本文整理汇总了Python中sound.play_effect方法的典型用法代码示例。如果您正苦于以下问题:Python sound.play_effect方法的具体用法?Python sound.play_effect怎么用?Python sound.play_effect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sound
的用法示例。
在下文中一共展示了sound.play_effect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: update
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def update(self):
if self.animation_state == 'moving':
if self.animate_counter < len(self.current_move):
self.animate_counter += max(10, int(len(self.current_move)/40))
self.animate_counter = min(len(self.current_move), self.animate_counter)
self.set_needs_display()
else:
self.animation_state = 'sploding'
self.update_interval = 0.1
if self.animation_state == 'sploding':
self.set_needs_display()
if self.splosion_counter == 0:
sound.play_effect('arcade:Explosion_2')
self.splosion_counter += 1
if self.splosion_counter > 5:
self.animation_state = 'stopped'
if self.animation_state == 'stopped':
self.update_interval = 0.0
示例2: button_pushed
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def button_pushed(self, button):
if self.game_state == GAME_PLAYING:
x, y = self.get_selected_block()
problem = self.problems[y][x]
sound.play_effect('Click_1')
if button.text == 'Delete':
l = len(problem.answer_text)
if l > 0:
problem.answer_text = problem.answer_text[0:l-1]
else:
problem.answer_text += button.text
if len(problem.answer_text) >= len(problem.answer):
if(problem.answer_text == problem.answer):
self.correct_answer(x, y)
else:
sound.play_effect('Error')
problem.answer_text = ''
示例3: draw
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def draw(self):
if self.tracking:
ui.set_color('black')
ui.fill_rect(0, 0, self.width, self.height)
else:
base_color = tuple([self.color[i] for i in range(3)])
opacity_increment = 1.0/(len(self.current_move)+1) # 0.002
alpha_incremental = 1.0 - self.animate_counter*opacity_increment
if self.animate_counter > 0:
for i in range(1, self.animate_counter):
alpha_actual = max(0, alpha_incremental)
self.draw_segment(base_color + (alpha_actual,), self.current_move[i-1], self.current_move[i])
alpha_incremental += opacity_increment
if len(self.waypoints_hit_this_turn) > 0:
(hit_distance, waypoint_index) = self.waypoints_hit_this_turn[0]
if self.animate_counter >= hit_distance:
sound.play_effect('digital:PowerUp1')
self.waypoints[waypoint_index].background_color = '#6cd655'
self.waypoints_hit_this_turn = self.waypoints_hit_this_turn[1:]
if self.animation_state == 'sploding':
splode_alpha = 1.0-self.splosion_counter*0.15
splode_radius = self.splosion_counter * 4
splode_color = base_color + (splode_alpha,)
(x,y) = self.current_move[-1]
path = ui.Path.oval(x-splode_radius,y-splode_radius,2*splode_radius,2*splode_radius)
ui.set_color(splode_color)
path.fill()
# pos1 = self.current_move[self.animate_counter - 2]
# pos2 = self.current_move[self.animate_counter - 1]
# angle = (Vector(pos2) - Vector(pos1)).degrees
#print(self.animate_counter, angle)
示例4: help
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def help():
time.sleep(3)
sound.play_effect("/System/Library/Audio/UISounds/SIMToolkitNegativeACK.caf")
print " Usage:\n\n-u <File> -p <File>\n\n\n RoBrute Usage:\n <word>;<word>;<word>;<word>;<symbol>"
print "\n Read Usage.md for more information."
