本文整理汇总了Python中inventory.Inventory.get_items方法的典型用法代码示例。如果您正苦于以下问题:Python Inventory.get_items方法的具体用法?Python Inventory.get_items怎么用?Python Inventory.get_items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.get_items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: InventorySelector
# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import get_items [as 别名]
class InventorySelector(AbstractInventory):
def __init__(self, parent, player, world, *args, **kwargs):
super(InventorySelector, self).__init__(parent, *args, **kwargs)
self.amount_labels = []
self.parent = parent
self.world = world
self.player = player
self.max_items = self.player.inventory.slot_count
self.current_index = 1
self.icon_size = self.world.group.texture.width / G.TILESET_SIZE
self.selected_item = None
self.selected_item_icon = None
self.mode = 0 # 0 - Normal inventory, 1 - Crafting Table, 2 - Furnace
self.change_image()
self.crafting_panel = Inventory(4)
self.crafting_outcome = None # should be an item stack
self.crafting_outcome_icon = None
self.crafting_outcome_label = None
self.crafting_table_panel = Inventory(9)
self.furnace_panel = None # should be a FurnaceBlock
self.visible = False
def change_image(self):
if self.mode == 0:
image = load_image('resources', 'textures', 'inventory.png')
elif self.mode == 1:
image = load_image('resources', 'textures', 'inventory_when_crafting_table.png')
elif self.mode == 2:
image = load_image('resources', 'textures', 'inventory_when_furnace.png')
self.frame = image_sprite(image, self.batch, 0)
self.frame.x = (self.parent.window.width - self.frame.width) / 2
self.frame.y = self.icon_size / 2 - 4
def update_items(self):
rows = floor(self.max_items / 9)
inventory_y = 43
inventory_height = (rows * (self.icon_size * 0.5)) + ((rows+1) * 3)
self.icons = []
for amount_label in self.amount_labels:
amount_label.delete()
self.amount_labels = []
x = self.frame.x + 7
y = self.frame.y + inventory_y + inventory_height
items = self.player.inventory.get_items()
items = items[:self.max_items]
for i, item in enumerate(items):
if not item:
x += (self.icon_size * 0.5) + 3
if x >= (self.frame.x + self.frame.width) - 7:
x = self.frame.x + 7
y -= (self.icon_size * 0.5) + 3
continue
icon = image_sprite(get_block_icon(item.get_object(), self.icon_size, self.world), self.batch, self.group)
icon.scale = 0.5
icon.x = x
icon.y = y - icon.height
x += (self.icon_size * 0.5) + 3
if x >= (self.frame.x + self.frame.width) - 7:
x = self.frame.x + 7
y -= (self.icon_size * 0.5) + 3
if item.max_durability != -1 and item.durability != -1:
icon.opacity = min(item.max_durability, item.durability + 1) * 255 / item.max_durability
amount_label = pyglet.text.Label(
str(item.amount), font_name=G.DEFAULT_FONT, font_size=9,
x=icon.x + 3, y=icon.y, anchor_x='left', anchor_y='bottom',
color=item.get_object().amount_label_color, batch=self.batch,
group=self.labels_group)
self.amount_labels.append(amount_label)
self.icons.append(icon)
items = self.player.quick_slots.get_items()
items = items[:self.player.quick_slots.slot_count]
for i, item in enumerate(items):
if not item:
x += (self.icon_size * 0.5) + 3
continue
icon = image_sprite(get_block_icon(item.get_object(), self.icon_size, self.world), self.batch, self.group)
icon.scale = 0.5
icon.x = x
icon.y = self.frame.y + 7
item.quickslots_x = icon.x
item.quickslots_y = icon.y
x += (self.icon_size * 0.5) + 3
if item.max_durability != -1 and item.durability != -1:
icon.opacity = min(item.max_durability, item.durability + 1) * 255 / item.max_durability
amount_label = pyglet.text.Label(
str(item.amount), font_name=G.DEFAULT_FONT, font_size=9,
x=icon.x + 3, y=icon.y, anchor_x='left', anchor_y='bottom',
color=item.get_object().amount_label_color, batch=self.batch,
group=self.labels_group)
self.amount_labels.append(amount_label)
self.icons.append(icon)
items = self.player.armor.get_items()
items = items[:4]
x = self.frame.x + 7
y = inventory_y + inventory_height + 10 + 4 * self.icon_size * 0.5 + 9
for i, item in enumerate(items):
if not item:
y -= (self.icon_size * 0.5) + 3
#.........这里部分代码省略.........
示例2: __init__
# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import get_items [as 别名]
class Player:
def __init__(self):
"""
Initializing our player with his initial stats
These are what I feel players should start out with
Hans' stats vary within the game
:return:
"""
self.level = 1
self.stats = {'str': 12, 'mag': 1, 'skill': 13, 'spd': 13, 'def': 15, 'lck': 12, 'res': 4}
self.growths = {'hp': 0.8, 'str': 0.6, 'mag': 0.2, 'skill': 0.7, 'spd': 0.7, 'def': 0.6, 'luk': 0.3, 'res': 0.3}
self.hp = 30
self.max_hp = 30
self.name = "Hans"
self.inventory = Inventory()
self.equipped = self.inventory.get_specific_item("Steel Axe")
self.loc = (1, 1)
def receive_damage(self, damage):
"""
Receiving damage to the player
:param damage: total damage being received
:return:
"""
dmg = max(0, damage - self.stats['def'])
self.hp = max(0, self.hp-dmg)
def attack(self, defense):
"""
Returns the damage dealt to an enemy
If the player is not equipped with anything, simply return 0
:param def: opposing enemy's def
:return: damage dealt
"""
if self.equipped:
return self.stats['str'] + self.equipped.mt - defense
return 0
def equip_item(self, item):
"""
Equips an item. Has to be a weapon
:param item: weapon to equip
:return:
"""
if isinstance(item, Weapon) and item.name in self.inventory.get_items():
self.equipped = item
def add_to_inventory(self, item):
"""
Adds an item to the inventory
Following Fates, we only allow 5 item slots
:param item: item to add to inventory
:return:
"""
return self.inventory.add_to_inventory(item)
def remove_from_inventory(self, item):
"""
Removes an item from an inventory
TODO: find a good way to remove an item after using a healing item
:param item: item to be removed
:return:
"""
if item.name in self.inventory.get_items():
self.inventory.remove_from_inventory(item)
def inc_max_hp(self, amount):
"""
Increases the max hp, mostly from leveling up or items
:param amount: amount to increase by
:return:
"""
self.max_hp += amount
def use_item(self, item):
"""
Usage of an item, must not be a weapon
:param item:
:return:
"""
if item.name in self.inventory.get_items():
if item.usage == "HEALING":
self.hp = min(self.max_hp, self.hp+item.amount)
if item.usage == "SERAPH":
self.inc_max_hp(item.amount)
def set_location(self, location):
"""
Sets the location of the player
:param location: location to set
:return:
"""
self.loc = location