本文整理汇总了Python中GameState.add_animation方法的典型用法代码示例。如果您正苦于以下问题:Python GameState.add_animation方法的具体用法?Python GameState.add_animation怎么用?Python GameState.add_animation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类GameState
的用法示例。
在下文中一共展示了GameState.add_animation方法的5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: explosive_death
# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import add_animation [as 别名]
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()
示例2: process_mouse_clicks
# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import add_animation [as 别名]
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
示例3: play_animation
# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import add_animation [as 别名]
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)
示例4: take_turn
# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import add_animation [as 别名]
#.........这里部分代码省略.........
# TODO: Make movement cost relative to terrain. (add terrain cost to TILE) WATER / TAR / OIL / SAND = Slower, Road / Trail = Fsater
# TODO: Make turns not pass as you bumb into walls.
# TODO: Add 'Auto-Explore' --- Search for Not self.Explored, path to it as if you right clicked.
if key == terminal.TK_KP_8 or key == terminal.TK_UP:
GameState.player_move_or_interact(0, -1)
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_KP_2 or key == terminal.TK_DOWN:
GameState.player_move_or_interact(0, 1)
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_KP_4 or key == terminal.TK_LEFT:
GameState.player_move_or_interact(-1, 0)
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_KP_6 or key == terminal.TK_RIGHT:
GameState.player_move_or_interact(1, 0)
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_KP_7: # or (terminal.TK_LEFT and terminal.TK_UP):
GameState.player_move_or_interact(-1, -1)
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_KP_9:
GameState.player_move_or_interact(1, -1)
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_KP_1:
GameState.player_move_or_interact(-1, 1)
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_KP_3:
GameState.player_move_or_interact(1, 1)
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_KP_5:
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_X:
GameState.current_level.require_recompute()
Constants.DEBUG = not Constants.DEBUG
GameState.render_all()
elif key == terminal.TK_G:
# pick up an item
for object in GameState.current_level.get_all_objects(): # look for an item in the player's tile
if object.x == self.owner.x and object.y == self.owner.y and object.item:
object.item.pick_up()
break
elif key == terminal.TK_F:
for obj in GameState.get_all_equipped(self.owner):
if obj.owner.ranged:
outcome = obj.owner.ranged.fire()
if outcome == 'cancelled':
return 0
else:
return self.end_turn(Constants.TURN_COST)
elif key == terminal.TK_B:
title = "Beastiary"
text = '\n\nDrag Header to move window\n\n'
pal = UI.Palette(width=20, height=20, title='Title', text=text)
pal.draw()
elif key == terminal.TK_COMMA and terminal.check(terminal.TK_SHIFT):
# go down stairs, if the player is on them
stairs = GameState.current_level.get_stairs()
if stairs.x == self.owner.x and stairs.y == self.owner.y:
GameState.next_level()
return 1
elif key == terminal.TK_ESCAPE:
GameState.save_game()
UI.display_mainMenu()
elif key == terminal.TK_L:
GameState.load_game()
return 1
elif key == terminal.TK_T:
GameState.add_animation('FadeText', {'origin': (self.owner.x, self.owner.y),
'target': (self.owner.x, self.owner.y-1)})
elif key == terminal.TK_O:
print GameState.current_level.fov_map
elif key == terminal.TK_RBRACKET:
equipped_ranged = [equip.name for equip in GameState.inventory if equip.equipment.is_equipped and equip.ranged]
if equipped_ranged[0] == "pistol":
new_weapon = [equip for equip in GameState.inventory if
equip.name == 'laser']
new_weapon[0].equipment.equip()
elif equipped_ranged[0] == "laser":
new_weapon = [equip for equip in GameState.inventory if
equip.name == 'rpg']
new_weapon[0].equipment.equip()
elif equipped_ranged[0] == "rpg":
new_weapon = [equip for equip in GameState.inventory if
equip.name == 'ice wand']
new_weapon[0].equipment.equip()
elif equipped_ranged[0] == "ice wand":
new_weapon = [equip for equip in GameState.inventory if
equip.name == 'pistol']
new_weapon[0].equipment.equip()
elif key == terminal.TK_LBRACKET:
pass
'''
示例5: target_mode
# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import add_animation [as 别名]
#.........这里部分代码省略.........
