本文整理汇总了Python中Logging.Logging.msg方法的典型用法代码示例。如果您正苦于以下问题:Python Logging.msg方法的具体用法?Python Logging.msg怎么用?Python Logging.msg使用的例子?那么, 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Logging.Logging
的用法示例。
在下文中一共展示了Logging.msg方法的9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: GunControl
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class GunControl(object):
def __init__(self, cont):
self.log = Logging("GunControl", "Debug")
self.cont = cont
self.own = cont.owner
self.scene = bge.logic.getCurrentScene()
self.bullets = self.own["Bullets"] if self.own["Bullets"] else 0
self.magazines = self.own["Magazines"] if self.own["Magazines"] else 0
self.reload = self.cont.sensors["Reload"]
self.shoot = self.cont.sensors["Shoot"]
self.aim = self.cont.sensors["Ray"]
self.triggerPull = self.cont.sensors["Trigger"]
self.gun = self.own.parent
self._updateHUD()
self.log.msg("Init Completed.")
def update(self):
if self.aim.positive:
# Add the laser targeting pointer to the scene
bge.render.drawLine(self.own.worldPosition, self.aim.hitPosition, [255, 0, 0])
if self.reload.positive and self.magazines > 0:
self._reload()
self.gun.state = 1 # flip the gun back to shoot mode
if self.bullets > 0:
if self.shoot.positive or self.triggerPull.positive:
self._shoot()
else:
self.gun.state = 2 # gun is empty
self._updateHUD()
def _shoot(self):
self.bullets += -1
if self.aim.positive:
bulletForce = self.scene.addObject("BulletForce", self.own, 3)
bulletForce.worldPosition = Vector(self.aim.hitPosition) + (Vector(self.aim.hitNormal) * 0.01)
bulletHole = self.scene.addObject("BulletHole", self.own, 200)
# position the bullet based on the ray, give a margin factor due to rendering collision
bulletHole.worldPosition = Vector(self.aim.hitPosition) + (Vector(self.aim.hitNormal) * 0.01)
bulletHole.alignAxisToVect(self.aim.hitNormal, 2)
self._activate(self.cont.actuators["Fire"])
self._activate(self.cont.actuators["MuzzleFlash"])
def _reload(self):
# self._activate(self.cont.actuators["Reload"])
self.magazines += -1
self.bullets = self.own["Bullets"] if self.own["Bullets"] else 0
def _updateHUD(self):
bge.logic.sendMessage("Ammo", str(self.bullets))
bge.logic.sendMessage("Clips", str(self.magazines))
if self.magazines == 0 and self.bullets == 0:
bge.logic.sendMessage("GameOver", "GameOver")
def _activate(self, actuator):
self.cont.activate(actuator)
示例2: GunUdpHandler
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class GunUdpHandler(object):
def __init__(self):
self.protocolFormat = '<ffffff'
self.log = Logging("GunUDPHandler","Debug")
self.log.msg("Init Completed.")
def parse(self,rawData):
try:
data = struct.unpack(self.protocolFormat,rawData)
#self.log.msg("data: "+str(data[0])+" "+str(data[1]))
return str(data[0])+','+str(data[1])+','+str(data[2])+','+str(data[3])+','+str(data[4])+','+str(data[5])
except Exception as e:
self.log.msg("error: "+str(e))
示例3: GameOver
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class GameOver(object):
'''
this class is the main entry point and control of the game scene
'''
def __init__(self,cont):
self.cont = cont
self.own = cont.owner
self.scene = bge.logic.getCurrentScene()
self.log = Logging("GameOver","Debug")
self.showScoreboard = self.cont.actuators['GoScoreboard']
self.showScoreboard.scene="Scoreboard"
self.kbd = self.cont.sensors['Keyboard']
self.log.msg('init completed')
def update(self):
if self.kbd.positive:
self.cont.activate(self.showScoreboard)
示例4: Networking
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class Networking(object):
def __init__(self):
self.host = "0.0.0.0"
self.port = 10001
self.protocol = ProtocolHandler()
self.socketClient = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.socketClient.bind((self.host, self.port))
self.socketClient.setsockopt(socket.SOL_SOCKET, socket.SO_RCVBUF, 256)
self.socketClient.setblocking(0)
self.log = Logging("Networking", "Debug")
self.log.msg("Init Completed.")
def update(self):
try:
rawData, SRIP = self.socketClient.recvfrom(256)
data = self.protocol.parse(rawData)
self.log.msg(data)
bge.logic.sendMessage("SpawnEnemy", data, "Source", "Source")
except:
pass
示例5: Splash
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class Splash(object):
'''
this class is the Splash
'''
def __init__(self,cont):
self.cont = cont
self.own = cont.owner
self.log = Logging("Splash","Debug")
self.scene = bge.logic.getCurrentScene()
self.title = self.scene.objects["Title"]
self.title.text = "SAND-Matrix"
self.log.msg("Init complete.")