sys.exit()
示例5: play_tuning
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def play_tuning(button):
if os.path.exists('waves'):
try:
strings = model._InstrumentTuning
except TypeError: # no instrument delected yet
return
baseOctave = model._InstrumentOctave
tones = []
for string in strings:
octave,tone = divmod(string,12)
tones.append((tone,octave+baseOctave))
for tone,octave in tones:
sound.play_effect(getWaveName(tone,octave))
time.sleep(fretboard.arpSpeed)
示例6: playScale
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def playScale(button):
if model._TwoOctaveScale:
if os.path.exists('waves'):
for string,fret in model._TwoOctaveScale:
octave,tone = divmod((model._InstrumentTuning[string]+fret),12)
sound.play_effect(getWaveName(tone,octave+model._InstrumentOctave))
time.sleep(fretboard.arpSpeed)
示例7: playTuning
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def playTuning(self,button):
tones = [spinner.pointer for spinner in self.spinnerArray]
octaves = [int(tf.text) for tf in self.octaveTextArray]
baseOctave = self.octave
for i,tone in enumerate(tones):
sound.play_effect(getWaveName(tone,octaves[i]+baseOctave))
time.sleep(fretboard.arpSpeed)
示例8: player_killed_sounds
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def player_killed_sounds():
for i in xrange(4):
sound.play_effect('Hit_{}'.format(i+1))
time.sleep(0.5)
示例9: high_score_sounds
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def high_score_sounds():
for i in xrange(4):
sound.play_effect('Jump_{}'.format(i+1))
time.sleep(0.3)
示例10: run_gravity
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def run_gravity(self):
player_y_move = self.dt * self.player.velocity.y
scenery_y_move = 0
old_velocity_y = self.player.velocity.y
self.player.velocity.y -= self.dt * GAME_GRAVITY
if old_velocity_y > 0 and self.player.velocity.y <= 0:
self.player_apex_frame = True
if self.player.frame.y >= self.player_max_y :
scenery_y_move = self.player.frame.y - self.player_max_y
self.player.frame.y = self.player_max_y
self.lower_scenery(scenery_y_move)
elif self.player.frame.center().y < 0:
self.player.frame.y = 0
sound.play_effect('Crashing')
self.end_game()
示例11: collision_detect
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def collision_detect(self):
bounce = False
if self.player.velocity.y < 0:
p = self.player.frame.center()
for sublayer in self.root_layer.sublayers:
if self.player.frame.center() in sublayer.frame:
if isinstance(sublayer, Enemy):
sound.play_effect('Powerup_1')
self.end_game()
return # player killed by collision
elif isinstance(sublayer, Cloud):
bounce = True
if bounce:
self.player.velocity.y = PLAYER_BOUNCE_VELOCITY
sound.play_effect('Boing_1')
示例12: touch_ended
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def touch_ended(self, node, touch):
if node == self:
return
for square in self.get_children_with_name('*'):
#print(square.name)
if isinstance(square, sk_BoardSquare) and touch in square:
target_fen_loc = square.name
save_fen_loc = node.fen_loc
#node.move() is called on a different thread so it returns None!!!
move_was_made = node.move(target_fen_loc) # always returns None!!
#print('mwm 1', move_was_made) # fails!!
move_was_made = node.fen_loc != save_fen_loc
#print('mwm 2', move_was_made)
if move_was_made:
for piece in self.get_children_with_name('*'):
# remove the killed sk_ChessPiece
if (piece != node
and isinstance(piece, sk_ChessPiece)
and piece.fen_loc == node.fen_loc):
if piece.piece.ptype == 'king':
import dialogs
dialogs.hud_alert('Game over man!')
piece.remove_from_parent()
#import dialogs
#dialogs.hud_alert(str(type(self.view.superview)))
self.view.superview.update_view(node.piece)
node.position = square.position
sound.play_effect('8ve:8ve-tap-professional')
else:
node.position = self.save_position
sound.play_effect('8ve:8ve-beep-rejected')
not_str = '' if move_was_made else 'not '
fmt = '{} at {} was {}moved to square {}\n'
print(fmt.format(node.name, save_fen_loc, not_str, square.name))
示例13: game_finished
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def game_finished(self):
self.game_state = GAME_FINISHED
sound.play_effect('Powerup_2')
self.finish_time = self.t
self.play_time = self.finish_time - self.start_time
self.avg_prob_time = self.play_time / self.score
示例14: captureOutput_didOutputMetadataObjects_fromConnection_
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def captureOutput_didOutputMetadataObjects_fromConnection_(_self, _cmd, _output, _metadata_objects, _conn):
objects = ObjCInstance(_metadata_objects)
for obj in objects:
s = str(obj.stringValue())
if s not in found_codes:
found_codes.add(s)
sound.play_effect('digital:PowerUp7')
main_view['label'].text = 'Last scan: ' + s
示例15: play
# 需要导入模块: import sound [as 别名]
# 或者: from sound import play_effect [as 别名]
def play(button):
if os.path.exists('waves'):
if not model._InstrumentOctave:
return
else:
baseOctave = model._InstrumentOctave
strings = model._InstrumentTuning
if model._Mode == 'C':
try:
cc = model._Fingerings[model._FingeringPointer]
except TypeError: # no chords yet
return
except IndexError: #oops
return
frets = cc[2]
dead_notes = [item[3] == 'X' for item in cc[0]]
tones = []
for fret,string,dead_note in zip(frets,strings,dead_notes):
if dead_note:
continue
octave,tone = divmod(string + fret,12)
tones.append((tone,octave+baseOctave))
elif fretboard.cc_mode == 'I': # identify
positions = [string_fret for string_fret in fretboard.touched.keys()]
positions = sorted(positions,key=lambda x:x[0])
position_dict = {}
for string,fret in positions:
position_dict[string] = fret
tones = []
for i,pitch in enumerate(strings):
if i in position_dict:
octave,tone = divmod(pitch + position_dict[i],12)
tones.append((tone,octave+baseOctave))
else: #scale
pass
for tone,octave in tones:
sound.play_effect(getWaveName(tone,octave))
time.sleep(0.05)
if button.name == 'button_arp':
time.sleep(fretboard.arpSpeed)