_shape)
        self.shapes.append(on_shape)

        x = int(ICON_SIZE * self._index)
        self.spr = Sprite(self._turtle_window.sprite_list, x, 0, off_shape)
        self.spr.type = 'selector'
        self.spr.name = self._name
        self.set_layer()

    def set_shape(self, i):
        if self.spr is not None and i in [0, 1]:
            self.spr.set_shape(self.shapes[i])

    def set_layer(self, layer=TAB_LAYER):
        if self.spr is not None:
            self.spr.set_layer(layer)

    def hide(self):
        if self.spr is not None:
            self.spr.hide()
开发者ID:Daksh,项目名称:turtleart,代码行数:71,代码来源:taselector.py

示例7: Game

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]
class Game():

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._colors.append('#FFFFFF')
        self._colors.append('#000000')
        self._colors.append('#FF0000')
        self._colors.append('#FF8000')
        self._colors.append('#FFFF00')
        self._colors.append('#00FF00')
        self._colors.append('#00FFFF')
        self._colors.append('#0000FF')
        self._colors.append('#FF00FF')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.connect("button-release-event", self._button_release_cb)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE

        scale = [self._width / (10 * DOT_SIZE * 1.2),
                 self._height / (6 * DOT_SIZE * 1.2)]
        self._scale = min(scale)

        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self._orientation = 'horizontal'
        self.we_are_sharing = False
        self.playing_with_robot = False
        self._press = False
        self.last_spr = None
        self._timer = None
        self.roygbiv = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        for y in range(SIX):
            for x in range(TEN):
                xoffset = int((self._width - TEN * self._dot_size - \
                                   (TEN - 1) * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space),
                           self._new_dot(self._colors[2])))
                self._dots[-1].type = 2  # not set
                self._dots[-1].set_label_attributes(40)

        self.vline = Sprite(self._sprites,
                            int(self._width / 2.) - 1,
                            0, self._line(vertical=True))
        n = SIX / 2.
        self.hline = Sprite(
            self._sprites, 0,
            int(self._dot_size * n + self._space * (n - 0.5)) - 1,
            self._line(vertical=False))
        self.hline.hide()

        # and initialize a few variables we'll need.
        self._all_clear()

    def _all_clear(self):
        ''' Things to reinitialize when starting up a new game. '''
        for dot in self._dots:
            dot.type = 2
            dot.set_shape(self._new_dot(self._colors[2]))
            dot.set_label('')

        self._set_orientation()

    def _set_orientation(self):
        ''' Set bar and message for current orientation '''
        if self._orientation == 'horizontal':
            self.hline.hide()
            self.vline.set_layer(1000)
        elif self._orientation == 'vertical':
            self.hline.set_layer(1000)
            self.vline.hide()
        else:
            self.hline.set_layer(1000)
            self.vline.set_layer(1000)

        '''
        if self._orientation == 'horizontal':
            self._set_label(
                _('Click on the dots to make a horizontal reflection.'))
        elif self._orientation == 'vertical':
            self._set_label(
#.........这里部分代码省略.........
开发者ID:sugarlabs,项目名称:reflection,代码行数:103,代码来源:game.py

示例8: Game

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]
class Game():

    def __init__(self, canvas, parent=None, path=None):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height()
        self._scale = self._width / 1200.
        self._target = 0
        self._tries = 0

        self.level = 0

        self._picture_cards = []
        self._small_picture_cards = []
        self.food_cards = []
        self._group_cards = []
        self._quantity_cards = []
        self._balance_cards = []
        self._last_twenty = []
        self._background = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._background = Sprite(
            self._sprites, 0, 0, GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images','background.png'),
                self._width, self._height))
        self._background.set_layer(0)
        self._background.type = None
        self._background.hide()

        self.pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            os.path.join(self._path, 'images', 'word-box.png'),
            int(350 * self._scale), int(100 * self._scale))

        for i in range(len(FOOD_DATA) / 4):
            FOOD.append([FOOD_DATA[i * 4 + NAME], FOOD_DATA[i * 4 + CALS],
                         FOOD_DATA[i * 4 + GROUP], FOOD_DATA[i * 4 + IMAGE]])
            self.food_cards.append(None)
            self._picture_cards.append(None)
            for j in range(6):
                self._small_picture_cards.append(None)
        self.allocate_food(0)

        x = 10
        dx, dy = self.food_cards[0].get_dimensions()

