本文整理汇总了Python中Level.Level类的典型用法代码示例。如果您正苦于以下问题:Python Level类的具体用法?Python Level怎么用?Python Level使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Level类的15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__
def __init__(self, player, active_sprite_list):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player, self._BACKGROUND_IMAGE)
self.show_text(self._INTRO_TEXT)
self.active_sprite_list = active_sprite_list
self.level_limit = -1000
# Array with type of platform, and x, y location of the platform.
level = [
[210, 30, 450, 500],
[210, 30, 850, 500],
[210, 30, 1000, 500],
]
# Go through the array above and add platforms
for platform in level:
block = Platform()
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
toots = Toots(player, self.active_sprite_list)
toots.level = self
toots.rect.x = 1000
toots.rect.y = SCREEN_HEIGHT + 100
self.enemy_list = pygame.sprite.Group()
self.enemy_list.add(toots)
示例2: __init__
def __init__(self, director, player):
Level.__init__(self, director, player)
self.player.rect.x = 766
self.player.rect.y = 82
self.enemyGroup.add([Nazist(640, 140, self.player, director),
# Nazist(640, 176, self.player, director),
# Nazist(688, 18, self.player, director),
Nazist(524, 51, self.player, director),
# Nazist(524, 140, self.player, director),
Nazist(345, 46, self.player, director),
Nazist(345, 70, self.player, director),
# Nazist(345, 100, self.player, director),
Nazist(140, 145, self.player, director),
Nazist(140, 175, self.player, director),
Nazist(185, 10, self.player, director),
Mr_H(27, 48, self.player, director)])
self.bg = load_image("mapa_h.png", Constants.MAP_DIR)
self.collisionBg = load_image("mapa_h_bg.png", Constants.BG_MAP_DIR)
load_music("level_three.xm")
pygame.mixer.music.set_volume(0.25)
pygame.mixer.music.play(-1)
player.setWeapons([WpnGrenade(), WpnRifle()])
示例3: __init__
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player, self._BACKGROUND_IMAGE)
self.player = player
self.show_text(self._INTRO_TEXT)
self.level_limit = -1000
# Array with width, height, x, and y of platform
level = [[210, 70, 500, 500],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
]
# Go through the array above and add platforms
for platform in level:
block = Platform()
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
self.enemy_list = pygame.sprite.Group()
self.make_n_random_enemies(2)
示例4: __init__
def __init__(self, width, height):
Level.__init__(self, width, height)
##initialize blocks##
boxtop = Terrain(20, -19, 40, 2, 0, 0,100, self, 0.5)
boxleft= Terrain(-1,-5,2,30,0,0,100,self,0.5)
boxbottom= Terrain(27.0,9.0,54.0,2.0,0.0,0.0,100,self,0.5)
boxright= Terrain(55,-5,2,30,0,0,100,self,0.5)
goal= Goal(53,5,1,5,0,0,100,self,0.5)
b = Block(2, 2, 4, 1, 0, 0, 1, self, 0.5)
c = Player(7, 5, 1, 2, 0, 0, 1, self, 0.5)
d = Block(4, 2, 4, 1, 0, 5, 2, self, 0.5)
a = GoalBlock(4, 5, 2, 2, 0, 5, 2, self, 0.5)
m = Trampoline(30, -4, 2, 1, 0, 0, 1, self, 0.5)
e = Spike(30.0, 7.5, 41.0, 1.0, 0.0, 0.0, 100, self, 0.1)
f = Spike(29.0, 6.5, 1.0, 1.0, 0.0, 0.0, 100, self, 0.1)
self.add_elem(c)
self.add_elem(m)
self.add_elem(b)
self.add_elem(a)
self.add_elem(d)
self.add_elem(e)
self.add_elem(f)
self.add_elem(boxtop)
self.add_elem(boxright)
self.add_elem(boxbottom)
self.add_elem(boxleft)
self.add_elem(goal)
示例5: __init__
def __init__(self, director, player):
Level.__init__(self, director, player)
self.player.rect.x = 782
self.player.rect.y = 912
self.dead_sub_boss = 0 #Counts the dead Centurions.
