本文整理汇总了Python中configuration.Configuration.configure方法的典型用法代码示例。如果您正苦于以下问题:Python Configuration.configure方法的具体用法?Python Configuration.configure怎么用?Python Configuration.configure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configuration.Configuration
的用法示例。
在下文中一共展示了Configuration.configure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: runGP
# 需要导入模块: from configuration import Configuration [as 别名]
# 或者: from configuration.Configuration import configure [as 别名]
def runGP(xmlConfig=None,configClass=None):
c = Configuration(configClass=configClass,configXml="config.xml")
c.configure()
p = Populator(configuration=c)
p.populate()
return p
示例2: __init__
# 需要导入模块: from configuration import Configuration [as 别名]
# 或者: from configuration.Configuration import configure [as 别名]
class Level:
def __init__(self, name, game, player_start, player_direction, board, enemies, powerups):
self.stats = LevelStats()
self.load_screen = LoadScreen(self)
self.stats_screen = StatsScreen(self)
self.name = name
self.game = game
self.player_start = player_start
self.player_direction = player_direction
self.board = board
self.powerups = Group(powerups)
self.shields = Group()
self.powerup_particles = Group()
self.trail_particles = Group()
self.player_tanks = Group()
self.player_turrets = Group()
self.player = Tank(self.player_start, self.player_direction)
self.player_tanks.add(self.player)
self.player_turret = Turret(self.player)
self.player_turrets.add(self.player_turret)
self.player_controllers = [PlayerController(self.player, self.player_turret)]
self.enemies = Group()
self.enemy_turrets = Group()
self.enemy_ai = []
self.enemy_turret_ai = []
for (p, d, waypoint_type, waypoints) in enemies:
enemy = Tank(p, d, constants.ENEMY_TANK_COLOR)
self.enemy_ai.append(TankAI(enemy, self, waypoints, waypoint_type))
enemy_turret = Turret(enemy)
self.enemies.add(enemy)
self.enemy_turrets.add(enemy_turret)
self.enemy_turret_ai.append(TurretAI(enemy_turret, self))
self.tiles = Group()
for tile in self.board:
self.tiles.add(tile)
self.solid = Group()
self.non_solid = Group()
for tile in self.tiles:
if tile.solid:
self.solid.add(tile)
else:
self.non_solid.add(tile)
self.bullets = Group()
self.shockwaves = Group()
self.explosions = Group()
self.mines = Group()
self.old_status = LEVEL_ONGOING
self.text = None
self.timers = []
if self.game.settings['debug']:
self.load_time = constants.DEBUG_LEVEL_LOAD_TIME
else:
self.load_time = constants.LEVEL_LOAD_TIME
self.victory = False
self.cooldown = -1
self.paused = False
self.action_processor = ActionProcessor(self)
self.update_processor = UpdateProcessor(self)
self.collision_processor = CollisionProcessor(self)
self.expiration_processor = ExpirationProcessor(self)
self.action_post_processor = ActionPostProcessor(self, self.action_processor)
self.particle_processor = ParticleProcessor(self)
self.sound_processor = SoundProcessor(self)
self.config = Configuration(self)
self.config.configure()
def play_sound(self, name, volume=1.0):
self.game.register_event(PlaySoundEvent(self, name, volume))
def get_part(self):
if self.load_time > 0:
return LEVEL_INTRO
if self.cooldown >= 0:
return LEVEL_OUTRO
return LEVEL_MAIN
def get_status(self):
if not self.enemies:
return LEVEL_BEATEN
if self.player.dead:
return LEVEL_LOST
return LEVEL_ONGOING
def is_finished(self):
return self.get_part() is LEVEL_OUTRO
def update_timers(self, delta):
#.........这里部分代码省略.........