本文整理汇总了Python中Path.Path.update方法的典型用法代码示例。如果您正苦于以下问题:Python Path.update方法的具体用法?Python Path.update怎么用?Python Path.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类Path.Path
的用法示例。
在下文中一共展示了Path.update方法的2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: PathfinderPlayer
# 需要导入模块: from Path import Path [as 别名]
# 或者: from Path.Path import update [as 别名]
class PathfinderPlayer(sf.CircleShape):
def __init__(self, x, y):
sf.CircleShape.__init__(self)
self.radius = 10
self.position = (x, y)
self.outline_color = sf.Color.BLUE
self.outline_thickness = 5
self.path = None
def update(self, sight_blockers, mouse_position):
self.path = Path(self.position, mouse_position)
self.path.update(sight_blockers)
示例2: EnemyTank
# 需要导入模块: from Path import Path [as 别名]
# 或者: from Path.Path import update [as 别名]
class EnemyTank(TankBody):
def __init__(self, texture=sf.Texture.from_file("res/EnemyTankDetailed.png")):
TankBody.__init__(self, texture)
self.turret = EnemyTankTurret(sf.Texture.from_file("res/EnemyTankTurret.png"))
self.turret.set_body(self)
self.target = None
self.path = None
def check_shells(self, objects):
for ob in objects:
if isinstance(ob, Shell):
if intersects(ob.global_bounds, self.global_bounds):
self.health -= ob.damage
objects.remove(ob)
def check_sight_to_target(self, objects):
blockers = []
for ob in objects:
if ob.blocks_sight:
blockers.append(ob)
ret = True
for blocker in blockers:
if not check_sight(self.position, self.target.position, blocker):
ret = False
print "Sight blocked"
return ret
def move(self):
dx = self.path[1].position.x - self.position.x
dy = self.path[1].position.y - self.position.y
angle = math.degrees(math.atan2(dy, dx)) + 90
if abs(angle - self.rotation) < 3:
self.rotation = angle
else:
if calc_shortest_direction(self.rotation, angle) >= 0:
self.rotate(3)
else:
self.rotate(-3)
if abs(angle - self.rotation) < 10:
self.forward()
# elif 170 < abs(angle - self.rotation) < 190:
# self.backward()
def range(self):
ret = False
dx = abs(self.position.x - self.target.position.x)
dy = abs(self.position.y - self.target.position.y)
dist = math.sqrt(dx ** 2 + dy ** 2)
if dist < 300:
ret = True
return ret
def update(self, objects):
for ob in objects:
if isinstance(ob, PlayerTank) or isinstance(ob, PlayerGun):
self.target = ob
if self.target:
sight = self.check_sight_to_target(objects)
range_to_target = self.range()
if not sight or not range_to_target:
self.path = Path(self.position, self.target.position)
sight_blockers = []
for ob in objects:
if ob.blocks_sight:
sight_blockers.append(ob)
self.path.update(sight_blockers)
self.move()
else:
self.slow_down()
self.calc_position()
self.check_collisions(objects)
self.turret.update(objects)
self.check_shells(objects)