Python pygame.init() Examples
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Example #1
Source File: polygon.py From kvae with MIT License | 9 votes |
def __init__(self, dt=0.2, res=(32, 32), init_pos=(3, 3), init_std=0, wall=None): pygame.init() self.dt = dt self.res = res if os.environ.get('SDL_VIDEODRIVER', '') == 'dummy': pygame.display.set_mode(res, 0, 24) self.screen = pygame.Surface(res, pygame.SRCCOLORKEY, 24) pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, res[0], res[1]), 0) else: self.screen = pygame.display.set_mode(res, 0, 24) self.gravity = (0.0, 0.0) self.initial_position = init_pos self.initial_std = init_std self.space = pymunk.Space() self.space.gravity = self.gravity self.draw_options = pymunk.pygame_util.DrawOptions(self.screen) self.clock = pygame.time.Clock() self.wall = wall self.static_lines = None self.dd = 2
Example #2
Source File: box.py From kvae with MIT License | 7 votes |
def __init__(self, dt=0.2, res=(32, 32), init_pos=(3, 3), init_std=0, wall=None, gravity=(0.0, 0.0)): pygame.init() self.dt = dt self.res = res if os.environ.get('SDL_VIDEODRIVER', '') == 'dummy': pygame.display.set_mode(res, 0, 24) self.screen = pygame.Surface(res, pygame.SRCCOLORKEY, 24) pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, res[0], res[1]), 0) else: self.screen = pygame.display.set_mode(res, 0, 24) self.gravity = gravity self.initial_position = init_pos self.initial_std = init_std self.space = pymunk.Space() self.space.gravity = self.gravity self.draw_options = pymunk.pygame_util.DrawOptions(self.screen) self.clock = pygame.time.Clock() self.wall = wall self.static_lines = None self.dd = 2
Example #3
Source File: move.py From pygame with MIT License | 6 votes |
def __init__(self): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption("左右移動") # 画像のロード Python.left_image = load_image("python.png", -1) # 左向き Python.right_image = pygame.transform.flip(Python.left_image, 1, 0) # 右向き # オブジェクとグループと蛇の作成 self.all = pygame.sprite.RenderUpdates() Python.containers = self.all Python() # メインループ clock = pygame.time.Clock() while True: clock.tick(60) self.update() self.draw(screen) pygame.display.update() self.key_handler()
Example #4
Source File: oracle_agent.py From streetlearn with Apache License 2.0 | 6 votes |
def main(argv): config = {'width': FLAGS.width, 'height': FLAGS.height, 'field_of_view': FLAGS.field_of_view, 'graph_width': FLAGS.width, 'graph_height': FLAGS.height, 'graph_zoom': FLAGS.graph_zoom, 'goal_timeout': FLAGS.frame_cap, 'frame_cap': FLAGS.frame_cap, 'full_graph': (FLAGS.start_pano == ''), 'start_pano': FLAGS.start_pano, 'min_graph_depth': FLAGS.graph_depth, 'max_graph_depth': FLAGS.graph_depth, 'proportion_of_panos_with_coins': FLAGS.proportion_of_panos_with_coins, 'action_spec': 'streetlearn_fast_rotate', 'observations': ['view_image', 'graph_image', 'yaw', 'pitch']} config = default_config.ApplyDefaults(config) game = courier_game.CourierGame(config) env = streetlearn.StreetLearn(FLAGS.dataset_path, config, game) env.reset() pygame.init() screen = pygame.display.set_mode((FLAGS.width, FLAGS.height * 2)) loop(env, screen)
Example #5
Source File: scan_agent.py From streetlearn with Apache License 2.0 | 6 votes |
def main(argv): config = {'width': FLAGS.width, 'height': FLAGS.height, 'field_of_view': FLAGS.field_of_view, 'graph_width': FLAGS.width, 'graph_height': FLAGS.height, 'graph_zoom': 1, 'full_graph': True, 'proportion_of_panos_with_coins': 0.0, 'action_spec': 'streetlearn_fast_rotate', 'observations': ['view_image', 'graph_image', 'yaw']} with open(FLAGS.list_pano_ids_yaws, 'r') as f: lines = f.readlines() pano_ids_yaws = [(line.split('\t')[0], float(line.split('\t')[1])) for line in lines] config = default_config.ApplyDefaults(config) game = coin_game.CoinGame(config) env = streetlearn.StreetLearn(FLAGS.dataset_path, config, game) env.reset() pygame.init() screen = pygame.display.set_mode((FLAGS.width, FLAGS.height * 2)) loop(env, screen, pano_ids_yaws)
