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Python sound.play_effect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sound.play_effect函数的典型用法代码示例。如果您正苦于以下问题:Python play_effect函数的具体用法?Python play_effect怎么用?Python play_effect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play_effect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: losing

	def losing(self):
		score_value = int(self.score.text)
		sound.play_effect(fail_sound)
		self.green_timer_background.fill_color = color3
		self.sparkle(color3, self.start.position, image='shp:RoundRect')
		for square in self.squares:
			if square.star:
				square.star_icon.z_position = 1
				square.star_icon.run_action(A.sequence(A.scale_to(0, 1), A.remove()))
			if square.state == 3:
				self.sparkle(color3, square.position, image='shp:RoundRect')
				square.state = 0
			if square.state == 0:	
				square.color = color3
				try:
					square.red_square.run_action(A.remove())
				except:
					pass
				bg_target = choice(self.bg_list).position
				square.run_action(A.sequence(A.wait(2),A.group(A.scale_to(0, 3), A.fade_to(0, 2), A.move_to(bg_target[0], bg_target[1], 2, TIMING_SINODIAL)), A.remove()))
		self.start.color = color3
		self.finish.color = color3
		self.score.color = color3
		self.backdrop5.color = color3
		self.level_label.text = choice(fail_text)
		self.move_counters()
		self.save(score_value)
		for bg in self.bg_list:
			bg.color = color3
开发者ID:nake13,项目名称:black-white,代码行数:29,代码来源:black_white.py


示例2: touch_began

	def touch_began(self, touch):
		# set firing and play sound on two finger touch
		if(len(self.touches) == 2 and not(self.firing)):
			sound.play_effect('Laser_1')
			self.firing = True
			self.laser.frame.x = self.ship.frame.x + (self.ship.frame.w / 2) - 3
			self.laser.alpha = 1
开发者ID:lemanouche0221,项目名称:Pythonista-Tools,代码行数:7,代码来源:Space+Invaders.py


示例3: touch_began

 def touch_began(self, touch):
     for key in chain(self.black_keys, self.white_keys):
         if key.hit_test(touch):
             key.touch = touch
             # 				print(touch.__dict__)
             sound.play_effect(key.name)
             return
开发者ID:RichardPotthoff,项目名称:myrepo,代码行数:7,代码来源:Weierstrass_piano.py


示例4: touch_ended

 def touch_ended(self, node, touch):
     if node == self:
         return
     for square in self.get_children_with_name('*'):
         #print(square.name)
         if isinstance(square, sk_BoardSquare) and touch in square:
             target_fen_loc = square.name
             save_fen_loc = node.fen_loc
             #node.move() is called on a different thread so it returns None!!!
             move_was_made = node.move(target_fen_loc) # always returns None!!
             #print('mwm 1', move_was_made)  # fails!!
             move_was_made = node.fen_loc != save_fen_loc
             #print('mwm 2', move_was_made)
             if move_was_made:
                 for piece in self.get_children_with_name('*'):
                     # remove the killed sk_ChessPiece
                     if (piece != node
                     and isinstance(piece, sk_ChessPiece)
                     and piece.fen_loc == node.fen_loc):
                         if piece.piece.ptype == 'king':
                             import dialogs
                             dialogs.hud_alert('Game over man!')
                         piece.remove_from_parent()
                 #import dialogs
                 #dialogs.hud_alert(str(type(self.view.superview)))
                 self.view.superview.update_view(node.piece)
                 node.position = square.position
                 sound.play_effect('8ve:8ve-tap-professional')
             else:
                 node.position = self.save_position
                 sound.play_effect('8ve:8ve-beep-rejected')
             not_str = '' if move_was_made else 'not '
             fmt = '{} at {} was {}moved to square {}\n'
             print(fmt.format(node.name, save_fen_loc, not_str, square.name))
开发者ID:c0ns0le,项目名称:Pythonista,代码行数:34,代码来源:SkChessBoardScene.py


