本文整理汇总了Python中texture.Texture.setY方法的典型用法代码示例。如果您正苦于以下问题:Python Texture.setY方法的具体用法?Python Texture.setY怎么用?Python Texture.setY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.setY方法的5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 setY [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 setY [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3: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import setY [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4: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import setY [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5: __init__
# 需要导入模块: from texture import Texture [as 别名]
# 或者: from texture.Texture import setY [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