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
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
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
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
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
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
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
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
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