bk_color=terminal.color_from_name('transparent'),
title="Targeting Mode - Right Click/ESC to Cancel")
# """
''' Get Inputs '''
Input.update()
key = Input.key
''' determine if mouse moved, otherwise use auto-target '''
if mouse.cx != mouse_last_x or mouse.cy != mouse_last_y:
mouse_moved = True
moues_last_x, mouse_last_y = mouse.cx, mouse.cy
if mouse_moved:
target_x, target_y = Utils.to_map_coordinates(mouse.cx, mouse.cy)
elif target:
target_x, target_y = target.x, target.y
else:
target_x, target_y = source.x, source.y
''' determine line of fire (You may not be able to hit every enemy you see) '''
line = Utils.get_line((source.x, source.y),
(target_x, target_y),
walkable=True,
ignore_mobs=True,
max_length=ranged_componenet.max_range)
for point in line:
if point == (None, None):
break
point = Utils.to_camera_coordinates(point[0], point[1])
#libtcod.console_set_char_background(0, point[0], point[1], libtcod.lighter_blue, libtcod.BKGND_SET)
Render.draw_char(layers['overlay_console'], point[0], point[1], 0x2588, terminal.color_from_argb(128, 64, 64, 255))
if len(line) > 0:
index = Utils.find_element_in_list((None, None), line)
if index is None:
point = line[-1]
else:
point = line[index - 1]
circle = Utils.get_circle_points(point[0], point[1], ranged_componenet.aoe)
if circle:
tile_effected = set(circle)
for points in circle:
points = Utils.to_camera_coordinates(points[0], points[1])
Render.draw_char(layers['overlay_console'], points[0], points[1], 0x2588, terminal.color_from_argb(128, 200, 32, 32))
Render.draw_char(layers['overlay_console'], points[0], points[1], 0xE000, terminal.color_from_argb(128, 255, 0, 0))
if mouse.lbutton_pressed or key == terminal.TK_SPACE:
# target_tile = (target_x, target_y)
# print tile_effected
for target in tile_effected:
# target = Map.to_map_coordinates(target[0], target[1])
monster = GameState.current_level.get_monster_at((target[0], target[1]))
if monster is not None:
print "Monster: " + str(monster) + " at " + str(target)
targets.append(monster)
break
if mouse.rbutton_pressed or key == terminal.TK_ESCAPE:
break
if key == terminal.TK_F:
if target_list:
target = next(target_list)[0]
GameState.render_ui()
if not targets: # no enemy found within maximum range
Utils.message('Cancelled.', Color('red'))
Render.clear_layer(layers['overlay_console'])
return 'cancelled'
else:
targets = GameState.current_level.get_monsters_in_range_at(target, ranged_componenet.aoe)
Render.clear_layer(layers['overlay_console'])
# TODO: Allow targeting Empty tiles
# zap it!
if ranged_componenet.animation:
ranged_componenet.animation_params['origin'] = (source.x, source.y)
ranged_componenet.animation_params['target'] = (target_x, target_y)
ranged_componenet.animation_params['target_angle'] = Utils.get_angle(source.x, source.y, target_x, target_y)
GameState.add_animation(ranged_componenet.animation, ranged_componenet.animation_params)
for target in targets:
if target.fighter:
# TODO: Combat should handle all messages......
Utils.message('[color={1}]{2} [color={0}]takes [color={3}]{4} damage[color={0}].'
''.format(Constants.COMBAT_MESSAGE_DEFAULT_COLOR,
Constants.COMBAT_MESSAGE_MONSTER_NAME_COLOR,
target.name,
Constants.COMBAT_MESSAGE_DAMAGE_COLOR,
ranged_componenet.owner.equipment.power_bonus))
target.fighter.take_damage(ranged_componenet.owner.equipment.power_bonus)
Render.clear_layer(5)
return 'fired'