本文整理汇总了Python中pygame.color方法的典型用法代码示例。如果您正苦于以下问题:Python pygame.color方法的具体用法?Python pygame.color怎么用?Python pygame.color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pygame
的用法示例。
在下文中一共展示了pygame.color方法的15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: add_walls
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def add_walls(self):
self.static_lines = []
# Add floor
self.static_lines.append(pymunk.Segment(self.space.static_body,
(0, 1),
(self.res[1], 1), .0))
# Add roof
self.static_lines.append(pymunk.Segment(self.space.static_body,
(0, self.res[1]),
(self.res[1], self.res[1]), .0))
# Set properties
for line in self.static_lines:
line.elasticity = .99
line.color = color["white"]
self.space.add(self.static_lines)
return True
示例2: main
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def main():
"""Initialize and run the game."""
pygame.init()
# Initialize PyGame
screen = pygame.display.set_mode(WINDOW_SIZE, 0, 16)
pygame.display.set_caption('Python Kinect Game')
screen.fill(pygame.color.THECOLORS["black"])
with nui.Runtime() as kinect:
kinect.skeleton_engine.enabled = True
kinect.skeleton_frame_ready += post_frame
# Main game loop
while True:
event = pygame.event.wait()
if event.type == pygame.QUIT:
break
elif event.type == KINECTEVENT:
# process e.skeletons here
pass
示例3: init_pockets
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def init_pockets(space):
pockets = []
for i in [(44.1, 44.1), (755.9, 44.1), (755.9, 755.9), (44.1, 755.9)]:
inertia = pymunk.moment_for_circle(0.1, 0, POCKET_RADIUS, (0, 0))
body = pymunk.Body(0.1, inertia)
body.position = i
shape = pymunk.Circle(body, POCKET_RADIUS, (0, 0))
shape.color = POCKET_COLOR
shape.collision_type = 2
shape.filter = pymunk.ShapeFilter(categories=0b1000)
space.add(body, shape)
pockets.append(shape)
del body
del shape
return pockets
# Initialize striker with force
示例4: init_striker
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def init_striker(space, x, passthrough, action, player):
inertia = pymunk.moment_for_circle(STRIKER_MASS, 0, STRIKER_RADIUS, (0, 0))
body = pymunk.Body(STRIKER_MASS, inertia)
if player == 1:
body.position = (action[0], 140)
if player == 2:
body.position = (action[0], BOARD_SIZE - 140)
body.apply_force_at_world_point((cos(action[1]) * action[2], sin(
action[1]) * action[2]), body.position + (STRIKER_RADIUS * 0, STRIKER_RADIUS * 0))
shape = pymunk.Circle(body, STRIKER_RADIUS, (0, 0))
shape.elasticity = STRIKER_ELASTICITY
shape.color = STRIKER_COLOR
mask = pymunk.ShapeFilter.ALL_MASKS ^ passthrough.filter.categories
sf = pymunk.ShapeFilter(mask=mask)
shape.filter = sf
shape.collision_type = 2
space.add(body, shape)
return [body, shape]
# Adds coins to the board at the given coordinates
示例5: init_striker
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def init_striker(space, x, passthrough, action, player):
inertia = pymunk.moment_for_circle(STRIKER_MASS, 0, STRIKER_RADIUS, (0, 0))
body = pymunk.Body(STRIKER_MASS, inertia)
if player == 1:
body.position = (action[0], 145)
if player == 2:
body.position = (action[0], BOARD_SIZE - 136)
body.apply_force_at_world_point((cos(action[1]) * action[2], sin(
action[1]) * action[2]), body.position + (STRIKER_RADIUS * 0, STRIKER_RADIUS * 0))
shape = pymunk.Circle(body, STRIKER_RADIUS, (0, 0))
shape.elasticity = STRIKER_ELASTICITY
shape.color = STRIKER_COLOR
mask = pymunk.ShapeFilter.ALL_MASKS ^ passthrough.filter.categories
sf = pymunk.ShapeFilter(mask=mask)
shape.filter = sf
shape.collision_type = 2
space.add(body, shape)
return [body, shape]
# Adds coins to the board at the given coordinates
示例6: init_pockets
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def init_pockets(space):
pockets = []
for i in [(44.1, 43.1), (756.5, 43), (756.5, 756.5), (44, 756.5)]:
inertia = pymunk.moment_for_circle(0.1, 0, POCKET_RADIUS, (0, 0))
body = pymunk.Body(0.1, inertia)
body.position = i
shape = pymunk.Circle(body, POCKET_RADIUS, (0, 0))
