本文整理汇总了Python中engine.Engine.move方法的典型用法代码示例。如果您正苦于以下问题:Python Engine.move方法的具体用法?Python Engine.move怎么用?Python Engine.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类engine.Engine
的用法示例。
在下文中一共展示了Engine.move方法的4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: App
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import move [as 别名]
class App():
def __init__(self):
self.root = tk.Tk()
self.e = Engine()
self.e.update_position(0, 0, 0, 0, 0, 0)
self.canvas = tk.Canvas(self.root, width=canvas_width, height=canvas_height)
self.canvas.pack()
self.speed_up = self.speed_right = self.speed_forward = self.speed_alpha = self.speed_beta = self.speed_gamma = 0
self.root.focus_set()
self.root.bind("<KeyPress>", self.key_down)
self.root.bind("<KeyRelease>", self.key_up)
self.last_time = time.time()
self.update_clock()
self.root.mainloop()
def update_clock(self):
deltat = time.time() - self.last_time
self.last_time = time.time()
self.e.move(deltat * speed * self.speed_forward, deltat * speed * self.speed_up, deltat * speed * self.speed_right)
self.e.rotate(deltat * rot_speed * self.speed_alpha, deltat * rot_speed * self.speed_beta, deltat * rot_speed * self.speed_gamma)
self.canvas.delete('all')
self.canvas.create_text(30, 10, text='FPS: ' + str(int(1/deltat)))
self.draw_cube(2, 5, -0.5, 0.5, -0.5, 0.5, 'red')
self.draw_cube(3.45, 3.55, 0.5, 0.6, -0.05, 0.05, 'red')
self.draw_poly([[2, -0.5, -0.5], [2, -0.5, 0.5], [5, -0.5, 0.5], [5, -0.5, -0.5]], 'red')
#self.draw_cube(5, 7, 3, 1, -1, 1)
#world.draw(self.canvas)
self.root.after(1, self.update_clock)
def draw_poly(self, p, color=None):
allCoords = []
for i in p:
a = self.e.get_2d_point(*i)
allCoords.append(self.screen_pos_x(a[0]))
allCoords.append(self.screen_pos_y(a[1]))
if color:
self.canvas.create_polygon(*allCoords, fill=color)
else:
self.canvas.create_polygon(*allCoords)
def draw_cube(self, x1, x2, y1, y2, z1, z2, color=None):
self.draw_poly([[x1, y1, z1], [x2, y1, z1], [x2, y2, z1], [x1, y2, z1]], color)
self.draw_poly([[x1, y1, z2], [x2, y1, z2], [x2, y2, z2], [x1, y2, z2]], color)
self.draw_poly([[x1, y2, z2], [x2, y2, z2], [x2, y2, z1], [x1, y2, z1]], color)
self.draw_poly([[x1, y2, z2], [x2, y2, z2], [x2, y2, z2], [x1, y2, z2]], color)
# self.draw_line([x1, y1, z1], [x2, y1, z1])
# self.draw_line([x1, y1, z1], [x1, y2, z1])
# self.draw_line([x1, y1, z1], [x1, y1, z2])
#
# self.draw_line([x2, y2, z1], [x1, y2, z1])
# self.draw_line([x2, y2, z1], [x2, y1, z1])
# self.draw_line([x2, y2, z1], [x2, y2, z2])
#
# self.draw_line([x2, y1, z2], [x1, y1, z2])
# self.draw_line([x2, y1, z2], [x2, y2, z2])
# self.draw_line([x2, y1, z2], [x2, y1, z1])
#
# self.draw_line([x1, y2, z2], [x2, y2, z2])
# self.draw_line([x1, y2, z2], [x1, y1, z2])
# self.draw_line([x1, y2, z2], [x1, y2, z1])
def draw_line(self, start3, end3):
start2 = self.e.get_2d_point(start3[0], start3[1], start3[2])
end2 = self.e.get_2d_point(end3[0], end3[1], end3[2])
self.canvas.create_line(self.screen_pos_x(start2[0]), self.screen_pos_y(start2[1]), self.screen_pos_x(end2[0]), self.screen_pos_y(end2[1]), fill="#476042")
def screen_pos_x(self, x):
return x*zoom+canvas_width/2
def screen_pos_y(self, x):
return x*zoom+canvas_height/2
def key_down(self, event):
if event.keycode == 852087:
self.speed_forward = 1
elif event.keycode == 65651:
self.speed_forward = -1
elif event.keycode == 131172:
self.speed_right = 1
elif event.keycode == 97:
self.speed_right = -1
elif event.keycode == 131074:
self.speed_up = 1
elif event.keycode == 3211296:
self.speed_up = -1
elif event.keycode == 5636148:
self.speed_alpha = 1
elif event.keycode == 5767222:
self.speed_alpha = -1
elif event.keycode == 5505074:
self.speed_beta = -1
elif event.keycode == 5963832:
self.speed_beta = 1
elif event.keycode == 5832759:
self.speed_gamma = 1
elif event.keycode == 6029369:
self.speed_gamma = -1
#.........这里部分代码省略.........
