本文整理匯總了Python中stage.Stage.draw方法的典型用法代碼示例。如果您正苦於以下問題:Python Stage.draw方法的具體用法?Python Stage.draw怎麽用?Python Stage.draw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stage.Stage
的用法示例。
在下文中一共展示了Stage.draw方法的2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: __init__
# 需要導入模塊: from stage import Stage [as 別名]
# 或者: from stage.Stage import draw [as 別名]
class Game:
def __init__(self, world, datadir, configdir):
self.world = world
self.datadir = datadir
self.configdir = configdir
self.enemies = []
self.stage = Stage(self)
self.sprites = Group(self.stage)
self.screen = world.screen
# Visor de energia para el enemigo
self._create_player()
self.energy = Energy(10, 10, 100, 10)
self.energy.set_model(self.player.id)
self.stage.player = self.player
self.stage.load_level(1)
if VISIBLE_DEBUG:
# Visor de rendimiento
self.text = Text(world.font, world.fps, "FPS: %d")
def _create_player(self):
control = Control(0, self.configdir)
self.player = Player(self, control, self.sprites, self.datadir)
shadow_player = Shadow(self.player, self.datadir)
self.sprites.add([self.player, shadow_player])
def update(self):
self.stage.update()
self.sprites.update()
self.energy.update()
if VISIBLE_DEBUG:
self.text.update()
if DEBUG:
b1, b2, b3 = pygame.mouse.get_pressed()
if b1:
self.stage.do_camera_effect()
elif b2:
self.stage.do_camera_effect(10)
elif b3:
self.world.fps.slow()
def draw(self):
self.stage.draw(self.screen)
self.sprites.draw(self.screen)
self.screen.blit(self.energy.image, self.energy.rect)
if VISIBLE_DEBUG:
self.screen.blit(self.text.image, self.text.rect)
pygame.display.flip()
示例2: __init__
# 需要導入模塊: from stage import Stage [as 別名]
# 或者: from stage.Stage import draw [as 別名]
class Game:
"Representa la escena de pelea, donde el shaolin camina por el escenario."
def __init__(self, world):
self.world = world
self.enemies = []
self.sprites = group.Group()
self.stage = Stage(self, self.sprites)
self.sprites.camera = self.stage
self.sprites_in_front = pygame.sprite.RenderPlain()
self._create_player()
self.stage.object_to_follow = self.player
self.stage.load_level(1)
if VISIBLE_DEBUG:
# Visor de rendimiento
self.text = Text(world.font, world.fps, "FPS: %d")
self.sprites_in_front.add(self.text)
def _create_player(self):
self.control = Control()
self.player = Player(self, self.control, self.sprites, DATADIR)
self.sprites.add(self.player)
self.sprites.add(self.player.shadow)
self.sprites.add(self.player.bandage)
self.energy = energy.EnergyView(10, 10, self.world.font)
self.energy.set_model(self.player.energy_model)
self.sprites_in_front.add(self.energy)
self.enemy_energy = energy.EnergyView(440, 10, self.world.font)
self.sprites_in_front.add(self.enemy_energy)
def handle_event(self, event):
if event.type == pygame.KEYDOWN:
self.control.update(event, True)
if event.key == pygame.K_ESCAPE:
new_scene = scenes.mainmenu.MainMenu(self.world)
self.world.change_state(new_scene)
elif event.type == pygame.KEYUP:
self.control.update(event, False)
def update(self):
self.stage.update()
self.sprites.update()
self.sprites_in_front.update()
if DEBUG:
b1, b2, b3 = pygame.mouse.get_pressed()
if b1:
self.stage.do_camera_effect()
elif b2:
self.stage.do_camera_effect(10)
elif b3:
self.world.fps.slow()
self.control.post_update()
def draw(self, screen):
self.stage.draw(screen)
self.sprites.draw(screen)
self.sprites_in_front.draw(screen)
self.stage.last_draw(screen)
pygame.display.flip()
def on_player_energy_model_change(self, model):
pass
def on_enemy_energy_model_change(self, model):
self.enemy_energy.set_model(model)