本文整理汇总了Python中Map.Map.render方法的典型用法代码示例。如果您正苦于以下问题:Python Map.render方法的具体用法?Python Map.render怎么用?Python Map.render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Map.Map
的用法示例。
在下文中一共展示了Map.render方法的3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: Game
# 需要导入模块: from Map import Map [as 别名]
# 或者: from Map.Map import render [as 别名]
class Game(object):
def __init__(self):
self.TITLE = "TEST (by zeeisl)"
self.WIDTH = 800
self.HEIGHT = 600
self.controller = Controller()
# game things
self.char = Player("res//hero.png")
self.map = Map()
self.char1 = Character("res//hero.png", 100, 100, 32, 32)
def key_input(self, event):
self.controller.getButtonStates(event)
self.char.key_input(event)
def update(self, delta):
self.map.update()
self.char.update(self.char1)
self.char1.update()
def render(self, screen):
self.map.render(screen)
self.char.render(screen)
self.char1.render(screen)
示例2: Tile
# 需要导入模块: from Map import Map [as 别名]
# 或者: from Map.Map import render [as 别名]
if x == 5:
tile = Tile('Floor', t1)
elif x % 3 == 0:
if y % 3 == 0:
tile = Tile('Wall', t2)
else:
tile = Tile('Floor', t1)
else:
if y % 3 == 2:
tile = Tile('Wall', t2)
else:
tile = Tile('Floor', t1)
map.addOrReplaceTile(tile, x, y)
#print("Tile of type: %s with Coords vert: %d, Hori: %d\n" % (tile.type, x, y))
map.render(screen, character)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if character.h_loc != 0 and map.tiles[character.v_loc][character.h_loc - 1].type != "Wall":
character.h_loc -= 1
if event.key == pygame.K_RIGHT:
if character.h_loc != (grid_size-1) and map.tiles[character.v_loc][character.h_loc + 1].type != "Wall":
character.h_loc += 1
if event.key == pygame.K_UP:
if character.v_loc != 0 and map.tiles[character.v_loc - 1][character.h_loc].type != "Wall":
示例3: Object
# 需要导入模块: from Map import Map [as 别名]
# 或者: from Map.Map import render [as 别名]
if key.vk == libtcod.KEY_ENTER and key.lalt:
# Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return True
player = Object(con.SCREEN_WIDTH/2, con.SCREEN_HEIGHT/2, '@', libtcod.white)
npc = Object(con.SCREEN_WIDTH/2 - 5, con.SCREEN_HEIGHT/2, '@', libtcod.yellow)
Objects = [npc, player]
Mapdata = Map(133, 66)
Mapdata.load('test.txt')
while not libtcod.console_is_window_closed():
Mapdata.render(con)
con.blit()
for obj in Objects:
con.draw(obj)
con.blit()
for obj in Objects:
con.clear(obj)
libtcod.console_flush()
exit = handle_keys()
if exit:
break