示例5: draw

	def draw ( self ):
		# 毎回、描画しないと通ったところに色が残ってしまう
		background(1, 1, 1)
		fill(1, 0, 0)
		g = gravity ()
		self.x += g.x * 100
		self.y += g.y * 100
		self.x = min ( self.size.w - 40, max( 0, self.x ))
		self.y = min ( self.size.h - 40, max( 0, self.y ))

		# 動く四角を描画
		image('_Image_1', self.x, self.y, 40, 40)
		m_rect = Rect( self.x, self.y, 40, 40 )

		# 障害物を描画
		fill(1, 1, 0)
		for s in self.s_rect:
			image('_Image_2', s.x, s.y, s.w, s.h );

		# あたり判定	
		for i, s in enumerate( self.s_rect ):
			if m_rect.intersects( s ):
				'''
				# あたった四角の色をかえる
				fill( 1, 0, 0 )
				rect( s.x, s.y, s.w, s.h )
				'''
				# あたった四角を消す
				del self.s_rect[i]
				# 音をだす
				sound.play_effect('Crashing')
开发者ID:peacemaker07,项目名称:pythonista,代码行数:31,代码来源:game-sample1.py


示例6: generate_outcome

def generate_outcome():
	global player_choice
	computer_choice = choice(SIGNS)
	v['cpu_outcome'].text = computer_choice

	if player_choice == computer_choice:
			play_effect('Laser_3')
			v['game_result'].text = "It's a draw! Both played %s." % (player_choice)
	elif player_choice == 'Paper' and computer_choice == 'Rock':
			player_win('Paper', 'covers', 'rock')
	elif player_choice == 'Scissors' and computer_choice == 'Paper':
			player_win('Scissors', 'cut', 'paper')
	elif player_choice == 'Rock' and computer_choice == 'Scissors':
			player_win('Rock', 'crushes', 'scissors')
	elif player_choice == 'Rock' and computer_choice == 'Paper':
			player_win('Rock', 'crushes', 'paper')

	elif computer_choice == 'Paper' and player_choice == 'Rock':
			player_loss('Paper', 'covers', 'rock')
	elif computer_choice == 'Scissors' and player_choice == 'Paper':
			player_loss('Scissors', 'cut', 'paper')
	elif computer_choice == 'Rock' and player_choice == 'Scissors':
			player_loss('Rock', 'crushes', 'scissors')
	elif computer_choice == 'Rock' and player_choice == 'Paper':
			player_loss('Rock', 'crushes', 'paper')
	else:
			v['game_result'].text = "Whoops! This wasn\'t supposed to happen!"
开发者ID:c0ns0le,项目名称:Pythonista,代码行数:27,代码来源:rps.py


示例7: draw

 def draw(self, bright=False):
     colour   = self.sl if self.state else self.bg
     colormod = 1 if bright else 0.8
     fill(*[i*colormod for i in colour])
     rect(*self.bounds)
     if self.state and bright:
         sound.play_effect(self.drum)
开发者ID:Vik2015,项目名称:drum-machine,代码行数:7,代码来源:drum_machine.py


示例8: losing

	def losing(self):
		score_value = int(self.score.text)
		sound.play_effect(fail_sound)
		self.green_timer_background.fill_color = color3
		for square in self.squares:
			if square.star:
				square.star_icon.run_action(A.sequence(A.scale_to(0, 1), A.remove()))
			if square.state in (0, 3):
				square.state = 0
				square.color = color3
				try:
					square.red_square.run_action(A.remove())
				except:
					pass
				bg_target = choice(self.bg_list).position
				square.run_action(A.sequence(A.wait(2),A.group(A.scale_to(0, 3), A.fade_to(0, 2), A.move_to(bg_target[0], bg_target[1], 2, TIMING_SINODIAL)), A.remove()))
		self.start.color = color3
		self.finish.color = color3
		self.score_change(-1 * int(self.score.text), self.win)
		self.score.text = "0"
		self.backdrop5.color = color3
		self.level_label.text = choice(fail_text)
		self.move_counters()
		self.destroy_crosses()
		self.save(score_value)
		for bg in self.bg_list:
			bg.color = color3
开发者ID:cclauss,项目名称:black-white,代码行数:27,代码来源:black_white.py


