本文整理汇总了Python中box.Box.doesBoxContainBox方法的典型用法代码示例。如果您正苦于以下问题:Python Box.doesBoxContainBox方法的具体用法?Python Box.doesBoxContainBox怎么用?Python Box.doesBoxContainBox使用的例子?那么, 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box.Box
的用法示例。
在下文中一共展示了Box.doesBoxContainBox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: __init__
# 需要导入模块: from box import Box [as 别名]
# 或者: from box.Box import doesBoxContainBox [as 别名]
class CircularPlayer:
def __init__(self, initialPosition):
self.playerCircle = Circle(initialPosition, 13, RED)
self.speed = 5
self.perspective = Box(initialPosition, float(WINDOWHEIGHT), float(WINDOWWIDTH), 0.0, (0, 255, 0))
def updatePerspectiveByPosShift(self, xShift, yShift):
self.perspective.updateByPosShift(xShift, yShift)
def move(self, directionShift, listOfObjects):
direction = self.perspective.rotation + directionShift
centerBeforeMove = self.playerCircle.center
self.playerCircle.move(direction, self.speed, listOfObjects)
xShift = self.playerCircle.center[0] - centerBeforeMove[0]
yShift = self.playerCircle.center[1] - centerBeforeMove[1]
self.updatePerspectiveByPosShift(xShift, yShift)
def rotate(self, rotation, listOfObjects):
self.perspective.rotation = self.perspective.rotation + rotation
def draw(self, surface, color):
self.playerCircle.draw(surface, color)
def getWhatToDraw(self, listOfObjects):
circlesToDraw, boxesToDraw = [] , []
whatToDraw = [circlesToDraw, boxesToDraw]
for circle in listOfObjects[circles]:
if self.perspective.doesBoxContainCircle(circle) == True:
whatToDraw[circles].append(circle)
for box in listOfObjects[boxes]:
if self.perspective.doesBoxContainBox(box) == True:
whatToDraw[boxes].append(box)
whatToDraw[circles].append(self.playerCircle)
return whatToDraw
def drawMyView(self, surface, playingField, listOfObjects):
whatToDraw = self.getWhatToDraw(listOfObjects)
whatToDraw[boxes].insert(0, playingField)
visualBoxes = []
for i in range (0, len(whatToDraw[boxes])):
visualBoxes.append(Box(whatToDraw[boxes][i].center, whatToDraw[boxes][i].width, whatToDraw[boxes][i].height, whatToDraw[boxes][i].rotation, whatToDraw[boxes][i].color))
visualBoxes[i].center = (WINDOWWIDTH/2 + (visualBoxes[i].center[0] - self.perspective.center[0]), WINDOWHEIGHT/2 + (visualBoxes[i].center[1] - self.perspective.center[1]))
visualBoxes[i].rotateAroundPoint(CENTEROFWINDOW, -math.pi/2 - self.perspective.rotation)
visualBoxes[i].draw(surface)
visualCircles = []
for i in range (0, len(whatToDraw[circles])):
visualCircles.append(Circle(whatToDraw[circles][i].center, whatToDraw[circles][i].radius, whatToDraw[circles][i].color))
visualCircles[i].center = (WINDOWWIDTH/2 + (visualCircles[i].center[0] - self.perspective.center[0]), WINDOWHEIGHT/2 + (visualCircles[i].center[1] - self.perspective.center[1]))
visualCircles[i].center = function.rotateAroundPoint(visualCircles[i].center, CENTEROFWINDOW, -math.pi/2 - self.perspective.rotation)
visualCircles[i].draw(surface)
示例2: __init__
# 需要导入模块: from box import Box [as 别名]
# 或者: from box.Box import doesBoxContainBox [as 别名]
class Player:
def __init__(self, initialPosition, speed):
self.playerBox = Box(initialPosition, 25.0, 17.0, 0.0, RED) #stores the player's coordinates and provides functionality for interacting with the game world.
self.speed = speed
self.perspective = Box(initialPosition, float(WINDOWHEIGHT), float(WINDOWWIDTH), 0.0, (0, 255, 0)) #perspective is a box object which should be constantly updated so that its center and rotation are equal to the center and rotation of the playerBox object. It is used to check which other Box objects are 'visible' (within the bounds of the game window) by checking on all box objects on the map whether any of their points lie within the perspective box' bounds, or whether any of its sides intersect with any of the sides of these box objects.
