本文整理汇总了Python中inventory.Inventory.getCell方法的典型用法代码示例。如果您正苦于以下问题:Python Inventory.getCell方法的具体用法?Python Inventory.getCell怎么用?Python Inventory.getCell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inventory.Inventory
的用法示例。
在下文中一共展示了Inventory.getCell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: Scene
# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import getCell [as 别名]
#.........这里部分代码省略.........
elif event.key in hero.MAGIC_KEYS:
self._hero.setSpell(hero.KEY_MAP[event.key])
if event.type in (MOUSEMOTION, MOUSEBUTTONDOWN, MOUSEBUTTONUP):
for submodule in self._submodules:
if submodule.getRectangle().collidepoint(event.pos):
x, y, _, _ = submodule.getRectangle()
_pos = event.pos[0] - x, event.pos[1] - y
else:
_pos = None
submodule.mouseEvent(event, _pos)
if submodule == self._map and event.type == MOUSEBUTTONDOWN and _pos: # obsługa otwierania skrzynki(głównie)
_field = self._map.getLayer('Fields').get(_pos, True)
if _field:
_field.getLogic().clicked(self, self._hero)
if submodule == self._map and event.type == MOUSEBUTTONUP and event.button == 1 and _pos: # upuszczanie przedmiotu
_field = self._map.getLayer('Fields').get(_pos, True)
if _field:
_field = _field.getLogic()
if _field and utils.distance(_field.getGrid()[:2], self._hero.getGrid()[:2]) <= 1:
for _obj in self._freeobjects:
if not _obj.attach(_field):
_obj.attach(_obj.getAttached())
else:
for _obj in self._freeobjects:
_obj.attach(_obj.getAttached())
if submodule == self.inventory and event.type == MOUSEBUTTONUP and event.button == 1 and _pos: # ↑
for _obj in self._freeobjects:
if not _obj.attach(self.inventory.getCell(_pos)):
_obj.attach(_obj.getAttached())
if submodule == self.chestitems and event.type == MOUSEBUTTONUP and event.button == 1 and _pos: # ↑
for _obj in self._freeobjects:
if not self.chestitems.opened or not _obj.attach(self.chestitems.getCell(_pos)):
_obj.attach(_obj.getAttached())
for _obj in self._freeobjects:
_obj.mouseEvent(event)
if event.type == MOUSEBUTTONDOWN and event.button == 3 and self._map.getRectangle().collidepoint(event.pos): # rzucanie czaru
self._hero.castSpell()
if event.type == MOUSEBUTTONDOWN and event.button == 1 and self._map.getRectangle().collidepoint(event.pos): # atak
self._hero.punch()
if self._hero.getGrid()[2] != self._map.getStorey(): # zmiana poziomu lochu
self._map.removeLayer('Missiles')
self._map.addLayer('Missiles', 3, MissilesLayer(self._map))
self._map.switchStorey(self._hero.getGrid()[2] - self._map.getStorey())
self._shadow.clear()
for _id, _ in self._actual:
self._creatureLayer.remove(_id)
self._actual = []
_counter = 0
_storey = self._map.getStorey()
for _name, _monster in self._monsters:
if _monster.getGrid()[2] == _storey:
self._creatureLayer.add(_name + '_' + str(_counter), _monster.getSprite(self._creatureLayer, _name + '_' + str(_counter)))
self._actual.append((_name + '_' + str(_counter), _monster))
_monster.move((0, 0, 0))