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Python time.get_ticks函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中pygame.time.get_ticks函数的典型用法代码示例。如果您正苦于以下问题:Python get_ticks函数的具体用法?Python get_ticks怎么用?Python get_ticks使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了get_ticks函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: endScene

 def endScene(self):
     fpsClock = PT.Clock()
     DURATION = 2000.0
     start_time = PT.get_ticks()
     ratio = 0.0
     while ratio < 1.0:
         current_time = PT.get_ticks()
         ratio = (current_time - start_time)/DURATION
         if ratio > 1.0:
             ratio = 1.0
         value = int(255*ratio)
         fade_color = PC.Color(0, 0, 0, 0)
         fade_color.a = value
         # PD.rect(Globals.SCREEN, fade_color, (0,0,400,300))
         surf = PG.Surface((800, 600))
         surf.set_alpha(value)
         surf.fill((0, 0, 0))
         Globals.SCREEN.blit(surf, (0, 0))
         PD.flip()
         fpsClock.tick(60)
     levelTwoEvents[1] = False
     Player.events[4] = False
     self.stone_mound = item.Item(54*Setup.PIXEL_SIZE, 26*Setup.PIXEL_SIZE, stone_mound_image)
     Globals.WORLD.addEntity(self.stone_mound)
     Globals.STATE = LevelTwo()
开发者ID:kzhang12,项目名称:Video-Game-Design,代码行数:25,代码来源:LevelTwo.py


示例2: run

    def run(self):
        """Runs the main game loop


        """
        FPS = 1.0 / 8.0
        lastScreenUpdate = time.get_ticks()

        while self._run_game:
            if time.get_ticks() - lastScreenUpdate < FPS:
                continue

            self._processInput()

            if self._pause_game is False:
                self._moveSnake()

                if self._with_opponent:
                    self._moveOpponent()

                if self._collides():
                    self._run_game = False

                if self._eatsApple(self._snake) or \
                        (self._with_opponent and self._eatsApple(self._opponent)):

                    self._spawnApple()
            
            self._draw()

            self._frames = self._frames + 1
            
            # Slow things down a bit...
            lastScreenUpdate = time.get_ticks() + self._delay
开发者ID:peanut-lord,项目名称:python-snake,代码行数:34,代码来源:main.py


示例3: tick

    def tick(self, maxMillis):
        currentTime = time.get_ticks()
        maxTime = currentTime + maxMillis

        queueToProcess = self._currentQueue
        queueToProcess = (self._currentQueue + 1) % self._numQueues
        del self._queues[queueToProcess][:]

        q = self._getCurrentQueue()
        while len(q) > 0:
            event = q.pop(0)
            if event.getType() in self._listenerList:
                for listener in self._listenerList[event.getType()]:
                    listener.handle(event)
            else:
                continue

            currentTime = time.get_ticks()
            if currentTime >= maxTime:
                break

        queueEmpty = len(q) == 0
        if not queueEmpty:
            q.extend(self._queues[self._currentQueue])
            self._queues[self._currentQueue], q = q, []

        return queueEmpty
开发者ID:MGralka,项目名称:pyz,代码行数:27,代码来源:eventmanagement.py


示例4: main_loop

def main_loop():
    """Main loop for running the actionRPM game"""
    # Clock code adapted from Peter's leftover-interval.py
    clock = time.Clock()
    current_time = time.get_ticks()
    leftover = 0.0

    while True:
        Constants.STATE.draw()
        # Set up clock stuff
        new_time = time.get_ticks()
        frame_time = (new_time - current_time) / 1000.0
        current_time = new_time
        clock.tick()

        #Update the Player & Enemy
        leftover += frame_time

        while leftover > Constants.INTERVAL:
            Constants.STATE.update(Constants.INTERVAL)
            leftover -= Constants.INTERVAL

        #Begin key presses
        pygame.event.pump()
        for eve in event.get():
            if eve.type == pygame.QUIT:
                exit()
            elif eve.type == pygame.KEYDOWN and eve.key == pygame.K_m and \
                    eve.mod & (pygame.KMOD_CTRL or pygame.KMOD_LCTRL):
                Constants.STATE = Menu.Menu()
                #elif eve.type == pygame.MOUSEBUTTONDOWN:
                #print(pygame.mouse.get_pos())
            else:
                Constants.STATE.keyEvent(eve)
开发者ID:mattgor123,项目名称:CS255-ActionRPM,代码行数:34,代码来源:game.py


