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Python Debug.debug方法代码示例

本文整理汇总了Python中Debug.debug方法的典型用法代码示例。如果您正苦于以下问题:Python Debug.debug方法的具体用法?Python Debug.debug怎么用?Python Debug.debug使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Debug的用法示例。


在下文中一共展示了Debug.debug方法的15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,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: doConditionScript

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
 def doConditionScript(self, scriptData):
     Debug.debug(__name__,'==?= condition script data form : '+str(scriptData))
     tag = scriptData[0]
     if len(scriptData) > 1:
         args = scriptData[1]
     else:
         args = []
     ##print tag,",",args
     if self.hasScript(tag):
         if not self.getNumScriptArgs(tag) == len(args):
             for ii in range(self.getNumScriptArgs(tag)):
                 print ii
                 if ii > len(args):
                     args.append("")
                 
         scriptFn = self.tagMap[tag]
         bool = scriptFn(self.world, *args)
         
         # temp
         #bool = False
         #print '=test= scriptFn type : ', type(scriptFn)
         #print '=test= scriptFn with world and args type : ', type(scriptFn(self.world, *args))
         #print '=test= scriptFn return when eval used : ', eval(scriptFn(self.world, *args))
         
         Debug.debug(__name__,'==== script '+str(tag)+' with args '+str(args)+ ' evaluated to be : '+str(bool)) 
         return bool
         ## else:
             ## # CONSIDER: exception class
             ## print 'ERROR: script \'%s\' takes %d args (%d given)' %(tag, self.getNumScriptArgs(tag), len(args))
     else:
         print 'ERROR: script name \'%s\' not found in doConditionScript function' %(tag)
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:33,代码来源:ScriptMgrBase.py

示例2: updateData

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
 def updateData(self,evt = None):
     Debug.debug(__name__,"Data is being Updating")
     self.editor.fNeedToSave = True
     #children = self.journalTree.GetChildren(rootItem)
     parent = self.journalTree.GetRootItem()
     node, cookie = self.journalTree.GetLastChild(parent)
     #LEjournalEntries  = {}
     self.editor.journalMgr.reset()
     while node.IsOk():#for i in range(self.journalTree.GetChildrenCount(rootItem)): 
          name = self.journalTree.GetItemText(node, 0)
          tag = self.journalTree.GetItemText(node, 1)
          #print "Tag ", tag
          #filename  = self.journalTree.GetItemText(node, 4)
          journalEntry = JournalEntry(tag, name)
          #lines = self.journalTree.GetChildren(node)
          l, cookie = self.journalTree.GetFirstChild(node)
          while l.IsOk():#for j in range(self.journalTree.GetChildrenCount(node)):
                 text = self.journalTree.GetItemText(l, 0)
                 endpoint = self.journalTree.GetItemText(l, 2)
                 entryValue = self.journalTree.GetItemText(l,3)
                 journalLine = JournalLine(text,entryValue, endpoint)
                 journalEntry.addJournalLine(journalLine)
                 l = self.journalTree.GetNextSibling(l)
                 self.editor.journalMgr.addJournalEntry(journalEntry)
          #LEjournalEntries[LEjournalEntry.tag] = LEjournalEntry
          node = self.journalTree.GetPrevSibling(node)
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:28,代码来源:JournalDialog.py

示例3: addSuccessor

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
 def addSuccessor(self, id):
     if not id in self.successorIDs:
         self.successorIDs.append(id)
         Debug.debug(__name__, "added successor (id=" + str(id) + ") to line (id=" + str(self.id) + ")")
         return True
     else:
         return False
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:9,代码来源:ConversationLine.py

示例4: setPlayerChoice

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
 def setPlayerChoice(self,n):
     #[antonjs] temp
     Debug.debug(__name__,'setPlayerChoice called')
     
     '''pass the player's choice to ConversationMgr'''
     self.world.conversationMgr.playResponse(n)
     
     self.syncedWithConvoMgr = False
开发者ID:wpesetti,项目名称:RedPanda,代码行数:10,代码来源:ConversationUI.py

示例5: callTrigger

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
 def callTrigger(self, world, triggerName):
     if triggerName in self.scripts:
         scriptsData = self.scripts[triggerName]
         Debug.debug(__name__,str(scriptsData))
         for key in sorted(scriptsData):
             tuple = scriptsData[key]
             world.scriptMgr.doScript(tuple)
             # CONSIDER: use world param to check scene, pass to scriptMgr to queue if scene is different
     else:
         pass
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:12,代码来源:GameObject.py

