def init_level(self): self.wallsGroup = sprite.Group() self.playerGroup = sprite.Group() self.foodGroup = sprite.Group() self.entities = sprite.LayeredUpdates() time.set_timer(FOOD_SPAWN_EVENT, FOOD_SPAWN_TIME) self.load_level_file(self.lvl_list[self.current_level % len(self.lvl_list)]) self.buildLevel(self.level) self.player = Dizzy(self.startx + 7 * self.game.block_size, self.starty + (9 - 1) * self.game.block_size, game=self.game, shape='dizzy') self.entities.add(self.player, layer=self.LAYER_PLAYER) self.playerGroup.add(self.player) self.player2 = Dizzy(self.startx + 5 * self.game.block_size, self.starty + (9 - 1) * self.game.block_size, game=self.game, shape='pacman') self.entities.add(self.player2, layer=self.LAYER_PLAYER) self.playerGroup.add(self.player2) for i in range(3): self.spawn_food()
def test_add__sprite_init_passing_layer(self): # test_add_sprite_init_passing_layer spr = self.sprite() lrg2 = sprite.LayeredUpdates(spr, layer=33) self.assert_(len(lrg2._spritelist) == 1) self.assert_(lrg2._spritelayers[spr] == 33)
def test_add__adding_sprite_on_init(self): # test_add_sprite_init spr = self.sprite() lrg2 = sprite.LayeredUpdates(spr) self.assert_(len(lrg2._spritelist) == 1) self.assert_(lrg2._spritelayers[spr] == lrg2._default_layer)
def create_level(self, mp, screen): all_group = sprite.LayeredUpdates() level = LevelMap(mp, screen, all_group, imgset_dir=self.resource) if self.bg_group is not None: level.create_background(self.bg_group) level.create_map(**self.groups) return all_group
def test_add__sprite_init_passing_layer(self): expected_layer = 33 spr = self.sprite() lrg2 = sprite.LayeredUpdates(spr, layer=expected_layer) layer = lrg2._spritelayers[spr] self.assertEqual(len(lrg2._spritelist), 1) self.assertEqual(layer, expected_layer)
def test_add__adding_sprite_on_init(self): spr = self.sprite() lrg2 = sprite.LayeredUpdates(spr) expected_layer = lrg2._default_layer layer = lrg2._spritelayers[spr] self.assertEqual(len(lrg2._spritelist), 1) self.assertEqual(layer, expected_layer)
def test_add__sprite_init_layer_attr(self): # test_add_sprite_init_layer_attr spr = self.sprite() spr._layer = 20 lrg2 = sprite.LayeredUpdates(spr) self.assert_(len(lrg2._spritelist) == 1) self.assert_(lrg2._spritelayers[spr] == 20)
def test_add__sprite_init_overiding_layer(self): # test_add_sprite_init_overiding_layer spr = self.sprite() spr._layer = 55 lrg2 = sprite.LayeredUpdates(spr, layer=33) self.assertTrue(len(lrg2._spritelist) == 1) self.assertTrue(lrg2._spritelayers[spr] == 33)
def test_add__sprite_init_layer_attr(self): expected_layer = 20 spr = self.sprite() spr._layer = expected_layer lrg2 = sprite.LayeredUpdates(spr) layer = lrg2._spritelayers[spr] self.assertEqual(len(lrg2._spritelist), 1) self.assertEqual(layer, expected_layer)
def test_add__spritelist_init(self): # test_add_spritelist_init self.assert_(len(self.LG._spritelist)==0) sprites = [] for i in range(10): sprites.append(self.sprite()) lrg2 = sprite.LayeredUpdates(sprites) self.assert_(len(lrg2._spritelist)==10) for i in range(10): self.assert_(lrg2.get_layer_of_sprite(sprites[i])==self.LG._default_layer)
def test_add__spritelist_init(self): sprite_count = 10 sprites = [self.sprite() for _ in range(sprite_count)] lrg2 = sprite.LayeredUpdates(sprites) expected_layer = lrg2._default_layer self.assertEqual(len(lrg2._spritelist), sprite_count) for i in range(sprite_count): layer = lrg2.get_layer_of_sprite(sprites[i]) self.assertEqual(layer, expected_layer)
#variaveis radius = 10 color = Color(0, 0, 0) screen = display.set_mode((WIDTH, HEIGHT)) clock = time.Clock() last_mouse_pos = (0, 0) green_flag, red_flag, blue_flag = False, False, False button_1_flag, button_2_flag = False, False fonte = font.SysFont("Times New Roman", 15) numeros = font.SysFont("Times New Roman", 50) fonte.bold = True loop = True #canvas group = sprite.LayeredUpdates() class Canvas(Base): def __init__(self, *groups): Base.__init__(self, groups) self.image = surface.Surface((600, 600)) self.rect = self.image.get_rect(topleft=(0, 0)) self.image.fill(WHITE) canvas = Canvas(group) class Cursor(Base): def __init__(self, *groups):
def setUp(self): self.LG = sprite.LayeredUpdates()
def __init__(self, *groups, corpus={}, **kwargs): super().__init__(*groups) self.corpus = corpus self.animGroup = pgs.LayeredUpdates(corpus.values())
from pygame import sprite tiles = sprite.Group() overlays = sprite.Group() camera_relative = sprite.Group() layeredItems = sprite.LayeredUpdates() all = sprite.RenderUpdates()