本文整理汇总了Python中Player.getPlayPos方法的典型用法代码示例。如果您正苦于以下问题:Python Player.getPlayPos方法的具体用法?Python Player.getPlayPos怎么用?Python Player.getPlayPos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Player
的用法示例。
在下文中一共展示了Player.getPlayPos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: movement
# 需要导入模块: import Player [as 别名]
# 或者: from Player import getPlayPos [as 别名]
def movement(self, ginput):
px = Player.getPlayPos()[0]
py = Player.getPlayPos()[1]
left = self.world.grid[px - 1][py]
right = self.world.grid[px + 1][py]
up = self.world.grid[px][py - 1]
down = self.world.grid[px][py + 1]
def check(key):
if not ((key != '#' and key != 'T' and key != 'Y' and key != '~') or debug.debug):
self.hit_sound.play()
return False
return True
if ginput == 'left' and check(left):
Player.getPlayPos()[0] -= 1
elif ginput == 'right' and check(right):
Player.getPlayPos()[0] += 1
elif ginput == 'up' and check(up):
Player.getPlayPos()[1] -= 1
elif ginput == 'down' and check(down):
Player.getPlayPos()[1] += 1
elif ginput == 'it_1':
if not self.inventory.getItem(1) is None:
self.log.add_event(Player.useItem(self.inventory.getItem(1), self.inventory))
elif ginput == 'it_2':
if not self.inventory.getItem(2) is None:
self.log.add_event(Player.useItem(self.inventory.getItem(2), self.inventory))
elif ginput == 'it_3':
if not self.inventory.getItem(3) is None:
self.log.add_event(Player.useItem(self.inventory.getItem(3), self.inventory))
示例2: manage_place
# 需要导入模块: import Player [as 别名]
# 或者: from Player import getPlayPos [as 别名]
def manage_place(self):
px = Player.getPlayPos()[0]
py = Player.getPlayPos()[1]
pos = self.world.grid[px][py]
option = ""
yes_answer = ""
no_aswer = ""
flag = False
示例3: movement
# 需要导入模块: import Player [as 别名]
# 或者: from Player import getPlayPos [as 别名]
def movement(self, ginput):
px = Player.getPlayPos()[0]
py = Player.getPlayPos()[1]
if ginput == "left" and (self.world.grid[px - 1][py] != "#" or debug.debug):
Player.getPlayPos()[0] -= 1
elif ginput == "right" and (self.world.grid[px + 1][py] != "#" or debug.debug):
Player.getPlayPos()[0] += 1
elif ginput == "up" and (self.world.grid[px][py - 1] != "#" or debug.debug):
Player.getPlayPos()[1] -= 1
elif ginput == "down" and (self.world.grid[px][py + 1] != "#" or debug.debug):
Player.getPlayPos()[1] += 1
示例4: removeItem
# 需要导入模块: import Player [as 别名]
# 或者: from Player import getPlayPos [as 别名]
def removeItem(world, itemName):
px = Player.getPlayPos()[0]
py = Player.getPlayPos()[1]
replacement = Item.getReplacement(itemName, px, py)
world.grid[px][py] = replacement
示例5: manage
# 需要导入模块: import Player [as 别名]
# 或者: from Player import getPlayPos [as 别名]
def manage(self, ginput):
pxi = Player.getPlayPos()[0]
pyi = Player.getPlayPos()[1]
self.movement(ginput)
self.manage_place()
self.manage_log(ginput)
pxf = Player.getPlayPos()[0]
pyf = Player.getPlayPos()[1]
if self.escape:
return
if self.key_map.is_visible():
#TODO
if ginput == 'map':
self.key_map.visibility(False)
return
if ginput == 'map':
#TODO
self.key_map.visibility(True)
return
if (ginput=='left' or ginput=='right' or ginput=='up' or ginput=='down') and (pxi!=pxf or pyi!=pyf) and not debug.debug:
self.dayCount+=1
self.stepCount+=1
if self.dayCount < self.dayCountLimit/3:
world._viewRadius = 13
elif self.dayCount < self.dayCountLimit*2/3:
world._viewRadius = 10
else:
world._viewRadius = 7
if self.dayCount < self.dayCountLimit*2/3:
world.tiles['rock'] = world.colors['gray']
world.tiles['sand'] = world.colors['sand']
world.tiles['deep'] = world.colors['deep-blue']
world.tiles['grass'] = world.colors['grass']
world.tiles['obj'] = world.colors['fucsia']
world.tiles['cave'] = world.colors['dark']
world.tiles['shallow'] = world.colors['shallow-blue']
world.tiles['palm'] = world.colors['palm']
world.tiles['tree'] = world.colors['tree']
else:
world.tiles['rock'] = world.colors['gray-night']
world.tiles['sand'] = world.colors['sand-night']
world.tiles['deep'] = world.colors['deep-blue-night']
world.tiles['grass'] = world.colors['grass-night']
world.tiles['obj'] = world.colors['fucsia-night']
world.tiles['cave'] = world.colors['dark-night']
world.tiles['shallow'] = world.colors['shallow-blue-night']
world.tiles['palm'] = world.colors['palm-night']
world.tiles['tree'] = world.colors['tree-night']
#self.log.add_event(ginput)
self.info.setTime(self.dayCount)
if(self.stepCount%2==0):
Player.modifyHunger(-1)
if self.dayCount>self.dayCountLimit:
self.dayCount=0
self.log.increase_day()
self.linearState.changeState(self.stepCount, self.log)
self.storyState.computeStoryState(self.dayCount, self.stepCount, pxf, pyf)
self.eventsState.checkIndividualStates(self.dayCount, self.stepCount, pxf, pyf, self.events.getCurrentList())
if (ginput=='left' or ginput=='right' or ginput=='up' or ginput=='down') and (pxi!=pxf or pyi!=pyf) and debug.debug:
self.info.setPos(pxf, pyf)
self.showHungerMessages()
self.resetHungerFlags()