示例9: panic

 def panic(self, pos):
     sound.play_effect("drums:Drums_06")
     for b in self.swarm:
         b.startled = True
     s = SpriteNode("shp:wavering", position=pos, scale=0, parent=self)
     s.run_action(A.sequence(A.group(A.scale_to(2), A.fade_to(0)), A.remove()))
     self.run_action(A.sequence(A.wait(1), A.call(self.end_panic)))
开发者ID:miwagner1,项目名称:Pythonista,代码行数:7,代码来源:Swarm.py


示例10: die

 def die(self):
     self.animation_done = False
     self.animate('scale_x', 0.01, repeat=2)
     self.animate('scale_y', 0.01, repeat=2, completion=self.death_completion)
     for i in xrange(4):
         sound.play_effect('Hit_{}'.format(i+1))
         time.sleep(0.5)
开发者ID:SebastianJarsve,项目名称:Cloud-Jump-2,代码行数:7,代码来源:etude_on_player_death.py


示例11: touch_pu2

	def touch_pu2(self):
		sound.play_effect(button_sound)
		self.can_flip = False
		self.stop_squares_moving()
		self.level_label.text = "Restore a locked square"
		if self.unlock == False:
			self.unlock = True
		elif self.unlock == True:
			self.unlock = False
			self.destroy_crosses()
			self.level_label.text = "Level " + str(self.level)
			return
			
		self.powerup2.run_action(pressed_action_2)
		self.powerup2_bg.run_action(pressed_action_2)
		self.p2_count.run_action(pressed_action_2)
			
		for square in self.squares:
			if square.state == 0 and self.unlock and square.last_state == 1:
				square.red_square = SpriteNode(texture = Texture('typb:Cross'), color = color3)
				square.red_square.position = square.position
				square.red_square.z_position = 0.4
				self.add_child(square.red_square)
				square.red_square.run_action(A.repeat(A.sequence(A.scale_to(0.85, 0.4, TIMING_EASE_IN_OUT), A.scale_to(0.95, 0.4, TIMING_EASE_IN_OUT)), 0))
					
			elif square.state == 0 and self.unlock and square.last_state == 2:
				square.red_square = SpriteNode(texture = Texture('typw:Cross'), color = color2)
				square.red_square.position = square.position
				square.red_square.z_position = 0.4
				self.add_child(square.red_square)
				square.red_square.run_action(A.repeat(A.sequence(A.scale_to(0.85, 0.4, TIMING_EASE_IN_OUT), A.scale_to(0.95, 0.4, TIMING_EASE_IN_OUT)), 0))
开发者ID:cclauss,项目名称:black-white,代码行数:31,代码来源:black_white.py


示例12: end_game

	def end_game(self):
		if self.score > self.highscore:
			with open('.Match3Highscore', 'w') as f:
				f.write(str(self.score))
			self.highscore = self.score
		sound.play_effect('digital:ZapTwoTone')
		self.show_game_over_menu()
开发者ID:DocVaughan,项目名称:Pythonista,代码行数:7,代码来源:Match3.py


示例13: disp_end_game

	def disp_end_game(self, status):
		if status == 'OK':
			# ゲームクリアの表示を設定
			message = 'Game Clear'
			color = '#00ff00'
			background_color = '#ffff00'
			effect = 'arcade:Powerup_1'
		else:
			# ゲームオーバーの表示を設定
			message = 'Time Up'
			color = '#ff0000'
			background_color = '#000000'
			effect = 'arcade:Explosion_1'
		# ゲーム完了画面を表示
		end_font = ('Arial Rounded MT Bold', 80)
		self.end_label = LabelNode(message, end_font, parent=self)
		self.end_label.position = (self.size.w/2, self.size.h - 300)
		self.end_label.z_position = 1
		self.end_label.color = color
		self.background_color = background_color
		# ゲーム終了状態にする
		self.game_over = True

