本文整理汇总了Python中Level.Level.levelLoad方法的典型用法代码示例。如果您正苦于以下问题:Python Level.levelLoad方法的具体用法?Python Level.levelLoad怎么用?Python Level.levelLoad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Level.Level
的用法示例。
在下文中一共展示了Level.levelLoad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 Level import Level [as 别名]
# 或者: from Level.Level import levelLoad [as 别名]
class DKMain:
"""Main class of the game."""
def __init__(self):
pass
def reload(self, score=0, level=1):
self.__level = level
self.__Lev = Level()
self.__Lev.findLadderCoordinates()
self.__Lev.coinsGen()
self.__Lev.findCoinCoordinates()
self.__Lev.paintLadder()
self.__Lev.levelLoad(self.__level)
self.__win = False
self.__Kong = Donkey(self.__Lev)
self.__play = Player(self.__Lev, score)
self.__firas = [Fireball(self.__Lev) for i in range(1000)]
for fira in self.__firas:
fira.getLevelProperties()
self.__Kong.getLevelProperties()
self.__play.getLevelProperties()
self.__Kong.getDonkeyPosition()
self.__play.getPlayerPosition()
def gameLoop(self):
"""This is the main game loop."""
self.reload()
self.steps = 0
self.firaNo = 0
pygame.mixer.init()
pygame.mixer.music.load("music/route2.mp3")
pygame.mixer.music.play()
while True:
self.__play.getLevelProperties()
if self.__play.retLives() <= 0:
break
tty.setcbreak(sys.stdin)
key = ord(sys.stdin.read(1))
if key == 113 or key == 81:
break
if key == 32 and not self.__play.inAir():
self.gameJumpLoop()
else:
self.updateEverything(key)
self.__win = self.__play.victory()
if self.__win:
os.system("clear")
self.reload(self.__play.retScore(), 2)
if pygame.mixer.music.get_busy() != True:
pygame.mixer.music.play()
print "GAME OVER"
def updateEverything(self, key):
"""Responsible for updating all instance variables.
This includes things like positions of the Player,
Donkey, fireballs etc. Also, responsible for information
transfer between class objects."""
if self.steps % 30 == 0 and self.firaNo < 1000:
l, m = self.__firas[self.firaNo].spawn()
self.__Lev.updateFBall(l, m)
self.firaNo += 1
self.__Kong.getLevelProperties()
self.__play.getLevelProperties()
for fira in self.__firas:
fira.getLevelProperties()
move = self.__play.motionController(key)
self.__Lev.updatePlayer(move)
self.firaList = []
for i in range(self.firaNo):
self.__firas[i].destroy()
self.k, self.j = self.__firas[i].motionFire()
self.__Lev.updateFBall(self.k, self.j)
self.firaList.append(self.__firas[i].retFPos())
self.__Lev.getFireCoordinates(self.firaList)
if self.__play.fireDeath():
self.__Lev.updatePlayer()
pos = self.__Kong.randMove()
# print move
os.system('clear')
#print self.__firas[0].pSpawnPoint, self.__firas[0].retFPos()
# print self.__play.playerPs, self.__play.fireCoordinates
self.firaList = []
for i in range(self.firaNo):
self.firaList.append(self.__firas[i].retFPos())
self.__play.fireCoordinatesUpdate(self.firaList)
# print self.__play.playerPos, self.__play.fireCoordinates
if self.__play.fireDeath():
self.__Lev.updatePlayer()
self.firaList = []
for i in range(self.firaNo):
self.firaList.append(self.__firas[i].retFPos())
self.__play.fireCoordinatesUpdate(self.firaList)
if pos[1] != -1:
#.........这里部分代码省略.........