        y = 10
        for i in range(len(MYPLATE)):
            self.word_card_append(self._group_cards, self.pixbuf)
            self._group_cards[-1].type = i
            self._group_cards[-1].set_label(MYPLATE[i][0])
            self._group_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(QUANTITIES)):
            self.word_card_append(self._quantity_cards, self.pixbuf)
            self._quantity_cards[-1].type = i
            self._quantity_cards[-1].set_label(QUANTITIES[i])
            self._quantity_cards[-1].move((x, y))
            y += int(dy * 1.25)

        y = 10
        for i in range(len(BALANCE)):
            self.word_card_append(self._balance_cards, self.pixbuf)
            self._balance_cards[-1].type = i
            self._balance_cards[-1].set_label(BALANCE[i])
            self._balance_cards[-1].move((x, y))
            y += int(dy * 1.25)

        self._smile = Sprite(self._sprites,
                             int(self._width / 4),
                             int(self._height / 4),
                             GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'correct.png'),
                int(self._width / 2),
                int(self._height / 2)))
        self._smile.set_label_attributes(36)
        self._smile.set_margins(10, 0, 10, 0)

        self._frown = Sprite(self._sprites,
                             int(self._width / 4),
                             int(self._height / 4),
                             GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'wrong.png'),
                int(self._width / 2),
                int(self._height / 2)))
        self._frown.set_label_attributes(36)
        self._frown.set_margins(10, 0, 10, 0)

        self.build_food_groups()
#.........这里部分代码省略.........
开发者ID:leonardcj,项目名称:nutrition,代码行数:103,代码来源:game.py

示例9: __init__

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]

#.........这里部分代码省略.........
        else:
            if n != 1:
                _logger.debug("%d images passed to set_shapes: ignoring" % (n))
            images = [shapes[0]]
            if self.heading == 0:
                for i in range(3):
                    images.append(images[i].rotate_simple(270))
                for i in range(SHAPES):
                    j = (i + 4) % SHAPES
                    self.shapes[j] = images[int(j / 9)]
            else:
                j = int(self.heading + 5) % 360 / (360 / SHAPES)
                self.shapes[j] = images[0]
        self.custom_shapes = True
        self.show()

    def reset_shapes(self):
        """ Reset the shapes to the standard turtle """
        if self.custom_shapes:
            self.shapes = generate_turtle_pixbufs(self.colors)
            self.custom_shapes = False

    def set_heading(self, heading):
        """ Set the turtle heading (one shape per 360/SHAPES degrees) """
        self.heading = heading
        i = (int(self.heading + 5) % 360) / (360 / SHAPES)
        if not self.hidden and self.spr is not None:
            try:
                self.spr.set_shape(self.shapes[i])
            except IndexError:
                self.spr.set_shape(self.shapes[0])

    def set_color(self, color):
        """ Set the pen color for this turtle. """
        self.pen_color = color

    def set_gray(self, gray):
        """ Set the pen gray level for this turtle. """
        self.pen_gray = gray

    def set_shade(self, shade):
        """ Set the pen shade for this turtle. """
        self.pen_shade = shade

    def set_pen_size(self, pen_size):
        """ Set the pen size for this turtle. """
        self.pen_size = pen_size

    def set_pen_state(self, pen_state):
        """ Set the pen state (down==True) for this turtle. """
        self.pen_state = pen_state

    def hide(self):
        """ Hide the turtle. """
        if self.spr is not None:
            self.spr.hide()
        self.hidden = True

    def show(self):
        """ Show the turtle. """
        if self.spr is not None:
            self.spr.set_layer(TURTLE_LAYER)
            self.hidden = False
        self.move((self.x, self.y))
        self.set_heading(self.heading)

    def move(self, pos):
        """ Move the turtle. """
        self.x, self.y = int(pos[0]), int(pos[1])
        if not self.hidden and self.spr is not None:
            self.spr.move(pos)
        return(self.x, self.y)

    def get_xy(self):
        """ Return the turtle's x, y coordinates. """
        return(self.x, self.y)

    def get_heading(self):
        """ Return the turtle's heading. """
        return(self.heading)

    def get_color(self):
        """ Return the turtle's color. """
        return(self.pen_color)

    def get_gray(self):
        """ Return the turtle's gray level. """
        return(self.pen_gray)

    def get_shade(self):
        """ Return the turtle's shade. """
        return(self.pen_shade)

    def get_pen_size(self):
        """ Return the turtle's pen size. """
        return(self.pen_size)

    def get_pen_state(self):
        """ Return the turtle's pen state. """
        return(self.pen_state)
开发者ID:max630,项目名称:turtleart-hacks,代码行数:104,代码来源:taturtle.py

