当前位置: 首页>>代码示例>>Python>>正文


Python Inventory.pos方法代码示例

本文整理汇总了Python中inventory.Inventory.pos方法的典型用法代码示例。如果您正苦于以下问题:Python Inventory.pos方法的具体用法?Python Inventory.pos怎么用?Python Inventory.pos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.pos方法的12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: Level

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
class Level(LevelBase):
    prevlevel = 0
    dialog = 0
    pdialog = 0
    timer = 0
    oldPos = (0, 0)
    dialog = 0
    btimer = 0

    def __init__(self, g, player_new, dimentions, p=0):
        LevelBase.__init__(self, g, player_new, dimentions)
        self.prevlevel = p
        self.title = "Jail"
        # current level
        TW, TH = 32, 32

        # load tile set
        g.tga_load_tiles(os.path.join("textures", "tiles5.png"), (TW, TH), self.tdata)
        g.tga_load_level(os.path.join("levels", "level17.tga"), 1)
        g.bounds = pygame.Rect(TW, TH, (len(g.tlayer[0]) - 2) * TW, (len(g.tlayer) - 2) * TH)
        g.code_events(self.edata)

        self.vats = Inventory(g, "clonevat")
        self.vats.pos((18, 13))
        g.run_codes(self.cdata, (0, 0, g.dimentions[0], g.dimentions[1]))

    # ugly, ugly monsters
    def add_monster(self, g, r, a):
        # e = Enemy(self.g, (r.rect.x, r.rect.y), 'monster1')
        e = Monster1(self.g, (r.rect.x, r.rect.y))

    # upon moving
    def playerMove(self, g, r, a):
        if self.prevlevel == 18:
            g.player.rect.x, g.player.rect.y = r.rect.x, r.rect.y
            g.view.x = r.rect.x
            g.view.y = r.rect.y

    # when you're over a change level tile
    def change_level(self, g, r, a):
        if a.__class__.__name__ != "Player":
            return
        if g.player.pos[0] == 38:
            g.currentLevel = 18

        if g.player.pos[0] == 1:
            g.currentLevel = 16

    # level events
    def level_loop(self):
        g = self.g
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:53,代码来源:level17.py

示例2: Level

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
class Level(LevelBase):
    prevlevel = 0
    dialog = 0
    pdialog = 0
    timer = 0
    oldPos = (0, 0)
    dialog = 0
    btimer = 0
    lockedatmessage = 0
    inbattle = 0
    
    def __init__(self, g, player_new, dimentions, p = 0):
        LevelBase.__init__(self, g, player_new, dimentions)
        self.prevlevel = p
        self.title = 'Airport'
        # current level
        TW,TH = 32,32

        # load tile set
        g.tga_load_tiles(os.path.join("textures",  "tiles6.png"), (TW,TH), self.tdata)
        g.tga_load_level(os.path.join("levels",  "level28.tga"), 1)
        g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
        g.code_events(self.edata)

        self.vats = Inventory(g, 'plane')
        self.vats.pos((18, 9))

        g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
        self.g.player.hidden = 0
        self.pan_camera(None)
        self.initBack('bg3.png', 190, 512)
        self.effect = GameEffect(g,'wind')
        pygame.mixer.music.load(os.path.join("ambient",  "amb15.ogg"))
        pygame.mixer.music.play(40000)
        
        self.fox = Character("fox.png","facefox.tga", g, 'fox')
        self.fox.pos((31, 15))
        self.fox.direction = 0
        self.fox.health = 40
        self.fox.healthmax = 40

        self.director = Character("director.png","facedirector.png", g, 'director')
        self.director.pos((36, 16))
        self.director.direction = 1
        
        if 'scene16' in g.saveData:
            self.fox.hidden = 1
        if 'scene17' in g.saveData:
            self.fox.feeling = 'dead'
            self.director.hidden = 1
        # plane is gone if you got imas backup tape
        if 'i_tape' in g.saveData:
            self.vats.removeself()
        self.invbox = 0


    # ugly, ugly monsters
    def add_monster (self,g,r,a):
        Monster5(self.g, (r.rect.x, r.rect.y))

    # upon moving
    def playerMove(self, g,r,a):
        print 'player move'
        if self.prevlevel == 29:
            g.player.rect.x,g.player.rect.y = r.rect.x,r.rect.y - 2
            g.view.x = r.rect.x
            g.view.y = r.rect.y


    # draw back of level
    def draw_back(self):
        test = self.draw_gradent((105,70,70), (0, 30, 255))
        self.g.screen.blit(test, (0,0))