self.enemyGroup.add([Legionnaire(987, 768, self.player, director),
Legionnaire(1083, 768, self.player, director),
Legionnaire(1119, 768, self.player, director),
Legionnaire(987, 834, self.player, director),
Legionnaire(477, 747, self.player, director),
Legionnaire(645, 738, self.player, director),
Legionnaire(477, 891, self.player, director),
Legionnaire(645, 788, self.player, director),
Centurion(150, 288, self.player, director),
Centurion(1455, 288, self.player, director),
Centurion(1329, 1248, self.player, director)])
self.door = Door(760, 575, 'door_sheet.png', -1, 'coordDoor.txt', [2], 'door_open.wav')
self.doorGroup = EntityGroup([])
self.doorGroup.add(self.door)
self.groups.append(self.doorGroup)
self.bg = load_image("map_caesar_a_img.png", Constants.MAP_DIR)
self.collisionBg = load_image(
"map_caesar_a_bg.png", Constants.BG_MAP_DIR)
load_music("level_one.it")
pygame.mixer.music.set_volume(1)
pygame.mixer.music.play(-1)
player.setWeapons([WpnBlade("wpns2.png", -1, pygame.Rect(344, 342, 28, 28), "blade_swing.wav", 0.5), \
WpnBow("items-1.png", None, pygame.Rect(0, 24, 24, 24))])
示例6: __init__
def __init__(self, width, height):
Level.__init__(self, width, height)
##initialize blocks##
boxtop = Terrain(20, -19, 40, 2, 0, 0,100, self, 0.5)
boxleft= Terrain(-1,-5,2,30,0,0,100,self,0.5)
boxbottom= Terrain(20,9,40,2,0,0,100,self,0.5)
boxright= Terrain(41,-5,2,30,0,0,100,self,0.5)
barrbottom = Terrain(15,-6,6,1,0,0,100,self,.5)
barrright = Terrain(18.5,-11,1,10,0,0,100,self,.5)
goal= Goal(38,-15.5,1,5,0,0,100,self,0.5)
tramp1= Trampoline(7,7,6,1,0,0,100,self,.5)
tramp2= Trampoline(36,7,6,1,0,0,100,self,.5)
tramp3= Trampoline(32,-8,6,1,0,0,100,self,.5)
tramp4= Trampoline(36,-23,6,1,0,0,100,self,.5)
p = Player(2, 5, 1, 2, 0, 0, 1, self, 0.5)
g = GoalBlock(16.5, -7, 2, 2, 0, 0, 2, self, 0.5)
self.add_elem(p)
self.add_elem(barrbottom)
self.add_elem(barrright)
self.add_elem(tramp1)
self.add_elem(tramp2)
self.add_elem(tramp3)
self.add_elem(tramp4)
self.add_elem(g)
self.add_elem(boxtop)
self.add_elem(boxright)
self.add_elem(boxbottom)
self.add_elem(boxleft)
self.add_elem(goal)
示例7: processEvent
def processEvent(self, event):
if event.type == pygame.USEREVENT and event.code == PAGEDEAD:
m = MessageScene(self.director, self, 'Congratulations', "You have completed the game!\nNow you're entitled \nto the 3D version.", "Press to quit")
m.messageBox.button.onMouseDown = lambda: pygame.event.post(pygame.event.Event(pygame.QUIT))
self.director.setScene(m)
Level.processEvent(self, event)
示例8: __init__
def __init__(self, player):
Level.__init__(self, player)
self.init_enemies()
self.init_items()
self.PLAYER_START = [72, 57]
self.is_beatable = False
self.init_labels()
示例9: load
def load(self):
# get list of segment files
seg_file_pattern = os.path.join('assets','data','segdata','*[0-9].gif')
seg_files = glob.glob(seg_file_pattern)
# load segments into pygame surfaces
# creates Segments
# groups segments into levels
lvl_groups = {}
for seg_file in seg_files:
seg_id = string.split(os.path.basename(seg_file),'.')[1]
filename = os.path.basename(seg_file)
lvl_id = filename[:string.find(filename,'.')]
