本文整理汇总了Python中block.Block.rotate方法的典型用法代码示例。如果您正苦于以下问题:Python Block.rotate方法的具体用法?Python Block.rotate怎么用?Python Block.rotate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block.Block
的用法示例。
在下文中一共展示了Block.rotate方法的4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: test_add_blocks
# 需要导入模块: from block import Block [as 别名]
# 或者: from block.Block import rotate [as 别名]
def test_add_blocks(self):
self.test_init_field()
for i, b_data in enumerate(self.raw_data):
b = Block(b_data["type"], b_data["conns"], b_data["name"], b_data["groups"])
b.rotate(b_data["rot"])
b.mirror(set_to=b_data["mir"])
self.field.add_block(b, b_data["pos"])
self.assertEqual(len(self.field), len(self.raw_data))
示例2: spawn_block
# 需要导入模块: from block import Block [as 别名]
# 或者: from block.Block import rotate [as 别名]
def spawn_block(self):
"""
Creates a new block with random starting position/random orientation.
"""
block = Block()
#block.position = (random.randint(0,GRID_WIDTH-1),block.position[1]) #uncomment here and comment below for randomly positioned blocks
block.position = (GRID_WIDTH/2,block.position[1]) #spawn in middle of field
for i in range(random.randint(0,3)): #random orientation
block.rotate(True)
self.block_count += 1
return block
示例3: BlockUnitTest
# 需要导入模块: from block import Block [as 别名]
# 或者: from block.Block import rotate [as 别名]
class BlockUnitTest(unittest.TestCase):
def setUp(self):
self.blk = None
self.pin_posi = [(1, 0), (0, 1), (1, 2), (2, 1)]
self.pin_dirs = [ 0 , 1 , 2 , 3 ]
def test_construct_block(self):
self.blk = Block("nmos", ["n1", "n2", "n3"], "N1", (0, 1), (2, 2), None)
def test_rotate_ccw(self):
self.test_construct_block()
get_pins = self.blk.get_pins_from_direction
get_dir = self.blk.get_pin_direction
for d in self.pin_dirs:
pins = get_pins(self.pin_dirs[d])
self.assertEqual(len(pins), 1)
pin = pins[0]
self.assertEqual(get_dir(pin), self.pin_dirs[d])
self.assertEqual(pin.pos, self.pin_posi[d])
self.blk.rotate(1)
示例4: __init__
# 需要导入模块: from block import Block [as 别名]
# 或者: from block.Block import rotate [as 别名]
#.........这里部分代码省略.........
rel_x = -1
for val in cell:
rel_x +=1
x = self.block_x + rel_x
y = self.block_y + rel_y
if val > 0:
if y >= 15 or y < 0:
return True
if x < 0 or x > 9:
return True
else:
if self.gameboard[y+1][x] > 0:
return True
return False
def did_horiz_collide(self,tetro=None):
if tetro is None:
tetro = self.block.get_pic()
left,right = False,False
rel_y = -1
for cell in tetro:
rel_y += 1
rel_x = -1
for val in cell:
rel_x +=1
x = self.block_x + rel_x
y = self.block_y + rel_y
if val > 0:
if x <= 0:
left = True
elif self.gameboard[y][x-1] > 0:
left = True
if x >= 9:
right = True
elif self.gameboard[y][x+1] > 0:
right = True
return [left,right]
#Lowers all of the lines to replace a destroyed line.
def drop_board(self,max_row):
if max_row == 0:
return
for row in range(max_row,0,-1):
for col in range(0,BOARD_CELL_WIDTH):
self.gameboard[row][col] = self.gameboard[row-1][col]
#Clear the first row
self.destroy_line(0)
#Overwrites a line with 0's
def destroy_line(self,row):
for col in range(0, BOARD_CELL_WIDTH):
self.gameboard[row][col] = 0
self.drop_board(row)
#Handles checks for whether a line is full and clearing it if it is
def clear_line(self):
destroyed = 0
for row in range(0,BOARD_CELL_HEIGHT):
for col in range(0,BOARD_CELL_WIDTH):
if self.get_pos(col,row) == 0:
break
if col == BOARD_CELL_WIDTH - 1:
self.destroy_line(row)
destroyed +=1
self.scoreboard.lines_up(destroyed)
def add_to_board(self):
rel_y = -1
block = self.block.get_pic()
for cell in block:
rel_y += 1
rel_x = -1
for val in cell:
rel_x +=1
x = self.block_x + rel_x
y = self.block_y + rel_y
if val > 0:
self.gameboard[y][x] = val
#if a line is complete, destory it.
self.clear_line()
def print_gameboard(self):
for line in self.gameboard:
print(line)
def do_rotate(self,direction):
next_tetro = self.block.get_next_pic(direction)
left,right = self.did_horiz_collide(next_tetro)
vert = self.did_vert_collide(next_tetro)
if left is False and right is False and vert is False:
self.block.rotate(direction)
def get_pos(self, x, y):
return self.gameboard[y][x]