本文整理汇总了Python中level.Level.load_file方法的典型用法代码示例。如果您正苦于以下问题:Python Level.load_file方法的具体用法?Python Level.load_file怎么用?Python Level.load_file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.load_file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: main
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import load_file [as 别名]
def main():
pygame.init()
edit_mode = False
width = 800
height = 600
screen = pygame.display.set_mode((width, height), pygame.OPENGL|pygame.DOUBLEBUF)
vertex_circle = GLSolidCircle(4)
fp_circle = GLCircle(10)
marker_circle = GLSolidCircle(3)
glClearColor(*background_color)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluOrtho2D(0.0, width, height, 0.0)
level = Level()
groups = [
{ 'dudes': [Dude( 250, 250, 1 ), Dude( 275, 250, 1 ),
Dude( 250, 275, 1 ), Dude( 275, 275, 1 ) ]},
{ 'dudes': [Dude( 500, 250, 0 ), Dude( 525, 250, 0 ),
Dude( 500, 275, 0 ), Dude( 525, 275, 0 ) ]},
]
sel_group = 0
sel_dude = 0
mx, my = 0, 0
def validate_sel_dude(x,z):
n = len( groups[ sel_group ][ 'dudes' ] )
return x if x < n else z
while True:
global poly
glClear(GL_COLOR_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
for event in pygame.event.get():
if event.type == QUIT:
return
if event.type == KEYDOWN:
if event.key == K_e:
edit_mode = not edit_mode
if poly != None and len(level.polys[poly]) < 3:
level.del_poly(poly)
poly = None
elif event.key == K_TAB:
sel_group = (sel_group + 1) % len(groups)
# don't let the dindex point to an invalid dude.
sel_dude = validate_sel_dude( sel_dude, 0 )
elif edit_mode:
if event.key == K_s:
level.save_file( 'level.dat' )
if event.key == K_l:
poly = None
level.load_file('level.dat')
elif event.key == K_w:
sel_dude = validate_sel_dude( 0, sel_dude )
elif event.key == K_a:
sel_dude = validate_sel_dude( 1, sel_dude )
elif event.key == K_s:
sel_dude = validate_sel_dude( 2, sel_dude )
elif event.key == K_d:
sel_dude = validate_sel_dude( 3, sel_dude )
if event.type == MOUSEBUTTONDOWN:
if edit_mode:
do_edit_action( level, event )
elif event.button == 1:
for dude in groups[sel_group]['dudes']:
dude.issue_orders()
if event.type == MOUSEMOTION:
mx, my = event.pos
if edit_mode:
pass
#screen.blit(text, text.get_rect())
# draw
level.draw( screen, edit_mode )
for index,group in enumerate(groups):
for dindex, dude in enumerate(group['dudes']):
sel_level = 0
if sel_group == index:
sel_level = 2 if dindex == sel_dude else 1
dude.draw( screen, sel_level )
if edit_mode:
level.draw_vertex_circle( mx, my , vertex_circle)
level.draw_poly_vertex( poly, marker_circle )
level.draw_guide_line( poly, mx, my )
else:
# show movement plan
# todo: get this crap out of the renderer
fp = level.get_firing_position_near( mx, my )
#.........这里部分代码省略.........