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Python Track.coordinates方法代码示例

本文整理汇总了Python中track.Track.coordinates方法的典型用法代码示例。如果您正苦于以下问题:Python Track.coordinates方法的具体用法?Python Track.coordinates怎么用?Python Track.coordinates使用的例子?那么, 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track.Track的用法示例。


在下文中一共展示了Track.coordinates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: Level

# 需要导入模块: from track import Track [as 别名]
# 或者: from track.Track import coordinates [as 别名]
class Level():
    def __init__(self, width, height):
        self.controls = None
        self.round_manager = RoundManager(self)
        self.ui_font = font.Font("./fonts/FreeSansBold.ttf", 12)
        self.round_label_font = font.Font("./fonts/FreeSansBold.ttf", 20)
        self.mouse_position = (0, 0)
        self.placing_tower = False
        self.selected_place_tower = build_tower(self, BALLISTA_TOWER)
        self.selected_active_tower = None
        self.ui_tower_image = build_tower(self, BALLISTA_TOWER).image
        self.generate_tower_placement_sprite()
        self.tower_select_index = 0
        self.money = 20000
        self.lives = 50
        self.start_tile = 16, 16
        self.width, self.height = width, height
        self.entities = pygame.sprite.Group()
        self.towers = pygame.sprite.Group()
        self.projectiles = pygame.sprite.Group()
        self.explosions = pygame.sprite.Group()
        total_level_width  = width*16
        total_level_height = height*16
        self.generate_background_image()
        self.track = Track()
        self.camera = Camera(complex_camera, total_level_width, total_level_height)

    def generate_background_image(self):
        self.background_image = Surface((WIN_WIDTH, WIN_HEIGHT))
        self.background_image.fill(DEFAULT_BACKGROUND_COLOR)

    def generate_tower_placement_sprite(self):
        self.tower_placement_sprite = pygame.sprite.Sprite()
        if not self.selected_place_tower: return
        self.tower_placement_sprite.image = self.selected_place_tower.image #self.placing_tower.image
        self.tower_placement_sprite.mask = pygame.mask.from_surface(self.selected_place_tower.image)

    def add_entity(self, entity):
        x, y = self.track.coordinates(0)
        entity.set_coordinates(x, y)
        self.entities.add(entity)

    def lose_game(self):
        raise(SystemExit, "GAME OVER")

    def update(self, screen):
        screen.blit(self.background_image, ( 0, 0 ))
        screen.blit(self.track.image, ( 0, 0))
        self.update_towers(screen)
        if self.round_manager.round_active: 
            self.round_manager.update()
            self.update_entities(screen)
        self.update_projectiles(screen)
        self.update_explosions(screen)
        self.update_tower_placement(screen)
        self.update_ui(screen) 
        self.update_round_label(screen)

    def update_towers(self, screen):
        for t in self.towers:
            if t.stun_counter <= 0: t.update(self, screen)
            else: t.stun_counter -= 1
            screen.blit(t.image, (t.rect.left, t.rect.top))

    def update_entities(self, screen):
        for e in self.entities:
            e.update(self.track)
            screen.blit(e.image, (e.rect.left, e.rect.top))
            x, y = e.rect.center
            if x < -1*MAX_OUTSIDE_DISTANCE or x > WIN_WIDTH + MAX_OUTSIDE_DISTANCE or y < -1*MAX_OUTSIDE_DISTANCE or y > WIN_HEIGHT + MAX_OUTSIDE_DISTANCE: 
                self.lives -= e.damage
                if self.lives <= 0: self.lose_game()
                self.remove_entity(e)

    def update_projectiles(self, screen):
        for p in self.projectiles:
            if p.rect.right < 0 or p.rect.left > WIN_WIDTH or p.rect.bottom < 0 or p.rect.top > WIN_HEIGHT:
                self.remove_projectile(p)
                return
            screen.blit(p.image, (p.rect.left, p.rect.top))
            p.rect.left += p.xvel
            p.rect.top += p.yvel
            for e in self.entities:
                if pygame.sprite.collide_mask(p, e): p.collide_with(e)

    def update_explosions(self, screen):
        for x in self.explosions:
            screen.blit(x.image, (x.rect.left, x.rect.top))
            x.update(self)
            for e in self.entities:
                if pygame.sprite.collide_mask(x, e): x.collide_with(e)

    def update_tower_placement(self, screen):
        if not self.placing_tower: return
        width, height = self.selected_place_tower.rect.width/2, self.selected_place_tower.rect.height/2
        screen.blit(self.selected_place_tower.transparent_image, (self.mouse_position[0] - width, self.mouse_position[1] - height))
        radius = self.selected_place_tower.range
        if radius <= 0: return
        self.draw_range_circle(screen, radius)

#.........这里部分代码省略.........
开发者ID:brandr,项目名称:Tower_Defense,代码行数:103,代码来源:level.py


注:本文中的track.Track.coordinates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。