本文整理汇总了Python中texture.Texture.draw方法的典型用法代码示例。如果您正苦于以下问题:Python Texture.draw方法的具体用法?Python Texture.draw怎么用?Python Texture.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texture.Texture
的用法示例。
在下文中一共展示了Texture.draw方法的8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 texture import Texture [as 别名]
# 或者: from texture.Texture import draw [as 别名]
class Menu_log:
#-------------------------------------------------------------------------------------------------------
def __init__( self ):
self.text = Text( "menu/KGHAPPY.ttf", 27, 255 )
self.texture = Texture( "menu/exit.png", 255 )
self.type = 0
#-------------------------------------------------------------------------------------------------------
def load( self, width, height ):
self.texture.setX( width/2 - self.texture.getWidth()/2 )
self.texture.setY( height/2 - self.texture.getHeight()/2 )
self.texture.setColor( 30, 0, 255 )
self.text.createText( "m-menu b-back", [ 0xFF, 0xFF, 0xFF ] )
self.text.setX( width/2 - self.text.getWidth()/2 )
self.text.setY( height/2 - self.text.getHeight()/2 )
#-------------------------------------------------------------------------------------------------------
def draw( self, window ):
if self.type == 1:
self.texture.draw( window )
self.text.draw( window )
#-------------------------------------------------------------------------------------------------------
def getState( self ):
return self.type
#-------------------------------------------------------------------------------------------------------
def setState( self, t ):
self.type = t
#-------------------------------------------------------------------------------------------------------
def handle( self, event ):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_m:
if self.type == 0:
self.type = 1
elif self.type == 1:
self.type = 2
elif event.key == pygame.K_b:
if self.type == 1:
self.type = 0
示例2: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import draw [as 别名]
class Wall:
#-------------------------------------------------------------------------------------------------------
def __init__( self ):
self.bg_one = Texture( "wall/14.png" )
self.bg_two = Texture( "wall/14.png" )
#-------------------------------------------------------------------------------------------------------
def load( self ):
self.bg_two.setX( self.bg_two.getWidth() )
#-------------------------------------------------------------------------------------------------------
def draw( self, window, move = True, vel = 2 ):
if self.bg_one.getAlpha() == 255 and move:
self.bg_one.setX( self.bg_one.getLeft() - vel )
self.bg_two.setX( self.bg_two.getLeft() - vel )
if self.bg_one.getLeft() <= -self.bg_one.getWidth():
self.bg_one.setX( self.bg_one.getWidth() )
elif self.bg_two.getLeft() <= -self.bg_two.getWidth():
self.bg_two.setX( self.bg_two.getWidth() )
self.bg_one.draw( window )
self.bg_two.draw( window )
#-------------------------------------------------------------------------------------------------------
def getAlpha( self ):
return self.bg_two.getAlpha()
#-------------------------------------------------------------------------------------------------------
def fadein( self, i = 1, m = 255 ):
self.bg_one.fadein( i, m )
self.bg_two.fadein( i, m )
#-------------------------------------------------------------------------------------------------------
def fadeout( self, i = 1, m = 0 ):
self.bg_one.fadeout( i, m )
self.bg_two.fadeout( i, m )
示例3: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import draw [as 别名]
class Menu_title:
#-------------------------------------------------------------------------------------------------------
def __init__( self ):
self.texture = Texture( "menu/belt.png" )
self.text = Text( "menu/KGHAPPY.ttf", 80 )
#-------------------------------------------------------------------------------------------------------
def load( self, width ):
self.texture.setX( ( width / 2 ) - ( self.texture.getWidth() / 2 ) )
self.texture.setY( 10 )
self.text.createText( "Ninja", [ 0x7F, 0x99, 0x95 ] )
self.text.setX( ( width / 2 ) - ( self.text.getWidth() / 2 ) )
self.text.setY( 0 )
#-------------------------------------------------------------------------------------------------------
def draw( self, window ):
self.texture.draw( window )
self.text.draw( window )
#-------------------------------------------------------------------------------------------------------
def getBot( self ):
return self.texture.getBot()
#-------------------------------------------------------------------------------------------------------
def fadein( self, i = 1, m = 255 ):
self.texture.fadein( i, m )
self.text.fadein( i, m )
#-------------------------------------------------------------------------------------------------------
def fadeout( self, i = 1, m = 0 ):
self.texture.fadeout( i, m )
self.text.fadeout( i, m )
示例4: Planet
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import draw [as 别名]
class Planet(object):
"""
This class represents a planet with all of the necessary information.
"""
def __init__(self, name, strategy, radius, latitudes, longitudes, rotation_speed, central_body, mass,
textureimage, longitude_of_the_ascending_node, argument_of_the_perihelion, inclination_to_ecliptic,
periapsis=0., apoapsis=0., angle=1.0):
"""
Sets all the necessary attributes.
