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Python Map.update方法代码示例

本文整理汇总了Python中Map.Map.update方法的典型用法代码示例。如果您正苦于以下问题:Python Map.update方法的具体用法?Python Map.update怎么用?Python Map.update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Map.Map的用法示例。


在下文中一共展示了Map.update方法的5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 update [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)
开发者ID:gia2api,项目名称:froscon,代码行数:30,代码来源:Game.py

示例2: OpenAnt

# 需要导入模块: from Map import Map [as 别名]
# 或者: from Map.Map import update [as 别名]
class OpenAnt(QApplication):
    
    def __init__(self):
        QApplication.__init__(self, sys.argv)
        
        # Set the default background color to a darker grey.
        self.setPalette(QPalette(self.palette().button().color(), QColor(192, 192, 192)))
    
        self.window = MainWindow()
        self.window.show()
        self.window.start()
        self.window.setWindowTitle('OpenAnt')
        
        # Game timer, used in the gameloop FPS calculations.
        self.game_timer = QTime()
        self.game_timer.start()
        
        # Draw map, set view to ground.
        self.map = Map()
        Globals.view = self.map.generateMap()
        self.map.spawnAnts()
        
        # Start the main loop.
        self.gameLoop()
        
    def gameLoop(self):
        TICKS_PER_SECOND = 20
        SKIP_TICKS = 1000 / TICKS_PER_SECOND
        MAX_FRAMESKIP = 5
        
        next_game_tick = self.getTickCount()
        Globals.game_is_running = True
        while Globals.game_is_running:
            loops = 0
            while self.getTickCount() > next_game_tick and loops < MAX_FRAMESKIP:
                self.updateGame()
                next_game_tick += SKIP_TICKS
                loops += 1
            interpolation = float(self.getTickCount() + SKIP_TICKS - next_game_tick) / float(SKIP_TICKS)
            self.updateDisplay(interpolation)

    def updateDisplay(self, interpolation):
       
        #lerp away
        if not 'nolerp' in sys.argv:
            if self.map.yellowAnt.moving:
                self.map.yellowAnt.lerpMoveSimple(interpolation)

        Globals.glwidget.updateGL()
        self.processEvents() # Let Qt process its events.

    def getTickCount(self):
        return self.game_timer.elapsed()

    def updateGame(self):
        self.map.update()
开发者ID:HideTheMess,项目名称:OpenAnt,代码行数:58,代码来源:main.py

示例3: GameScene

# 需要导入模块: from Map import Map [as 别名]
# 或者: from Map.Map import update [as 别名]
class GameScene(Scene):
    def _start(self):
        self.map = Map("firstMap.map")
        self.map.start(self.display)
    def _draw(self, dt):
        self.display.fill((255,255,255))
        self.map.draw()
    def _event(self, event):
        self.map.event(event)
    def _update(self, dt):
        self.map.update(dt)

#Класс редактора карт
开发者ID:l0dom,项目名称:TeeWorlds,代码行数:15,代码来源:Scene.py

示例4: Map

# 需要导入模块: from Map import Map [as 别名]
# 或者: from Map.Map import update [as 别名]



gameover = False

map = Map(screen)
init_players(2, map.getRects())

while not gameover:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            gameover = True

        if event.type == pygame.KEYDOWN:
            keydown_players(event.key)



        if event.type == pygame.KEYUP:
            keyup_players(event.key)



    screen.fill(black)
    map.update(screen)
    move_players(screen)

    pygame.display.flip()

pygame.quit()
开发者ID:ericwenn,项目名称:Blodjakten,代码行数:32,代码来源:init.py

示例5: __init__

# 需要导入模块: from Map import Map [as 别名]
# 或者: from Map.Map import update [as 别名]
class World:
    def __init__(self, mapdict):
        self.mapdef = mapdict
        self.cellmap = Map(mapdict)

        self.gemgos = []
        for gemgo in MGO.GEMGOTYPES:
            self.gemgos += gemgo.place(self.cellmap)

    def insertgeplayer(self, geplayer):
        if geplayer not in self.gemgos:
            self.gemgos.append(geplayer)
        geplayer.updatevisible()
        self.rendervisible(geplayer)

    def removegeplayer(self, geplayer):
        self.gemgos.remove(geplayer)

    def rendervisible(self, geplayer, extrasprites=[]):
        sprites = []
        sprites += extrasprites

        for gemgo in self.gemgos:
            sprite = gemgo.sprite(geplayer)
            if sprite is not None:
                sprites.append(sprite)

        visibleranges = ([],[])
        for axis in [0, 1]:
            if 2*geplayer.visibility + 5 >= self.cellmap.size[axis]:
                visibleranges[axis].append((0, self.cellmap.size[axis]))
            else:
                rmin = (geplayer.position[axis] - geplayer.visibility - 2) % self.cellmap.size[axis]
                rmax = (geplayer.position[axis] + geplayer.visibility + 2) % self.cellmap.size[axis]
                if rmin < rmax:
                    visibleranges[axis].append((rmin, rmax))
                else:
                    visibleranges[axis].append((rmin, self.cellmap.size[axis]))
                    visibleranges[axis].append((0, rmax))

        surface = geplayer.surface
        for rx in visibleranges[0]:
            for ry in visibleranges[1]:
                surface.set_clip(
                    rx[0]*TILESIZE, ry[0]*TILESIZE,
                    (rx[1]-rx[0])*TILESIZE, (ry[1]-ry[0])*TILESIZE)
                regionsprites = sprites
                for ix in range(rx[0]-1, rx[1]+1):
                    for iy in range(ry[0]-1, ry[1]+1):
                        regionsprites += self.cellmap.sprites((ix, iy))
                        if coords.mod((ix, iy), self.cellmap.size) not in geplayer.visibletiles:
                            sprites.append((images.NonVisible, coords.sum(coords.mul((ix, iy), TILESIZE), (-4,-4)), 100))
                regionsprites.sort(key=lambda x: x[2])
                for sprite in regionsprites:
                    surface.blit(*sprite[:2])

    def update(self, geplayer):
        """Move the player by (x, y), move other fauna, update world surface around player"""
        self.cellmap.update()
        geplayer.updatevisible()

        self.players = filter(lambda x: isinstance(x, MGO.GEPlayer), self.gemgos)
        gemgosprites = []
        for gemgo in self.gemgos:
            gemgo.update(self)

        self.rendervisible(geplayer, gemgosprites)

        if geplayer.position in self.cellmap.burningtiles:
            geplayer.score[collectables.CHOCOLATE] -= Map.CELLBURNINGCOST
开发者ID:BinkyToo,项目名称:CCDQuest,代码行数:72,代码来源:World.py


注:本文中的Map.Map.update方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。