def update(self):
self._handleMessage()
def _handleMessage(self):
pass
示例6: Menu
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class Menu(object):
'''
this class is the main entry point and control of the game scene
'''
def __init__(self,cont):
self.cont = cont
self.own = cont.owner
self.scene = bge.logic.getCurrentScene()
self.log = Logging("Menu","Debug")
self.startGame = self.cont.actuators['StartGame']
self.startGame.scene="Main"
self.mouse = self.cont.sensors['Mouse']
self.trigger = self.cont.sensors['Trigger']
self.log.msg('init completed')
def update(self):
if self.mouse.positive or self.trigger.positive:
self.log.msg('here')
self.cont.activate(self.startGame)
示例7: GunUdpListener
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class GunUdpListener(object):
def __init__(self):
self.host = "0.0.0.0"
self.port = 10002
self.protocol = GunUdpHandler()
self.socketClient = socket.socket(socket.AF_INET,socket.SOCK_DGRAM)
self.socketClient.bind((self.host, self.port))
self.socketClient.setsockopt(socket.SOL_SOCKET, socket.SO_RCVBUF, 256)
self.socketClient.setblocking(0)
self.log = Logging("GunUdpListener","Debug")
self.log.msg("Init Completed.")
def update(self):
try:
rawData, SRIP = self.socketClient.recvfrom(256)
#self.log.msg(rawData)
data = self.protocol.parse(rawData)
#self.log.msg(data)
bge.logic.sendMessage("GunPos", data)
except Exception as e:
#self.log.msg(e)
pass
示例8: ProtocolHandler
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class ProtocolHandler(object):
"""
Struct-based Binary Protocol Definition (UDP)
=============================================
< = little endian
L = Source IP (integer)
L = Destination IP (integer)
"""
def __init__(self):
self.protocolFormat = "<LL"
self.log = Logging("ProtocolHandler", "Debug")
self.log.msg("Init Completed.")
def parse(self, rawData):
data = struct.unpack(self.protocolFormat, rawData)
return str(data[0]) + "," + str(data[1])
def _dec2dot(numbericIP):
if type(numbericIP) == types.StringType and not numbericIP.isdigit():
return None
numIP = long(numbericIP)
return "%d.%d.%d.%d" % ((numIP >> 24) & 0xFF, (numIP >> 16) & 0xFF, (numIP >> 8) & 0xFF, numIP & 0xFF)
示例9: GunHID
# 需要导入模块: from Logging import Logging [as 别名]
# 或者: from Logging.Logging import msg [as 别名]
class GunHID(object):
gun = {'key1':1,
'key2':2,
'key3':4,
'key4':8,
'key5':16,
'key7':32,
'key8':64,
'key8':128,
'key9':256,
'key10':512,
'hatCenter':1,
'hatLeft':2,
'hatRight':4,
'hatForward':8,
'hatBack':16
}
def __init__(self,mousemovecore):
self.core = mousemovecore
self.cont = self.core.cont
self.log = Logging("GunHID","Debug")
self.log.msg("Init Completed.")
def getWindowSize(self):
return (render.getWindowWidth(), render.getWindowHeight())
def getCenter(self):
size = self.getWindowSize()
screenCenter = (size[0]//2, size[1]//2)
return (screenCenter[0] * (1.0/size[0]), screenCenter[1] * (1.0/size[1]))
def layout(self,controls):
if(self.recieveGunMsg()):
controls.forward = 2 if (self.hat&self.gun['hatForward']==self.gun['hatForward']) else 0
controls.back = 2 if (self.hat&self.gun['hatBack']==self.gun['hatBack']) else 0
controls.left = 2 if (self.hat&self.gun['hatLeft']==self.gun['hatLeft']) else 0
controls.right = 2 if (self.hat&self.gun['hatRight']==self.gun['hatRight']) else 0
controls.up = 0
controls.down = 0
controls.crouch = 0
controls.run = 0
else:
controls.forward = 0
controls.back = 0
controls.left = 0
controls.right = 0
controls.up = 0
controls.down = 0
controls.crouch = 0
controls.run = 0
def recieveGunMsg(self):
gunpos = self.cont.sensors["GunPos"]
if(gunpos.positive):
gunData = [ i for i in gunpos.bodies[gunpos.subjects.index("GunPos")].split(',')]
self.pitch = self.convert(float(gunData[0])*-1)
self.roll = self.convert(float(gunData[1])*-1)
self.trigger = int(float(gunData[2]))
self.wheel = int(float(gunData[3]))
self.hat = int(float(gunData[4]))
self.keys = int(float(gunData[5]))
if(self.trigger):
#self.log.msg("trigger")
logic.sendMessage("Trigger", '1')
#self.log.msg("hat: "+str(self.hat))
return True
def convert(self,x):
return (x+5)/10
def pos(self):
if(self.recieveGunMsg()):
return [self.roll,self.pitch]
else:
return logic.mouse.position