Example #6
Source File: fig24_05.py From PythonClassBook with GNU General Public License v3.0 | 6 votes |
def main(): # check command line arguments if len( sys.argv ) != 2: sys.exit( "Incorrect number of arguments." ) else: file = sys.argv[ 1 ] # initialize pygame pygame.init() # initialize GUI movie, playImageSize = createGUI( file ) # wait until player wants to close program while 1: event = pygame.event.wait() # close window if event.type == QUIT or \ ( event.type == KEYDOWN and event.key == K_ESCAPE ): break # click play button and play movie pressed = pygame.mouse.get_pressed()[ 0 ] position = pygame.mouse.get_pos() # button pressed if pressed: if playImageSize.collidepoint( position ): movie.play()
Example #7
Source File: Game8.py From Games with MIT License | 6 votes |
def main(): pygame.init() pygame.mixer.init() pygame.mixer.music.load('resource/audios/1.mp3') pygame.mixer.music.play(-1, 0.0) pygame.mixer.music.set_volume(0.25) screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("塔防游戏-公众号: Charles的皮卡丘") clock = pygame.time.Clock() # 调用游戏开始界面 start_interface = START.START(WIDTH, HEIGHT) is_play = start_interface.update(screen) if not is_play: return # 调用游戏界面 while True: choice_interface = CHOICE.CHOICE(WIDTH, HEIGHT) map_choice, difficulty_choice = choice_interface.update(screen) game_interface = GAMING.GAMING(WIDTH, HEIGHT) game_interface.start(screen, map_path='./maps/%s.map' % map_choice, difficulty_path='./difficulty/%s.json' % difficulty_choice) end_interface = END.END(WIDTH, HEIGHT) end_interface.update(screen)
Example #8
Source File: Game5.py From Games with MIT License | 6 votes |
def main(cfg): # 游戏初始化 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT)) pygame.display.set_caption(cfg.TITLE) # 加载游戏素材 sounds = {} for key, value in cfg.AUDIO_PATHS.items(): sounds[key] = pygame.mixer.Sound(value) sounds[key].set_volume(1) # 开始界面 is_dual_mode = gameStartInterface(screen, cfg) # 关卡数 levelfilepaths = [os.path.join(cfg.LEVELFILEDIR, filename) for filename in sorted(os.listdir(cfg.LEVELFILEDIR))] # 主循环 for idx, levelfilepath in enumerate(levelfilepaths): switchLevelIterface(screen, cfg, idx+1) game_level = GameLevel(idx+1, levelfilepath, sounds, is_dual_mode, cfg) is_win = game_level.start(screen) if not is_win: break is_quit_game = gameEndIterface(screen, cfg, is_win) return is_quit_game
Example #9
Source File: atari_game.py From dynamic-training-with-apache-mxnet-on-aws with Apache License 2.0 | 6 votes |
def ale_load_from_rom(rom_path, display_screen): rng = get_numpy_rng() try: from ale_python_interface import ALEInterface except ImportError as e: raise ImportError('Unable to import the python package of Arcade Learning Environment. ' \ 'ALE may not have been installed correctly. Refer to ' \ '`https://github.com/mgbellemare/Arcade-Learning-Environment` for some' \ 'installation guidance') ale = ALEInterface() ale.setInt(b'random_seed', rng.randint(1000)) if display_screen: import sys if sys.platform == 'darwin': import pygame pygame.init() ale.setBool(b'sound', False) # Sound doesn't work on OSX ale.setBool(b'display_screen', True) else: ale.setBool(b'display_screen', False) ale.setFloat(b'repeat_action_probability', 0) ale.loadROM(str.encode(rom_path)) return ale
Example #10
