当前位置: 首页>>代码示例>>Python>>正文


Python GameState类代码示例

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


在下文中一共展示了GameState类的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: play_animation

    def play_animation(self, animation_name, source, target_x, target_y):
        animation_params = {}
        animation_params['origin'] = (source.x, source.y)
        animation_params['target'] = (target_x, target_y)
        animation_params['target_angle'] = Utils.get_angle(source.x, source.y, target_x, target_y)

        GameState.add_animation(animation_name, animation_params)
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:7,代码来源:Components.py

示例2: explosive_death

def explosive_death(monster):
    # transform it into a nasty corpse! it doesn't block, can't be
    # attacked and doesn't move
    # TODO: String build this message more inteligently
    Utils.message('The ' + monster.name + ' EXPLODES!!!!! You gain ' + str(monster.fighter.xp) + ' experience points.',
                  libtcod.orange)
    monster.char = ' '
    monster.color = None
    monster.blocks = False
    monster.fighter = None
    monster.ai = None
    monster.name = ''
    GameState.schedule.release(monster)

    animation_params = {}
    animation_params['origin'] = (monster.x, monster.y)
    animation_params['target'] = (monster.x, monster.y)
    GameState.add_animation('Burst', animation_params)

    # TODO: Damage surrounding things.....

    ranged_component = Ranged(0, aoe=3)
    # TODO: BORKED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    UI.target_mode(monster, target=monster.pos, ranged_componenet=ranged_component)

    monster.send_to_back()
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:26,代码来源:Components.py

示例3: draw

    def draw(self):
        Render.clear_layer(5)
        self.opened = True
        print self.width, self.height



        x = 5
        y = 5

        button_text = 'Close'
        button = Button(button_text,
                        self.width / 2,
                        self.height - 3,
                        function=close_window,
                        target=Render.layers['overlay_console'])

        dragging = False
        click_x = None

        mouse = Input.mouse

        while True:

            Input.update()
            Render.clear_layer(Render.layers['overlay_console'])

            Render.draw_rect(Render.layers['overlay_console'], x, y,
                             self.width,
                             self.height,
                             frame=True,
                             f_color=terminal.color_from_argb(255, 100, 100, 255),
                             bk_color=terminal.color_from_argb(192, 32, 32, 128),
                             title="POP_UP TEST!")

            Render.print_rect(Render.layers['overlay_console'], x + 2, y + 2, self.width - 4, self.height - 4, self.text)

            if mouse.lbutton and x <= mouse.cx <= x + self.width and (mouse.cy == y or dragging):
                if click_x is None:
                    click_x = mouse.cx - x
                x = mouse.cx - click_x    # (width / 2)
                y = mouse.cy
                dragging = True
            else:
                dragging = False
                click_x = None

            if button.draw(x, y) == 'close':
                self.opened = False
                Render.clear_layer(Render.layers['overlay_console'])
                return

            # libtcod.console_flush()

            # graphics.draw_image(x, y, enlarge=True)
            # graphics.draw_image(x + 1, y + 1, enlarge=True)
            # graphics.clear()
            # graphics.draw_font(0,0)

            GameState.render_ui()
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:60,代码来源:UI.py

示例4: objects

def objects():
    # libtcod.console_clear(consoles['entity_console'])
    Utils.clear_layer(layers['entity_console'])
    for object in Map.get_all_objects():
        if object != GameState.get_player():
            object.draw()
    GameState.get_player().draw()
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:7,代码来源:RenderOLD.py

示例5: process_mouse_clicks

    def process_mouse_clicks(self, mouse):
        (map_x, map_y) = Utils.to_map_coordinates(mouse.cx, mouse.cy)
        if map_x is not None and map_y is not None:
            # walk to target tile

            if mouse.lbutton_pressed and GameState.continue_walking:
                GameState.continue_walking = False
                self.owner.clear_path()
                return 0
            if mouse.lbutton_pressed and GameState.current_level.is_explored(map_x, map_y):
                self.owner.clear_path()
                GameState.continue_walking = self.owner.move_astar_xy(map_x, map_y, True)
                return self.end_turn(Constants.TURN_COST)
            if mouse.rbutton_pressed:
                GameState.continue_walking = False
                self.owner.clear_path()
                GameState.current_level.require_recompute()

                animation_params = {}
                animation_params['origin'] = (self.owner.x, self.owner.y)
                animation_params['target'] = (self.owner.x, self.owner.y)
                animation_params['target_angle'] = 0
                GameState.add_animation('Teleport', animation_params)

                self.owner.x, self.owner.y = Utils.to_map_coordinates(mouse.cx, mouse.cy)

                animation_params = {}
                animation_params['origin'] = (self.owner.x, self.owner.y)
                animation_params['target'] = (self.owner.x, self.owner.y)
                animation_params['target_angle'] = 0
                GameState.add_animation('Teleport', animation_params)

                return 1
        return 0
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:34,代码来源:Components.py

