当前位置: 首页>>代码示例>>Python>>正文


Python World.add_entity方法代码示例

本文整理汇总了Python中World.add_entity方法的典型用法代码示例。如果您正苦于以下问题:Python World.add_entity方法的具体用法?Python World.add_entity怎么用?Python World.add_entity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World的用法示例。


在下文中一共展示了World.add_entity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 World [as 别名]
# 或者: from World import add_entity [as 别名]
class Game:
        def __init__(self, *args):
                """Constructor for the Game class,ensures that the Game class starts on the correct state

                state: The phase the game is running in, determines what world and entities should be created
                """
                self.world = World(startup_screen_backdrop)
                self.world.state = "startup"

        def startup(self):
                """Creates a new startup textbox, with specified text, and places it in the location on the specified world

                world: Essentially the window to which entities are added to,
                should be a World object

                entity: Arbitrary label to hold a new TextBox Entity
                """
                self.world = World(startup_screen_backdrop)
                
                hordelogo = MainImage(self.world)
                hordelogo.location = Vector((screen_size[0]/2),(screen_size[1]/3))
                self.world.add_entity(hordelogo)

                btn_new = ButtonImageNew(self.world)
                w,h = hordelogo.image.get_size()
                btn_new.location = Vector(hordelogo.location.get_x(), hordelogo.location.get_y() +h)
                self.world.add_entity(btn_new)
                
                btn_quit = ButtonImageQuit(self.world)
                w,h = btn_new.image.get_size()
                btn_quit.location = Vector(btn_new.location.get_x(), btn_new.location.get_y() + h)
                self.world.add_entity(btn_quit)

        def playerDead(self):
                text = DeadText(self.world)
                text.location = Vector((screen_size[0]/2),(screen_size[1]/3))
                self.world.add_entity(text)

                self.world.state = "idle"

        def completed(self):
                """Creates a new startup textbox, with specified text, and places it in the location on the specified world

                world: Essentially the window to which entities are added to,
                should be a World object

                entity: Arbitrary label to hold a new TextBox Entity
                """
                self.world = World(startup_screen_backdrop)
                
                hordelogo = MainImage(self.world)
                hordelogo.location = Vector((screen_size[0]/2),(screen_size[1]/3))
                self.world.add_entity(hordelogo)

                btn_new = ButtonImageNew(self.world)
                w,h = hordelogo.image.get_size()
                btn_new.location = Vector(hordelogo.location.get_x(), hordelogo.location.get_y() +h)
                self.world.add_entity(btn_new)
                
                btn_quit = ButtonImageQuit(self.world)
                w,h = btn_new.image.get_size()
                btn_quit.location = Vector(btn_new.location.get_x(), btn_new.location.get_y() + h)
                self.world.add_entity(btn_quit)

                text = CompletedText(self.world)
                text.location = Vector(220,120)
                self.world.add_entity(text)
                                

        def runGame(self):
                """Creates the sprites essential to playing the game.

                places the sprites in a specified location on the specified world

                zombie_count: determines how many zombie entities will be created

                food_count: determines how many food entities will be created

                entity: Arbitrary label to hold a new entity. Should create a specified
                entity and place on the specified world

                Within the first if statement this function also specifies the state
                that the zombie object should adopt (AI)
                """
                self.world = World(startup_screen_backdrop)
                
                i = 0
                
                while i < zombie_count:
                        entity = Zombie(self.world)
                        entity.location = Vector(randint(80, w), randint(80, h))
                        entity.brain.set_state("exploring")
                        self.world.add_entity(entity)
                        i += 1
                                                
                i = 0

                while i < food_count:
                        entity = Food(self.world)
                        entity.location = Vector(randint(100, w), randint(100, h))
#.........这里部分代码省略.........
开发者ID:Mecharyry,项目名称:PythonGame,代码行数:103,代码来源:runnable.py

示例2: run

# 需要导入模块: import World [as 别名]
# 或者: from World import add_entity [as 别名]
def run():

    pygame.init()
    settings = Settings()
    screen = pygame.display.set_mode(settings.SCREEN_SIZE, 0, 32)

    world = World()

    w, h = settings.WORLD_SIZE

    camera = Camera(0, 0)

    world.add_camera(camera)

    clock = pygame.time.Clock()

    hero_img = pygame.image.load("pictures\Top_Down_Survivor_2\Top_Down_Survivor/flashlight\idle\survivor-idle_flashlight_0.png").convert_alpha()
    hero = Hero(world, hero_img)
    world.add_entity(hero)

    Move_Left = False
    Move_Right = False
    Move_Down = False
    Move_Up = False

    while True:

        for event in pygame.event.get():
            if event.type == QUIT:
                return
            if event.type == KEYDOWN:
                if event.key == K_UP:
                    Move_Down = True
                    Move_Up = False
                elif event.key == K_LEFT:
                    Move_Right = True
                    Move_Left = False
                elif event.key == K_RIGHT:
                    Move_Left = True
                    Move_Right = False
                elif event.key == K_DOWN:
                    Move_Up = True
                    Move_Down = False

            elif event.type == KEYUP:
                if event.key == K_UP:
                    Move_Down = False
                elif event.key == K_LEFT:
                    Move_Right = False
                elif event.key == K_RIGHT:
                    Move_Left = False
                elif event.key == K_DOWN:
                    Move_Up = False