		# ゲーム終了サウンドを鳴らす
		sound.play_effect(effect)
开发者ID:peacemaker07,项目名称:pythonista,代码行数:25,代码来源:shoot2016_L07.py


示例14: tableview_did_select

 def tableview_did_select(self, tableview, section, row):
     # Called when the user selects a row
     if not tableview.editing:
         fi = self.lists[section][row]
         if section == 0:
             console.show_activity()
             nav.push_view(make_file_list(fi))
             console.hide_activity()
         elif section == 1:
             filetype = fi.fileinfo.filetype
             if fi.fileinfo.file_ext in ("htm", "html"):
                 webbrowser.open("file://" + fi.path)
                 nav.close()
             elif filetype in ("code", "code_tags", "text"):
                 open_path(fi.path)
                 nav.close()
             elif filetype == "audio":
                 spath = rel_to_app(fi.path.rsplit(".", 1)[0])
                 sound.load_effect(spath)
                 sound.play_effect(spath)
             elif filetype == "image":
                 console.show_image(fi.path)
             else:
                 console.quicklook(fi.path)
                 nav.close()
开发者ID:Phuket2,项目名称:pythonista-scripts,代码行数:25,代码来源:filenav.py


示例15: update

	def update(self, dt):
		self.y -= self.speed
		self.x = self.initial_x + sin(self.y / 100) * self.amp
		self.amp = max(self.amp * 0.99, 0)
		if self.y < -64:
			self.removed = True
		if self.dead:
			self.a -= 0.1
			if self.a <= 0:
				self.removed = True
		else:
			self.t += 1
			if not self.dead and self.t % self.fire_freq == 0:
				play_effect('Laser_5')
				if self.bullet_type == 1:
					bullet = Bullet(self.x, self.y)
					bullet.vy = -10
					bullet.bullet_type = 1
					self.scene.enemy_bullets.append(bullet)
				elif self.bullet_type == 2:
					for vx in [-3, 3]:
						bullet = Bullet(self.x, self.y)
						bullet.vy = -10
						bullet.vx = vx
						bullet.bullet_type = 2
						self.scene.enemy_bullets.append(bullet)
				else:
					for vx in [-3, 0, 3]:
						bullet = Bullet(self.x, self.y)
						bullet.vy = -10
						bullet.vx = vx
						bullet.bullet_type = 3
						self.scene.enemy_bullets.append(bullet)
开发者ID:c0ns0le,项目名称:Pythonista,代码行数:33,代码来源:SpaceShooter.py


示例16: touch_began

	def touch_began(self,touch):
		if self.cc_mode == 'I':
			x,y = touch.location
			string = self.closest(x,self.stringX)
			fret = self.closest(y,self.fretY)
			location = (string,fret)
			if location in self.touched.keys():
				del self.touched[location]
			else:	
				for key in self.touched.keys():
					if key[0] == string:
						del self.touched[key]
						break
				self.touched[location] = (self.tuning['notes'][string]+fret,self.tuning['octave'],string,fret)
				octave,tone = divmod((self.tuning['notes'][string]+fret),12)
				waveName = 'waves/' + NOTE_FILE_NAMES[tone] + "{}.wav".format(octave+self.tuning['octave'])
				sound.play_effect(waveName)
			self.set_needs_display()
		elif self.cc_mode == 'S': # play two octave scale starting at this root
			x,y = touch.location
			string = self.closest(x,self.stringX)
			fret = self.closest(y,self.fretY)
			location = (string,fret)
			octave,tone = divmod((self.tuning['notes'][string]+fret),12)
			if tone != self.key: 
				sound.play_effect('Error')
				return None
			self.scaleFrets = calc_two_octave_scale(location)
			self.set_needs_display()
开发者ID:zwaluw,项目名称:chordcalc,代码行数:29,代码来源:chordcalc.py


