本文整理汇总了Python中Vector.Vector.x方法的典型用法代码示例。如果您正苦于以下问题:Python Vector.x方法的具体用法?Python Vector.x怎么用?Python Vector.x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Vector.Vector
的用法示例。
在下文中一共展示了Vector.x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: rule3
# 需要导入模块: from Vector import Vector [as 别名]
# 或者: from Vector.Vector import x [as 别名]
def rule3(self, hoik):
v = Vector(0, 0)
if hoik.pos.x < 10:
v.x = 20
elif hoik.pos.x > C.SCREEN_SIZE.x-10:
v.x = -20
if hoik.pos.y < 10:
v.y = 20
elif hoik.pos.y > C.SCREEN_SIZE.y-10:
v.y = -20
return v
示例2: rule7
# 需要导入模块: from Vector import Vector [as 别名]
# 或者: from Vector.Vector import x [as 别名]
def rule7(self, this_boid):
v = Vector(0, 0)
if this_boid.pos.x < 10:
v.x = 20
elif this_boid.pos.x > C.SCREEN_SIZE.x-10:
v.x = -20
if this_boid.pos.y < 10:
v.y = 20
elif this_boid.pos.y > C.SCREEN_SIZE.y-10:
v.y = -20
return v
示例3: test_Vector_attribute_setting_should_work
# 需要导入模块: from Vector import Vector [as 别名]
# 或者: from Vector.Vector import x [as 别名]
def test_Vector_attribute_setting_should_work(x,y, new_x,new_y):
v = Vector(x,y)
v.x = new_x
assert v.x == new_x
assert v.y == y
v.y = new_y
assert v.y == new_y
assert v.x == new_x
示例4: collisionDetector
# 需要导入模块: from Vector import Vector [as 别名]
# 或者: from Vector.Vector import x [as 别名]
def collisionDetector(self):
dynamic_length = self.v.mod()/self.max_v*self.max_see_ahead
ahead = self.p + self.v.norm(dynamic_length)
ahead2 = self.p + self.v.norm(dynamic_length*0.5)
obstacle = self.takeOver(ahead, ahead2)
avoidance = Vector()
if (obstacle.p.coord() != [-1, -1]):
avoidance = ahead-obstacle.p
if (avoidance.x() == 0):
avoidance = Vector([self.max_avoid_force, 0])
elif (avoidance.y() == 0):
avoidance = Vector([0, self.max_avoid_force])
return avoidance
示例5: player_destination
# 需要导入模块: from Vector import Vector [as 别名]
# 或者: from Vector.Vector import x [as 别名]
def player_destination(self):
"""Function that plots the player destination on the screen.
player destination set by setting a blank vector and altering the x and y
coords based on which key is pressed by the user. The player destination will
then consist of a heading, and multiple key presses will simulate movement.
pressed_keys: holds the state of all keyboard buttons. Used to determine
if the user has pressed any of the buttons designed for movement.
heading: holds a vector that corresponds to a heading. Determined by
key presses.
"""
# Select a point on the screen
# set up variable to hold the result of determining if a key is pressed
pressed_keys = pygame.key.get_pressed()
heading = Vector(0,0)
if pressed_keys[K_LEFT]:
heading.x = -1
elif pressed_keys[K_RIGHT]:
heading.x = +1
elif pressed_keys[K_UP]:
heading.y = -1
elif pressed_keys[K_DOWN]:
heading.y = +1
#diagonals
if pressed_keys[K_RIGHT] and pressed_keys[K_UP]:
heading.x = 0.707
heading.y = -0.707
if pressed_keys[K_DOWN] and pressed_keys[K_RIGHT]:
heading.x = 0.707
heading.y = 0.707
if pressed_keys[K_DOWN] and pressed_keys[K_LEFT]:
heading.x = -0.707
heading.y = 0.707
if pressed_keys[K_UP] and pressed_keys[K_LEFT]:
heading.x = -0.707
heading.y = -0.707
self.heading = heading
self.destination = self.location