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Python GameState.render_ui方法代码示例

本文整理汇总了Python中GameState.render_ui方法的典型用法代码示例。如果您正苦于以下问题:Python GameState.render_ui方法的具体用法?Python GameState.render_ui怎么用?Python GameState.render_ui使用的例子?那么, 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GameState的用法示例。


在下文中一共展示了GameState.render_ui方法的3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: draw

# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import render_ui [as 别名]
    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:62,代码来源:UI.py

示例2: take_turn

# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import render_ui [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.........
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:103,代码来源:Components.py

示例3: target_mode

# 需要导入模块: import GameState [as 别名]
# 或者: from GameState import render_ui [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'
开发者ID:joekane,项目名称:DeepFriedSuperNova,代码行数:104,代码来源:UI.py


注:本文中的GameState.render_ui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。