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Python Sprite.move_relative方法代码示例

本文整理汇总了Python中sprites.Sprite.move_relative方法的典型用法代码示例。如果您正苦于以下问题:Python Sprite.move_relative方法的具体用法?Python Sprite.move_relative怎么用?Python Sprite.move_relative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.move_relative方法的6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 move_relative [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 move_relative [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: Tab

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import move_relative [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4: Ball

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import move_relative [as 别名]
class Ball():
    ''' The Bounce class is used to define the ball and the user
    interaction. '''

    def __init__(self, sprites, filename):
        self._current_frame = 0
        self._frames = []  # Easter Egg animation
        self._sprites = sprites
        self.ball = Sprite(self._sprites, 0, 0, svg_str_to_pixbuf(
            svg_from_file(filename)))

        self.ball.set_layer(3)
        self.ball.set_label_attributes(24, vert_align='top')

        ball = extract_svg_payload(file(filename, 'r'))
        for i in range(8):
            self._frames.append(Sprite(
                self._sprites, 0, 0, svg_str_to_pixbuf(
                    svg_header(SIZE[0], SIZE[1], 1.0) + TRANSFORMS[i] +
                    ball + PUNCTURE + AIR + '</g>' + svg_footer())))

        for frame in self._frames:
            frame.set_layer(3)
            frame.move((0, -SIZE[1]))  # move animation frames off screen

    def new_ball(self, filename):
        ''' Create a ball object and Easter Egg animation from an SVG file. '''
        self.ball.set_shape(svg_str_to_pixbuf(svg_from_file(filename)))
        ball = extract_svg_payload(file(filename, 'r'))
        for i in range(8):
            self._frames[i].set_shape(svg_str_to_pixbuf(
                svg_header(SIZE[0], SIZE[1], 1.0) + TRANSFORMS[i] +
                ball + PUNCTURE + AIR + '</g>' + svg_footer()))

    def new_ball_from_image(self, filename, save_path):
        ''' Just create a ball object from an image file '''
        if filename == '':
            _logger.debug('Image file not found.')
            return
        try:
            pixbuf = GdkPixbuf.Pixbuf.new_from_file(filename)
            if pixbuf.get_width() > pixbuf.get_height():
                size = pixbuf.get_height()
                x = int((pixbuf.get_width() - size) / 2)
            else:
                size = pixbuf.get_width()
                x = int((pixbuf.get_height() - size) / 2)
            crop = GdkPixbuf.Pixbuf.new(0, True, 8, size, size)
            pixbuf.copy_area(x, 0, size, size, crop, 0, 0)
            scale = crop.scale_simple(85, 85, GdkPixbuf.InterpType.BILINEAR)
            scale.savev(save_path, 'png', [], [])
            self.ball.set_shape(
                svg_str_to_pixbuf(generate_ball_svg(save_path)))
        except Exception as e:
            _logger.error('Could not load image from %s: %s' % (filename, e))

    def new_ball_from_fraction(self, fraction):
        ''' Create a ball with a section of size fraction. '''
        r = SIZE[0] / 2.0
        self.ball.set_shape(svg_str_to_pixbuf(
            svg_header(SIZE[0], SIZE[1], 1.0) +
            svg_sector(r, r + BOX[1], r - 1, 1.999 * pi,
                       COLORS[0], COLORS[1]) +
            svg_sector(r, r + BOX[1], r - 1, fraction * 2 * pi,
                       COLORS[1], COLORS[0]) +
            svg_rect(BOX[0], BOX[1], 4, 4, 0, 0, '#FFFFFF', 'none') +
            svg_footer()))

    def ball_x(self):
        return self.ball.get_xy()[0]

    def ball_y(self):
        return self.ball.get_xy()[1]

    def frame_x(self, i):
        return self._frames[i].get_xy()[0]

    def frame_y(self, i):
        return self._frames[i].get_xy()[1]

    def width(self):
        return self.ball.rect[2]

    def height(self):
        return self.ball.rect[3]

    def move_ball(self, pos):
        self.ball.move(pos)

    def move_ball_relative(self, pos):
        self.ball.move_relative(pos)

    def move_frame(self, i, pos):
        self._frames[i].move(pos)

    def move_frame_relative(self, i, pos):
        self._frames[i].move_relative(pos)

    def hide_frames(self):
        for frame in self._frames:
#.........这里部分代码省略.........
开发者ID:erilyth,项目名称:fractionbounce,代码行数:103,代码来源:ball.py

示例5: Game

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

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = colors

        self._canvas = canvas
        parent.show_all()

        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() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._height / (14.0 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._turtle_offset = 0
        self._space = int(self._dot_size / 5.)
        self._orientation = 0
        self.level = 0
        self.custom_strategy = None
        self.strategies = [BEGINNER_STRATEGY, INTERMEDIATE_STRATEGY,
                           EXPERT_STRATEGY, self.custom_strategy]
        self.strategy = self.strategies[self.level]
        self._timeout_id = None

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)
        self._dots = []
        for y in range(THIRTEEN):
            for x in range(THIRTEEN):
                xoffset = int((self._width - THIRTEEN * (self._dot_size + \
                                      self._space) - self._space) / 2.)
                if y % 2 == 1:
                    xoffset += int((self._dot_size + self._space) / 2.)
                if x == 0 or y == 0 or x == THIRTEEN - 1 or y == THIRTEEN - 1:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space),
                               self._new_dot('#B0B0B0')))
                else:
                    self._dots.append(
                        Sprite(self._sprites,
                               xoffset + x * (self._dot_size + self._space),
                               y * (self._dot_size + self._space),
                               self._new_dot(self._colors[FILL])))
                    self._dots[-1].type = False  # not set