示例17: tableview_did_select

 def tableview_did_select(self, tableview, section, row):
     u"""Called when the user selects a row.
     """
     if not tableview.editing:
         fi = self.lists[section][row]
         if section == 0:
             console.show_activity()
             self.app.push_view(self.app.make_file_list(fi))
             console.hide_activity()
         elif section == 1:
             group = fi.constants.group
             if fi.constants.ext in (u"htm", u"html"):
                 webbrowser.open(u"file://" + fi.path)
                 self.app.close()
             elif group in ("code", "code_tags", "text"):
                 open_path(fi.path)
                 self.app.close()
             elif group == "audio":
                 spath = rel_to_app(fi.path.rsplit(u".", 1)[0])
                 sound.load_effect(spath)
                 sound.play_effect(spath)
             elif group == "image":
                 console.show_image(fi.path)
             else:
                 self.app.close()
                 time.sleep(ANIM_DELAY)
                 console.quicklook(fi.path)
开发者ID:c0ns0le,项目名称:Pythonista,代码行数:27,代码来源:common.py


示例18: draw

	def draw(self):
		background(0, 0, 0)
		last_beat = int(self.beat)
		self.beat += 1.0/7.5
		self.beat %= 16
		play = int(self.beat) != last_beat
		for y in xrange(16):
			beat_row = int(self.beat) == y
			for x in xrange(8):
				if self.grid[x][y]:
					h = x / 8.0
					r, g, b = hsv_to_rgb(h, 1, 1)
					if play and int(self.beat) == y:
						play_effect(self.sounds[x])
					if beat_row:
						h = x / 8.0
						r, g, b = hsv_to_rgb(h, 1, 1)
						fill(r, g, b)
					else:
						r, g, b = hsv_to_rgb(h, 1, 0.5)
						fill(r, g, b)
				elif beat_row:
					fill(1, 1, 1)
				else:
					fill(0.50, 0.50, 0.50)
				rect(x*(self.bounds.w/4), y*(self.bounds.h/9), self.bounds.w/4, self.bounds.h/9)
开发者ID:c0ns0le,项目名称:Pythonista,代码行数:26,代码来源:DrumMachineEdited.py


示例19: killsoldier

	def killsoldier(self) :
		###kill soldier and play explosion.
		play_effect(sounds[1])
		self.setscore(self.count + 1)
		self.explosion.start(self, self.soldier.pos)
		self.shaker = 10
		self.soldier.setpos(self.soldierpos)
开发者ID:c0ns0le,项目名称:Pythonista,代码行数:7,代码来源:mines.py


示例20: touch_pu3

	def touch_pu3(self):
		self.unlock = False
		self.stop_squares_moving()
		self.level_label.text = "Flip a single square"
		self.powerup3.run_action(pressed_action_2)
		self.powerup3_bg.run_action(pressed_action_2)
		self.p3_count.run_action(pressed_action_2)
		sound.play_effect(button_sound)
		if self.can_flip == False:
			self.can_flip = True
		elif self.can_flip == True:
			self.can_flip = False
			self.level_label.text = "Level " + str(self.level)
			for square in self.squares:
				square.remove_all_actions()
				square.scale = 1
			return
		for item in (self.black_count, self.white_count):
			item.run_action(A.repeat(A.sequence(A.scale_to(0.85, 0.4, TIMING_EASE_IN_OUT), A.scale_to(0.95, 0.4, TIMING_EASE_IN_OUT)), 0))
		try:
			if self.star_square:
				self.star_square.star_icon.run_action(A.repeat(A.sequence(A.scale_to(0.85, 0.4, TIMING_EASE_IN_OUT), A.scale_to(0.95, 0.4, TIMING_EASE_IN_OUT)), 0))
		except:
			pass
		for square in self.squares:
			if square.state in (1, 2):
				square.run_action(A.repeat(A.sequence(A.scale_to(0.85, 0.4, TIMING_EASE_IN_OUT), A.scale_to(0.95, 0.4, TIMING_EASE_IN_OUT)), 0))
开发者ID:cclauss,项目名称:black-white,代码行数:27,代码来源:black_white.py



注:本文中的sound.play_effect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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