shape.color = POCKET_COLOR
shape.collision_type = 2
shape.filter = pymunk.ShapeFilter(categories=0b1000)
space.add(body, shape)
pockets.append(shape)
del body
del shape
return pockets
# Initialize striker with force
示例7: create_obstacle
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def create_obstacle(self, x, y, r):
c_body = pymunk.Body(pymunk.inf, pymunk.inf)
c_shape = pymunk.Circle(c_body, r)
c_shape.elasticity = 1.0
c_body.position = x, y
c_shape.color = THECOLORS["blue"]
self.space.add(c_body, c_shape)
return c_body
示例8: create_cat
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def create_cat(self):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.cat_body = pymunk.Body(1, inertia)
self.cat_body.position = 50, height - 100
self.cat_shape = pymunk.Circle(self.cat_body, 30)
self.cat_shape.color = THECOLORS["orange"]
self.cat_shape.elasticity = 1.0
self.cat_shape.angle = 0.5
direction = Vec2d(1, 0).rotated(self.cat_body.angle)
self.space.add(self.cat_body, self.cat_shape)
示例9: create_car
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def create_car(self, x, y, r):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.car_body = pymunk.Body(1, inertia)
self.car_body.position = x, y
self.car_shape = pymunk.Circle(self.car_body, 25)
self.car_shape.color = THECOLORS["green"]
self.car_shape.elasticity = 1.0
self.car_body.angle = r
driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
self.car_body.apply_impulse(driving_direction)
self.space.add(self.car_body, self.car_shape)
示例10: _clear
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def _clear(self):
self.screen.fill(color["black"])
示例11: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def __init__(self, pong, position):
self.pong = pong
self.area = pong.res
if position == 'left':
self.rect = pymunk.Segment(pong.space.static_body,
(0, self.area[1] / 2 + 3*scale),
(0, self.area[1] / 2 - 3*scale), 1.0)
else:
self.rect = pymunk.Segment(pong.space.static_body,
(self.area[0] - 2, self.area[1] / 2 + 3*scale),
(self.area[0] - 2, self.area[1] / 2 - 3*scale), 1.0)
self.speed = 2*scale
self.rect.elasticity = .99
self.rect.color = color["white"]
self.rect.collision_type = 1
示例12: create_ball
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def create_ball(self, radius=3):
inertia = pymunk.moment_for_circle(1, 0, radius, (0, 0))
body = pymunk.Body(1, inertia)
position = np.array(self.initial_position) + self.initial_std * np.random.normal(size=(2,))
position = np.clip(position, self.dd + radius + 1, self.res[0] - self.dd - radius - 1)
body.position = position
shape = pymunk.Circle(body, radius, (0, 0))
shape.elasticity = .9
shape.color = color["white"]
return shape
示例13: create_cat
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def create_cat(self):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.cat_body = pymunk.Body(1, inertia)
self.cat_body.position = 800, 200
self.cat_shape = pymunk.Circle(self.cat_body, 30)
self.cat_shape.color = THECOLORS["orange"]
self.car_shape.elasticity = 1.0
self.cat_shape.angle = 0.5
self.space.add(self.cat_body, self.cat_shape)
示例14: create_car
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def create_car(self, x, y, r):
inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
self.car_body = pymunk.Body(1, inertia)
self.car_body.position = x, y
self.car_shape = pymunk.Circle(self.car_body, 15)
self.car_shape.color = THECOLORS["green"]
self.car_shape.elasticity = 1.0
self.car_body.angle = r
self.driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
self.car_body.apply_impulse(self.driving_direction)
self.space.add(self.car_body, self.car_shape)
示例15: draw_ball
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import color [as 别名]
def draw_ball(screen, ball, color=THECOLORS['blue']):
p = int(ball.body.position.x), 600-int(ball.body.position.y)
pygame.draw.circle(screen, color, p, int(ball.radius), 2)