#After every move of the playerBox object, the perspective should be updated so that the center and rotation stay up-to-date.
def updatePerspective(self):
self.perspective.center = self.playerBox.center
self.perspective.rotation = self.playerBox.rotation
self.perspective.update()
def updatePerspectiveByPosShift(self, xShift, yShift):
self.perspective.updateByPosShift(xShift, yShift)
#directionShift represents the difference in angle between the direction the player is facing and the direction he's moving in.
def move(self, directionShift, listOfObjects):
direction = self.playerBox.rotation + directionShift
centerBeforeMove = self.playerBox.center
self.playerBox.move(direction, self.speed, listOfObjects)
xShift = self.playerBox.center[0] - centerBeforeMove[0]
yShift = self.playerBox.center[1] - centerBeforeMove[1]
self.updatePerspectiveByPosShift(xShift, yShift)
def rotate(self, rotation, listOfObjects):
self.playerBox.rotate(rotation, listOfObjects)
self.updatePerspective()
def draw(self, surface, color):
self.playerBox.draw(surface, color)
#Used to indicate the player's front.
def drawArrow(self, surface, color):
point = ((self.playerBox.points[A][0] + self.playerBox.points[D][0]) / 2,
(self.playerBox.points[A][1] + self.playerBox.points[D][1]) / 2)
pygame.draw.polygon(surface, color, (self.playerBox.points[B], self.playerBox.points[C], point))
#This function uses the perspective box object to check which other Box objects are 'visible' (within the bounds of the game window) by checking on all box objects on the map whether any of their points lie within the perspective box' bounds, or whether any of its sides intersect with any of the sides of these box objects.
def getWhatToDraw(self, listOfObjects):
circlesToDraw, boxesToDraw = [] , []
whatToDraw = [circlesToDraw, boxesToDraw]
# whatToDraw.append(self.perspective.listOfBoxes[len(self.perspective.listOfBoxes) - 1])
for circle in listOfObjects[circles]:
if self.perspective.doesBoxContainCircle(circle) == True:
whatToDraw[circles].append(circle)
for box in listOfObjects[boxes]:
if self.perspective.doesBoxContainBox(box) == True:
whatToDraw[boxes].append(box)
whatToDraw[boxes].append(self.playerBox)
return whatToDraw
#Uses the data collected in getWhatToDraw() to create a list of temporary 'visual' boxes, which can be modified at will without interfering with the rest of the game's data. The new coordinates are calculated so that the player is always in the center of the screen and the surrounding world moves relative to him.
def drawMyView(self, surface, playingField, listOfObjects):
whatToDraw = self.getWhatToDraw(listOfObjects)
whatToDraw[boxes].insert(0, playingField)
visualBoxes = []
for i in range (0, len(whatToDraw[boxes])):
visualBoxes.append(Box(whatToDraw[boxes][i].center, whatToDraw[boxes][i].width, whatToDraw[boxes][i].height, whatToDraw[boxes][i].rotation, whatToDraw[boxes][i].color))
visualBoxes[i].center = (WINDOWWIDTH/2 + (visualBoxes[i].center[0] - self.perspective.center[0]), WINDOWHEIGHT/2 + (visualBoxes[i].center[1] - self.perspective.center[1]))
visualBoxes[i].rotateAroundPoint(CENTEROFWINDOW, -math.pi/2 - self.perspective.rotation)
visualBoxes[i].draw(surface)
visualCircles = []
for i in range (0, len(whatToDraw[circles])):
visualCircles.append(Circle(whatToDraw[circles][i].center, whatToDraw[circles][i].radius, whatToDraw[circles][i].color))
visualCircles[i].center = (WINDOWWIDTH/2 + (visualCircles[i].center[0] - self.perspective.center[0]), WINDOWHEIGHT/2 + (visualCircles[i].center[1] - self.perspective.center[1]))
visualCircles[i].center = function.rotateAroundPoint(visualCircles[i].center, CENTEROFWINDOW, -math.pi/2 - self.perspective.rotation)
visualCircles[i].draw(surface)