示例5: fire_weapon

    def fire_weapon(self):
        """Fire the character's weapon."""

        last_fired = self.last_fired + self.weapon.fire_rate * 100
        if last_fired < time.get_ticks():
            self.weapon.fire()
            self.last_fired = time.get_ticks()
开发者ID:derrida,项目名称:shmuppy,代码行数:7,代码来源:character.py


示例6: authenticate

    def authenticate(self):
        """ call this before opening the game
        gets the current tick from the server
        and synchronizes the game state """

        def threaded_recv(retlist):
            response, addr = self.client.recv()
            retlist.append(response)

        pkg_request = Packet(0)
        self.client.send(pkg_request)
        retlist = []
        t = Thread(target=lambda: threaded_recv(retlist))
        t.daemon = True
        t.start()
        wait_start = time.get_ticks()
        wait_end = wait_start + 1000
        while len(retlist) <= 0 and time.get_ticks() < wait_end:
            time.wait(1)

        if len(retlist) > 0:
            response = retlist[0]
            pkg_response = Packet.unpack(response)
            self.start_tick = pkg_response.tick
            if len(pkg_response.players) <= 0:
                raise RuntimeError("Invalid response: %s" % pkg_response)
            self.id = pkg_response.players[0][0]
            self.set_state(pkg_response, backtrack=False)
        else:
            raise RuntimeError("Server not responding")
开发者ID:oncer,项目名称:netproto,代码行数:30,代码来源:np_client.py


示例7: run

    def run(self):
        self.net_tick = 0
        self.clients = {}
        self.lock = Lock()
        self.server = UdpServer(25000)

        self.socket_thread = SocketThread(self)
        self.socket_thread.start()

        print "Server up and running."

        self.input_thread = InputThread(self)
        self.input_thread.start()

        ticks_start = time.get_ticks()
        while not self.quit:
            ticks = time.get_ticks() - ticks_start - self.net_tick * FRAMETIME
            update_count = ticks / FRAMETIME
            with self.lock:
                for i in xrange(update_count):
                    self.update()
                    self.send_new_state()
                    dead_clients = []
                    for addr, client in self.clients.items():
                        client.countdown()
                        if client.is_dead():
                            dead_clients.append(addr)
                    for addr in dead_clients:
                        print "removing client %s (timeout)" % str(addr)
                        del self.clients[addr]
            time.wait(1)
开发者ID:oncer,项目名称:netproto,代码行数:31,代码来源:np_server.py


示例8: game_loop

    def game_loop(self):
        """Function for the main game loop."""
        clock = T.Clock()
        current_time = T.get_ticks()
        leftover = 0.0

        while True:
            self.play.draw()
            P.display.update()

            new_time = T.get_ticks()
            frame_time = (new_time - current_time) / 1000.0
            current_time = new_time
            clock.tick()
            leftover += frame_time
            while leftover > 0.01:
                self.play.update()
                leftover -= 0.01

            P.event.pump()
            for e in P.event.get():
                if e.type == P.QUIT:
                    exit()
                else:
                    self.play.handle_keys(e)
开发者ID:jshuay,项目名称:breakout,代码行数:25,代码来源:breakout.py


示例9: render

    def render(self):
        #Music
        if not PX.music.get_busy():
            if Globals.CURRENTSONG == HIGHSONG:
                PX.music.load(HIGHSONG)
                Globals.CURRENTSONG = SONG1
            elif Globals.CURRENTSONG == SONG1:
                PX.music.load(SONG1)
                Globals.CURRENTSONG = SONG0
            elif Globals.CURRENTSONG == SONG0:
                PX.music.load(SONG0)
                Globals.CURRENTSONG = HIGHSONG
            PX.music.set_volume(Globals.VOLUME)
            PX.music.play(0, 0.0)
        lasttime = PT.get_ticks()
        #screen.fill(BLACK)
        self.current_level.draw(screen, self.player_group)
            
        self.player_group.draw(screen)
        self.ui_group.draw(screen)
        
        clock.tick()
        PDI.flip()
        elapsed = (PT.get_ticks() - lasttime) / 1000.0
        if elapsed > 2.0:
            elapsed = 2.0

