本文整理汇总了Python中horizons.messaging.LoadingProgress类的典型用法代码示例。如果您正苦于以下问题:Python LoadingProgress类的具体用法?Python LoadingProgress怎么用?Python LoadingProgress使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了LoadingProgress类的6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: start_singleplayer
def start_singleplayer(options):
"""Starts a singleplayer game."""
_modules.gui.show_loading_screen()
LoadingProgress.broadcast(None, "load_objects")
global preloading
preload_game_join(preloading)
# remove cursor while loading
horizons.globals.fife.cursor.set(fife_module.CURSOR_NONE)
horizons.globals.fife.engine.pump()
horizons.globals.fife.set_cursor_image("default")
# destruct old session (right now, without waiting for gc)
if _modules.session is not None and _modules.session.is_alive:
_modules.session.end()
if options.is_editor:
from horizons.editor.session import EditorSession as session_class
else:
from horizons.spsession import SPSession as session_class
# start new session
_modules.session = session_class(horizons.globals.db)
from horizons.scenario import InvalidScenarioFileFormat # would create import loop at top
from horizons.util.savegameaccessor import MapFileNotFound
from horizons.util.savegameupgrader import SavegameTooOld
try:
_modules.session.load(options)
_modules.gui.close_all()
except InvalidScenarioFileFormat:
raise
except (MapFileNotFound, SavegameTooOld, Exception):
_modules.gui.close_all()
# don't catch errors when we should fail fast (used by tests)
if os.environ.get("FAIL_FAST", False):
raise
print "Failed to load", options.game_identifier
traceback.print_exc()
if _modules.session is not None and _modules.session.is_alive:
try:
_modules.session.end()
except Exception:
print
traceback.print_exc()
print "Additionally to failing when loading, cleanup afterwards also failed"
_modules.gui.show_main()
headline = _("Failed to start/load the game")
descr = (
_("The game you selected could not be started.")
+ u" "
+ _("The savegame might be broken or has been saved with an earlier version.")
)
_modules.gui.open_error_popup(headline, descr)
_modules.gui.load_game()
return _modules.session
示例2: show
def show(self):
qotl_type_label = self._widget.findChild(name='qotl_type_label')
qotl_label = self._widget.findChild(name='qotl_label')
name, quote = get_random_quote()
qotl_type_label.text = name
qotl_label.text = quote
self._widget.show()
LoadingProgress.subscribe(self._update)
示例3: show
def show(self):
qotl_type_label = self._widget.findChild(name='qotl_type_label')
qotl_label = self._widget.findChild(name='qotl_label')
quote_type = int(horizons.globals.fife.get_uh_setting("QuotesType"))
if quote_type == 2:
quote_type = random.randint(0, 1) # choose a random type
if quote_type == 0:
name = GAMEPLAY_TIPS["name"]
items = GAMEPLAY_TIPS["items"]
elif quote_type == 1:
name = FUN_QUOTES["name"]
items = FUN_QUOTES["items"]
qotl_type_label.text = unicode(name)
qotl_label.text = unicode(random.choice(items)) # choose a random quote / gameplay tip
self._widget.show()
LoadingProgress.subscribe(self._update)
示例4: _init
def _init(self, savegame_db, force_player_id=None, disasters_enabled=True):
"""
@param savegame_db: Dbreader with loaded savegame database
@param force_player_id: the worldid of the selected human player or default if None (debug option)
"""
"""
All essential and non-essential parts of the world are set up here, you don't need to
know everything that happens.