示例2: __init__
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import move [as 别名]
#.........这里部分代码省略.........
self.board = dict()
back = Frame(self.window)
back.pack(fill=BOTH, expand=1)
for row in range(8):
frame = Frame(back)
frame.pack(fill=BOTH, expand=1)
for column in range(8):
button = Button(frame,
state=DISABLED,
command=lambda position=(row, column): self.play(position))
button["bg"] = "gray"
button.pack(side=LEFT, fill=BOTH, expand=1)
self.board.update({(row, column): button})
def create_options(self):
pass_turn = Button(self.window, text="Pass", command=self.pass_turn)
pass_turn.pack(side=RIGHT)
self.status = Label(self.window)
self.update_status("Welcome to MonOthello!")
self.status.pack(side=LEFT)
def create_game(self):
message="Are you sure you want to restart?"
if self.game and \
not tkMessageBox.askyesno(title="New", message=message):
return
self.game = Engine()
self.update_board()
message = "Let's play! Now it's the %s's turn." % (self.game.turn.name,)
self.update_status(message)
def toggle_show_valid_positions(self):
self.show_valid_positions = not self.show_valid_positions
if self.game:
self.update_board()
def pass_turn(self):
if not self.game:
return
self.game.change_turn()
self.update_board()
message = "%s's turn." % (self.game.turn.name,)
self.update_status(message)
def show_credits(self):
message = "MonOthello\nv.: 1.0"
tkMessageBox.showinfo(title="About", message=message)
def bye(self):
if tkMessageBox.askyesno(title="Quit", message="Really quit?"):
quit()
def play(self, position):
"""Move a piece to the given position."""
if not self.game:
return
if not self.game.move(position, True):
message = "Wrong move. %s's turn." % (self.game.turn.name,)
self.update_status(message)
else:
self.update_board()
if self.game.check_end():
message = "End of game. "
if self.game.someone_winning():
message += self.game.who_is_winning() + " won!"
else:
message += "Tie."
tkMessageBox.showinfo(title="End of game", message=message)
self.game = False
else:
message = "%s's turn." % (self.game.turn.name,)
self.update_status(message)
def update_board(self):
for row in range(8):
for column in range(8):
position = self.board[(row, column)]
current_cell = self.game.board[(row, column)]
position["bg"] = current_cell.color
position["state"] = DISABLED
if isinstance(current_cell, EmptyPiece):
position["state"] = NORMAL
if self.show_valid_positions:
valid_positions = self.game.find_valid_positions()
for position in valid_positions:
self.board[position]["bg"] = "green"
self.update_score()
def update_score(self):
self.score["text"] = "Black: %s | White: %s" % \
(self.game.black_score,
self.game.white_score)
def update_status(self, message):
self.status["text"] = message
示例3: __init__
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import move [as 别名]
class App:
def __init__(self):
self.root = tk.Tk()
self.canvas = tk.Canvas(self.root, width=canvas_width, height=canvas_height)
self.canvas.pack()
self.e = Engine(self.canvas, canvas_width, canvas_height)
self.e.update_position(0, 2, 0, 0, 0)
self.speed_up = self.speed_right = self.speed_forward = self.alpha = self.beta = 0
self.accel_right = self.accel_forward = 0
self.block_x = self.block_z = self.block_y = 0
self.target_block_x = self.target_block_y = self.target_block_z = 0
self.block_state = 0
self.block_dist = 3
self.block_dist_speed = self.block_dist_accel = 0
self.jumped = self.block_marked = False
self.mouse_start_x = self.mouse_start_y = 0
self.root.focus_set()
self.root.bind("<KeyPress>", self.key_down)
self.root.bind("<KeyRelease>", self.key_up)
self.root.bind("<Button-1>", self.mouse_down)
self.root.bind("<B1-Motion>", self.mouse_moved)
self.load()
self.last_time = time.time()
self.update_clock()
self.root.mainloop()
def load(self):
if os.path.isfile('save.p'):
data = pickle.load(open("save.p", "rb"))
self.e.world = data[0]
self.e.x = data[1]
self.e.y = data[2]
self.e.z = data[3]
self.e.alpha = data[4]
self.e.beta = data[5]
self.block_marked = data[6]
self.block_x = data[7]
self.block_y = data[8]
self.block_z = data[9]
self.block_state = data[10]
self.block_dist = data[11]
def save(self):
data = [self.e.world, self.e.x, self.e.y, self.e.z, self.e.alpha, self.e.beta, self.block_marked, self.block_x,
self.block_y, self.block_z, self.block_state, self.block_dist]
pickle.dump(data, open("save.p", "wb"))
def update_clock(self):
