本文整理汇总了Python中Interface.Interface.load_grue_graphics方法的典型用法代码示例。如果您正苦于以下问题:Python Interface.load_grue_graphics方法的具体用法?Python Interface.load_grue_graphics怎么用?Python Interface.load_grue_graphics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Interface.Interface
的用法示例。
在下文中一共展示了Interface.load_grue_graphics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: __init__
# 需要导入模块: from Interface import Interface [as 别名]
# 或者: from Interface.Interface import load_grue_graphics [as 别名]
class Main:
def __init__(self, name):
self.inv = Inventory()
self.dim = Portal()
self.ui = Interface()
self.loader = BlockLoader()
self.no_quest = Quest(desc="No quest.", name="None")
self.you = Player(self.inv, name, self.no_quest)
self.mob1 = Cow()
self.mob2 = Gnu()
self.mob3 = Zombie()
self.mob4 = Grue()
self.mob5 = Kitty()
self.no_quest = Quest(desc="No quest.", name="None")
self.hell_quest = Quest(desc="Conquer Hell!", name="Crusader")
self.sky_quest = Quest(desc="Conquer the Sky Dimension!", name="Hostile Heavenly Takeover")
self.magic_quest = Quest(desc="Magify something.", name="We Don't Have to Explain It")
self.
self.sk = SkyKing()
self.satan = Lucifer()
def clear_screen(self):
if sys.platform.startswith("win32") or sys.platform.startswith("os2"):
system("cls")
else:
sys.stdout.write('\033[2J')
sys.stdout.write('\033[H')
sys.stdout.flush()
def run(self):
while True:
self.you.day += 1
sleep(1)
self.clear_screen()
if self.you.dimension == "Hell":
self.run_hell()
elif self.you.dimension == "Sky Dimension":
self.run_sd()
elif self.you.dimension == "Base":
pass
else:
print "ERR"
cowspawn = self.mob1.x == None and self.mob1.y == None and self.mob1.z == None
zomspawn = self.mob3.x == None and self.mob3.y == None and self.mob3.z == None
gruespawn = self.mob4.x == None and self.mob4.y == None and self.mob4.z == None
kittyspawn = self.mob5.x == None and self.mob5.y == None and self.mob5.z == None
if cowspawn and zomspawn and gruespawn and kittyspawn:
self.ui.load_peaceful_graphics(self.you)
elif cowspawn and not zomspawn and gruespawn and kittyspawn:
self.ui.load_zombie_graphics(self.you, self.mob3)
elif cowspawn and zomspawn and not gruespawn and kittyspawn:
self.ui.load_grue_graphics(self.you, self.mob4)
elif not cowspawn and zomspawn and gruespawn and kittyspawn:
self.ui.load_cow_graphics(self.you, self.mob1)
elif cowspawn and zomspawn and gruespawn and not kittyspawn:
self.ui.load_kitty_graphics(self.you, self.mob5)
else:
pass
if not zomspawn:
zomcheck1 = abs(self.mob3.y) - abs(self.you.y) == 1 and abs(self.mob3.x) - abs(self.you.x) == 0
else:
zomcheck1 = False
if not zomspawn:
zomcheck2 = abs(self.mob3.x) - abs(self.you.x) == 1 and abs(self.mob3.y) - abs(self.you.y) == 0
else:
zomcheck2 = False
if zomcheck1 or zomcheck2:
self.you.attack(self.mob3, self.inv)
else:
pass
if not gruespawn:
gruecheck1 = abs(self.mob4.y) - abs(self.you.y) == 1 and abs(self.mob4.x) - abs(self.you.x) == 0
else:
gruecheck1 = False
if not gruespawn:
gruecheck2 = abs(self.mob4.x) - abs(self.you.x) == 1 and abs(self.mob4.y) - abs(self.you.y) == 0
else:
gruecheck2 = False
if gruecheck1 or gruecheck2:
self.you.attack(self.mob4, self.inv)
else:
pass
if not cowspawn:
cowcheck1 = abs(self.mob1.y) - abs(self.you.y) == 1 and abs(self.mob1.x) - abs(self.you.x) == 0
else:
cowcheck1 = False
if not cowspawn:
cowcheck2 = abs(self.mob1.x) - abs(self.you.x) == 1 and abs(self.mob1.y) - abs(self.you.y) == 0
else:
cowcheck2 = False
if cowcheck1 or cowcheck2:
self.you.attack(self.mob1, self.inv)
else:
pass
#.........这里部分代码省略.........