    # when you're over a change level tile
    def change_level(self, g,r,a):
        if a.__class__.__name__ != 'Player':
            return
        if g.player.pos[0] == 64:
            g.currentLevel = 29
        if g.player.pos[0] == 1:
            g.currentLevel = 27
        print g.player.pos

    # level events
    def level_loop(self):
        g = self.g

        if self.g.player.pos[0] > 24:
            if not 'scene16' in g.saveData:
                g.intermission = 1
                self.pan_camera(self.fox)
                if self.dialog == 0:
                    self.dialog = 1

                if self.dialog != 0:
                    if g.keyup:
                        self.dialog += 1
                        self.contains_msg_box_counter = 0
                if self.dialog == 2:
#.........这里部分代码省略.........
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:103,代码来源:level28.py

示例3: add_switch

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
 def add_switch(self,g,r,a):
     switch = Inventory(self.g, 'switch')
     pos = g.screen_to_tile((r.rect.x + g.view.x, r.rect.y + g.view.y))
     switch.pos(pos)
     self.switches.append(switch)
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:7,代码来源:level.py

示例4: add_spike

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
 def add_spike(self,g,r,a):
     spike = Inventory(self.g, 'spike')
     pos = g.screen_to_tile((r.rect.x + g.view.x, r.rect.y + g.view.y))
     spike.pos(pos)
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:6,代码来源:level.py

示例5: add_save_inventory

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
 def add_save_inventory (self,g,r,a):
     save = Inventory(self.g, 'save')
     pos = g.screen_to_tile((r.rect.x + g.view.x, r.rect.y + g.view.y))
     save.pos(pos)
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:6,代码来源:level.py

示例6: add_shot3

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
 def add_shot3(self, g,r,a):
     shot4 = Inventory(self.g, 'shot4')
     pos = g.screen_to_tile((r.rect.x + g.view.x, r.rect.y + g.view.y))
     shot4.pos(pos)
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:6,代码来源:level.py

示例7: add_water

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
 def add_water(self, g,r,a):
     sprinkler = Inventory(self.g, 'sprinkler')
     pos = g.screen_to_tile((r.rect.x + g.view.x, r.rect.y + g.view.y))
     sprinkler.pos(pos)
     self.sprinklers.append(sprinkler)
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:7,代码来源:level.py

示例8: Level

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
class Level(LevelBase):
    prevlevel = 0
    dialog = 0
    pdialog = 0
    timer = 10
    ticker = 0
    
    def __init__(self, g, player_new, dimentions, p = 0):
        LevelBase.__init__(self, g, player_new,dimentions)
        self.prevlevel = p
        self.title = 'Engineers Lab'

        # current level
        currentLevel = os.path.join("levels",  "level2.tga")

        TW,TH = 32,32

        # load tile set
        tileTexture = os.path.join("textures",  "tiles0.png")
        g.tga_load_tiles(tileTexture, (TW,TH), self.tdata)
        g.tga_load_level(currentLevel, 1)
        g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
        g.code_events(self.edata)

        self.microwave = Inventory(g, 'microwave')
        self.microwave.pos((6, 9))

        self.professor = Character("professor.png","faceprofessor.tga", g)
        self.professor.pos((6, 9))
        self.professor.direction = 0

        self.assistant = Character("assistant.png","faceassistant.png", g)
        self.assistant.pos((12, 9))
        self.assistant.direction = 1
        
        g.intermission = 1

        # already done the cut scene
        if 'scene1' in g.saveData:
            g.intermission = 0
            self.professor.pos((11, 9))
            self.dialog = 9
            self.g.sprites.remove(self.assistant)

        # if you've put the transmitter in
        if 'scene3' in g.saveData:
            self.assistant = Character("assistant.png","faceassistant.png", g)
            self.assistant.pos((13, 9))
            self.professor.pos((8, 9))
            self.assistant.direction = 1
            self.dialog = 10
            g.intermission = 1
        
        # already had the talk after putting in the transmitter
        if 'scene4' in g.saveData:
            self.dialog = 19
            g.intermission = 0
            self.g.sprites.remove(self.assistant)

        if 'scene5' in g.saveData:
            self.dialog = 20
            self.professor.pos((11,9))
            self.professor.faceup = 1

        g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))