        #Update Player and Enemy
        while elapsed >= 0 and Globals.ALIVE:
            self.player_group.update(INTERVAL, self.PLAYER_X_POS, self.PLAYER_X_NEG, self.PLAYER_Y_POS, \
                                     self.PLAYER_Y_NEG, self.SELECTEDWEAPON, self.ATTACK, self.CROUCH, \
                                     self.USING, self.TOOLS, self.current_level)
            Globals.ALIVE = self.new_player.is_alive()
            self.current_level.update(INTERVAL, self.player_group)
            self.ui_group.update(self.new_player)
            elapsed -= INTERVAL
            if self.new_player.get_win():
                Globals.STATE = Win(self.level_num)
            self.USING = False
        
        #Reset jump status
        for this_player in self.player_group:
            if not this_player.on_ladder():
                self.PLAYER_Y_POS = False

        #Reset ladder status
        self.TOOLS = -1

        #Check to see if the player is alive
        if not Globals.ALIVE:
            while elapsed >= 0:
                self.new_player.die(INTERVAL)
                elapsed -= INTERVAL
            if self.new_player.finishedDying():
                #Reset Music
                if PX.music.get_busy():
                    PX.music.stop()
                Globals.LASTCHECK = self.current_level.get_last_check()
                Globals.STATE = Lose(self.new_player)
开发者ID:rogerzxu,项目名称:OrganDonor,代码行数:59,代码来源:Game_state.py


示例10: find_path_between_points

    def find_path_between_points(self, start_tile, end_tile, pathfinder_screen_s):
        """


        :param point_a: Tuple(int, int)
        :param point_b: Tuple(int, int)
        :rtype : List(Tuple)
        :rtype time_module: pygame.time
        """

        assert isinstance(start_tile, tuple)
        assert isinstance(end_tile, tuple)

        method_init_time = time.get_ticks()
        counter = 0

        # Create start and end nodes.
        start_node = self.grid.nodes[start_tile]
        target_node = self.grid.nodes[end_tile]

        # Keep track of the open and closed nodes.
        # Add the start node as the first node to start the flood from.
        open_nodes = priority_dict()
        open_nodes[start_node] = 0
        closed_nodes = set()

        # start looping
        while open_nodes.__len__() > 0:

            current_node = open_nodes.pop_smallest()


            # Remove the current node from open set and add it to closed set.
            #open_nodes.remove(current_node)
            closed_nodes.add(current_node)
            # Found the end tile.
            if current_node == target_node:
                complete_path = self.retrace_path(start_node, target_node)

                method_run_time = time.get_ticks() - method_init_time
                print 'Pathfinding completed in {}ms'.format(method_run_time)
                return complete_path

            for neighbour_node in self.get_neighbours(current_node):
                if neighbour_node in closed_nodes:
                    continue

                assert isinstance(current_node, PathFinder.Node)
                assert isinstance(neighbour_node, PathFinder.Node)
                new_movement_cost_to_neighbor = current_node.g_cost + 10
                # Try to find a lower cost for neighbor, or calculate if it doesn't have one.
                if new_movement_cost_to_neighbor < neighbour_node.g_cost or neighbour_node not in open_nodes.keys():

                    # Calculate the costs for the neighbor
                    neighbour_node.g_cost = new_movement_cost_to_neighbor
                    neighbour_node.h_cost = self.get_distance(neighbour_node, target_node)
                    neighbour_node.parent = current_node

                    open_nodes[neighbour_node] = neighbour_node.f_cost
开发者ID:rytai,项目名称:ReStart,代码行数:59,代码来源:PathFinder.py


示例11: virtual_status_change

 def virtual_status_change(self, power):
     from pygame.time import get_ticks
     if not self.opening_time:
         self.opening_time = get_ticks()
     self.opening = (get_ticks() - self.opening_time) * power
     if self.opening > self.hard:
         self.opening = 0
         self.opening_time = False
         self.passability = (self.passability + 1) % 2
         self.transparency = self.passability
开发者ID:creators1303,项目名称:Hex_Platform,代码行数:10,代码来源:Door.py