示例6: manageAggro

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
 def manageAggro(self, aggressorObj):
     namesActivated = []
     for potentialEnemyName, aggroRange in self.inactiveEnemies.iteritems():
         if findGameObjDistance(aggressorObj, self.world.gameObjects[potentialEnemyName]) <= aggroRange:
             self.activeEnemies[potentialEnemyName] = aggroRange
             newEnemy = self.world.gameObjects[potentialEnemyName]
             Debug.debug(__name__,'newEnemy : '+str(newEnemy)+str(type(newEnemy)))
             self.aiWorld.addAiChar(newEnemy.getAICharacterHandle())
             newEnemy.getAIBehaviorsHandle().pursue(aggressorObj, 1.0)
             # TODO: override other movement that the gameObj may have...paths, idle anim, etc.
             namesActivated.append(potentialEnemyName)
     for nameActivated in namesActivated:
         del self.inactiveEnemies[nameActivated]
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:15,代码来源:CombatMgrBase.py

示例7: queueAttack

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
    def queueAttack(self, attackerObj, attackerSpell, targetObj):
        if attackerSpell.isCooldownReady():
            if self.combatGraph.checkCanAttack(attackerObj, targetObj):
                dist = findGameObjDistance(attackerObj, targetObj)
                if dist > attackerSpell.getAttackRange():
                    Debug.debug(__name__,'out of attack range...')
                else:
                    Debug.debug(__name__, 'attack!')
                    
                    proj = attackerSpell.makeProjectile()
                    seq = Sequence()
                   
                    charge = Sequence()
                    
                    isActor = proj.getOwner().getActorHandle() != None
                    
                    if isActor:
                        charge.append(Func(proj.getOwner().getActorHandle().stop))
                    charge.append(Func(self.world.disableMovement, proj.getOwner()))
                    
                    if isActor and attackerSpell.properties['chargeSequence']['firstAnimation'] != '':
                        charge.append(Func(proj.getOwner().getActorHandle().play, attackerSpell.properties['chargeSequence']['firstAnimation']))##
                    charge.append(Wait(attackerSpell.properties['chargeSequence']['firstAnimationTime']))##
                    if isActor and attackerSpell.properties['chargeSequence']['secondAnimation'] != '':
                        charge.append(Func(proj.getOwner().getActorHandle().play, attackerSpell.properties['chargeSequence']['secondAnimation']))##
                    charge.append(Wait(attackerSpell.properties['chargeSequence']['secondAnimationTime']))##
                    if isActor and attackerSpell.properties['chargeSequence']['idleAnimation'] != '':
                        charge.append(Func(proj.getOwner().getActorHandle().loop, attackerSpell.properties['chargeSequence']['idleAnimation']))##
                    
                    charge.append(Func(self.attemptResumeMovement, proj.getOwner()))

                    fire = Sequence()
                    fire.append(Func(proj.setPos, proj.getOwner().getPos(render)))
                    #fire.append(Func(proj.lookAt, targetObj))
                    #fire.append(Func(proj.setH, render, 270))
                    fire.append(Func(proj.setH, render, proj.getOwner().getH(render)))
                    fire.append(Func(proj.reparentTo, render))
                    fire.append(Func(self.projectiles.append, (proj, targetObj)))
                    fire.append(Func(self.aiWorld.addAiChar, proj.getAICharacterHandle()))
                    fire.append(Func(proj.getAIBehaviorsHandle().pursue, targetObj, 1.0))
                    fire.append(Wait(attackerSpell.getCooldownTime()))
                    
                    
                    seq.append(Func(attackerSpell.setCooldownReady, False))
                    seq.append(charge)
                    seq.append(fire)
                    seq.append(Func(attackerSpell.setCooldownReady, True))
                    seq.append(Func(self.setSequenceFinished, proj.getOwner().getName(), seq))
                    
                    self.sequences[proj.getOwner().getName()].append(seq)
                    seq.start()
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:53,代码来源:CombatMgrBase.py

示例8: renameScene

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
    def renameScene(self, name, newName):
        if(self.getScene(newName)!= None):
            raise DuplicateNameError(newName,name, newName)
        #print name," ", newName
        sceneFile = self.getScene(name)
        del self.scenes[name]
        self.scenes[newName] = sceneFile
        
        if(self.sceneName == name):
            self.sceneName = newName
        self.scenesOrder = sorted(self.scenes)

