本文整理汇总了Python中transform.Transform.update_viewport方法的典型用法代码示例。如果您正苦于以下问题:Python Transform.update_viewport方法的具体用法?Python Transform.update_viewport怎么用?Python Transform.update_viewport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transform.Transform
的用法示例。
在下文中一共展示了Transform.update_viewport方法的2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: ClientCommander
# 需要导入模块: from transform import Transform [as 别名]
# 或者: from transform.Transform import update_viewport [as 别名]
class ClientCommander(Character):
def __init__(self, screen, server_commander):
super(Character, self).__init__()
self.screen = screen
self.t = Transform(screen, (0, 100, 0, 100))
self.server_commander = server_commander
def key_control(self, key, event):
Character.key_control(self, key, event)
# Custom comamnder control
def mouse_control(self, mouse_pos):
pass
def click_control(self, mouse_pos, button):
removed = False
wp = self.t.inv_transform_coord(mouse_pos)
for waypoint in self.server_commander.waypoints:
if dist(waypoint[0], waypoint[1], wp[0], wp[1]) < 0.25:
self.server_commander.rmwp(waypoint[0], waypoint[1])
removed = True
break
if not removed:
self.server_commander.addwp(wp[0], wp[1])
def update(self, game_map):
pass
def draw(self, game_map):
self.t.update_viewport((0, game_map.rows, 0, game_map.cols))
draw_bg(self.screen, self.t)
draw_walls(self.screen, self.t, game_map)
draw_hero(self.screen, self.t, game_map)
draw_units(self.screen, self.t, game_map)
draw_bullets(self.screen, self.t, game_map)
draw_waypoints(self.screen, self.t, game_map)
draw_letterbox(self.screen, self.t)
示例2: ClientHero
# 需要导入模块: from transform import Transform [as 别名]
# 或者: from transform.Transform import update_viewport [as 别名]
class ClientHero(Character):
VIEW_SQ_RADIUS = 5.0
def __init__(self, screen, server_hero):
"""
screen: PyGame Surface object.
t: Transform object to convert game coords to screen coords.
server_hero: Temp reference to server hero object...
"""
super(Character, self).__init__()
self.screen = screen
self.t = Transform(screen, (0, ClientHero.VIEW_SQ_RADIUS*2,
0, ClientHero.VIEW_SQ_RADIUS*2))
self.server_hero = server_hero
self.vel = (0, 0)
self.firing = False
self.fired = False
self.font = pygame.font.SysFont("monospace", 24)
def key_control(self, key, event):
Character.key_control(self, key, event)
# Custom hero control
if (key == pygame.K_w):
if event == pygame.KEYDOWN:
self.vel = (self.vel[0], self.vel[1]-1)
elif event == pygame.KEYUP:
self.vel = (self.vel[0], self.vel[1]+1)
elif (key == pygame.K_s):
if event == pygame.KEYDOWN:
self.vel = (self.vel[0], self.vel[1]+1)
elif event == pygame.KEYUP:
self.vel = (self.vel[0], self.vel[1]-1)
elif (key == pygame.K_a):
if event == pygame.KEYDOWN:
self.vel = (self.vel[0]-1, self.vel[1])
elif event == pygame.KEYUP:
self.vel = (self.vel[0]+1, self.vel[1])
elif (key == pygame.K_d):
if event == pygame.KEYDOWN:
self.vel = (self.vel[0]+1, self.vel[1])
elif event == pygame.KEYUP:
self.vel = (self.vel[0]-1, self.vel[1])
elif (key == pygame.K_SPACE):
if event == pygame.KEYDOWN:
self.firing = True
elif event == pygame.KEYUP:
self.firing = False
def mouse_control(self, mouse_pos):
# Mouse control assumes character is in the center of the screen
delta_x = mouse_pos[0] - (self.screen.get_width()/2.0)
delta_y = mouse_pos[1] - (self.screen.get_height()/2.0)
self.server_hero.orientation = math.atan2(-delta_y, delta_x)
def update(self, game_map):
# Set direction
if self.vel == (1, 0):
direction = 0
elif self.vel == (1, -1):
direction = 1
elif self.vel == (0, -1):
direction = 2
elif self.vel == (-1, -1):
direction = 3
elif self.vel == (-1, 0):
direction = 4
elif self.vel == (-1, 1):
direction = 5
elif self.vel == (0, 1):
direction = 6
elif self.vel == (1, 1):
direction = 7
else:
direction = -1
self.server_hero.move(direction, game_map)
if self.firing:
self.firing = False
self.fired = True
b = self.server_hero.make_bullet(game_map)
if b is not None: game_map.bullets.append(b)
def draw(self, game_map):
if self.server_hero.dead:
# Death!!
self.screen.fill((230, 0, 0))
label = self.font.render("Whoops. Ate too many bullets. Nom.", 1, (100, 0, 0))
self.screen.blit(label, ((self.screen.get_width()-label.get_width())/2.0,
self.screen.get_height()/2.0))
return
self.t.update_viewport((self.server_hero.location[1] - ClientHero.VIEW_SQ_RADIUS,
self.server_hero.location[1] + ClientHero.VIEW_SQ_RADIUS,
self.server_hero.location[0] - ClientHero.VIEW_SQ_RADIUS,
self.server_hero.location[0] + ClientHero.VIEW_SQ_RADIUS))
draw_bg(self.screen, self.t)
draw_walls(self.screen, self.t, game_map)
draw_hero(self.screen, self.t, game_map)
draw_units(self.screen, self.t, game_map)
draw_bullets(self.screen, self.t, game_map)
draw_fow(self.screen, self.t, game_map)
#.........这里部分代码省略.........