本文整理匯總了Python中background.Background.render方法的典型用法代碼示例。如果您正苦於以下問題:Python Background.render方法的具體用法?Python Background.render怎麽用?Python Background.render使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類background.Background
的用法示例。
在下文中一共展示了Background.render方法的4個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: deque
# 需要導入模塊: from background import Background [as 別名]
# 或者: from background.Background import render [as 別名]
# player
player = None
# put desks, garbage cans, etc in here
env_obj_col = deque()
# put the ai stuff in here, but not player
ai_col = deque()
# rectangles that ai are only allowed to be in (e.g. for movement)
navmesh_col = deque()
# init rendering
# Queue of rects specifying areas of display to update
update_queue = deque()
background = Background(WINDOW_WIDTH, WINDOW_HEIGHT, WHITE)
background.render(screen, update_queue)
# level
load_level("level.txt")
# Force update display (generally handled at end of main loop below)
update_display(update_queue)
while running:
# input loop
for event in pygame.event.get():
if event.type == KEYUP:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
示例2: deque
# 需要導入模塊: from background import Background [as 別名]
# 或者: from background.Background import render [as 別名]
COMP_SAD_N = "computer_sad.png"
COMP_HAP_N = "computer_happy.png"
MAN_STAND_N = "man_standing.png"
# Create the screen
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
env_obj_list = deque()
monster_list = deque()
# init rendering
update_queue = deque() # Queue of rects specifying areas of display to update
background = Background(WINDOW_WIDTH, WINDOW_HEIGHT, GREY)
background.render(screen, update_queue)
# draw a bunch of garbage cans (debug)
gbg_can_size = IMG_SIZES["garbage_can"]
x_coord = TILE_SIZE * 3
while x_coord < TILE_SIZE * 10:
y_coord = TILE_SIZE * 3
while y_coord < WINDOW_HEIGHT:
gbg_can = Obj(x_coord, y_coord, gbg_can_size[0], gbg_can_size[1])
gbg_can.img = load_img(GBG_CAN_N)
gbg_can.render(screen, update_queue)
env_obj_list.append(gbg_can)
示例3: __init__
# 需要導入模塊: from background import Background [as 別名]
# 或者: from background.Background import render [as 別名]
#.........這裏部分代碼省略.........
if abs(self.player1.Y - self.player2.Y) >= self.screenSize[1]:
self.player2.X = self.player1.X
self.player2.Y = self.player1.Y
#"""
#######PAUSA(con joystick)##################################
button = self.joystickList[0].get_button(8) #or self.joystickList[1].get_button(7)##
#button2 = self.joystickList[1].get_button(9) #or self.joystickList[1].get_button(7)##
if button:
self.pauseGame = True
pressedKey = pygame.key.get_pressed()
if pressedKey[K_TAB]:
self.pauseGame = True
#if button2:
# self.gameOver = True
###########CAMBIO_DE_ETAPA##################################
if self.player1.exitStage or self.player2.exitStage:
self.player1.exitStage = False
self.player2.exitStage = False
self.background.changeBackground()
self.player1.X = self.background.levelMaker.startXPosition
self.player1.Y = self.background.levelMaker.startYPosition
self.player2.X = self.background.levelMaker.startXPosition
self.player2.Y = self.background.levelMaker.startYPosition
#################GAME_OVER##################################
if self.player1.dead or self.player2.dead:
self.gameOver = True
# Dibuja en pantalla los sprites y el escenario
def render(self):
# Instancia de la ventana de pygame
screen = pygame.display.get_surface()
# Render a las instancias del nivel
self.background.render()
self.player2.render() #-----------------#
self.player1.render()
for torreta in self.background.levelMaker.torretas:
torreta.render()
# Brujula que apunta a otro player
if self.horizontalCompassNeeded or self.P1horizontalCompassNeeded:
if self.player2.Y <= -50 or self.player1.Y <= -50:
self.compass.image = self.compassImageUp
if self.player2.Y <= -50:
screen.blit(self.compass.image, (self.player2.X, 0))
else:
screen.blit(self.compass.image, (self.player1.X, 0))
if self.player2.Y >= self.screenSize[1] or self.player1.Y >= self.screenSize[1]:
self.compass.image = self.compassImageDown
if self.player2.Y >= self.screenSize[1]:
screen.blit(self.compass.image, (self.player2.X, self.screenSize[1] - 15))
else:
screen.blit(self.compass.image, (self.player1.X, self.screenSize[1] - 15))
if self.verticalCompassNeeded:
if self.player2.X <= -50:
self.compass.image = self.compassImageLeft
screen.blit(self.compass.image, (0, self.player2.Y))
if self.player2.X >= self.screenSize[0]:
self.compass.image = self.compassImageRight
screen.blit(self.compass.image, ((self.screenSize[0] - 15), self.player2.Y))
示例4: __init__
# 需要導入模塊: from background import Background [as 別名]
# 或者: from background.Background import render [as 別名]
#.........這裏部分代碼省略.........
self.player2.X = self.player1.X
self.player2.Y = self.player1.Y
if abs(self.player1.Y - self.player2.Y) >= self.screenSize[1]:
self.player2.X = self.player1.X
self.player2.Y = self.player1.Y
#"""
###########CAMBIO_DE_ETAPA##################################
if self.player1.exitStage or self.player2.exitStage:
self.player1.exitStage = False
self.player2.exitStage = False
self.background.changeBackground()
self.backgroundImage = self.container.imageDictionary[self.background.backgroundKey]
self.backgroundImage = pygame.transform.scale(self.backgroundImage, (self.screenSize[0], self.screenSize[1]))
self.player1.X = self.background.levelMaker.startXPosition
self.player1.Y = self.background.levelMaker.startYPosition
self.player2.X = self.background.levelMaker.startXPosition
self.player2.Y = self.background.levelMaker.startYPosition
#################GAME_OVER##################################
if self.player1.dead or self.player2.dead:
self.gameOver = True
if self.player1.dead:
self.deadMessage = self.player1.deadMessage
else:
self.deadMessage = self.player2.deadMessage
# Dibuja en pantalla los sprites y el escenario
def render(self):
# Instancia de la ventana de pygame
screen = pygame.display.get_surface()
# Render a las instancias del nivel
screen.blit(self.backgroundImage, (0,0))
self.player1.render()
self.player2.render()
self.background.render()
for torreta in self.background.levelMaker.torretas:
torreta.render()
# Brujula que apunta a otro player
if self.horizontalCompassNeeded or self.P1horizontalCompassNeeded:
if self.player2.Y <= -50 or self.player1.Y <= -50:
self.compass.image = self.compassImageUp
if self.player2.Y <= -50:
screen.blit(self.compass.image, (self.player2.X, 0))
else:
screen.blit(self.compass.image, (self.player1.X, 0))
if self.player2.Y >= self.screenSize[1] or self.player1.Y >= self.screenSize[1]:
self.compass.image = self.compassImageDown
if self.player2.Y >= self.screenSize[1]:
screen.blit(self.compass.image, (self.player2.X, self.screenSize[1] - 15))
else:
screen.blit(self.compass.image, (self.player1.X, self.screenSize[1] - 15))
if self.verticalCompassNeeded:
if self.player2.X <= -50:
self.compass.image = self.compassImageLeft
screen.blit(self.compass.image, (0, self.player2.Y))
if self.player2.X >= self.screenSize[0]: