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Python Enemy.move方法代码示例

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

# 需要导入模块: from enemy import Enemy [as 别名]
# 或者: from enemy.Enemy import move [as 别名]
class MainWindow(window.Window):

    def __init__(self, *args, **kwargs):
        #Let all of the standard stuff pass through
        window.Window.__init__(self, *args, **kwargs)
        self.initGL()
        self.bird = Bird()
        self.world = World()
        self.enemy = Enemy()

    def initGL(self):

        glClearColor(0.0, 0.0, 0.0, 0.0)        # This Will Clear The Background Color To Black
        glClearDepth(1.0)                                       # Enables Clearing Of The Depth Buffer
        glDepthFunc(GL_LESS)                            # The Type Of Depth Test To Do
        glEnable(GL_DEPTH_TEST)                         # Enables Depth Testing
        glShadeModel(GL_SMOOTH)                         # Enables Smooth Color Shading
        
        glEnable(GL_TEXTURE_2D)               # Enable Texture Mapping
        glShadeModel(GL_SMOOTH)               # Enable Smooth Shading
        glClearColor(0.0, 0.0, 0.0, 0.5)      # Black Background
        glClearDepth(1.0)                     # Depth Buffer Setup
        glEnable(GL_DEPTH_TEST)               # Enables Depth Testing
        glDepthFunc(GL_LEQUAL)                # The Type Of Depth Testing To Do
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) # Really Nice Perspective Calculations
        
        glLightfv(GL_LIGHT1, GL_AMBIENT, vec(*LightAmbient))
        glLightfv(GL_LIGHT1, GL_DIFFUSE, vec(*LightDiffuse))
        glLightfv(GL_LIGHT1, GL_POSITION, vec(*LightPosition))
        glEnable(GL_LIGHT1)
        
        glColor4f(1.0,1.0,1.0,0.5)
        glBlendFunc(GL_SRC_ALPHA,GL_ONE)

    def rotate_world(self):
        # know bird.roty is off of (1,0)
        ref_angle = self.bird.roty
        
        point1=0
        if (ref_angle >= 0 and ref_angle<=90):
            point1 = math.atan(ref_angle * math.pi/180.0)
        elif (ref_angle >= 90 and ref_angle<=180):
            point1 = math.atan((180-ref_angle) * math.pi/180.0)
        elif (ref_angle >= 180 and ref_angle<=270):
            point1 = -math.atan((ref_angle-180) * math.pi/180.0)
        else:
            point1 = math.atan((ref_angle) * math.pi/180.0)

        point2=0
        if (ref_angle >= 0 and ref_angle<=90):
            point2 = math.atan((90-ref_angle) * math.pi/180.0)
        elif (ref_angle >= 90 and ref_angle<=180):
            point2 = math.atan((90.0-ref_angle) * math.pi/180.0)
        elif (ref_angle >= 180 and ref_angle<=270):
            point2 = math.atan((ref_angle-270) * math.pi/180.0)
        else:
            # between -90 and 0
            point2 = math.atan((ref_angle+90) * math.pi/180.0)

        self.world.rotate(1, point2, -point1)
        
    def animate_bird(self, interval):
        self.bird.flap()
        self.rotate_world()
        self.enemy.move(45)

    def update(self):
        pass

    def draw(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()

        glPushMatrix()
        self.world.draw()
        glPopMatrix()

        glPushMatrix()
        self.bird.draw()
        glPopMatrix()
        
        glPushMatrix()
        self.enemy.draw()
        glPopMatrix()
        
        
    def main_loop(self):
        clock.set_fps_limit(30)
        clock.schedule_interval(self.animate_bird, 0.01)
        
        while not self.has_exit:
            self.dispatch_events()
            self.clear()
        
            self.update()
            self.draw()
        
            #Tick the clock
            clock.tick()
            self.flip()
#.........这里部分代码省略.........
开发者ID:jseutter,项目名称:featherwars,代码行数:103,代码来源:fowl.py