        Debug.debug(__name__,str(self.scenes))
        Debug.debug(__name__,str(self.scenesOrder))
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:16,代码来源:Project.py

示例9: __doLineScripts

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
 def __doLineScripts(self, lineID):
     if lineID == LineIDType.END_CONVERSATION:
         return
     else:
         lineScripts = self.conversations[self.curConversationKey].getLine(lineID).getScripts()
         for condition, scripts in lineScripts.iteritems():
             Debug.debug(__name__,"Condition"+str(condition))
             Debug.debug(__name__,str(scripts))
             if(condition == "LE-trigger-noCondition"):
                 for i in sorted(scripts):
                     self.world.scriptMgr.doScript(scripts[i])
             else:
                 #for other conditions which can be scripts as well.
                 pass
开发者ID:wpesetti,项目名称:RedPanda,代码行数:16,代码来源:ConversationMgr.py

示例10: playResponse

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
    def playResponse(self, text_id): # text_id is index from original array sent with getValidResponses
        if self.conversationIsOpen:
            responseID = self.curValidResponseIDs[text_id]
            
            # Do the scripts for the player's chosen response line
            self.__doLineScripts(responseID)
            #print "HERRREEEE"
            #playerLineScripts = self.conversations[self.curConversationKey].getLine(responseID).getScripts()
            #print '==== Player line scripts ~'
            #print playerLineScripts
#            for condition, scripts in playerLineScripts.iteritems():
#                print "Condition", condition
#                print scripts
#                if(condition == "LE-trigger-noCondition"):
#                    for i in sorted(scripts):
#                        self.world.scriptMgr.doScript(scripts[i])
#                else:
#                    #for other conditions which can be scripts as well.
#                    pass
            
            self.curNPCStatementID = self.__calculateNextNPCStatementID(responseID)
            if not self.curNPCStatementID == LineIDType.END_CONVERSATION:
                # Do the scripts for the next NPC line
                self.__doLineScripts(self.curNPCStatementID)
#                npcLineScripts = self.conversations[self.curConversationKey].getLine(self.curNPCStatementID).getScripts()
#                print '==== NPC line scripts ~'
#                for condition, scripts in playerLineScripts.iteritems():
#                    print "Condition", condition
#                    print scripts
#                    if(condition == "LE-trigger-noCondition"):
#                        for i in sorted(scripts):
#                            self.world.scriptMgr.doScript(scripts[i])
#                    else:
#                        #for other conditions which can be scripts as well.
#                        pass
                    
                self.curValidResponseIDs = self.__calculateValidResponseIDs(self.curNPCStatementID)
                # Yo dude
                self.playLineSound(self.curConversationKey,self.curNPCStatementID);
                if len(self.curValidResponseIDs) == 0:
                   Debug.debug(__name__,'(player response list is empty)')
                   # TODO: close conversation while still showing the last NPC line...involve ConversationUI?
            else:
                Debug.debug(__name__,'(NPC line is END)')
                self.closeConversation()
                    
        else:
            print 'WARNING: playResponse called when no conversation was open'
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:50,代码来源:ConversationMgrBase.py

示例11: loadConversations

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
def loadConversations(sceneFile, libraryFile): # Anton added 2/24
    sceneFilename = Filename(sceneFile)
    libraryFilename = Filename.fromOsSpecific(os.getcwd()) + '/' + libraryFile
    lib = Library(Filename(libraryFilename.getDirname()))
    assetIndex = AssetIndex(lib)
    
    conversationAssets = assetIndex.conversations
    conversationObjects = {}
    
    for key, filename in conversationAssets.items():
        xmlFilename = Filename(filename)
        doc = xml.dom.minidom.parse(xmlFilename.toOsSpecific())
        Debug.debug(__name__,'loading '+str(xmlFilename.toOsSpecific())+'...')
        convo = Conversation.decode(doc)
        conversationObjects[key] = convo
    
    return conversationObjects
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:19,代码来源:LevelLoader.py

示例12: runOnePuzzle

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
def runOnePuzzle():
    for puzzle in PUZZLES:
        p = SudokuPuzzle(puzzle.getPuzzle())
        Debug.debug(puzzle.getName(),1)
        Debug.debugPrintPuzzle(p, 1)
        orderingStrategy = GuessOrdering.SimpleGuessOrderingByTuple((4,3,2,5,6,7,8,9))
        s = Solver.Solver(p, orderingStrategy)
        time_start = time.time()
        s.solve()
        time_end = time.time()
        elapsed_time = time_end - time_start
        Profiler.printAll(elapsed_time)
        print 'solved puzzle'
        print 'name:', puzzle.getName()
        p.printPuzzle()
        pass
    pass
开发者ID:cjvk,项目名称:SudokuSolver,代码行数:19,代码来源:Main.py