    # upon moving
    def playerMove(self, g,r,a):
        if self.prevlevel == 3:
            g.player.rect.x = r.rect.x
            g.player.rect.y = r.rect.y
        if self.prevlevel == 5:
            # why do you eat so much chicken?
            pop = g.tile_to_screen((6,9))
            g.player.rect.x = pop[0]
            g.player.rect.y = pop[1]

    # when you're over a change level tile
    def change_level(self, g,r,a):
        if not g.event or a.__class__.__name__ != 'Player':
            return

        #back to castle st
        if g.player.pos == (1, 9):
            self.g.currentLevel = 1
        if g.player.pos == (13, 9):
            self.g.currentLevel = 3

        # The door is open
        if 'scene4' in g.saveData:
            if g.player.pos == (7, 9):
                g.currentLevel = 5


    # draw back of level
    def draw_back(self):
        test = self.draw_gradent((18,20,34), (0, 0, 0))
        self.g.screen.blit(test, (0,0))

        # blinking machines
#.........这里部分代码省略.........
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:103,代码来源:level2.py

示例9: Level

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
class Level(LevelBase):
    prevlevel = 0
    dialog = 0
    pdialog = 0
    timer = 0
    oldPos = (0, 0)
    dialog = 0
    btimer = 0
    fillingwithwater = 0
    
    def __init__(self, g, player_new, dimentions, p = 0):
        LevelBase.__init__(self, g, player_new, dimentions)
        self.prevlevel = p
        self.title = 'Jail'

        # current level
        TW,TH = 32,32

        # load tile set
        tileTexture = os.path.join("textures",  "tiles5.png")
        g.tga_load_tiles(tileTexture, (TW,TH), self.tdata)
        currentLevel = os.path.join("levels",  "level14.tga")
        g.tga_load_level(currentLevel, 1)
        g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
        g.code_events(self.edata)

        self.robot = Character("robot0.png","facerobot.tga", g,'robot')
        self.robot.pos((13, 20))
        self.robot.direction = 0
        
        #(2, 3) 'i_arms' in g.saveData
        self.arms = Inventory(g, 'arms')
        self.arms.pos((2,3))

        # if you've given her arms
        if 'scene7' in g.saveData:
            self.dialog = 6
            self.robot.feeling = 'arms'

        # if you read the newspaper, she fights you to get to the top
        self.newspaper = 0
        if 'scene17' in g.saveData:
            self.newspaper = Inventory(g, "newspaper")
            self.newspaper.pos((6, 20))

        if 'scene19' in g.saveData:
            self.robot.feeling = 'dead'
            self.robot.hidden = 1

        g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))

    # upon moving
    def playerMove(self, g,r,a):
        if self.prevlevel == 15:
            g.player.rect.x,g.player.rect.y = r.rect.x,r.rect.y
            g.view.x = r.rect.x
            g.view.y = r.rect.y

    # when you're over a change level tile
    def change_level(self, g,r,a):
        if a.__class__.__name__ != 'Player':
            return
        if g.player.pos[0] == 38:
            g.currentLevel = 15

    # level events
    def level_loop(self):
        g = self.g

        if 'scene7' in g.saveData:
            self.g.clayer[4][18] = 0
            self.g.tlayer[4][18] = 1
        else:
            self.g.clayer[4][18] = 1
            self.g.tlayer[4][18] = 25

        # player position
        if g.player.pos == (13, 20) and not 'scene18' in g.saveData:
            if g.event:
                self.pdialog = 1
                if 'i_arms' in g.saveData:
                    self.pdialog = 2
            if self.pdialog == 0:
                if not 'scene7' in g.saveData:
                    self.robot.feeling = 'blink'
            if self.pdialog == 1:
                self.dialog = 0
                self.robot.feeling = ''
                str = "Hello! Welcome to the Octagon Correctional Facility."
                str += "\nYou must be a visitor, as you weren't tagged when you arrived."
                str += "\nI'd love to help you, but I've misplaced my arms."
                self.info_box(str, self.robot)
            elif self.pdialog == 2:
                if g.keyup and self.timer > 30:
                    self.dialog += 1
                    self.timer = 0
                    self.contains_msg_box_counter = 0
                if 'scene7' in g.saveData and self.dialog == 1:
                    self.dialog = 6 # if you already got the item
                if self.dialog == 1:
#.........这里部分代码省略.........
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:103,代码来源:level14.py

示例10: Level

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
class Level(LevelBase):
    prevlevel = 0
    dialog = 0
    pdialog = 0
    timer = 0
    oldPos = (0, 0)
    dialog = 0
    btimer = 0
    
    def __init__(self, g, player_new, dimentions, p = 0):
        LevelBase.__init__(self, g, player_new, dimentions)
        self.prevlevel = p
        self.title = 'Jail'
        # current level
        TW,TH = 32,32