        # Put a turtle at the center of the screen...
        self._turtle_images = []
        self._rotate_turtle(self._new_turtle())
        self._turtle = Sprite(self._sprites, 0, 0,
                              self._turtle_images[0])
        self._move_turtle(self._dots[int(THIRTEEN * THIRTEEN / 2)].get_xy())

        # ...and initialize.
        self._all_clear()

    def _move_turtle(self, pos):
        ''' Move turtle and add its offset '''
        self._turtle.move(pos)
        self._turtle.move_relative(
            (-self._turtle_offset, -self._turtle_offset))

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

        # Recenter the turtle
        self._move_turtle(self._dots[int(THIRTEEN * THIRTEEN / 2)].get_xy())
        self._turtle.set_shape(self._turtle_images[0])
        self._set_label('')
        if self._timeout_id is not None:
            GObject.source_remove(self._timeout_id)

    def new_game(self, saved_state=None):
        ''' Start a new game. '''
        self._all_clear()

        # Fill in a few dots to start
        for i in range(15):
            n = int(uniform(0, THIRTEEN * THIRTEEN))
            if self._dots[n].type is not None:
                self._dots[n].type = True
                self._dots[n].set_shape(self._new_dot(self._colors[STROKE]))

        # Calculate the distances to the edge
        self._initialize_weights()
        self.strategy = self.strategies[self.level]

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        self._activity.status.set_label(string)
#.........这里部分代码省略.........
开发者ID:leonardcj,项目名称:turtlepond,代码行数:103,代码来源:game.py

示例6: Bar

# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import move_relative [as 别名]
class Bar():
    ''' The Bar class is used to define the bars at the bottom of the
    screen '''

    def __init__(self, sprites, ball_size, colors=['#FFFFFF', '#AAAAAA']):
        ''' Initialize the 2-segment bar, labels, and mark '''
        self._sprites = sprites
        self._colors = colors[:]
        self.bars = {}

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - style.GRID_CELL_SIZE
        self._scale = Gdk.Screen.height() / 900.0

        self._ball_size = ball_size

        self.make_bar(2)
        self._make_wedge_mark()

    def resize_all(self):
        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - style.GRID_CELL_SIZE
        self._scale = Gdk.Screen.height() / 900.0

        for bar in self.bars.keys():
            self.bars[bar].hide()
        self.mark.hide()

        for bar in self.bars.keys():
            self.make_bar(bar)
        self._make_wedge_mark()

    def _make_wedge_mark(self):
        ''' Make a mark to show the fraction position on the bar. '''
        dx = self._ball_size / 2.
        n = (self._width - self._ball_size) / dx
        dy = (BAR_HEIGHT * self._scale) / n
        s = 3.5
        i = int(n / 2) - 1
        mark = svg_header(self._ball_size,
                          BAR_HEIGHT * self._scale + s, 1.0)
        mark += svg_wedge(dx, BAR_HEIGHT * self._scale + s,
                          s,
                          i * 2 * dy + s, (i * 2 + 1) * dy + s,
                          '#FF0000', '#FFFFFF')
        mark += svg_wedge(dx, BAR_HEIGHT * self._scale + s,
                          dx + s,
                          (i * 2 + 1) * dy + s, (i * 2 + 2) * dy + s,
                          '#FF0000', '#FFFFFF')
        mark += svg_footer()
        self.mark = Sprite(self._sprites, 0,
                           self._height,  # hide off bottom of screen
                           svg_str_to_pixbuf(mark))
        self.mark.set_layer(1)

    def _make_mark(self):
        ''' Make a mark to show the fraction position on the bar. '''
        mark = svg_header(self._ball_size / 2.,
                          BAR_HEIGHT * self._scale + 4, 1.0)
        mark += svg_rect(self._ball_size / 2.,
                         BAR_HEIGHT * self._scale + 4, 0, 0, 0, 0,
                         '#FF0000', '#FF0000')
        mark += svg_rect(1, BAR_HEIGHT * self._scale + 4, 0, 0,
                         self._ball_size / 4., 0, '#000000', '#000000')
        mark += svg_footer()
        self.mark = Sprite(self._sprites, 0,
                           self._height,  # hide off bottom of screen
                           svg_str_to_pixbuf(mark))
        self.mark.set_layer(1)

    def mark_width(self):
        return self.mark.rect[2]

    def bar_x(self):
        return self.bars[2].get_xy()[0]

    def bar_y(self):
        if self.bars[2].get_xy()[1] < 0:
            return self.bars[2].get_xy()[1] + 3000
        else:
            return self.bars[2].get_xy()[1]

    def width(self):
        return self.bars[2].rect[2]

    def height(self):
        return self.bars[2].rect[3]

    def show_bar(self, n):
        if n in self.bars:
            self.bars[n].move([self.bar_x(), self.bar_y()])

    def bump_bars(self, direction='up'):
        ''' when the toolbars expand and contract, we need to move the bar '''
        if direction == 'up':
            dy = -style.GRID_CELL_SIZE
        else:
            dy = style.GRID_CELL_SIZE
        for bar in self.bars:
            self.bars[bar].move_relative([0, dy])
#.........这里部分代码省略.........
开发者ID:erilyth,项目名称:fractionbounce,代码行数:103,代码来源:bar.py


注:本文中的sprites.Sprite.move_relative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。