本文整理汇总了Python中GameState.player_move_or_interact方法的典型用法代码示例。如果您正苦于以下问题:Python GameState.player_move_or_interact方法的具体用法?Python GameState.player_move_or_interact怎么用?Python GameState.player_move_or_interact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.player_move_or_interact方法的1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: take_turn
# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import player_move_or_interact [as 别名]
def take_turn(self):
global vCount
GameState.render_all()
mouse = Input.mouse
while True:
# print "Waiting for input"
"""
On player turn this loops continuasouly waiting for user input
"""
Input.update()
key = Input.key
GameState.render_ui()
"""
Check mouse status
"""
mouse_click_value = self.process_mouse_clicks(mouse)
mouse_hover_value = self.process_mouse_hover(mouse)
if mouse_click_value > 0:
return self.end_turn(mouse_click_value)
if mouse_hover_value > 0:
return self.end_turn(mouse_hover_value)
"""
Auto-Walking
"""
# TODO: Make autowalk pathing calculate paths based on NO monsters. Otherwise you can tell when paths are blocked. Stop when encounter...
if GameState.continue_walking:
self.owner.walk_path()
# print "Auto-Walking"
return self.end_turn(Constants.TURN_COST)
elif not GameState.continue_walking:
self.owner.clear_path()
"""
Basic User Input
"""
# 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'
#.........这里部分代码省略.........