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Python UI.draw方法代码示例

本文整理汇总了Python中ui.UI.draw方法的典型用法代码示例。如果您正苦于以下问题:Python UI.draw方法的具体用法?Python UI.draw怎么用?Python UI.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ui.UI的用法示例。


在下文中一共展示了UI.draw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: GameWindow

# 需要导入模块: from ui import UI [as 别名]
# 或者: from ui.UI import draw [as 别名]

#.........这里部分代码省略.........
        if symbol == k.ESCAPE:
            logger.info("Exiting...")
            pyglet.app.exit()
        elif symbol == k.F12:
            self.debug = not self.debug
        elif symbol == k.F5:
            self.game.newgame(self.selected_mapfile)
        elif symbol == k.F2:
            self.game.add_enemy(*self.get_gamepos(*self.mouse_pos))
        if self.game.player:
            if symbol == k.W:
                self.game.player.move_dir["up"] = True
            elif symbol == k.A:
                self.game.player.move_dir["left"] = True
            elif symbol == k.S:
                self.game.player.move_dir["down"] = True
            elif symbol == k.D:
                self.game.player.move_dir["right"] = True

            if symbol == k.F1:
                for i in range(50):
                    self.game.player.levelup(attribute="str")
                    self.game.player.levelup(attribute="agi")
                    self.game.player.levelup(attribute="int")
            if symbol == k.F3:
                self.game.player.die()

            if symbol == k.LSHIFT:
                self.game.player.actions["sprint"] = True

            # Cast abilitites
            target = self.get_gamepos(*self.mouse_pos)
            if symbol == k._1:
                self.game.player.use_ability(1, target=target)
            if symbol == k._2:
                self.game.player.use_ability(2, target=target)
            if symbol == k._3:
                self.game.player.use_ability(3, target=target)
            if symbol == k._4:
                self.game.player.use_ability(4, target=target)

            # Level up attributes
            if symbol == k.EXCLAMATION:
                self.game.player.levelup(attribute="str")
            if symbol == k.DOUBLEQUOTE:
                self.game.player.levelup(attribute="agi")
            if symbol == k.HASH:
                self.game.player.levelup(attribute="int")
        else:
            if symbol == k.F3:
                self.game.spawn_player(
                    self.grid_to_window(*self.game.dungeon.startroom.center)
                )

    def on_key_release(self, symbol, modifiers):
        k = pyglet.window.key
        if self.game.player:
            if symbol == k.W:
                self.game.player.move_dir["up"] = False
            elif symbol == k.A:
                self.game.player.move_dir["left"] = False
            elif symbol == k.S:
                self.game.player.move_dir["down"] = False
            elif symbol == k.D:
                self.game.player.move_dir["right"] = False
            if symbol == k.LSHIFT:
                self.game.player.actions["sprint"] = False

    def update_display_dungeon(self):
        x, y = int(self.offset_x), int(self.offset_y)
        self.game.dungeon_sprite.x = x
        self.game.dungeon_sprite.y = y
        self.game.dungeon_overlay_sprite.x = x
        self.game.dungeon_overlay_sprite.y = y

    def update(self, dt):
        if self.game:
            self.game.update(dt)

    def render(self, dt):
        pyglet.gl.glClearColor(*lookup_color("dgrey", gl=True))
        self.clear()
        pyglet.gl.glEnable(pyglet.gl.GL_DEPTH_TEST)
        self.batches["dungeon"].draw()
        self.batches["gui0"].draw()
        self.batches["creatures"].draw()

        self.batches["player"].draw()
        self.batches["projectiles"].draw()
        if hasattr(self, "animator"):
            self.animator.render()
        self.batches["dungeon_overlay"].draw()

        # enemy_count = pyglet.text.Label(
        #     text=str(len(self.game.enemies)), font_name=None, font_size=18,
        #     x=50, y=400, anchor_x="left", anchor_y="top",
        #     color=lookup_color("black")
        # )
        # enemy_count.draw()
        self.ui.draw()
开发者ID:NiclasEriksen,项目名称:rpg_procgen,代码行数:104,代码来源:main.py


注:本文中的ui.UI.draw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。