示例6: message

def message(new_msg, color=None):
    import textwrap
    # split the message if necessary, among multiple lines

    if len(GameState.get_msg_queue()) == Constants.MSG_HEIGHT:
        GameState.del_msg(0)
    GameState.add_msg(new_msg)

    '''
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:9,代码来源:Utils.py

示例7: StateMachine

class StateMachine(State, Receiver, InputHandler):

    __states = {}
    # _startState = StartState()
    # _creditState = CreditsState()
    # _gameState = GameState()
    # _charSelectState = CharSelectState()

    def __init__(self, type, aBatch, aBackground, aForeGround, aWindow, aMessenger):
        self._type = type
        self._startState = StartState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
        self._creditState = CreditsState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
        self._gameState = GameState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
        self._charSelectState = CharSelectState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
        self._charSettings = SettingsState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
        self.__states = {self._startState, self._creditState, self._gameState, self._charSelectState, self._charSettings}

    def onEnter(self):
        pass

    def onExit(self):
        pass

    def onReceive(self, message):
        if message.msg == States.Start:
            self.setNotActive()
            self._startState.onEnter()
        elif message.msg == States.Credits:
            self.setNotActive()
            self._creditState.onEnter()
        elif message.msg == States.Game:
            self.setNotActive()
            self._gameState.onEnter()
        elif message.msg == States.CharSelect:
            self.setNotActive()
            self._charSelectState.onEnter()
        elif message.msg == States.Settings:
            self.setNotActive()
            self._charSettings.onEnter()

    def setNotActive(self):
        for state in self.__states:
            if state.isActive:
                state.onExit()
                state._active = False

    def handleKeyPress(self, symbol, modifiers):
        for state in self.__states:
            if state.isActive:
                state.handleKeyPress(symbol, modifiers)

    def handleKeyRelease(self, symbol, modifiers):
        for state in self.__states:
            if state.isActive:
                state.handleKeyRelease(symbol, modifiers)
开发者ID:MartinM-B,项目名称:BeU,代码行数:55,代码来源:StateMachine.py

示例8: take_turn

    def take_turn(self):
        # a basic monster takes its turn. If you can see it, it can see you
        monster = self.owner
        player = GameState.get_player()

        if GameState.current_level.is_visible(obj=monster):
            self.active = True
            GameState.continue_walking = False
            # move towards player if far away

        if self.active:

            dist = monster.distance_to(player)

            if dist > self.attack_range:
                # monster.move_astar(player)
                self.reload -= 1
            # close enough, attack! (if the player is still alive.)
            elif player.fighter.hp > 0 and self.reload <= 0 and GameState.current_level.is_visible(obj=monster):
                """ DISABLE """
                #Animate.follow_line(self.owner, player)

                self.play_animation('Shot', self.owner,  player.x, player.y )
                monster.fighter.attack(player)


                self.reload = 3
            else:
                # Move away?
                self.reload -= 1

        return Constants.TURN_COST
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:32,代码来源:Components.py

示例9: inspect_tile

def inspect_tile(x, y):
    global delay, map_old_x, map_old_y, new_animation

    if 0 < x < Constants.MAP_CONSOLE_WIDTH and 0 < y < Constants.MAP_CONSOLE_HEIGHT:
        # Mouse over Inspection

        camera_x, camera_y = GameState.get_camera()
        map_x, map_y = (camera_x + x, camera_y + y)

        if map_x is map_old_x and map_y is map_old_y:
            if time.time() - delay > Constants.INSPECTION_DELAY:
                # Post-Delay

                if GameState.current_level.map_array[map_x][map_y].explored:
                    obj = [obj for obj in GameState.current_level.get_all_objects() if obj.x == map_x and obj.y == map_y]
                    if len(obj) == 0:
                        pass
                    else:
                        # print "animating..."
                        #TODO: Re-implement Inspection (make a mode, not always on)
                        #Animate.inspect_banner(x, y, obj[0].name, new_animation)
                        new_animation = False
            else:
                # Pre-Delay
                pass
        else:
            # 88Render.clear_animations()
            new_animation = True
            map_old_x = map_x
            map_old_y = map_y
            delay = time.time()
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:31,代码来源:Utils.py