Source File: pyrpg01.py From pygame with MIT License | 6 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyRPG 01 プレイヤーの描画") playerImg = load_image("player1.png", -1) # プレイヤー while True: screen.fill((0,0,255)) screen.blit(playerImg, (0,0)) # プレイヤーを描画 pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit() if event.type == KEYDOWN and event.key == K_ESCAPE: sys.exit()
Example #11
Source File: 1945.py From pygame with MIT License | 6 votes |
def __init__(self): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption("1945") # 素材のロード self.load_images() self.load_sounds() # ゲームの初期化 self.init_game() clock = pygame.time.Clock() while True: clock.tick(60) screen.fill((255,0,0)) self.update() self.draw(screen) pygame.display.update() self.key_handler()
Example #12
Source File: test_pyopengl.py From twitchslam with MIT License | 6 votes |
def main(): pygame.init() display = (800,600) pygame.display.set_mode(display, DOUBLEBUF|OPENGL) gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) glTranslatef(0.0,0.0, -5) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() glRotatef(1, 3, 1, 1) glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) Cube() pygame.display.flip() pygame.time.wait(10)
Example #13
Source File: chara_anime.py From pygame with MIT License | 6 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"キャラクターアニメーション") all = pygame.sprite.RenderUpdates() Character.containers = all player = Character("player4.png", 0, 0) king = Character("king4.png", 32, 0) soldier = Character("soldier4.png", 64, 0) clock = pygame.time.Clock() while True: clock.tick(60) screen.fill((0,0,255)) all.update() all.draw(screen) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit()
Example #14
Source File: 六个类合一.py From Python24 with MIT License | 6 votes |
def __init__(self): # 实例化pygame pygame.init() # 创建游戏窗口[宽,高] -> 窗口对象 self.window = pygame.display.set_mode([WINDOW_WIDTH,WINDOW_HEIGHT]) # 设置窗口的title pygame.display.set_caption("飞机大战") # 设置窗口的图标icon,加载一个图片对象 logo_image = pygame.image.load("res/app.ico") pygame.display.set_icon(logo_image) # 创建一个地图对象,渲染背景图片 self.game_map = GameMap() # 创建一个英雄飞机对象 self.hero_plane = HeroPlane() # 运行游戏程序
Example #15
Source File: pymap03.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyMap 03 マップチップパレット") # マップチップをロード load_mapchips("mapchip.dat") palette = MapchipPalette() map = Map("new.map", 64, 64, palette) cursor = Cursor(0, 0) clock = pygame.time.Clock() while True: clock.tick(60) if palette.display_flag: # パレットが表示中なら palette.update() palette.draw(screen) else: offset = calc_offset(cursor) # 更新 cursor.update() map.update(offset) # 描画 map.draw(screen, offset) cursor.draw(screen, offset) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN and event.key == K_ESCAPE: pygame.quit() sys.exit() elif event.type == KEYDOWN and event.key == K_SPACE: # パレットの表示/非表示を切り替え palette.display_flag = not palette.display_flag
Example #16
Source File: invader01.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"Invader 01 自機を動かす") # スプライトグループを作成して登録 all = pygame.sprite.RenderUpdates() Player.containers = all # スプライトの画像を登録 Player.image = load_image("player.png") # 自機を作成 Player() clock = pygame.time.Clock() while True: clock.tick(60) screen.fill((0, 0, 0)) all.update() all.draw(screen) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN and event.key == K_ESCAPE: pygame.quit() sys.exit()
Example #17
Source File: input.py From QPong with Apache License 2.0 | 5 votes |
def __init__(self): self.running = True pygame.init() pygame.joystick.init() self.num_joysticks = pygame.joystick.get_count() if self.num_joysticks > 0: self.joystick = pygame.joystick.Joystick(0) self.joystick.init() self.gamepad_repeat_delay = 200 self.gamepad_neutral = True self.gamepad_pressed_timer = 0 self.gamepad_last_update = pygame.time.get_ticks()
Example #18
