本文整理汇总了Python中brain.Brain.pop_state方法的典型用法代码示例。如果您正苦于以下问题:Python Brain.pop_state方法的具体用法?Python Brain.pop_state怎么用?Python Brain.pop_state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.pop_state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 pop_state [as 别名]
class Actor:
def __init__(self):
self.brain = Brain()
self.movement = Movement(self, max_speed=800)
self.max_velocity = 800
self.move_target = None
self.attack_target = None
self.brain.push_state(self.ai_idle)
def remove_body(self):
try:
for s in self.body.shapes:
self.game.space.remove(s)
self.game.space.remove(self.body)
except:
print("Something fucky with physics.")
def ai_wander(self):
if self.body:
self.body.apply_impulse(
(randrange(-2500, 2500), randrange(-2500, 2500))
)
self.brain.pop_state()
def ai_move_to_target(self, *args, **kwargs):
mt = self.move_target
if mt:
d = get_dist(
mt.x,
mt.y,
self.x,
self.y
)
if d > self.get_stat("arng"):
line_of_sight = True
line = (
(self.x, self.y), (mt.x, mt.y)
)
raycast_objects = self.game.spatial_hash.get_objects_from_line(
*line,
type=Collidable
)
for o in raycast_objects:
for s in o.body.shapes:
if s.segment_query(*line):
line_of_sight = False
break
if line_of_sight:
self.movement.target = (mt.x, mt.y)
else:
self.movement.target = None
self.brain.pop_state()
else:
self.brain.pop_state()
else:
self.brain.pop_state()
def ai_feared(self, *args, **kwargs):
pass
def ai_attack(self):
if self.attack_target:
if self.attack_target.hp <= 0:
self.brain.pop_state()
self.attack_target = None
self.auto_attack_target = None
else:
d = get_dist(
self.attack_target.x,
self.attack_target.y,
self.x,
self.y
)
if d < 40:
if not self.auto_attack_target:
self.auto_attack_target = self.attack_target
else:
self.move_target = self.attack_target
self.brain.push_state(self.ai_move_to_target)
else:
self.brain.pop_state()
def ai_idle(self):
if self.game.player:
d = get_dist(
self.game.player.x,
self.game.player.y,
self.x,
self.y
)
if d <= 100:
self.attack_target = self.game.player
self.brain.push_state(self.ai_attack)
else:
self.move_target = None
self.attack_target = None
self.auto_attack_target = None