示例10: Game

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]
class Game():

    def __init__(self, canvas, parent=None, path=None):
        self._canvas = canvas
        self._parent = parent
        self._parent.show_all()
        self._path = path

        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.connect("motion-notify-event", self._mouse_move_cb)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.connect('button-release-event', self._button_release_cb)
        self._canvas.add_events(Gdk.EventMask.KEY_PRESS_MASK)
        self._canvas.connect('key-press-event', self._keypress_cb)

        self._canvas.set_can_focus(True)
        self._canvas.grab_focus()

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height()
        self._scale = self._width / 1200.
        self._first_time = True
        self._loco_pos = (0, 0)
        self._loco_dim = (0, 0)
        self._loco_quadrant = 3
        self._drag_pos = [0, 0]
        self._counter = 0
        self._correct = 0
        self._timeout_id = None
        self._pause = 200
        self._press = None
        self._clicked = False
        self._dead_key = None
        self._waiting_for_delete = False
        self._waiting_for_enter = False
        self._seconds = 0
        self._timer_id = None
        self.level = 0
        self.score = 0

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        self._BG = ['background0.jpg', 'background0.jpg', 'background0.jpg',
                    'background1.jpg', 'background2.jpg', 'background2.jpg',
                    'background2.jpg']
        self._backgrounds = []
        for bg in self._BG:
            self._backgrounds.append(Sprite(
                    self._sprites, 0, 0, GdkPixbuf.Pixbuf.new_from_file_at_size(
                        os.path.join(self._path, 'images', bg),
                        self._width, self._height)))
            self._backgrounds[-1].type = 'background'
            self._backgrounds[-1].hide()

        self._panel = Sprite(
            self._sprites, int(400 * self._scale), int(400 * self._scale),
            GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', 'ventana.png'),
                int(720 * self._scale), int(370 * self._scale)))
        self._panel.type = 'panel'
        self._panel.set_label(LABELS[0])
        self._panel.set_label_attributes(20)
        self._panel.hide()

        self._LOCOS = glob.glob(
                os.path.join(self._path, 'images', 'loco*.png'))
        self._loco_cards = []
        for loco in self._LOCOS:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._loco_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._loco_cards[-1].type = 'loco'
        self._loco_dim = (int(150 * self._scale), int(208 * self._scale))

        self._MEN = glob.glob(
                os.path.join(self._path, 'images', 'man*.png'))
        self._man_cards = []
        for loco in self._MEN:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._man_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._man_cards[-1].type = 'loco'

        self._TAUNTS = glob.glob(
                os.path.join(self._path, 'images', 'taunt*.png'))
        self._taunt_cards = []
        for loco in self._TAUNTS:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                loco, int(150 * self._scale), int(208 * self._scale))
            self._taunt_cards.append(Sprite(self._sprites, 0, 0, pixbuf))
            self._taunt_cards[-1].type = 'loco'

        self._GHOSTS = glob.glob(
                os.path.join(self._path, 'images', 'ghost*.png'))
        self._ghost_cards = []
        for loco in self._GHOSTS:
#.........这里部分代码省略.........
开发者ID:leonardcj,项目名称:locosugar,代码行数:103,代码来源:game.py

示例11: BBoardActivity

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]

#.........这里部分代码省略.........
            if 'title' in ds.metadata:
                title = ds.metadata['title']
            else:
                title = None
            pixbuf = None
            media_object = False
            mimetype = None
            if 'mime_type' in ds.metadata:
                mimetype = ds.metadata['mime_type']
            if mimetype[0:5] == 'image':
                pixbuf = gtk.gdk.pixbuf_new_from_file_at_size(
                    ds.file_path, MAXX, MAXY)
                    # ds.file_path, 300, 225)
                media_object = True
            else:
                pixbuf = get_pixbuf_from_journal(ds, MAXX, MAXY)  # 300, 225)
            if 'description' in ds.metadata:
                desc = ds.metadata['description']
            else:
                desc = None
            self.slides.append(Slide(True, ds.object_id, self.colors,
                                     title, pixbuf, desc))