Source File: invader03.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"Invader 03 エイリアン襲来") # サウンドのロード Player.shot_sound = load_sound("shot.wav") # スプライトグループを作成して登録 all = pygame.sprite.RenderUpdates() Player.containers = all Shot.containers = all Alien.containers = all # スプライトの画像を登録 Player.image = load_image("player.png") Shot.image = load_image("shot.png") Alien.images = split_image(load_image("alien.png"), 2) # 自機を作成 Player() # エイリアンを作成 for i in range(0, 50): x = 20 + (i % 10) * 40 y = 20 + (i / 10) * 40 Alien((x,y)) clock = pygame.time.Clock() while True: clock.tick(60) screen.fill((0, 0, 0)) all.update() all.draw(screen) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN and event.key == K_ESCAPE: pygame.quit() sys.exit()
Example #19
Source File: pymap01.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyMap 01 カーソルの移動") # イメージをロード Map.images.append(load_image("none.png")) # 範囲外 Map.images.append(load_image("water.png")) # 海 map = Map("new.map", 64, 64) # 64x64(単位:マス)のマップ cursor = Cursor(0, 0) clock = pygame.time.Clock() while True: clock.tick(60) offset = calc_offset(cursor) cursor.update() map.draw(screen, offset) cursor.draw(screen, offset) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN and event.key == K_ESCAPE: pygame.quit() sys.exit()
Example #20
Source File: pyrpg17.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyRPG 17 バイナリマップのロード") # キャラクターチップをロード load_charachips("data", "charachip.dat") # マップチップをロード load_mapchips("data", "mapchip.dat") # マップとプレイヤー作成 map = Map("field") player = Player("elf_female2", (1,1), DOWN) map.add_chara(player) # メッセージウィンドウ msgwnd = MessageWindow(Rect(140,334,360,140)) clock = pygame.time.Clock() while True: clock.tick(60) # メッセージウィンドウ表示中は更新を中止 if not msgwnd.is_visible: map.update() msgwnd.update() offset = calc_offset(player) map.draw(screen, offset) msgwnd.draw(screen) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit() if event.type == KEYDOWN and event.key == K_ESCAPE: sys.exit() if event.type == KEYDOWN and event.key == K_SPACE: if msgwnd.is_visible: # メッセージウィンドウ表示中なら次ページへ msgwnd.next() else: # 表示中でないならはなす chara = player.talk(map) if chara != None: msgwnd.set(chara.message) else: msgwnd.set(u"そのほうこうには だれもいない。")
Example #21
Source File: pyrpg07.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyRPG 07 オブジェクト化") # マップチップをロード Map.images[0] = load_image("grass.png") # 草地 Map.images[1] = load_image("water.png") # 水 # マップとプレイヤー作成 map = Map() player = Player("player", (1,1), DOWN) clock = pygame.time.Clock() while True: clock.tick(60) player.update() map.draw(screen) player.draw(screen) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit() if event.type == KEYDOWN and event.key == K_ESCAPE: sys.exit() # プレイヤーの移動処理 if event.type == KEYDOWN and event.key == K_DOWN: player.move(DOWN, map) if event.type == KEYDOWN and event.key == K_LEFT: player.move(LEFT, map) if event.type == KEYDOWN and event.key == K_RIGHT: player.move(RIGHT, map) if event.type == KEYDOWN and event.key == K_UP: player.move(UP, map)
Example #22
Source File: pyrpg10.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyRPG 10 ピクセルベーススクロール") # マップチップをロード Map.images[0] = load_image("grass.png") # 草地 Map.images[1] = load_image("water.png") # 水 Map.images[2] = load_image("forest.png") # 森 Map.images[3] = load_image("hill.png") # 丘 Map.images[4] = load_image("mountain.png") # 山 # マップとプレイヤーを作成 map = Map("test2") player = Player("player", (1,1), DOWN) clock = pygame.time.Clock() while True: clock.tick(60) player.update(map) offset = calc_offset(player) map.draw(screen, offset) player.draw(screen, offset) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit() if event.type == KEYDOWN and event.key == K_ESCAPE: sys.exit()
Example #23
