本文整理汇总了Python中Agent.Agent.setName方法的典型用法代码示例。如果您正苦于以下问题:Python Agent.setName方法的具体用法?Python Agent.setName怎么用?Python Agent.setName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Agent.Agent
的用法示例。
在下文中一共展示了Agent.setName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: main
# 需要导入模块: from Agent import Agent [as 别名]
# 或者: from Agent.Agent import setName [as 别名]
def main():
"""This is the main function called when the program starts. It initializes
everything it needs, then runs in a loop until exited. """
display = Display()
background = display.drawBackground()
display.drawPitch(background)
display.centreTitleOnBackground(background)
# Prepare Game Objects
# clock = pygame.time.Clock()
clock = pygw.clock()
WM = WorldModel()
ball = Ball()
blue1 = Agent(BLUE1_START_POS, 1, BLUE_START_ANGLE, WM)
blue2 = Agent(BLUE2_START_POS, 2, BLUE_START_ANGLE, WM)
red1 = Agent(RED1_START_POS, 3, RED_START_ANGLE, WM)
red2 = Agent(RED2_START_POS, 4, RED_START_ANGLE, WM)
ball.setName("ball")
blue1.setName("blue1")
blue2.setName("blue2")
red1.setName("red1")
red2.setName("red2")
# ballSprite = pygame.sprite.RenderPlain(ball)
ballSprite = pygw.renderplainsprite(ball)
blue1Sprite = pygw.renderplainsprite(blue1)
blue2Sprite = pygw.renderplainsprite(blue2)
red1Sprite = pygw.renderplainsprite(red1)
red2Sprite = pygw.renderplainsprite(red2)
frame = 0
going = True
# Main game loop
while going:
clock.tick(FPS)
if frame >= 30:
frame = 0
else:
frame += 1
allData = [ball, blue1, blue2, red1, red2]
if (frame % WORLD_MODEL_UPDATE) == 0:
WM.update_info(allData)
#Update Sprites
ballSprite.update()
blue1Sprite.update()
blue2Sprite.update()
red1Sprite.update()
red2Sprite.update()
#Draw Everything
display.drawEverything(background, ballSprite, blue1Sprite, blue2Sprite, red1Sprite, red2Sprite)
display.updateFeaturesOnScreen(frame, ball, blue1, blue2, red1, red2)
#Check for kicks
ball.setPushValue(0)
if blue1.kicking or blue2.kicking or red1.kicking or red2.kicking:
ball.setPushValue(1)
ball.setPushSpeed(5)
if blue1.kicking:
ball.setPushOrientation(blue1.angle)
elif blue2.kicking:
ball.setPushOrientation(blue2.angle)
elif red1.kicking:
ball.setPushOrientation(red1.angle)
elif red2.kicking:
ball.setPushOrientation(red2.angle)
#
# ball.setPushValue(0)
#
# if ball.speed == 0:
# ball.setPushValue(1)
# ball.setPushOrientation(np.random.randint(0, 360))
# ball.setPushSpeed(5)
# pygame.display.flip()
pygw.updatefulldisplay()
# for event in pygame.event.get():
for event in pygw.getIOevent():
if event.type == pygw.QUIT or event.type == pygw.KEYDOWN and event.key == pygw.K_ESCAPE:
going = False
print('User quit the game')
# pygame.quit()
pygw.quitgame()
sys.exit()