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Python Inventory.drop方法代码示例

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


在下文中一共展示了Inventory.drop方法的1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: Player

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import drop [as 别名]

#.........这里部分代码省略.........
        elif self.shardCount == 0:
            self.andWait(0)
            self.level.output_buffer.add("You don't have any shards!")
            return 0
        elif self.health == self.maxHealth and self.shardCount > 0:
            self.andWait(0)
            self.level.output_buffer.add("You're already at max health.")
            return 0

    def move(self, direction):
        temp = config.collideType.copy()
        config.temp = temp
        for entity in self.level.grid.get(
            self.xpos + config.directions[direction][0], self.ypos + config.directions[direction][1]
        ):
            collideType = entity.collide()
            for key in collideType:
                if collideType[key]:
                    temp[key] = collideType[key]
        if temp["isPortal"]:
            return 0
        if temp["isObelisk"]:
            return self.andWait(0)
        if temp["isDoor"] and not temp["isOpen"]:
            self.openDoor(config.directions[direction][0], config.directions[direction][1])
            return 0
        if not temp["blocksWalking"] and not temp["isEnemy"]:
            tempNum = self.doMove(config.directions[direction][0], config.directions[direction][1])
            self.postMoveDescribe()
            return tempNum
        elif temp["isEnemy"] and temp["initiatesCombat"]:
            return self.doAttack(config.directions[direction][0], config.directions[direction][1])
        else:
            return self.andWait(0)

    def postMoveDescribe(self):
        # generalize this!
        cell = self.level.grid.getCell(self.xpos, self.ypos)
        for content in cell.getContents():
            if isinstance(content, Item):
                if content.name[0] in "aeiouy":
                    self.level.output_buffer.add("You're standing on an " + content.name + ".")
                else:
                    self.level.output_buffer.add("You're standing on a " + content.name + ".")

    def get(self):
        grounded_item = self.level.grid.getItem(self.xpos, self.ypos)
        if not isinstance(grounded_item, Item):
            self.level.output_buffer.add("There's no item here!")
            self.andWait(0)
            return
        elif not self.inventory.hasSpace(more=1):
            self.level.output_buffer.add("You're carrying too many things to pick that up.")
            self.andWait(0)
            return
        elif not self.inventory.hasWeightSpace(more=grounded_item.weight):
            self.level.output_buffer.add("You're carrying too much weight to pick that up.")
            self.andWait(0)
            return
        self.inventory.add(grounded_item)
        if grounded_item.name[0] in "aeiouy":
            self.level.output_buffer.add("You picked up an " + grounded_item.name + ".")
        else:
            self.level.output_buffer.add("You picked up a " + grounded_item.name + ".")
        self.andWait(1)

    def drop(self, letter):
        if isinstance(self.inventory.get(letter), Item):
            config.world.currentLevel.output_buffer.add("You dropped " + str(self.inventory.get(letter).name + "."))
            self.inventory.drop(letter)
            self.andWait(1)
        else:
            self.level.output_buffer.add("That item isn't in your inventory!")
            self.andWait(0)
        self.andWait(0)

    def die(self, killer):
        if self.lastObelisk == None:
            self.level.output_buffer.clear()
            self.level.output_buffer.add("You died! Game over.")
            self.level.output_buffer.add("Press 'q' to quit.")  # CHANGE TO SPACE
            self.level.draw()
            while True:
                lineIn = unicurses.getch()
                if lineIn == unicurses.CCHAR("q"):
                    unicurses.clear()
                    unicurses.refresh()
                    unicurses.endwin()
                    print("Be seeing you...")
                    exit()
        else:
            if self.lastObelisk.level != self.level:
                self.level.output_buffer.clear()
            self.lastObelisk.level.output_buffer.add("You died!")
            self.lastObelisk.level.output_buffer.add("You are reborn in a flash of fire at an obelisk.")
            if self.shardCount <= 0:
                self.shardCount = 2
                self.lastObelisk.level.output_buffer.add("You feel the obelisk lend you strength.")
            config.world.swapViaDeath(self.lastObelisk)
            config.player.health = config.player.maxHealth
开发者ID:Trial-In-Error,项目名称:raidlike,代码行数:104,代码来源:entity.py


注:本文中的inventory.Inventory.drop方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。