Source File: pyrpg13.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyRPG 13 メッセージウィンドウの表示") # キャラクターイメージをロード Character.images["player"] = split_image(load_image("player.png")) Character.images["king"] = split_image(load_image("king.png")) Character.images["minister"] = split_image(load_image("minister.png")) Character.images["soldier"] = split_image(load_image("soldier.png")) # マップチップをロード Map.images[0] = load_image("grass.png") # 草地 Map.images[1] = load_image("water.png") # 水 Map.images[2] = load_image("forest.png") # 森 Map.images[3] = load_image("hill.png") # 丘 Map.images[4] = load_image("mountain.png") # 山 # マップとプレイヤー作成 map = Map("test2") player = Player("player", (1,1), DOWN) map.add_chara(player) # ウィンドウ wnd = Window(Rect(140,334,360,140)) clock = pygame.time.Clock() while True: clock.tick(60) # ウィンドウ表示中は更新を中止 if not wnd.is_visible: map.update() offset = calc_offset(player) map.draw(screen, offset) wnd.draw(screen) # ウィンドウの描画 pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit() if event.type == KEYDOWN and event.key == K_ESCAPE: sys.exit() if event.type == KEYDOWN and event.key == K_SPACE: if wnd.is_visible: # ウィンドウ表示中 wnd.hide() # ウィンドウを隠す else: wnd.show() # ウィンドウを表示
Example #24
Source File: pyrpg11.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyRPG 11 キャラクターを追加") # キャラクターイメージをロード Character.images["player"] = split_image(load_image("player.png")) Character.images["king"] = split_image(load_image("king.png")) Character.images["minister"] = split_image(load_image("minister.png")) Character.images["soldier"] = split_image(load_image("soldier.png")) # マップチップをロード Map.images[0] = load_image("grass.png") # 草地 Map.images[1] = load_image("water.png") # 水 Map.images[2] = load_image("forest.png") # 森 Map.images[3] = load_image("hill.png") # 丘 Map.images[4] = load_image("mountain.png") # 山 # マップとプレイヤーを作成 map = Map("test2") player = Player("player", (1,1), DOWN) # キャラクター作成 king = Character("king", (2,1), DOWN, STOP) minister = Character("minister", (3,1), DOWN, MOVE) soldier = Character("soldier", (4,1), DOWN, MOVE) # キャラクターをマップに追加 map.add_chara(player) map.add_chara(king) map.add_chara(minister) map.add_chara(soldier) clock = pygame.time.Clock() while True: clock.tick(60) map.update() offset = calc_offset(player) map.draw(screen, offset) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit() if event.type == KEYDOWN and event.key == K_ESCAPE: sys.exit()
Example #25
Source File: rc_play.py From reconchess with BSD 3-Clause "New" or "Revised" License | 5 votes |
def __init__(self): self.fps = 30 self.width = 640 self.height = 640 self.square_size = self.width // 8 self.image_by_piece = {} for color in chess.COLORS: for piece_type in chess.PIECE_TYPES: piece = chess.Piece(piece_type, color) img_path = 'res/{}/{}.png'.format(chess.COLOR_NAMES[color], piece.symbol()) full_path = pkg_resources.resource_filename('reconchess', img_path) img = pygame.image.load(full_path) img = pygame.transform.scale(img, (self.square_size, self.square_size)) self.image_by_piece[piece] = img pygame.init() pygame.display.set_caption('Recon Chess') pygame.display.set_icon( pygame.transform.scale(self.image_by_piece[chess.Piece(chess.KING, chess.WHITE)], (32, 32))) self.clock = pygame.time.Clock() self.screen = pygame.display.set_mode((self.width, self.height)) self.background = pygame.Surface((self.screen.get_size())) self.perspective = chess.WHITE self.callback_by_event = {}
Example #26