示例12: attack

 def attack(self):
     if(self.isInCar):
         return
     
     if self.attacking or time.get_ticks() < self.attack_delay + self.attack_end:
         return False
     
     self.attacking = True
     self.attack_start = time.get_ticks()
     self.current_image = self.attack_image
     return True
开发者ID:ivolo,项目名称:Grand-Theft-Australian-Zoo,代码行数:11,代码来源:player.py


示例13: update

    def update(self):
        if self.running:
            if keyboard.right:
                self.cannon.move_right()
            elif keyboard.left:
                self.cannon.move_left()
          
            if keyboard.space:
                if get_ticks() - self.cannon.last_fire > self.cannon.firing_interval:
                    self.bullets.append(Bullet('bullet', self.cannon.pos))
                    sounds.shot.play()
                    self.cannon.last_fire = get_ticks()      

            for bullet in self.bullets[:]:
                bullet.update()
                if bullet.is_dead():
                    self.bullets.remove(bullet)
            
            for alien in self.aliens[:]:
                alien.update()
                if self.cannon.colliderect(alien):
                    self.explosions.append(Explosion('cannon_explosion', self.cannon.pos))
                    sounds.explosion.play()
                    self.running = False
                if alien.bottom >= HEIGHT:
                    self.running = False
                for bullet in self.bullets[:]:
                    if alien.colliderect(bullet):
                        alien.lives -= 1
                        if alien.is_dead():
                            self.explosions.append(Explosion('alien_explosion', alien.pos))
                            sounds.explosion.play()
                            self.aliens.remove(alien)
                            self.score += ALIEN_KILL_SCORE
                        self.bullets.remove(bullet)                
            
            for explosion in self.explosions[:]:
                explosion.update()
                if explosion.is_finished():
                    self.explosions.remove(explosion)
            
            if len(self.aliens) == 0 and len(self.explosions) == 0:
                self.game.set_game_over_message("YOU WON!!!!!", "#00FFFF")
                self.game.change_scene(GAME_OVER_SCENE)
                
        else:
            for explosion in self.explosions[:]:
                explosion.update()
                if explosion.is_finished():
                    self.explosions.remove(explosion)
            if len(self.explosions) == 0:
                self.game.set_game_over_message("YOU LOST...", "red")
                self.game.change_scene(GAME_OVER_SCENE)
开发者ID:matsrorbecker,项目名称:pgzero_game,代码行数:53,代码来源:game.py


示例14: update

 def update(self, field):
     from pygame.time import get_ticks
     if get_ticks() - self.merge >= self.mob.stats.merge_time:
         status = self.main_merger()
         if status == 1:
             self.mob.health += 1
             self.communication.health -= 1
         elif status == 0:
             self.mob.health -= 1
             self.communication.health += 1
         self.merge = get_ticks()
     return True
开发者ID:creators1303,项目名称:Hex_Platform,代码行数:12,代码来源:Merging.py


示例15: going

 def going(self, field, path):
     if get_ticks() - self.step_time >= self.mob.stats.step_time:
         from bin.Logic import coord_get_offset
         coord = coord_get_offset(path, field)
         if not field.map[coord[0]][coord[1]][1].passability:
             field.map[coord[0]][coord[1]][1].virtual_status_change(1)
         else:
             from bin.Logic import hex_visible_false
             hex_visible_false(field, self.mob.coord, self.mob.stats.view_radius)
             self.mob.going(field, path)
             self.step_time = get_ticks()
     return True
开发者ID:creators1303,项目名称:Hex_Platform,代码行数:12,代码来源:Exploring.py


示例16: check

 def check(self, field):
     if self.hexagon:
         from bin.Logic import coord_get_offset
         coord = coord_get_offset(self.hexagon, field)
         if field.map[coord[0]][coord[1]][1].exploration:
             self.hexagon = False
     if get_ticks() - self.find_time >= self.mob.stats.find_time:
         return 8
     if get_ticks() - self.path_time >= self.mob.stats.path_time:
         self.path_time = get_ticks()
         self.hexagon = False
     return True
开发者ID:creators1303,项目名称:Hex_Platform,代码行数:12,代码来源:Exploring.py


