Ejemplo n.º 1
0
 def main(self):
     while True:
         self.clock.tick(60)
         self.screen.fill((0, 0, 0))
         self.spritegroup.draw(self.screen)
         pygame.display.flip()
         self.spritegroup.update()
         for event in pygame.event.get():
             if gu.exit_check(event, K_ESCAPE):
                 return
Ejemplo n.º 2
0
 def main(self):
     while True:
         self.clock.tick(60)
         aDic = { self.spritegroup : None,
                  self.player : pygame.key.get_pressed() }
         [k.clear(self.screen, self.backscreen) for k in aDic.keys()]
         [k.draw(self.screen) for k in aDic.keys()]
         pygame.display.flip()
         [k.update(aDic[k]) for k in aDic.keys()]
         for event in pygame.event.get():
             if gu.exit_check(event, K_ESCAPE):
                 return
Ejemplo n.º 3
0
    def main(self):
        while True:
            self.screen.fill((0, 0, 0))
            pygame.display.flip()

            for event in pygame.event.get():
                if gu.exit_check(event, K_ESCAPE):
                    return
                elif event.type == KEYDOWN and event.key == K_SPACE:
                    self.sound.play()   # スペースキーが押されたら音を鳴らす
                else:
                    pass
Ejemplo n.º 4
0
    def main(self):                      # main loop
        while True:
            self.clock.tick(60)
            keyin = pygame.key.get_pressed()
            m = { 'x' : 0, 'y' : 0 }

            if keyin[K_LEFT]:
                m['x'] = -2
            elif keyin[K_RIGHT]:
                m['x'] = 2
            else:
                pass

            if self.block.rect.colliderect(self.player.rect.move(m['x'], 0)):
                if m['x'] < 0:
                    self.player.rect.left = self.block.rect.right
                elif m['x'] > 0:
                    self.player.rect.right = self.block.rect.left
                else:
                    pass
            else:
                self.player.rect.move_ip(m['x'], 0)

            if keyin[K_UP]:
                m['y'] = -2
            elif keyin[K_DOWN]:
                m['y'] = 2
            else:
                pass

            if self.block.rect.colliderect(self.player.rect.move(0, m['y'])):
                if m['y'] < 0:              # K_UP pressed
                    self.player.rect.top = self.block.rect.bottom
                elif m['y'] > 0:            # K_DOWN pressed
                    self.player.rect.bottom = self.block.rect.top
                else:
                    pass
            else:
                self.player.rect.move_ip(0, m['y'])

            self.screen.fill((0, 0, 0))          # clear screen
            self.block.draw(self.screen)         # draw block object
            self.player.draw(self.screen)        # draw player object

            pygame.display.flip()

            for event in pygame.event.get():
                if gu.exit_check(event, K_ESCAPE):
                    return
Ejemplo n.º 5
0
    def main(self):
        screen = gu.init((self.SCR['W'], self.SCR['H']), 'Font Practice 1')
        font = pygame.font.Font(None, 32) # フォントを読み込む

        # テキスト表示用Surfaceを作る
        # render(text, antialias, color)
        # antialias(アンチエイリアス)はなめらか表示にするかどうかの意味
        text = font.render('Hello, pygame!', False, (255, 255, 255))

        while True:
            screen.blit(text, (0, 0))   # 文字を画面に貼り付ける
            pygame.display.flip()       # 画面を反映
            for event in pygame.event.get(): # イベントチェック
                if gu.exit_check(event, K_ESCAPE):
                    return
Ejemplo n.º 6
0
    def main(self):
        screen = gu.init((self.SCR['W'], self.SCR['H']), 'Font Practice 2')

        strjp = u"日本語表示テスト"

        # フォント名パスを作る
        udir = pygame.font.match_font('takaop')

        font = pygame.font.Font(udir, 24) # フォントを読み込む

        text = font.render(strjp, False, (255, 255, 255))

        while True:
            screen.blit(text, (0, 0))   # 文字を画面に貼り付ける
            pygame.display.flip()       # 画面を反映
            for event in pygame.event.get(): # イベントチェック
                if gu.exit_check(event, K_ESCAPE):
                    return
Ejemplo n.º 7
0
    def main(self):
        while True:
            self.clock.tick(60)
            aTuple = (self.spritegroup, self.playergrp)
            [k.clear(self.screen, self.backscreen) for k in aTuple]
            [k.draw(self.screen) for k in aTuple]
            pygame.display.flip()

            self.spritegroup.update()
            m = self.player.move(pygame.key.get_pressed())
            playser_oldrect = self.player.rect
            self.player.rect.move_ip(m['x'], 0)
            [(hits.reflect(), self.player.rect.move_ip(-m['x'], 0)) \
             for hits in self.collide(self.player, self.spritegroup, False)]
            self.player.rect.move_ip(0, m['y'])
            [self.player.rect.move_ip(0, -m['y']) \
             for hits in self.collide(self.player, self.spritegroup, False)]
            self.playergrp.update()
            for event in pygame.event.get():
                if gu.exit_check(event, K_ESCAPE):
                    return
Ejemplo n.º 8
0
    def main(self):
        screen = gu.init((self.SCR['W'], self.SCR['H']), 'Font Practice 3')

        strjp = u"日本語文字列\n改行のテスト"

        # フォント名パス
        udir = pygame.font.match_font('takaop')

        font = pygame.font.Font(udir, 24) # フォントを読み込む

        strlist = strjp.split("\n")      # 改行文字で分割したリストを作る
        y = 0                            # 貼り付けるy座標初期値
        for s in strlist:
            text = font.render(s, False, (255, 255, 255))
            screen.blit(text, (0, y))
            y += text.get_rect().h      # 文字の高さ分、下にずらして改行
        
        while True:
            pygame.display.flip()       # 画面を反映
            for event in pygame.event.get():
                if gu.exit_check(event, K_ESCAPE):
                    return
Ejemplo n.º 9
0
    def main(self):
        while True:
            self.clock.tick(60)
            self.screen.fill((0, 0, 0)) # clear screen
            self.screen.blit(self.mychar, self.myrect) # blit my character
            pygame.display.flip()                      # flit all display
            keyin = self.joy.get_hat(), self.joy.get_asix() # get input joystic

            if keyin[0][J['LEFT']] or keyin[1][J['LEFT']]:
                self.myrect.move_ip(-1, 0)
            elif keyin[0][J['RIGHT']] or keyin[1][J['RIGHT']]:
                self.myrect.move_ip(1, 0)
            elif keyin[0][J['UP']] or keyin[1][J['UP']]:
                self.myrect.move_ip(0, -1)
            elif keyin[0][J['DOWN']] or keyin[1][J['DOWN']]:
                self.myrect.move_ip(0, 1)
            else:
                pass

            for event in pygame.event.get():
                if gu.exit_check(event, K_ESCAPE):
                    return