"""
self.original_radius = radius
self.name = name
self.strategy = strategy
self.position = BetterVector(periapsis, 0, 0)
self.radius = radius
self.latitudes = latitudes
self.longitudes = longitudes
self.rotation_speed = rotation_speed / 365 / 24 / 60 / 60
self.central_body = central_body
self.rotation = 0
self.mass = mass
self.textureimage = textureimage
self.angle = angle
self.periapsis = periapsis
self.apoapsis = apoapsis
self.texture = Texture(self.textureimage)
self.sphere = gluNewQuadric()
self.calc_speed()
self.longitude_of_the_ascending_node = longitude_of_the_ascending_node
self.argument_of_the_perihelion = argument_of_the_perihelion
self.inclination_to_ecliptic = inclination_to_ecliptic
self.is_real = False
self.time = 0
self.showTexture = True
self.speed = 0
gluQuadricNormals(self.sphere, GLU_SMOOTH)
gluQuadricTexture(self.sphere, GL_TRUE)
def draw(self):
"""
Draws a planet, its position adn radius is divided by 100000.
"""
glPushMatrix()
glLoadIdentity()
if self.is_real:
glTranslated(self.position.x / 100000, self.position.y / 100000, self.position.z / 100000)
glRotatef(self.rotation * 360, 0, 0, 1)
glRotatef(-25, 1, 0, 0)
glRotatef(45, 0, 0, 1)
self.texture.draw()
gluSphere(self.sphere, self.original_radius / 100000, self.latitudes, self.longitudes)
else:
glTranslated(self.position.x / 100000000, self.position.y / 100000000, self.position.z / 100000000)
glRotatef(self.rotation * 360, 0, 0, 1)
glRotatef(-25, 1, 0, 0)
glRotatef(45, 0, 0, 1)
self.texture.draw()
if self.name == "Moon":
gluSphere(self.sphere, 3, self.latitudes, self.longitudes)
elif self.name == "Earth":
gluSphere(self.sphere, 6, self.latitudes, self.longitudes)
else:
gluSphere(self.sphere, 25, self.latitudes, self.longitudes)
glPopMatrix()
def tick(self, dt, solar_system):
"""
calculates and sets the position of the planet
"""
vec = self.strategy.orbiting(self, dt, solar_system)
self.position = BetterVector(vec.x, vec.y, vec.z)
self.strategy.rotation(self, dt, solar_system)
def toggle_real(self, is_real):
"""
Toggles the :attr:`is_real`
"""
self.is_real = not is_real
def calc_speed(self):
"""
Calculates the speed, based on the distance to and the mass of its central body.
:return: the speed im m/s
"""
v = 0
if self.central_body is not None:
g = 6.67408 * 10 ** -11
if self.name == "Moon":
m = g * self.central_body.mass * 10
else:
m = g * self.central_body.mass * 10
r = abs((self.position - self.central_body.position).magnitude) * 1000 # km -> m
v = sqrt(m / r)
v += self.central_body.calc_speed()
self.speed = v # m/s
#.........这里部分代码省略.........
示例5: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import draw [as 别名]
#.........这里部分代码省略.........
if self.core.getState() == 0:
if self.menu_play_button.getState() == 0:
self.menu_exit_log.handle( event )
#HANDLE IF AUTHOR BUTTON == OFF AND SCORE BUTTON == OFF
if self.menu_author_log.getState() == 0 and self.menu_score_log.getState() == 0:
self.menu_play_button.handle( event )
self.menu_git_button.handle( event )
self.menu_google_button.handle( event )
self.menu_music_button.handle( event )
self.menu_chunk_button.handle( event )
if self.menu_score_log.getState() == 0:
self.menu_author_log.handle( event )
if self.menu_author_log.getState() == 0:
self.menu_score_log.handle( event )
#-------------------------------------------------------------------------------------------------------
if self.core.getState() == 1:
self.menu_log.handle( event )
#HANDLE IF MENU_LOG == OFF
if self.menu_log.getState() == 0:
self.hero.handle( event )
#-------------------------------------------------------------------------------------------------------
def states( self ):
#-------------------------------------------------------------------------------------------------------STATE -1
if self.core.getState() == -1:
self.intro.draw( self.core.getWindow() )
if self.intro.getQuit():
self.intro.free()
del self.intro
self.menu_music.play()#MENU MUSIC
self.core.setState( 0 )
#-------------------------------------------------------------------------------------------------------STATE 0