示例13: doScript

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
 def doScript(self, scriptData):
     #temp
     Debug.debug(__name__,'==?= regular script data form : '+str(scriptData))
     
     tag = scriptData[0]
     if len(scriptData) > 1:
         args = scriptData[1]
     else:
         args = []
     
     if self.hasScript(tag):
         if self.getNumScriptArgs(tag) == len(args):
             scriptFn = self.tagMap[tag]
             scriptFn(self.world, *args) # always pass the world as parameter 0
         else:
             # CONSIDER: exception class
             print 'ERROR: script \'%s\' takes %d args (%d given)' %(tag, self.getNumScriptArgs(tag), len(args))
     else:
         print 'ERROR: script name \'%s\' not found' %(tag)
开发者ID:wpesetti,项目名称:RedPanda,代码行数:21,代码来源:ScriptMgr.py

示例14: setupCanvas

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]
    def setupCanvas(self):
        self.temp = loader.loadModel("jack")
        #self.temp.reparentTo(self.terrain2d)
        #self.viewport.camera.lookAt(self.temp)
        self.canvas = PNMImage(513,513)
                
#        if(self.terrain.terrain.hasColorMap()==False):
#            self.canvas.fill(1,1,1)
#            self.canvas.makeRgb()
#            print self.canvas.getNumChannels()
#            self.terrain.terrain.setColorMap(self.canvas)
#        else:
        self.canvas = self.terrain.terrain.heightfield()#self.canvas.read(Filename(self.terrain.asset.getFullFilename()))
        if(self.canvas.hasAlpha()):
            Debug.debug(__name__,"In canvas there is alpha")
        self.canvas.addAlpha()
        for i in range(0,self.canvas.getReadXSize()):
            for j in range(0, self.canvas.getReadYSize()):
                self.canvas.setAlpha(i,j,.5)
        sizeX =  self.canvas.getReadXSize()
        sizeY =  self.canvas.getReadYSize()
        #self.canvas.makeGrayscale()
        Debug.debug(__name__, str(sizeX)+" "+str(sizeY))
        self.tex = Texture()
        self.tex.load(self.canvas)
        #self.tex.reparentTo(self.terrain2d)
        CM=CardMaker('') 
        CM.setFrameFullscreenQuad()
        self.card=self.terrain2d.attachNewNode(CM.generate()) 
        self.card.setTexture(self.tex) 
        
        self.viewport.SetClientSize((sizeX, sizeY))
        self.canvasPanel.SetSize(wx.Size(sizeX, sizeY))
        self.viewport.Update()
        base.le.ui.wxStep()
        
        self.painter = PNMPainter(self.canvas)
        brush = PNMBrush.makeSpot((1,1,1,1),5.0,True )
        self.painter.setPen(brush)
开发者ID:wpesetti,项目名称:Orellia-Source,代码行数:41,代码来源:TerrainPaintUI.py

示例15: debug

# 需要导入模块: import Debug [as 别名]
# 或者: from Debug import debug [as 别名]

#==============================================================================#
# TESTING =====================================================================#
#==============================================================================#


if __name__ == "__main__":

    try:
        print "__Arrancamos__"
        _file = sys.argv[1]
        _file = os.path.join(os.getcwd(), _file)
        debug('debugLBLUE', "Working on file: " + _file)
        _mdl = Parser.parse(_file)
        Debug.debug("debugGREEN", "Checking ...")
        Check(_mdl)
        Debug.debug("debugGREEN", "it's OK!")
    except Error, _e:
        debug("debugRED", str(_e))

    print "__Terminamos__"


#===============================================================================

# TODO levantar excepcion por falta de instancias si es correcto hacerlo.

# TODO Aclarar que instancia se esta checkeando al levantar una excepcion de 
# tipos. Quizas deberia distinguirse entre errores de tipado 'sintactico' y 
# aquellos que surgen de un erroneo pasaje de variables de contexto.
开发者ID:raulmonti,项目名称:falluto2,代码行数:32,代码来源:Checker.py


注:本文中的Debug.debug方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。