本文整理汇总了Python中level.Level.load_level方法的典型用法代码示例。如果您正苦于以下问题:Python Level.load_level方法的具体用法?Python Level.load_level怎么用?Python Level.load_level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_level方法的4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: __init__
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import load_level [as 别名]
def __init__(self, level):
super(Game, self).__init__()
self.level = Level.load_level(level)
self.background = Sprite(source='img/background.PNG')
self.size = self.background.size
self.player = None
self.boxes = []
# Initiate the game by creating tiles
Tile.make_tiles(self.size, self.level)
# Add bg widget first to not cover other sprites
self.add_widget(self.background)
# Add proper widgets for every non-empty tile in the Tile.List
for tile in Tile.List:
if tile.type != 'empty':
if Tile.get_tile(tile.number - Tile.V).walkable:
self.add_widget(Sprite(
source=Tile.image_files[tile.type],
pos=(tile.x, tile.y)), index=2)
else:
self.add_widget(Sprite(
source=Tile.image_files[tile.type + '_edge'],
pos=(tile.x, tile.y - SPRITE_EDGE_OFFSET)))
for tile in self.level.boxspawn:
self.boxes.append(Box(tile, self))
self.player = Player(self.level.playerspawn, self)
self.fps_lab = Label(
text='FPS: ' + str(Clock.get_rfps()),
pos=(2, self.height - 110),
font_name=APP_FONT,
font_size=18,
color=(240, 240, 240, 0.8))
self.add_widget(self.fps_lab)
self.add_widget(Label(
text="Level {}".format(self.level.level),
pos=(0, self.height - 80),
font_name=APP_FONT,
font_size=18,
color=(240, 240, 240, 0.8)))
# Schedule an interval for the game update function
Clock.schedule_interval(self.update, 1.0/60.0)
示例2: load_music
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import load_level [as 别名]
if pig.life <= 0:
pigs_to_remove.append(pig)
for pig in pigs_to_remove:
space.remove(pig.shape, pig.shape.body)
pigs.remove(pig)
# bird and pigs
space.add_collision_handler(0, 1, post_solve=post_solve_bird_pig)
# bird and wood
space.add_collision_handler(0, 2, post_solve=post_solve_bird_wood)
# pig and wood
space.add_collision_handler(1, 2, post_solve=post_solve_pig_wood)
load_music()
level = Level(pigs, columns, beams, space)
level.load_level()
while running:
# Input handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_w:
# Toggle wall
if wall:
space.remove(static_lines1)
wall = False
else:
space.add(static_lines1)
示例3: Player
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import load_level [as 别名]
# Initialize PyGame
pygame.init()
# Initialize constants
from constants import Constants as C
C.init_constants()
# Setup the screen
SCREEN = pygame.display.set_mode((C.SCREEN_WIDTH,C.SCREEN_HEIGHT))
# Load resources
resourceLoader.load_resources()
# Load level
Level.load_level("tatooine_1.json")
# Create background
BackgroundSprite(resourceLoader.get_image("backgrounds\\tatooine.png"))
# Create player
player = Player()
player.set_position(300, 0)
# Create camera
camera = Camera((0, 0), (Level.level_width*C.TILE_SIZE - C.SCREEN_WIDTH, Level.level_height*C.TILE_SIZE))
# Test Animation-----------------------------------------------
# anim = Animation()
# anim.frames = resourceLoader.get_image("characters\\stormTrooper.png")[1:5]
# anim.speed = 0.15
示例4: getMaxScore
# 需要导入模块: from level import Level [as 别名]
# 或者: from level.Level import load_level [as 别名]
class AngryBirdsGame:
show = False
def getMaxScore(self):
max_score = 10000*len(self.level.pigs) + 10000*len(self.level.number_of_birds-1) + 5000*(len(self.level.beams) + len(self.level.columns))
return max_score
def getScore(self):
return self.score
def getNumberRemainingBirds(self):
return self.level.number_of_birds + len(self.birds)
def getBirds(self):
# Returns a list of Bird objects
return self.birds
def getBirdPositions(self):
return [bird.getPosition() for bird in self.getBirds()]
def getBirdRadii(self):
return [bird.getRadius() for bird in self.getBirds()]
def getBirdPositionsAndRadius(self):
return [(bird.getPosition(), bird.getRadius()) for bird in self.getBirds()]
def getPigs(self):
# Returns a list of Pig objects
return self.level.pigs
def getPigPositions(self): # TODO note (LR): this is currently inconsistent to other getters, but useful...
return [(pig.getPosition()[0], pig.getPosition()[1]) for pig in self.getPigs()]
def getPigRadii(self):
return [pig.getRadius() for pig in self.getPigs()]
def getPigPositionsAndRadius(self):
return [(pig.getPosition(), pig.getRadius()) for pig in self.getPigs()]
def getPolys(self):
#Some useful methods: poly.shape
return self.beams + self.columns
def getPolyFeatures(self):
return [(poly.getPosition(), poly.getVertices(), poly.getRadius()) for poly in self.getPolys()]
def getLines(self):
return self.static_lines1
def getScore(self):
return self.score
def runFrames(self,nFrames,show=False):
#Runs the Angry Birds Emulator for nFrames number of frames
self.show=show
for _ in range(nFrames):
self.run()
def runUntilStatic(self, show=False):
"""
Runs the game (i.e. n frames) until it has become static again. Useful to wait for the successor state of an action
"""
self.show=show
while (not self.isStatic() and not self.game_state==4):
self.run()
def isStatic(self):
"""
Checks that every bird, polygon and pig are static.
"""
# TODO - polys and pigs may have velocity zero but because of breaking point. This is unlikely but would like to check.
if len(self.getBirds())>0:
return False
for pig in self.getPigs():
if pig.getVelocity()>8:
return False
for poly in self.getPolys():
if poly.getVelocity()>8:
return False
return True
def humanPlay(self):
#Allows a human player to play the game
self.show = True
self.humanPlaying = True
while self.running:
self.run()
def restartGame(self):
self.restart()
self.level.load_level()
self.game_state = 0
self.bird_path = []
self.score = 0
def performAction(self,angle,distance):
# Given an angle and some distance, performs the given action on the game.
#.........这里部分代码省略.........