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        self._help = Sprite(
            self._sprites,
            int((self._width - int(PREVIEWW * self._scale)) / 2),
            int(PREVIEWY * self._scale),
            gtk.gdk.pixbuf_new_from_file_at_size(
                os.path.join(activity.get_bundle_path(), 'help.png'),
                int(PREVIEWW * self._scale), int(PREVIEWH * self._scale)))
        self._help.hide()

        self._genblanks(self.colors)

        self._title = Sprite(self._sprites, 0, 0, self._title_pixbuf)
        self._title.set_label_attributes(int(titlef * self._scale),
                                         rescale=False)
        self._preview = Sprite(self._sprites,
            int((self._width - int(PREVIEWW * self._scale)) / 2),
            int(PREVIEWY * self._scale), self._preview_pixbuf)

        self._description = Sprite(self._sprites,
                                   int(DESCRIPTIONX * self._scale),
                                   int(DESCRIPTIONY * self._scale),
                                   self._desc_pixbuf)
        self._description.set_label_attributes(int(descriptionf * self._scale))

        self._my_canvas = Sprite(self._sprites, 0, 0, self._canvas_pixbuf)
        self._my_canvas.set_layer(BOTTOM)

        self._clear_screen()

        self.i = 0
        self._show_slide()

        self._playing = False
        self._rate = 10

    def _genblanks(self, colors):
        ''' Need to cache these '''
        self._title_pixbuf = svg_str_to_pixbuf(
            genblank(self._width, int(TITLEH * self._scale), colors))
        self._preview_pixbuf = svg_str_to_pixbuf(
开发者ID:walterbender,项目名称:bulletinboard,代码行数:70,代码来源:BBoardActivity.py

示例12: __init__

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import hide [as 别名]

#.........这里部分代码省略.........
                j = int(self.heading + 5) % 360 / (360 / SHAPES)
                self.shapes[j] = shapes[0]
        self.custom_shapes = True
        self.show()

    def reset_shapes(self):
        """ Reset the shapes to the standard turtle """
        if self.custom_shapes:
            self.shapes = generate_turtle_pixbufs(self.colors)
            self.custom_shapes = False

    def set_heading(self, heading):
        """ Set the turtle heading (one shape per 360/SHAPES degrees) """
        self.heading = heading
        i = (int(self.heading + 5) % 360) / (360 / SHAPES)
        if not self.hidden and self.spr is not None:
            try:
                self.spr.set_shape(self.shapes[i])
            except IndexError:
                self.spr.set_shape(self.shapes[0])

    def set_color(self, color):
        """ Set the pen color for this turtle. """
        self.pen_color = color

    def set_gray(self, gray):
        """ Set the pen gray level for this turtle. """
        self.pen_gray = gray

    def set_shade(self, shade):
        """ Set the pen shade for this turtle. """
        self.pen_shade = shade

    def set_pen_size(self, pen_size):
        """ Set the pen size for this turtle. """
        self.pen_size = pen_size

    def set_pen_state(self, pen_state):
        """ Set the pen state (down==True) for this turtle. """
        self.pen_state = pen_state

    def hide(self):
        """ Hide the turtle. """
        if self.spr is not None:
            self.spr.hide()
        if self.label_block is not None:
            self.label_block.spr.hide()
        self.hidden = True

    def show(self):
        """ Show the turtle. """
        if self.spr is not None:
            self.spr.set_layer(TURTLE_LAYER)
            self.hidden = False
        self.move((self.x, self.y))
        self.set_heading(self.heading)
        if self.label_block is not None:
            self.label_block.spr.set_layer(TURTLE_LAYER + 1)

    def move(self, pos):
        """ Move the turtle. """
        self.x, self.y = pos[0], pos[1]
        if not self.hidden and self.spr is not None:
            self.spr.move((int(pos[0]), int(pos[1])))
        if self.label_block is not None:
            self.label_block.spr.move((int(pos[0] + self.label_xy[0]),
                                       int(pos[1] + self.label_xy[1])))
        return(self.x, self.y)

    def get_name(self):
        ''' return turtle name (key) '''
        return self.name

    def get_xy(self):
        """ Return the turtle's x, y coordinates. """
        return(self.x, self.y)

    def get_heading(self):
        """ Return the turtle's heading. """
        return(self.heading)

    def get_color(self):
        """ Return the turtle's color. """
        return(self.pen_color)

    def get_gray(self):
        """ Return the turtle's gray level. """
        return(self.pen_gray)

    def get_shade(self):
        """ Return the turtle's shade. """
        return(self.pen_shade)

    def get_pen_size(self):
        """ Return the turtle's pen size. """
        return(self.pen_size)

    def get_pen_state(self):
        """ Return the turtle's pen state. """
        return(self.pen_state)
开发者ID:walterbender,项目名称:turtleartmini,代码行数:104,代码来源:taturtle.py


注:本文中的sprites.Sprite.hide方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。