本文整理汇总了Python中inventory.Inventory.removeself方法的典型用法代码示例。如果您正苦于以下问题:Python Inventory.removeself方法的具体用法?Python Inventory.removeself怎么用?Python Inventory.removeself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.removeself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: Level
# 需要导入模块: from inventory import Inventory [as 别名]
# 或者: from inventory.Inventory import removeself [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.........