"""
# load properties
self.properties = {}
for (name, value) in savegame_db("SELECT name, value FROM map_properties"):
self.properties[name] = json.loads(value)
if not 'disasters_enabled' in self.properties:
# set on first init
self.properties['disasters_enabled'] = disasters_enabled
# create playerlist
self.players = []
self.player = None # player sitting in front of this machine
self.trader = None
self.pirate = None
self._load_players(savegame_db, force_player_id)
# all static data
LoadingProgress.broadcast(self, 'world_load_map')
self.load_raw_map(savegame_db)
# load world buildings (e.g. fish)
LoadingProgress.broadcast(self, 'world_load_buildings')
for (building_worldid, building_typeid) in \
savegame_db("SELECT rowid, type FROM building WHERE location = ?", self.worldid):
load_building(self.session, savegame_db, building_typeid, building_worldid)
# use a dict because it's directly supported by the pathfinding algo
LoadingProgress.broadcast(self, 'world_init_water')
self.water = dict((tile, 1.0) for tile in self.ground_map)
self._init_water_bodies()
self.sea_number = self.water_body[(self.min_x, self.min_y)]
for island in self.islands:
island.terrain_cache.create_sea_cache()
# assemble list of water and coastline for ship, that can drive through shallow water
# NOTE: this is rather a temporary fix to make the fisher be able to move
# since there are tile between coastline and deep sea, all non-constructible tiles
# are added to this list as well, which will contain a few too many
self.water_and_coastline = copy.copy(self.water)
for island in self.islands:
for coord, tile in island.ground_map.iteritems():
if 'coastline' in tile.classes or 'constructible' not in tile.classes:
self.water_and_coastline[coord] = 1.0
self._init_shallow_water_bodies()
self.shallow_sea_number = self.shallow_water_body[(self.min_x, self.min_y)]
# create ship position list. entries: ship_map[(x, y)] = ship
self.ship_map = {}
self.ground_unit_map = {}
# create shiplist, which is currently used for saving ships
# and having at least one reference to them
self.ships = []
self.ground_units = []
# create bullets list, used for saving bullets in ongoing attacks
self.bullets = []
if self.session.is_game_loaded():
# there are 0 or 1 trader AIs so this is safe
trader_data = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")
if trader_data:
self.trader = Trader.load(self.session, savegame_db, trader_data[0][0])
# there are 0 or 1 pirate AIs so this is safe
pirate_data = savegame_db("SELECT rowid FROM player WHERE is_pirate = 1")
if pirate_data:
self.pirate = Pirate.load(self.session, savegame_db, pirate_data[0][0])
# load all units (we do it here cause all buildings are loaded by now)
LoadingProgress.broadcast(self, 'world_load_units')
for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
Entities.units[typeid].load(self.session, savegame_db, worldid)
if self.session.is_game_loaded():
# let trader and pirate command their ships. we have to do this here
# because ships have to be initialized for this, and they have
# to exist before ships are loaded.
if self.trader:
self.trader.load_ship_states(savegame_db)
if self.pirate:
self.pirate.finish_loading(savegame_db)
# load the AI stuff only when we have AI players
LoadingProgress.broadcast(self, 'world_setup_ai')
if any(isinstance(player, AIPlayer) for player in self.players):
AIPlayer.load_abstract_buildings(self.session.db) # TODO: find a better place for this
# load the AI players
# this has to be done here because otherwise the ships and other objects won't exist
for player in self.players:
if not isinstance(player, HumanPlayer):
#.........这里部分代码省略.........
示例5: hide
def hide(self):
self._current_step = 0
LoadingProgress.discard(self._update)
self._widget.hide()
示例6: load
def load(self, options):
"""Loads a map. Key method for starting a game."""
"""
TUTORIAL: Here you see how the vital game elements (and some random things that are also required)
are initialized.
"""
if options.is_scenario:
# game_identifier is a yaml file, that contains reference to actual map file
self.scenario_eventhandler = ScenarioEventHandler(self, options.game_identifier)
# scenario maps can be normal maps or scenario maps:
map_filename = self.scenario_eventhandler.get_map_file()
options.game_identifier = os.path.join(SavegameManager.scenario_maps_dir, map_filename)
if not os.path.exists(options.game_identifier):
options.game_identifier = os.path.join(SavegameManager.maps_dir, map_filename)
options.is_map = True
self.log.debug("Session: Loading from %s", options.game_identifier)
savegame_db = SavegameAccessor(options.game_identifier, options.is_map, options) # Initialize new dbreader
savegame_data = SavegameManager.get_metadata(savegame_db.db_path)
self.view.resize_layers(savegame_db)
# load how often the game has been saved (used to know the difference between
# a loaded and a new game)
self.savecounter = savegame_data.get('savecounter', 0)
if savegame_data.get('rng_state', None):
rng_state_list = json.loads(savegame_data['rng_state'])
# json treats tuples as lists, but we need tuples here, so convert back
def rec_list_to_tuple(x):
if isinstance(x, list):
return tuple(rec_list_to_tuple(i) for i in x)
else:
return x
rng_state_tuple = rec_list_to_tuple(rng_state_list)
# changing the rng is safe for mp, as all players have to have the same map
self.random.setstate(rng_state_tuple)
LoadingProgress.broadcast(self, 'session_create_world')
self.world = World(self) # Load horizons.world module (check horizons/world/__init__.py)
self.world._init(savegame_db, options.force_player_id, disasters_enabled=options.disasters_enabled)
self.view.load(savegame_db, self.world) # load view
if not self.is_game_loaded():
options.init_new_world(self)
else:
# try to load scenario data
self.scenario_eventhandler.load(savegame_db)
self.manager.load(savegame_db) # load the manager (there might be old scheduled ticks).
LoadingProgress.broadcast(self, "session_index_fish")
self.world.init_fish_indexer() # now the fish should exist
# load the old gui positions and stuff
# Do this before loading selections, they need the minimap setup
LoadingProgress.broadcast(self, "session_load_gui")
self.ingame_gui = self._ingame_gui_class(self)
self.ingame_gui.load(savegame_db)
Scheduler().before_ticking()
savegame_db.close()
assert hasattr(self.world, "player"), 'Error: there is no human player'
LoadingProgress.broadcast(self, "session_finish")
"""