if self.core.getState() == 0:
#FADE IN
if self.menu_play_button.getState() != 1 and self.menu_exit_log.getState() == 0:
self.menu_background.fadein( 5 )
self.menu_title.fadein( 5 )
self.menu_play_button.fadein( 5 )
self.menu_git_button.fadein( 5 )
self.menu_google_button.fadein( 5 )
self.menu_facebook_button.fadein( 5 )
self.menu_twitter_button.fadein( 5 )
self.menu_music_button.fadein( 5 )
self.menu_chunk_button.fadein( 5 )
self.menu_author_log.fadein( 5 )
self.menu_game_log.fadein( 5 )
self.menu_settings_log.fadein( 5 )
self.menu_score_log.fadein( 5 )
self.menu_music.setVolume( 1.0 )
#DRAW ALWAYS IN MENU STATE
self.menu_background.draw( self.core.getWindow() )
self.menu_title.draw( self.core.getWindow() )
self.menu_exit_log.draw( self.core.getWindow() )
示例6: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import draw [as 别名]
class Intro:
#-------------------------------------------------------------------------------------------------------
def __init__( self ):
self.counter = 0
self.quit = False
#Textures
self.preview = Text( "intro/Jaapokki-Regular.otf", 37 )
self.shuriken = Texture( "intro/shuriken.png" )
self.title = Text( "intro/Jaapokki-Regular.otf", 37 )
self.author = Text( "intro/Jaapokki-Regular.otf", 37 )
self.produced = Text( "intro/Jaapokki-Regular.otf", 37 )
self.text_one = Text( "intro/Jaapokki-Regular.otf", 37 )
self.text_two = Text( "intro/Jaapokki-Regular.otf", 37 )
self.text_three = Text( "intro/Jaapokki-Regular.otf", 37 )
self.text_four = Text( "intro/Jaapokki-Regular.otf", 37 )
#-------------------------------------------------------------------------------------------------------
def load( self, width, height ):
self.preview.createText( "When nothing makes sense...", [ 0xFF, 0xFF, 0xFF ] )
self.preview.setX( width/2 - self.preview.getWidth()/2 )
self.preview.setY( height/2 - self.preview.getHeight()/2 )
self.title.createText( "Ninja", [ 0x70, 0xB7, 0x59 ] )
self.title.setX( width/2 - self.title.getWidth()/2 - self.shuriken.getWidth() -10 )
self.title.setY( height/2 - self.title.getHeight()/2 )
self.shuriken.setX( self.title.getRight() +10 )
self.shuriken.setY( height/2 - self.shuriken.getHeight()/2 )
self.author.createText( "Adrian Michalek", [ 0xFF, 0xFF, 0xFF ] )
self.author.setX( width/2 - self.author.getWidth()/2 )
self.author.setY( height/2 - self.author.getHeight()/2 )
self.produced.createText( "produced by", [ 0x70, 0xB7, 0x59 ] )
self.produced.setX( width/2 - self.produced.getWidth()/2 )
self.produced.setY( height/2 - self.produced.getHeight()/2 - self.author.getHeight() -10 )
self.text_one.createText( "It's not a final version.", [ 0xFF, 0xFF, 0xFF ] )
self.text_one.setX( width/2 - self.text_one.getWidth()/2 )
self.text_one.setY( height/2 - self.text_one.getHeight()-20 )
self.text_two.createText( "You can develop game by your own.", [ 0xFF, 0xFF, 0xFF ] )
self.text_two.setX( width/2 - self.text_two.getWidth()/2 )
self.text_two.setY( height/2 - self.text_two.getHeight()/2-10 )
self.text_three.createText( "It's a open source code build with pygame library.", [ 0xFF, 0xFF, 0xFF ] )
self.text_three.setX( width/2 - self.text_three.getWidth()/2 )
self.text_three.setY( height/2 )
self.text_four.createText( "Have a nice time!", [ 0x70, 0xB7, 0x59 ] )
self.text_four.setX( width/2 - self.text_four.getWidth()/2 )
self.text_four.setY( height/2 + self.text_four.getHeight()/2 +10 )
#-------------------------------------------------------------------------------------------------------
def free( self ):
#DELETE ALL
del self.counter
del self.quit
self.preview.free()
del self.preview
self.shuriken.free()
del self.shuriken
self.title.free()
del self.title
self.author.free()
del self.author
self.produced.free()
del self.produced
self.text_one.free()
del self.text_one
self.text_two.free()
del self.text_two
self.text_three.free()
del self.text_three
self.text_four.free()
del self.text_four
#-------------------------------------------------------------------------------------------------------
def draw( self, screen ):
#.........这里部分代码省略.........