示例10: executeTopAction

   def executeTopAction(self, action):
      game = self._game
      gameState = GameState(game)
      game.processAction(action, True)

      atMaxDepth = (self._depth >= game._maxSimulationDepth)
      if game.deathTokens() == 0:
         score = -1000
      elif not atMaxDepth:
         game.iteratePlayerIndex()
         score = game.simulateSingleTurn(self)
      else:
         score = game.score(self.initialPlayer)

      gameState.restoreGame()
      return score
开发者ID:astennent,项目名称:hanabi-ai,代码行数:16,代码来源:Simulation.py

示例11: __init__

 def __init__(self, type, aBatch, aBackground, aForeGround, aWindow, aMessenger):
     self._type = type
     self._startState = StartState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
     self._creditState = CreditsState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
     self._gameState = GameState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
     self._charSelectState = CharSelectState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
     self._charSettings = SettingsState(aBatch, aBackground, aForeGround, aWindow, type, aMessenger)
     self.__states = {self._startState, self._creditState, self._gameState, self._charSelectState, self._charSettings}
开发者ID:MartinM-B,项目名称:BeU,代码行数:8,代码来源:StateMachine.py

示例12: draw_stat_bars

def draw_stat_bars():

    pos = Pos(Constants.MAP_CONSOLE_WIDTH + 4, 35)

    # SHOW PLAYER STAT BARS
    draw_box_bar(pos.x, pos.y, 14, '', GameState.get_player().fighter.hp, GameState.get_player().fighter.base_max_hp,
                 Color("178, 0, 45"),
                 Color("64, 0, 16"), layers['side_panel_console'])
    draw_box_bar(pos.x, pos.y + 1, 14, '', GameState.get_player().fighter.sp, GameState.get_player().fighter.base_max_sp,
                 Color("0, 30, 255"),
                 Color("0, 10, 64"), layers['side_panel_console'])
    draw_box_bar(pos.x, pos.y + 2, 14, '', GameState.get_player().fighter.xp, 1000,  # TODO: will be NEXT_LVL_XP
                   Color("255, 255, 0"),
                 Color("65, 65, 0"), layers['side_panel_console'])

    # RENDER MONSTER HEALTH BARS
    temp_y = 3
    for object in GameState.get_visible_objects():
        if object.fighter and (object is not GameState.get_player()):  # and Fov.is_visible(obj=object)
            if temp_y < 17: # TODO: Make constant to scale UI
                draw_box_bar(Constants.MAP_CONSOLE_WIDTH + 1, temp_y, 17, object.name, object.fighter.hp, object.fighter.max_hp,
                             Color("0, 255, 0"),
                             Color("0, 64, 0"),
                             layers['side_panel_console'])
                temp_y += 2
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:25,代码来源:Render.py

示例13: render_messages

def render_messages():
    Render.clear_layer(layers['messages'])
    y = 3 + Constants.MAP_CONSOLE_HEIGHT
    for line in GameState.get_msg_queue():
        if y < Constants.SCREEN_HEIGHT - 1:
            line_height = 1
            Render.print_rect(layers['messages'], Constants.MSG_X, y, Constants.MSG_WIDTH, line_height, line)

            y += line_height
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:9,代码来源:UI.py

示例14: equip

    def equip(self):
        # if the slot is already being used, dequip whatever is there first
        old_equipment = GameState.get_equipped_in_slot(self.slot)
        if old_equipment is not None:
            old_equipment.dequip()

        # equip object and show a message about it
        self.is_equipped = True
        Utils.message('Equipped ' + self.owner.name + ' on ' + self.slot + '.', libtcod.light_green)
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:9,代码来源:Components.py

示例15: newGame

 def newGame( self, numPlayers ):
   
   print 'New Game of', numPlayers, 'players'
   
   self.gameState = GameState()
   self.gameState.init_new(numPlayers, now())
   
   self.state = 'REGISTRATION'
   self.findXMLFileName()
   self.mainloop(numPlayers)
开发者ID:SeanCCarter,项目名称:ohell,代码行数:10,代码来源:server.py


注:本文中的GameState类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。