示例2: TestEnemy

# 需要导入模块: from enemy import Enemy [as 别名]
# 或者: from enemy.Enemy import move [as 别名]
class TestEnemy(unittest.TestCase):
    def setUp(self):
        self.world = World("./assets/simple_map.txt", False)
        self.enemy = Enemy([Vec2D(40, 64), Vec2D(41, 64),
                            Vec2D(40, 65), Vec2D(41, 65)])

    def tearDown(self):
        del self.world
        del self.enemy

    def test_create_bullet(self):
        self.enemy.create_bullet()
        self.assertIsInstance(self.enemy.bullet, Bullet)
        self.assertEqual(self.enemy.bullet.owner, "enemy")

    def test_must_be_still_alive(self):
        for _ in range(2):
            self.enemy.check_health()
        self.assertTrue(self.enemy.alive)

    def test_must_be_dead(self):
        for _ in range(4):
            self.enemy.check_health()
        self.assertFalse(self.enemy.alive)

    def test_check_direction(self):
        s = Vec2D(23, 34)
        result = self.enemy.check_direction(s, Vec2D(-1, 0), self.world.world)
        self.assertTrue(result)

    def test_detect_player_direction(self):
        self.world.set_content('Y', [Vec2D(14, 34), Vec2D(15, 34)])
        s = Vec2D(13, 34)
        answer = self.enemy.check_for_player(s, Vec2D(1, 0), self.world.world)
        self.assertTrue(answer)

    def test_avoid_other_enemy_direction(self):
        self.world.set_content('E', [Vec2D(14, 34), Vec2D(15, 34)])
        s = Vec2D(13, 34)
        answer = self.enemy.check_direction(s, Vec2D(1, 0), self.world.world)
        self.assertFalse(answer)

    def test_in_collision_with_player(self):
        self.world.set_content('Y', [Vec2D(41, 64), Vec2D(42, 64),
                                     Vec2D(41, 65), Vec2D(42, 65)])
        answer = self.enemy.detect_collision(Vec2D(1, 0),
                                             self.world.world)
        self.assertTrue(answer)

    def check_next_position_cell_by_cell(self):
        self.assertTrue(self.world.check_by_cell(Vec2D(-1, 0)))
        result = self.world.set_content('B', [Vec2D(38, 64), Vec2D(39, 64),
                                              Vec2D(38, 65), Vec2D(39, 65)])
        self.assertFalse(result)

    def test_find_next_direction(self):
        coords = [Vec2D(43, 64), Vec2D(44, 64), Vec2D(43, 65), Vec2D(44, 65)]
        self.world.set_content('Y', coords)
        self.world.set_energy('Y', coords)
        self.world.spread(9, coords[0])
        self.world.spread(9, coords[3])
        self.world.spread(9, coords[-1])
        self.world.spread(9, coords[-4])
        self.world.clear_content(self.enemy.coords[0], 'E')
        self.enemy.find_neighbours(self.enemy.coords[0], 2, self.world,
                                    Vec2D(32, 34))
        self.assertEqual(self.enemy.direction, Vec2D(1, 0))

    def test_make_move(self):
        coords = [Vec2D(36, 64), Vec2D(37, 64), Vec2D(36, 65), Vec2D(37, 65)]
        self.world.clear_content(self.enemy.coords[0], 'E')
        self.world.set_energy('Y', coords)
        self.enemy.direction = Vec2D(-4, 0)
        self.enemy.move(self.world)
        self.assertEqual(self.enemy.coords, coords)
        for x, y in coords:
            self.assertEqual(self.world[x][y].energy, 5)
        self.world.set_energy('E', self.enemy.coords)
        for x, y in coords:
            self.assertEqual(self.world[x][y].energy, 0)
开发者ID:filareta,项目名称:battle_city_game,代码行数:82,代码来源:test_enemy.py


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