本文整理汇总了Python中brain.Brain.detach方法的典型用法代码示例。如果您正苦于以下问题:Python Brain.detach方法的具体用法?Python Brain.detach怎么用?Python Brain.detach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brain.Brain
的用法示例。
在下文中一共展示了Brain.detach方法的1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 brain import Brain [as 别名]
# 或者: from brain.Brain import detach [as 别名]
#.........这里部分代码省略.........
self.animation = Animation(0, time_to_turn, 1.0)
if command is Command.SHOOT and self.bullet is None:
#print self.color, 'is SHOOTING'
self.state = TankState.SHOOTING
def stop(self):
'''Stop current state and return to idle.'''
self.offset = (0,0)
self.animation = None
self.state = TankState.IDLE
def update(self, dt):
'''Process tank state, with respect to time'''
if self.animation:
self.animation.update(dt)
if self.state is TankState.IDLE:
self.read_command()
if self.state is TankState.TURNING:
if self.animation.done:
self.state = TankState.IDLE
self.facing = self.turn_to
return
if self.state is TankState.SHOOTING:
self.shots += 1
self.bullet = Bullet(self)
self.world.add_bullet(self.bullet)
self.state = TankState.IDLE
return
if self.state is TankState.MOVING:
o = self.offset
dt = self.offset_dt
anim = self.animation
world = self.world
sign = 1 if self.driving_forward else -1
if anim.done: # done moving, warp to final destination
# set up a warp
self.warp_x = self.x + dt[0]*sign
self.warp_y = self.y + dt[1]*sign
world.warp(self)
self.set_position(self.warp_x, self.warp_y)
self.stop()
else: # still moving
target = world.get_tile(self.x+dt[0]*sign, self.y+dt[1]*sign)
current = world.get_tile(self.x, self.y)
# look for blocking items
if target[0] in world.blocking_tiles or target[1] in world.blocking_items:
self.stop()
print self.color, 'tried to drive into item, stopping'
return
# don't move off map
if target[0] is None:
self.stop()
print self.color, 'tried to drive off map, stopping'
return
# don't collide with another tank
if target[1] in world.tanks:
self.stop()
print self.color, 'tried to ram another tank, stopping'
return
# move speed adjustment
jitter = (0,0)
ri = random.randint
progress = anim.unit()
anim.speed = self.speed
if current[0] is world.dirt and progress < 0.5:
anim.speed = self.reduced_speed
jitter = (ri(-1,1),ri(0,2))
if target[0] is world.dirt and progress > 0.5:
anim.speed = self.reduced_speed
jitter = (ri(-1,1),ri(0,2))
self.offset = (dt[0]*anim.value*sign+jitter[0],
-dt[1]*anim.value*sign+jitter[1])
def is_idle(self):
return self.state is TankState.IDLE
def kill(self):
print "BANG! %s is dead." % self.color
self.state = TankState.DEAD
if self.brain:
self.brain.detach()
self.world.detonate(self)