本文整理汇总了Python中Map.generate方法的典型用法代码示例。如果您正苦于以下问题:Python Map.generate方法的具体用法?Python Map.generate怎么用?Python Map.generate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Map
的用法示例。
在下文中一共展示了Map.generate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: init
# 需要导入模块: import Map [as 别名]
# 或者: from Map import generate [as 别名]
def init(): # Defini les variables de depart
global descript, myBackground
myBackground=Background.create("background","victoire","defaite","menu")
Background.show(myBackground,"menu")
Player.setName()
Player.setHealth()
Player.setPower()
Map.generate(6)
descript = descript()
tty.setcbreak(sys.stdin.fileno())
return descript
示例2: __init__
# 需要导入模块: import Map [as 别名]
# 或者: from Map import generate [as 别名]
#.........这里部分代码省略.........
self.spriteBanc = sf.Sprite(self.textureBanc)
self.spriteLit = sf.Sprite(self.textureLit)
self.spriteLitMedecin = sf.Sprite(self.textureLitMedecin)
self.spriteLitPsy = sf.Sprite(self.textureLit)
self.spriteChaise = sf.Sprite(self.textureChaise)
self.spriteChaiseEcole = sf.Sprite(self.textureChaiseEcole)
self.spriteChaiseMedecin = sf.Sprite(self.textureChaiseMedecin)
self.spriteChaisePsy = sf.Sprite(self.textureChaisePsy)
self.spriteTable = sf.Sprite(self.textureTable)
self.spriteTableEcole = sf.Sprite(self.textureTableEcole)
self.spriteFour = sf.Sprite(self.textureFour)
self.spriteTableau = sf.Sprite(self.textureTableau)
self.spriteBancPeche = sf.Sprite(self.textureBancPeche)
# Scrolling :
self.xMin = 0
self.yMin = 0
# Mise en place du jeu :
def play(self):
# Ecran d'acceuil :
self.window.draw(self.spriteVodak)
self.window.display()
sf.sleep(sf.seconds(2))
self.window.clear()
# Génération de la map :
self.Map.generate()
# Disposition des maisons :
for i in range(20):
self.Map.maison()
# Invocation des IA sur la map
for i in range(3):
x = randint(0, 95)
y = randint(0, 71)
while self.Map.map[x][y].Bloc != Bloc.Herbe and self.Map.map[x][y].Bloc != Bloc.Plancher and self.Map.map[x][y].Bloc != Bloc.Sable:
x = randint(0, 95)
y = randint(0, 71)
self.Map.map[x][y].IA = IA(x, y, 21 * [randint(0, 100)])
# Boucle principale :
while self.window.is_open:
# gestion des evenements
for event in self.window.events:
if type(event) is sf.CloseEvent:
self.window.close()
elif type(event) is sf.KeyEvent:
if event.code is sf.Keyboard.ESCAPE:
self.window.close()
示例3: createPlayer
# 需要导入模块: import Map [as 别名]
# 或者: from Map import generate [as 别名]
#.........这里部分代码省略.........
self.player.addItem(self.map.getBlocks()[y][x].getTile(), 1)
self.map.getBlocks()[y][x].setTile(0)
if (self.map.getBlocks()[y][x].getBody() != None):
self.world.DestroyBody(self.map.getBlocks()[y][x].getBody())
self.map.getBlocks()[y][x].setBody(None)
elif self.player.getSelected().getId() != 0:
if (self.map.getBlocks()[y][x].getBody() == None):
self.map.getBlocks()[y][x].setTile(self.player.getSelected().getId())
self.map.getBlocks()[y][x].setBody(self.createStatic(x * 10, y * 10))
self.player.removeItem(self.player.getSelected().getId(), 1)
return
def on_loop(self):
pass
def on_render(self):
self._display_surf.fill((255,255,255))
#render blocks
for y in range(len(self.map.getBlocks())):
for x in range(len(self.map.getBlocks()[y])):
block = self.map.getBlocks()[y][x]
blockX = block.getX()
blockY = block.getY()
color = (255, 255, 255)
if block.getTile() == 1:
color = color = (255, 0, 255)
if block.getTile() == 2:
color = color = (0, 0, 255)
pygame.draw.rect(self._display_surf, color, (blockX * 10, blockY * 10 + 15, 10, 10))
i = 0
for item in self.player.getItems():
if self.player.getSelected() != None and self.player.getSelected().getId() == item.getId():
pygame.draw.rect(self._display_surf, (125, 225, 125), [10 + i * 25 + 5, 10, 25, 25])
else:
pygame.draw.rect(self._display_surf, (225, 225, 225), [10 + i * 25 + 5, 10, 25, 25])
pygame.draw.rect(self._display_surf, (0, 0, 0), [10 + i * 25 + 5, 10, 25, 25], 2)
color = (255, 255, 255)
if item.getId() == 1:
color = color = (255, 0, 255)
if item.getId() == 2:
color = color = (0, 0, 255)
pygame.draw.rect(self._display_surf, color, [10 + i * 25 + 10, 10 + 5, 15, 15])
i += 1
#render player
body = self.player.getBody()
pygame.draw.rect(self._display_surf, (125, 125, 125), (body.position.x, body.position.y, 10, 20))
vel = body.linearVelocity
vel.x += self.h_speed
if abs(body.linearVelocity.y) < .5:
vel.y += self.v_speed
body.linearVelocity = vel
self.v_speed = 0
pygame.display.flip()
def on_cleanup(self):
pygame.quit()
def on_execute(self):
if self.on_init() == False:
self._running = False
self.clock = pygame.time.Clock()
#generate map and create player
self.map = Map("test")
self.map.generate(200, 75)
self.boxes = []
self.createPlayer(100, 100)
print self.player.getSelected()
print self.player.getItems()
#add static bodies to map
for y in range(len(self.map.getBlocks())):
for x in range(len(self.map.getBlocks()[y])):
block = self.map.getBlocks()[y][x]
if int(block.getTile()) != 0:
#print "Creating static", block.getTile()
block.setBody(self.createStatic(x * 10, y * 10))
#print "Static created"
timeStep = 1.0 / 30
vel_iters, pos_iters = 1, 1
#while out game is playing
while( self._running ):
self.clock.tick(60)
#step physics
self.world.Step(timeStep, vel_iters, pos_iters)
#clear forces on objects
self.world.ClearForces()
#loop through keyboard/mouse events
for event in pygame.event.get():
self.on_event(event)
#game loop
self.on_loop()
#render objects
self.on_render()
self.on_cleanup()