delta_t = time.time() - self.last_time
self.last_time = time.time()
self.block_marked = False
if self.block_state == 0:
for i in range(5):
x = self.e.x + self.e.player_wx * i
y = self.e.y + self.e.player_wy * i
z = self.e.z + self.e.player_wz * i
if self.e.block_exists(x, y, z):
self.block_marked = True
self.target_block_x = round(x)
self.target_block_y = round(y)
self.target_block_z = round(z)
break
if self.block_state == 1:
self.target_block_x = self.e.x + self.e.player_wx * self.block_dist
self.target_block_y = self.e.y + self.e.player_wy * self.block_dist
self.target_block_z = self.e.z + self.e.player_wz * self.block_dist
elif self.block_state == 2:
self.target_block_x = round(self.block_x)
self.target_block_y = round(self.block_y)
self.target_block_z = round(self.block_z)
self.block_state = 3
new_block_x = self.block_x + (self.target_block_x - self.block_x) / 2 * delta_t * 15
new_block_y = self.block_y + (self.target_block_y - self.block_y) / 2 * delta_t * 15
new_block_z = self.block_z + (self.target_block_z - self.block_z) / 2 * delta_t * 15
if not (
self.e.block_exists(new_block_x + 0.5, self.block_y, self.block_z) or self.e.block_exists(
new_block_x - 0.5,
self.block_y,
self.block_z)):
self.block_x = new_block_x
else:
self.block_x = round(new_block_x)
if not (self.e.block_exists(self.block_x, new_block_y + 0.5, self.block_z) or self.e.block_exists(self.block_x,
new_block_y - 0.5,
self.block_z)):
self.block_y = new_block_y
else:
self.block_y = round(new_block_y)
if not (self.e.block_exists(self.block_x, self.block_y, new_block_z + 0.5) or self.e.block_exists(self.block_x,
self.block_y,
new_block_z - 0.5)):
self.block_z = new_block_z
#.........这里部分代码省略.........
示例4: Player
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import move [as 别名]
class Player(object):
side = None
position = set()
engine = None
desk_coords = None
steps = []
def __init__(self):
d = Desk()
self.position = d.get_position()
self.side = d.side
self.desk_coords = d.desk_coords
self.desk = d
def refresh_desk(self):
time.sleep(2)
d = Desk(self.side, self.desk_coords)
self.position = d.get_position()
print 'refreshed'
def change_step_side(self):
if self.step_side == 'w':
self.step_side = 'b'
else:
self.step_side = 'w'
def change_position(self, move):
print u'изменение позиции %s' %move
from_move = move[:2]
to_move = move[2:4]
figure = move[4:]
position_dict = {i[0]: i[1] for i in self.position}
# white short castle
if from_move == 'e1' and to_move == 'g1':
del position_dict[from_move]
del position_dict['h1']
position_dict[to_move] = 'kw'
position_dict['f1'] = 'rw'
# white long castle
elif from_move == 'e1' and to_move == 'c1':
del position_dict[from_move]
del position_dict['a1']
position_dict[to_move] = 'kw'
position_dict['d1'] = 'rw'
# black short castle
elif from_move == 'e8' and to_move == 'g8':
del position_dict[from_move]
del position_dict['h8']
position_dict[to_move] = 'kb'
position_dict['f8'] = 'rb'
# black long castle
elif from_move == 'e8' and to_move == 'c8':
del position_dict[from_move]
del position_dict['a8']
position_dict[to_move] = 'kb'
position_dict['d8'] = 'rb'
# p to q
elif figure:
del position_dict[from_move]
position_dict[to_move] = figure + self.step_side
# atack or step
else:
move_fig = position_dict[from_move]
position_dict[to_move] = move_fig
del position_dict[from_move]
position_set = set()
for field, figure in position_dict.iteritems():
position_set.add((field, figure))
self.position = position_set
def start(self):
self.engine = Engine()
self.engine.new_game()
self.engine.set_start_position()
if self.side == 'WHITE':
self.step_side = 'w'
move = self.engine.calulate()
print 'game start'
print move
print 'game go'
self.steps.append(move)
self.go(move)
self.change_step_side()
self.change_position(move)
else:
self.step_side = 'b'
def go(self, move=None):
_from = move[:2]
_to = move[2:4]
delta = self.desk_coords
from_position = self.desk.get_field_coord(_from)
to_position = self.desk.get_field_coord(_to)
# Двигает мышку
subprocess.call('xdotool mousemove %d %d' %(from_position[0] + delta[0], from_position[1] + delta[1]), shell=True)
subprocess.call('xdotool mousedown 1', shell=True)
subprocess.call('xdotool mousemove %d %d' %(to_position[0] + delta[0], to_position[1] + delta[1]), shell=True)
subprocess.call('xdotool mouseup 1', shell=True)
#.........这里部分代码省略.........