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Python Enemy.getEnemy方法代码示例

本文整理汇总了Python中enemy.Enemy.getEnemy方法的典型用法代码示例。如果您正苦于以下问题:Python Enemy.getEnemy方法的具体用法?Python Enemy.getEnemy怎么用?Python Enemy.getEnemy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enemy.Enemy的用法示例。


在下文中一共展示了Enemy.getEnemy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: getScoreOfKilledEnemies

# 需要导入模块: from enemy import Enemy [as 别名]
# 或者: from enemy.Enemy import getEnemy [as 别名]
    def getScoreOfKilledEnemies(self, killedEnemies):
        score = 0
        multiplier = 1

        for dist in range(len(killedEnemies)):
            list = killedEnemies[dist]
            sortedList = sorted(list)
            for enemy in sortedList:
                score += Enemy.getEnemy(enemy)['points'] * multiplier
                multiplier *= 2

        return score
开发者ID:michaelchum,项目名称:bomberman-py,代码行数:14,代码来源:board.py

示例2: moveEnemy

# 需要导入模块: from enemy import Enemy [as 别名]
# 或者: from enemy.Enemy import getEnemy [as 别名]
    def moveEnemy(self, speed):
        for i in range(self.level.numberEnemies):
            if (Enemy.getEnemy(self.level.listEnemies[i][3])['speed'] == speed):
                curX = self.level.listEnemies[i][0]
                curY = self.level.listEnemies[i][1]
                tempDir = self.level.listEnemies[i][2]
                tempWP = Enemy.getEnemy(self.level.listEnemies[i][3])['wallpass']
                tempIntel = Enemy.getEnemy(self.level.listEnemies[i][3])['intelligence']
                newX = 0
                newY = 0
                randInt = 0
                hasDied = False
                hasMoved = False

                if (tempIntel == 3): randInt = 2
                elif (tempIntel == 2): randInt = 10

                if (tempIntel == 2 or tempIntel == 3):
                    if (self.level.board[curY+1][curX].peek() == Tile.Bomberman and hasMoved == False):
                        newX = curX
                        newY = curY + 1
                        tempDir = 0
                        hasMoved = True
                        hasDied = True
                    if (self.level.board[curY-1][curX].peek() == Tile.Bomberman and hasMoved == False):
                        newX = curX
                        newY = curY - 1
                        tempDir = 2
                        hasMoved = True
                        hasDied = True
                    if (self.level.board[curY][curX+1].peek() == Tile.Bomberman and hasMoved == False):
                        newX = curX + 1
                        newY = curY
                        tempDir = 1
                        hasMoved = True
                        hasDied = True
                    if (self.level.board[curY][curX-1].peek() == Tile.Bomberman and hasMoved == False):
                        newX = curX - 1
                        newY = curY
                        tempDir = 3
                        hasMoved = True
                        hasDied = True

                    tempTile = self.level.board[curY+1][curX].peek()
                    if (tempTile != Tile.Bomb and ((tempTile == Tile.Brick and tempWP == True) or tempTile != Tile.Brick) and tempTile != Tile.Concrete and random.randint(1,randInt) == 1 and hasMoved == False):
                        newX = curX
                        newY = curY + 1
                        tempDir = 0
                        hasMoved = True

                    tempTile = self.level.board[curY-1][curX].peek()
                    if (tempTile != Tile.Bomb and ((tempTile == Tile.Brick and tempWP == True) or tempTile != Tile.Brick) and tempTile != Tile.Concrete and random.randint(1,randInt) == 1 and hasMoved == False):
                        newX = curX
                        newY = curY - 1
                        tempDir = 2
                        hasMoved = True

                    tempTile = self.level.board[curY][curX+1].peek()
                    if (tempTile != Tile.Bomb and ((tempTile == Tile.Brick and tempWP == True) or tempTile != Tile.Brick) and tempTile != Tile.Concrete and random.randint(1,randInt) == 1 and hasMoved == False):
                        newX = curX + 1
                        newY = curY
                        tempDir = 1
                        hasMoved = True

                    tempTile = self.level.board[curY][curX-1].peek()
                    if (tempTile != Tile.Bomb and ((tempTile == Tile.Brick and tempWP == True) or tempTile != Tile.Brick) and tempTile != Tile.Concrete and random.randint(1,randInt) == 1 and hasMoved == False):
                        newX = curX - 1
                        newY = curY
                        tempDir = 3
                        hasMoved = True

                    if (hasMoved == True):
                        self.level.listEnemies[i][0] = newX
                        self.level.listEnemies[i][1] = newY
                        self.level.listEnemies[i][2] = tempDir
                        self.popTileAt(curX, curY)
                        self.setTileAt(newX, newY, self.level.listEnemies[i][3])
                        if (hasDied == True):
                            self.death()
                            return False

                if (tempIntel == 1 or hasMoved == False):
                    if (tempDir == 0):
                        newX = curX
                        newY = curY + 1
                    elif (tempDir == 1):
                        newX = curX + 1
                        newY = curY
                    elif (tempDir == 2):
                        newX = curX
                        newY = curY - 1
                    elif (tempDir == 3):
                        newX = curX - 1
                        newY = curY

                    tempTile = self.level.board[newY][newX].peek()

                    if (tempTile == Tile.Bomb or (tempTile == Tile.Brick and tempWP == False) or tempTile == Tile.Concrete):
                        if (tempDir == 0): newY -= 2
                        elif (tempDir == 1): newX -= 2
#.........这里部分代码省略.........
开发者ID:michaelchum,项目名称:bomberman-py,代码行数:103,代码来源:board.py


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