本文整理汇总了Python中Matrix.setupAttackableZone方法的典型用法代码示例。如果您正苦于以下问题:Python Matrix.setupAttackableZone方法的具体用法?Python Matrix.setupAttackableZone怎么用?Python Matrix.setupAttackableZone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类Matrix
的用法示例。
在下文中一共展示了Matrix.setupAttackableZone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: Client
# 需要导入模块: import Matrix [as 别名]
# 或者: from Matrix import setupAttackableZone [as 别名]
#.........这里部分代码省略.........
self.matrix.sprites[charid].animation = 'walk'
if stats['hp'] < (stats['hpmax']/2):
self.matrix.sprites[charid].animation = 'weak'
if stats['hp'] <= 0:
self.matrix.sprites[charid].animation = 'dead'
self.die_snd.play()
h = self.camhandler.container.getH()
self.matrix.sprites[charid].updateDisplayDir( h, True )
def updateCursorPos(self, pos):
self.camhandler.move(self.battleGraphics.logic2terrain(pos))
(x, y, z) = pos
tile = self.party['map']['tiles'][x][y][z]
self.cursor.move(x, y, z, tile)
if self.charbars:
self.charbars.hide()
if self.party['map']['tiles'][x][y][z].has_key('char'):
charid = self.party['map']['tiles'][x][y][z]['char']
char = self.party['chars'][charid]
if self.subphase == 'attack':
self.charbars = GUI.CharBarsRight(char)
else:
self.charbars = GUI.CharBarsLeft(char)
try:
self.coords.update(tile)
except:
self.coords = GUI.Coords(tile)
### Events
# Battle func
def setupWalkableTileChooser(self, charid, walkables):
self.inputs.acceptAll()
self.camhandler.acceptAll()
self.subphase = 'move'
self.matrix.setupWalkableZone(charid, walkables)
if self.charcard:
self.charcard.hide()
# Battle func
def setupAttackableTileChooser(self, charid, attackables):
self.inputs.acceptAll()
self.camhandler.acceptAll()
self.subphase = 'attack'
self.matrix.setupAttackableZone(charid, attackables)
if self.charcard:
self.charcard.hide()
# Battle func
def setupDirectionChooser(self, charid):
self.inputs.ignoreAll()
self.camhandler.acceptAll()
self.at.hide()
DirectionChooser(charid, self.matrix.sprites[charid], self.camhandler, self.send.WAIT, self.send.UPDATE_PARTY)
# Attack button clicked
def onAttackClicked(self, charid):
self.inputs.ignoreAll()
self.camhandler.ignoreAll()
GUI.Help(
0, 25, 155, 44,
'shadowed', 'Check',
'Specify the target with the cursor.\nPress the %c button to select.' % CIRCLE_BTN.upper(),
lambda: self.send.GET_ATTACKABLES(charid),
self.send.UPDATE_PARTY,
)
# Wait menu item chosen
def onWaitClicked(self, charid):
self.inputs.ignoreAll()
self.camhandler.ignoreAll()
GUI.Help(
0, 25, 135, 60,
'shadowed', 'Check',
'Specify the direction with\nthe Directional buttons.\nPress the %c button to select.' % CIRCLE_BTN.upper(),
lambda: self.setupDirectionChooser(charid),
self.send.UPDATE_PARTY,
)
# Cancel menu item chosen
def onCancelClicked(self, charid):
self.inputs.acceptAll()
self.camhandler.acceptAll()
if self.charcard:
self.charcard.hide()
### Tasks
# Updates the displayed direction of a character according to the camera angle
def characterDirectionTask(self, task):
h = self.camhandler.container.getH()
for charid in self.matrix.sprites:
self.matrix.sprites[charid].updateDisplayDir( h );
return Task.cont