        # load tile set
        g.tga_load_tiles(os.path.join("textures",  "tiles5.png"), (TW,TH), self.tdata)
        g.tga_load_level(os.path.join("levels",  "level19.tga"), 1)
        g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
        g.code_events(self.edata)

        # and an odd object called flutter box. flutter shutter (37, 13) 
        self.terrorist = Character("terrorist.png","faceterrorist.tga", g)
        self.terrorist.pos((3, 20))
        self.terrorist.direction = 0
        self.terrorist.faceup = 1

        self.flutterbox = Inventory(g, 'flutterbox')
        self.flutterbox.pos((37, 13))
        self.flutterswitch = Inventory(g, 'flutterswitch')
        self.flutterswitch.pos((37, 20))

        g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))

    # ugly, ugly monsters
    def add_monster (self,g,r,a):
        print 'add_monster ',r.rect
        e = Monster1(self.g, (r.rect.x, r.rect.y))

    # upon moving
    def playerMove(self, g,r,a):
        if self.prevlevel == 20:
            g.player.rect.x,g.player.rect.y = r.rect.x,r.rect.y
            g.view.x = r.rect.x
            g.view.y = r.rect.y

    # when you're over a change level tile
    def change_level(self, g,r,a):
        if a.__class__.__name__ != 'Player':
            return
        if g.player.pos[1] == 1:
            g.currentLevel = 18

        if g.player.pos == (39, 27) or g.player.pos == (39, 28):
            g.currentLevel = 20

    # level events
    def level_loop(self):
        g = self.g



        # 16, 13
        if self.switches[0].open:
           self.g.clayer[13][16] = 0
           self.g.tlayer[13][16] = 2
        else:
           self.g.clayer[13][16] = 1
           self.g.tlayer[13][16] = 25

        #(26, 13)
        if self.switches[1].open:
           self.g.clayer[13][26] = 0
           self.g.tlayer[13][26] = 2
        else:
           self.g.clayer[13][26] = 1
           self.g.tlayer[13][26] = 25

        # opened up the flutter box (13, 20)
        if 'scene10' in g.saveData:
           self.g.clayer[20][11] = 0
           self.g.tlayer[20][11] = 2
        else:
           self.g.clayer[20][11] = 1
           self.g.tlayer[20][11] = 25

        # door to leave (38, 27)
        if 'scene11' in g.saveData:
           self.g.clayer[27][38] = 0
           self.g.tlayer[27][38] = 2
        else:
           self.g.clayer[27][38] = 1
           self.g.tlayer[27][38] = 25
        

        if g.player.pos == (37, 20):
            if 'i_flutterbox' in g.saveData:
                if g.event:
                    self.pdialog = 1
#.........这里部分代码省略.........
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:103,代码来源:level19.py

示例11: Level

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
class Level(LevelBase):
    prevlevel = 0
    dialog = 0
    pdialog = 0
    timer = 0
    oldPos = (0, 0)
    dialog = 0
    btimer = 0
    lockedatmessage = 0
    inbattle = 0
    
    def __init__(self, g, player_new, dimentions, p = 0):
        LevelBase.__init__(self, g, player_new, dimentions)
        self.prevlevel = p
        self.title = 'Office Complex Top'
        # current level
        TW,TH = 32,32

        # load tile set
        g.tga_load_tiles(os.path.join("textures",  "tiles6.png"), (TW,TH), self.tdata)
        g.tga_load_level(os.path.join("levels",  "level31.tga"), 1)
        g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
        g.code_events(self.edata)
        self.initBack('bg1.png', 730)

        self.backuptape = Inventory(g, 'tape', (37, 22))
        self.backuptape.pos((37, 22))
        self.backup = Character('backup.png', 'facebackup.png', g, 'backup')
        self.backup.pos((28, 25))
        self.backup.direction = 0
        if 'scene21' in g.saveData:
            self.backup.hidden = 1
        # coming back and saying high to the guy.
        if 'scene20' in g.saveData and not 'scene21' in g.saveData:
            del g.saveData['scene20']

        g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
        self.coins = 0


    # upon moving
    def playerMove(self, g,r,a):
        print 'player move'

    # draw back of level
    def draw_back(self):
        test = self.draw_gradent((105,70,70), (0, 30, 255))
        self.g.screen.blit(test, (0,0))