            #elif event.type == MOUSEMOTION:
                #pos = pygame.mouse.get_pos()
                #hero.rotatewithcursor(pos)

        camera.moveCamera(Move_Left, Move_Right, Move_Up, Move_Down)

        time_passed = clock.tick(30)

        world.process(time_passed)
        world.render(screen)

        pygame.display.update()
开发者ID:jsanyika,项目名称:Bang-Bang-,代码行数:68,代码来源:main.py

示例3: run

# 需要导入模块: import World [as 别名]
# 或者: from World import add_entity [as 别名]
def run():
    pygame.display.set_caption("Villager Simulation")

    sizes = pygame.display.list_modes()
    SCREEN_SIZE = sizes[0]
    Owidth, Oheight = SCREEN_SIZE

    screen = pygame.display.set_mode(SCREEN_SIZE, FULLSCREEN | HWSURFACE, 32)
    
    fade = CrossFade(screen)
    all_sprites = pygame.sprite.Group(fade)
    
    #Load the image the world will be based on, then set the world size proportionate to it
    world_img = pygame.image.load("Images/Perlin/SmallMapPerlin.png").convert()
    mini_img = pygame.image.load("Images/Perlin/SmallMapPerlin2.png").convert()
    size = world_img.get_size()
    w_size = size[0]*TILE_SIZE, size[1]*TILE_SIZE

    world = World(SCREEN_SIZE, w_size, font, world_img, mini_img)
    #world.background = me_double_size(world.background)
    

    Villager_image = pygame.image.load("Images/Entities/Villager.png").convert()
    Farmer_image = pygame.image.load("Images/Entities/Farmer.png").convert()
    Lumberjack_image = pygame.image.load("Images/Entities/Lumberjack.png").convert()

    placing_lumberyard_img = pygame.image.load("Images/Buildings/Dark_LumberYard.png").convert()
    placing_lumberyard_img.set_colorkey((255,0,255))
    placing_house_img = pygame.image.load("Images/Buildings/Dark_House.png").convert()
    placing_house_img.set_colorkey((255,0,255))
    placing_dock_img = pygame.image.load("Images/Buildings/Dark_Dock.png").convert()
    placing_dock_img.set_colorkey((255,0,255))
    placing_manor_img = pygame.image.load("Images/Buildings/Dark_Manor.png").convert()
    placing_manor_img.set_colorkey((255,0,255))
    
    bad_lumberyard_img = pygame.image.load("Images/Buildings/Red_Lumberyard.png").convert()
    bad_lumberyard_img.set_colorkey((255,0,255))
    
    clip = Clips(world, (Owidth, Oheight))
    pygame.image.save(world.minimap_img, "Images/LargeImages/WaterShadeTest.png")
    
    lumber1 = LumberYard(world, lumber_yard_img)
    lumber1.location = Vector2(4*TILE_SIZE, 4*TILE_SIZE)
    lumber1.tile_x, lumber1.tile_y = 4,4
    world.add_entity(lumber1)

    for Villager_no in xrange(VILLAGER_COUNT):    #Adds all Wood Cutters

        villager = Lumberjack(world, Villager_image)
        villager.location = lumber1.location.copy()
        villager.LastLumberYard = lumber1
        villager.brain.set_state("Searching")
        world.add_entity(villager)
        world.population+=1
    

    for FARMER in xrange(FARMER_COUNT):     #Adds all the farmers
        farmer = Farmer(world, Farmer_image)
        farmer.location = Vector2(20,20)
        farmer.brain.set_state("Planting")
        world.add_entity(farmer)
        world.population+=1
    
    selected_building = "LumberYard"
    selected_img = pygame.image.load("Images/Buildings/Dark_LumberYard.png").convert()
    selected_img.set_colorkey((255,0,255))
    
    SCREENSHOTNUM = 12
    
    world.clock.tick()
    while True:
        
        time_passed = world.clock.tick(60)
        time_passed_seconds = time_passed/1000.
        pos = Vector2(*pygame.mouse.get_pos())
        
        for event in pygame.event.get():
            if event.type == QUIT:
                quit()
                
            if event.type == MOUSEBUTTONDOWN:
                if ( pos.x > clip.minimap_rect.x and pos.y > clip.minimap_rect.y ):
                    pass
                else:
                    if event.button == 1 and held == 1:
                        held = 1
                        start = Vector2(*pygame.mouse.get_pos())
                        draw = True
                        
                        if ( pos.x < clip.side.w ) and (pos.y < clip.side.top_rect.h):
                            for L in clip.side.tiles:
                                for T in L:
                                    if T == None:
                                        continue
                                    
                                    if T.rect.collidepoint((pos.x, pos.y)):
                                        if T.selected:
                                            T.selected = False
                                        else:
                                            T.selected = True
#.........这里部分代码省略.........
开发者ID:wazzup771,项目名称:AICivGame,代码行数:103,代码来源:NewVillagerSim.py


注:本文中的World.add_entity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。