示例7: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import draw [as 别名]
class Menu_music_button:
#-------------------------------------------------------------------------------------------------------
def __init__( self, path, on = 0 ):
self.sprite = Sprite( path, 4 )
self.scratch = Texture( "menu/scratch.png" )
self.click = pygame.mixer.Sound( "menu/click.wav" )
self.type = 0
self.state = 0
self.on = on
self.mouseup = 0
#-------------------------------------------------------------------------------------------------------
def load( self, y ):
self.sprite.setX( 10 )
self.sprite.setY( y )
self.scratch.setX( 10 )
self.scratch.setY( y )
#-------------------------------------------------------------------------------------------------------
def getBot( self ):
return self.sprite.getBot()
#-------------------------------------------------------------------------------------------------------
def draw( self, window ):
self.sprite.draw( window )
if self.type == 1:
self.scratch.draw( window )
#-------------------------------------------------------------------------------------------------------
def fadein( self, i = 1, m = 255 ):
self.sprite.fadein( i, m )
self.scratch.fadein( i, m )
#-------------------------------------------------------------------------------------------------------
def fadeout( self, i = 1, m = 0 ):
self.sprite.fadeout( i, m )
self.scratch.fadeout( i, m )
#-------------------------------------------------------------------------------------------------------
def getState( self ):
if self.state != self.type:
self.state = self.type
#print "true!"
return True
return False
#-------------------------------------------------------------------------------------------------------
def setState( self ):
if self.on == 0:
self.on = 1
else:
self.on = 0
# print self.on
#-------------------------------------------------------------------------------------------------------
def handle( self, event ):
self.focus = False
self.sprite.setOffset( 0 )
if event.type == pygame.MOUSEBUTTONDOWN:
self.focus = True
self.mouseup = 1
elif event.type == pygame.MOUSEBUTTONUP:
self.mouseup = 0
self.x, self.y = pygame.mouse.get_pos()
if self.x > self.sprite.getLeft() and self.x < self.sprite.getRight() and self.sprite.getAlpha() == 255:
if self.y > self.sprite.getTop() and self.y < self.sprite.getBot():
if self.focus == True:
if self.on == 0:
self.click.play()
if self.type == 0:
self.type = 1
else:
self.type = 0
if self.focus == True or self.mouseup == 1:
self.sprite.setOffset( 2 )
else:
self.sprite.setOffset( 1 )
示例8: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import draw [as 别名]
class Menu_score_log:
#-------------------------------------------------------------------------------------------------------
def __init__( self ):
self.sprite = Sprite( "menu/position.png", 4 )
self.window = Texture( "menu/window.png" )
self.click = pygame.mixer.Sound( "menu/click.wav" )
self.on = 0
self.type = 0
self.text = Text( "menu/KGHAPPY.ttf", 30 )
#-------------------------------------------------------------------------------------------------------
def load( self, x, width, titlebot, bot ):
self.sprite.setX( x )
self.sprite.setY( bot +10 )
self.window.setX( width/2 - self.window.getWidth()/2 )
self.window.setY( titlebot -20 )
self.text.createText( "SCORES", [ 0xd5, 0xad, 0x51 ] )
self.text.setX( self.window.getLeft() + self.window.getWidth()/2 - self.text.getWidth()/2 )
self.text.setY( self.window.getTop() +50 )
#-------------------------------------------------------------------------------------------------------
def draw( self, screen ):
if self.type == 1:
self.window.draw( screen )
self.text.draw( screen )
else:
self.sprite.draw( screen )
#-------------------------------------------------------------------------------------------------------
def fadein( self, i = 1, m = 255 ):
self.sprite.fadein( i, m )
self.window.fadein( i, m )
self.text.fadein( i, m )
#-------------------------------------------------------------------------------------------------------
def fadeout( self, i = 1, m = 0 ):
self.sprite.fadeout( i, m )
self.window.fadeout( i, m )
self.text.fadeout( i, m )
#-------------------------------------------------------------------------------------------------------
def getState( self ):
return self.type
#-------------------------------------------------------------------------------------------------------
def getRight( self ):
return self.sprite.getRight()
#-------------------------------------------------------------------------------------------------------
def setState( self ):
if self.on == 0:
self.on = 1
else:
self.on = 0
#-------------------------------------------------------------------------------------------------------
def handle( self, event ):
self.focus = False
if event.type == pygame.MOUSEBUTTONDOWN:
self.focus = True
if self.type == 0:
self.sprite.setOffset( 0 )
self.x, self.y = pygame.mouse.get_pos()
if self.x > self.sprite.getLeft() and self.x < self.sprite.getRight() and self.sprite.getAlpha() == 255:
if self.y > self.sprite.getTop() and self.y < self.sprite.getBot():
if self.focus == True:
if self.on == 0:
self.click.play()
self.sprite.setOffset( 2 )
if self.type == 0:
self.type = 1
else:
self.sprite.setOffset( 1 )
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_SPACE:
if self.type == 1:
if self.on == 0:
self.click.play()
self.type = 0