    # when you're over a change level tile
    def change_level(self, g,r,a):
        if a.__class__.__name__ != 'Player':
            return
        print g.player.pos
        if g.player.pos[0] == 1:
            g.currentLevel = 30

    # level events
    def level_loop(self):
        g = self.g



        # Some hints as to the past
        if g.player.pos == (28, 25) and not 'scene20' in g.saveData:
            if self.pdialog != 0:
                if g.keyup:
                    self.contains_msg_box_counter = 0
                    self.pdialog += 1
            if g.event and self.pdialog == 0:
                self.backup.face_the_player()
                g.intermission = 1
                self.pdialog = 1
                self.backup.walkto((29, 25))
                self.backup.direction = 1
                g.player.direction = 0

            if self.pdialog == 2:
                str = "Hello"
                self.info_box(str, self.backup)
            elif self.pdialog == 3:
                str = "You don't know me..."
                str += "\nbut I know you, ha. Haha!"
                self.info_box(str, self.backup)
            elif self.pdialog == 4:
                str = "Who knows if I'm myself, when I am who what's on a tape? "
                str += "\nSeveral times I've been built because of a timer."
                str += "\nWhat happened in between these gaps is anyone's guess."
                self.info_box(str, self.backup)
            elif self.pdialog == 5:
                str = "You came to tell me what you're doing."
                str += "\nBut I already know!"
                self.info_box(str, self.backup)
            elif self.pdialog == 6:
                str = "See, you can't have her tape."
                str += "\nI need it. For the future, you see."
                self.info_box(str, self.backup)
            elif self.pdialog == 7:
                str = "The insult 'tool' never really fits to most situations."
                str += "\nBut now it's apt!"
#.........这里部分代码省略.........
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:103,代码来源:level31.py

示例12: Level

# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import pos [as 别名]
class Level(LevelBase):
    prevlevel = 0
    dialog = 0
    pdialog = 0
    timer = 0
    oldPos = (0, 0)
    dialog = 0
    btimer = 0
    
    def __init__(self, g, player_new, dimentions, p = 0):
        LevelBase.__init__(self, g, player_new, dimentions)
        self.prevlevel = p
        self.title = 'Elevator'
        # current level
        TW,TH = 32,32

        # load tile set
        g.tga_load_tiles(os.path.join("textures",  "tiles5.png"), (TW,TH), self.tdata)
        g.tga_load_level(os.path.join("levels",  "level21.tga"), 1)
        g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
        g.code_events(self.edata)

        #see two dead fish. Symbolisim
        self.vats = Inventory(g, 'fish0')
        self.vats.pos((19, 19))
        self.vats = Inventory(g, 'fish1')
        self.vats.pos((28, 19))

        g.run_codes(self.cdata,(0,0,g.dimentions[0],g.dimentions[1]))
        self.initBack('bg2.png', 680)
        self.g.player.hidden = 0

    # ugly, ugly monsters
    def add_monster (self,g,r,a):
        #e = Enemy(self.g, (r.rect.x, r.rect.y), 'monster0')
        Monster0(self.g, (r.rect.x, r.rect.y))

    # upon moving
    def playerMove(self, g,r,a):
        if self.prevlevel == 22:
            g.player.rect.x,g.player.rect.y = r.rect.x,r.rect.y
            g.view.x = r.rect.x
            g.view.y = r.rect.y

    # draw back of level 242422
    def draw_back(self):
        test = self.draw_gradent((0,0,0), (24, 24, 22))
        self.g.screen.blit(test, (0,0))

    # when you're over a change level tile
    def change_level(self, g,r,a):
        if a.__class__.__name__ != 'Player':
            return
        print g.player.pos
        if g.player.pos[0] == 38:
            g.currentLevel = 22

    # level events
    def level_loop(self):
        g = self.g
        if g.player.pos == (6, 27):
            if g.event:
                g.currentLevel = 20


        #message at (33, 27)
        if g.player.pos == (33, 27):
            if g.event:
                self.pdialog = 2
            if self.pdialog == 2:
                str = "Casting two fish,"
                str = "\nA man you shall meet you bearing a pitcher of water."
                self.info_box(str)

        self.timer += 1
        if self.oldPos != g.player.pos:
            self.pdialog = 0
            self.oldPos = g.player.pos
开发者ID:torleif,项目名称:Dystopian-Future,代码行数:80,代码来源:level21.py


注:本文中的inventory.Inventory.pos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。