Source File: group_test.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"スプライトグループの使い方") # スプライトを作成 python1 = MySprite("python.png", 0, 0, 2, 2) python2 = MySprite("python.png", 10, 10, 5, 5) python3 = MySprite("python.png", 320, 240, -2, 3) # スプライトグループを作成してスプライトを追加 group = pygame.sprite.RenderUpdates() group.add(python1) group.add(python2) group.add(python3) clock = pygame.time.Clock() while True: clock.tick(60) # 60fps screen.fill((0,0,255)) # スプライトグループを更新 group.update() # スプライトグループを描画 group.draw(screen) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit()
Example #27
Source File: box_gravity.py From kvae with MIT License | 5 votes |
def __init__(self, dt=0.2, res=(32, 32), init_pos=(3, 3), init_std=0, wall=None, gravity=(0.0, 0.0)): pygame.init() self.dt = dt self.res = res if os.environ.get('SDL_VIDEODRIVER', '') == 'dummy': pygame.display.set_mode(res, 0, 24) self.screen = pygame.Surface(res, pygame.SRCCOLORKEY, 24) pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, res[0], res[1]), 0) else: self.screen = pygame.display.set_mode(res, 0, 24) self.gravity = gravity self.initial_position = init_pos self.initial_std = init_std self.space = pymunk.Space() self.space.gravity = self.gravity self.draw_options = pymunk.pygame_util.DrawOptions(self.screen) self.clock = pygame.time.Clock() self.wall = wall self.static_lines = None self.dd = 2
Example #28
Source File: game_main.py From Python24 with MIT License | 5 votes |
def __init__(self): # 实例化pygame pygame.init() # 创建游戏窗口[宽,高] -> 窗口对象 self.window = pygame.display.set_mode([WINDOW_WIDTH,WINDOW_HEIGHT]) # 设置窗口的title pygame.display.set_caption("飞机大战") # 设置窗口的图标icon,加载一个图片对象 logo_image = pygame.image.load("res/app.ico") pygame.display.set_icon(logo_image) # 创建一个地图对象,渲染背景图片 self.game_map = game_map.GameMap() # 创建一个英雄飞机对象 self.hero_plane = hero_plane.HeroPlane() # 创建多架敌机 self.enemy_list = [ enemy_plane.EnemyPlane() for i in range(6) ] # 加载背景音乐 pygame.mixer.music.load("./res/bg2.ogg") pygame.mixer.music.play(-1) # 程序启动就开始加载碰撞音效 self.boom_sound = pygame.mixer.Sound("./res/baozha.ogg") # 初始化分数文字 self.score_text = game_score.GameScore(35) # 运行游戏程序, 一直死循环检测
Example #29
Source File: manual_control.py From scenario_runner with MIT License | 5 votes |
def game_loop(args): pygame.init() pygame.font.init() world = None try: client = carla.Client(args.host, args.port) client.set_timeout(2.0) display = pygame.display.set_mode( (args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(args.width, args.height) world = WorldSR(client.get_world(), hud, args) controller = KeyboardControl(world, args.autopilot) clock = pygame.time.Clock() while True: clock.tick_busy_loop(60) if controller.parse_events(client, world, clock): return if not world.tick(clock): return world.render(display) pygame.display.flip() finally: if (world and world.recording_enabled): client.stop_recorder() if world is not None: world.destroy() pygame.quit() # ============================================================================== # -- main() -------------------------------------------------------------------- # ==============================================================================
Example #30
Source File: pyrpg08.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"PyRPG 08 マップのロード") # マップチップをロード Map.images[0] = load_image("grass.png") # 草地 Map.images[1] = load_image("water.png") # 水 # マップとプレイヤー作成 map = Map("test") player = Player("player", (1,1), DOWN) clock = pygame.time.Clock() while True: clock.tick(60) player.update() map.draw(screen) player.draw(screen) pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: sys.exit() if event.type == KEYDOWN and event.key == K_ESCAPE: sys.exit() # プレイヤーの移動処理 if event.type == KEYDOWN and event.key == K_DOWN: player.move(DOWN, map) if event.type == KEYDOWN and event.key == K_LEFT: player.move(LEFT, map) if event.type == KEYDOWN and event.key == K_RIGHT: player.move(RIGHT, map) if event.type == KEYDOWN and event.key == K_UP: player.move(UP, map)