segment = Segment(lvl_id + '.' + seg_id)
if (lvl_id not in lvl_groups):
lvl_groups[lvl_id] = [segment]
else:
lvl_groups[lvl_id].append(segment)
# create Levels
for lvl_id in lvl_groups.keys():
segments = lvl_groups[lvl_id]
level = Level(lvl_id)
for segment in segments:
level.add_segment(segment)
level.connect()
self.levels[lvl_id] = level
示例10: GameSpace
class GameSpace():
def __init__(self):
pygame.init()
pygame.display.set_caption('Tanks')
self.screen = pygame.display.set_mode(WIN_DISPLAY)
self.background = Surface(WIN_DISPLAY)
self.background.fill(Color(WIN_COLOR))
self.timer = pygame.time.Clock()
self.cf = ClientConnFactory(self)
reactor.connectTCP(HOST,PORT,self.cf)
reactor.run()
def start(self):
self.player = Player(100,100)# инициализируем Tank
self.level1 = Level('level1.txt')#Инициализируем level1
self.level1.load_level()
#self.test_loop()
def tick(self):
print 'tick'
for e in pygame.event.get():
if e.type == QUIT:
reactor.stop()
raise SystemExit, "Quit"
if e.type == KEYDOWN and e.key == K_LEFT:
print '*'*100
print "KEYDOWN K_LEFT"
self.sendData("KEYDOWN LEFT! Yu-hooo")
print 'end tick for'
#self.sendData("**********************Hello!")
self.screen.blit(self.background,(0,0))
self.screen.blit(self.player.image,(100,100))
pygame.display.update()
def sendData(self, data):
self.cf.conn.send(data)
def addData(self, data):
print "INCOMING: ", data
def test_loop(self):
while True:
for e in pygame.event.get():
if e.type == QUIT:
raise SystemExit, "QUIT"
if e.type == KEYDOWN and e.key == K_LEFT:
print "KEYDOWN K_LEFT"
self.screen.blit(self.background,(0,0))
self.screen.blit(self.player.image,(100,100))
pygame.display.update()
示例11: processEvent
def processEvent(self, event):
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
nextLevel = LevelTwo(self.director, self.player)
self.director.setScene(nextLevel)
if event.type == pygame.KEYDOWN and event.key == pygame.K_F1:
self.door.setActive(True)
# nextLevel = LevelOneB(self.director, self.player)
# self.director.setScene(nextLevel)
Level.processEvent(self, event)
示例12: initLevel
def initLevel(level_set,level):
# Create an instance of this Level
global myLevel
myLevel = Level(level_set,level)
# Draw this level
drawLevel(myLevel.getMatrix())
global target_found
target_found = False
示例13: processEvent
def processEvent(self, event):
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
nextLevel = LevelFour(self.director, self.player)
self.director.setScene(nextLevel)
if event.type == pygame.USEREVENT and event.code == MRHDEAD:
nextLevel = LevelFour(self.director, self.player)
self.director.setScene(nextLevel)
Level.processEvent(self, event)
示例14: playerTests
class playerTests(unittest.TestCase):
def setUp(self):
self.level = Level(200, 200)
self.level.gen_base(60, 60)
board = self.level.board
self.player = Player(60, 60, '@', board)
self.level.board[self.player.y][self.player.x - 1] = ' '
self.level.board[self.player.y][self.player.x + 1] = ' '
self.level.board[self.player.y - 1][self.player.x] = ' '
self.level.board[self.player.y + 1][self.player.x] = ' '
def test_playercantgothroughwalls(self):
initx = self.player.x
inity = self.player.y
#Set a wall to the left of player
self.level.board[self.player.y][self.player.x-1] = '+'
self.player.move('a')
assert self.player.y == inity and self.player.x == initx
def test_playercanmoveleft(self):
initx = self.player.x
inity = self.player.y
print(inity, " ", self.player.y)
print(initx, " ", self.player.x)
self.player.move('a')
assert self.player.y == inity and self.player.x == initx -1
def test_playercanmoveright(self):
initx = self.player.x
inity = self.player.y
self.player.move('d')
assert self.player.y == inity and self.player.x == initx +1
def test_playercanmoveup(self):
initx = self.player.x
inity = self.player.y
self.player.move('w')
assert self.player.y == inity - 1 and self.player.x == initx
def test_playercanmovedown(self):
initx = self.player.x
inity = self.player.y
self.player.move('s')
assert self.player.y == inity +1 and self.player.x == initx
示例15: readDetailsForCustomLevel
def readDetailsForCustomLevel(self):
"""
This method allows to the user create and use a new customized level
to generate Sudoku games.
Note. This level will not be stored in the .xml file
"""
userLevel = Level(0, 0, "Custom level")
userLevel.setBottomLimit = int(self.getUserInput("\
Please enter a number to set the minimun limit for empty spaces"))
userLevel.setTopLimit = int(self.getUserInput("\
Please enter a number to set the maximun limit for empty spaces"))
return userLevel