本文整理汇总了Python中level.Level.get_main_region方法的典型用法代码示例。如果您正苦于以下问题:Python Level.get_main_region方法的具体用法?Python Level.get_main_region怎么用?Python Level.get_main_region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level.Level
的用法示例。
在下文中一共展示了Level.get_main_region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: generate_dungeon
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import get_main_region [as 别名]
def generate_dungeon(w, h, difficulty=1):
level = Level(w, h)
new_map = [[0 for _ in xrange(h)] for _ in xrange(w)]
# initialize new_map to noise (0.43% filled)
for x,y in range2d(w, h):
if random.random() < 0.43:
new_map[x][y] = 1
# apply cellular automation
for i in xrange(2):
temp_map = [[0 for _ in xrange(h)] for _ in xrange(w)]
for x,y in range2d(w, h):
wall_count = 0
for i,j in box2d(x-1, y-1, 3, 3):
if 0 <= i < w and 0 <= j < h:
wall_count += new_map[i][j]
else:
# sides = instawall
wall_count += 3
if wall_count >= 5:
temp_map[x][y] = 1
new_map = temp_map
# apply changes to actual map
for x,y in range2d(w, h):
tile = level.tiles[x][y]
if new_map[x][y] == 1:
tile.img = spr.ROCK
tile.blocking = True
tile.transparent = False
else:
tile.img = spr.MUD_FLOOR
tile.blocking = False
tile.transparent = True
# spawn treasures and creatures
mr = level.get_main_region()
treasures = random.sample(mr, difficulty)
for loc in treasures:
level.add_item(loc, Item(spr.GOLD_NUGGET, name="gold nugget", value=50+difficulty*25))
mobs = random.sample(mr, difficulty)
for loc in mobs:
c = Creature(level, *loc, hp=difficulty*10, maxhp=difficulty*10, name="malicious slime", gold=10+difficulty*5)
c.min_atk = difficulty
c.max_atk = difficulty*2
level.creatures.append(c)
return level
示例2: Item
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import get_main_region [as 别名]
# cheat items
# change to true for cheating
if False:
town.add_item((11,11), Item(spr.WATER, name="lapis lazuli", value=90019001))
town.add_item((13,13),
Item(spr.TRIFORCE, name="triforce", value=0, luminosity=25, equippable=True,
attr={
'attack_damage': (9000,9001),
'attack_haste': 0.4,
'movement_haste': 0.4,
'health': 90001,
}),
)
# For each shop, generate it, a position for it on the town, then put it there
for loc in random.sample(town.get_main_region(), 16):
x,y = loc
shop_type = random.randint(0, 2)
if shop_type == 0:
# General store
shop_items = default_items.general
shop_img = spr.SHOP
shop_name = "general store"
elif shop_type == 1:
# Weapon shop
shop_items = default_items.weapons
shop_img = spr.SHOP_WEAPONS
shop_name = "weapon shop"