示例17: transmit

	def transmit(self):
		#Transmit data to empty tx buffer, but for no longer than TIMEOUT. 
		start = time.get_ticks()
		while len(self.tx) and ((time.get_ticks() - start) < TIME_WRITE): #Transmit for no longer than timeout
			#Keep statistics on transmission data rate.
			self.txData.append(len(self.tx[0]))
			self.txTime.append(time.get_ticks())
		
			print '#' + self.tx[0],
			self.ser.write(self.tx.popleft())
				
		self.txRate = 1000 * sum(self.txData) / (self.txTime[-1]-self.txTime[0])
		self.rxRate = 1000 * sum(self.rxData) / (self.rxTime[-1]-self.rxTime[0])
开发者ID:bnitkin,项目名称:Terminus,代码行数:13,代码来源:link.py


示例18: draw

    def draw(self):
        if not self.is_jumping:
            Player.draw(self)
            return
        
        if time.get_ticks() < self.last_jump + self.jump_init_time:
            self.current_image = self.jump_images[0]
        elif time.get_ticks() < self.last_jump + self.jump_time - self.jump_init_time:
            self.current_image = self.jump_images[1]
        elif time.get_ticks() < self.last_jump + self.jump_time:
            self.current_image = self.jump_images[2]

        Player.draw(self)
开发者ID:ivolo,项目名称:Grand-Theft-Australian-Zoo,代码行数:13,代码来源:kangaroo.py


示例19: _foo

def _foo(e):
    global _Clic,_Ticks
    if e.type==MOUSEBUTTONDOWN:
        t = time.get_ticks()
        if e.button!=_Clic[0] or t-_Ticks[e.button]>LAPS: _Clic=[e.button,0,0,0,0,0]
        _Ticks[e.button] = t
    elif e.type==MOUSEBUTTONUP:
        t = time.get_ticks()
        if t-_Ticks[e.button]>LAPS: _Clic=[e.button,0,0,0,0,0]
        else:
            _Clic[e.button]+=1
            _Ticks[e.button] = t
        e.dict.update({'click':_Clic})
开发者ID:602p,项目名称:spacegame,代码行数:13,代码来源:GetEvent.py


示例20: loop

def loop():
    clock = PT.Clock()
    leftover = 0.0
    updates = 0
    up = 0
    isPlayingMenu = False
    isPlaying = False
    while Globals.RUNNING:
        if not isPlayingMenu:
            if Globals.ISMAINMENU:
                Globals.MENU_MUSIC.set_volume(Globals.VOLUME/200.0)
                Globals.MENU_MUSIC.play(-1)
                isPlayingMenu = True
        else:
            if not Globals.ISMAINMENU:
                isPlayingMenu = False

        if not isPlaying:
            if Globals.ISLEVELONE:
                Globals.MUSIC.set_volume(Globals.VOLUME/200.0)
                print 'playing'
                Globals.MUSIC.play(-1)
                isPlaying = True
        else:
            
            if not Globals.ISLEVELONE:
                Globals.MUSIC.stop()
        
        start_time = PT.get_ticks()
        Globals.STATE.render()
        if Globals.BRIGHTNESS < 0:
            Globals.brightness.fill((0, 0, 0))
            Globals.brightness.set_alpha(-1 * Globals.BRIGHTNESS/100.0 * 100)
            Globals.SCREEN.blit(Globals.brightness, (0, 0))
        elif Globals.BRIGHTNESS > 0:
            Globals.brightness.fill((255, 255, 255))
            Globals.brightness.set_alpha(Globals.BRIGHTNESS/100.0 * 100)
            Globals.SCREEN.blit(Globals.brightness, (0, 0))
        PDI.flip()
        updates = 0
        clock.tick(60)
        last = PT.get_ticks()
        elapsed = (last - start_time) / 1000.0
        Globals.STATE.update(elapsed)
        leftover += elapsed
        for event in PE.get():
            if event.type == PG.QUIT:
                Globals.RUNNING = False
            else:
                Globals.STATE.event(event)
开发者ID:kzhang12,项目名称:Video-Game-Design,代码行数:50,代码来源:GameFrame.py



注:本文中的pygame.time.get_ticks函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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