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Python Map.getStorey方法代码示例

本文整理汇总了Python中map.Map.getStorey方法的典型用法代码示例。如果您正苦于以下问题:Python Map.getStorey方法的具体用法?Python Map.getStorey怎么用?Python Map.getStorey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map.Map的用法示例。


在下文中一共展示了Map.getStorey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: Scene

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import getStorey [as 别名]

#.........这里部分代码省略.........

							if submodule == self._map and event.type == MOUSEBUTTONUP and event.button == 1 and _pos: # upuszczanie przedmiotu
								_field = self._map.getLayer('Fields').get(_pos, True)
								if _field:
									_field = _field.getLogic()

								if _field and utils.distance(_field.getGrid()[:2], self._hero.getGrid()[:2]) <= 1:
									for _obj in self._freeobjects:
										if not _obj.attach(_field):
											_obj.attach(_obj.getAttached())
								else:
									for _obj in self._freeobjects:
										_obj.attach(_obj.getAttached())

							if submodule == self.inventory and event.type == MOUSEBUTTONUP and event.button == 1 and _pos: # ↑
								for _obj in self._freeobjects:
									if not _obj.attach(self.inventory.getCell(_pos)):
										_obj.attach(_obj.getAttached())

							if submodule == self.chestitems and event.type == MOUSEBUTTONUP and event.button == 1 and _pos: # ↑
								for _obj in self._freeobjects:
									if not self.chestitems.opened or not _obj.attach(self.chestitems.getCell(_pos)):
										_obj.attach(_obj.getAttached())

						for _obj in self._freeobjects:
							_obj.mouseEvent(event)

						if event.type == MOUSEBUTTONDOWN and event.button == 3 and self._map.getRectangle().collidepoint(event.pos): # rzucanie czaru
							self._hero.castSpell()

						if event.type == MOUSEBUTTONDOWN and event.button == 1 and self._map.getRectangle().collidepoint(event.pos): # atak
							self._hero.punch()

				if self._hero.getGrid()[2] != self._map.getStorey(): # zmiana poziomu lochu
					self._map.removeLayer('Missiles')
					self._map.addLayer('Missiles', 3, MissilesLayer(self._map))
					self._map.switchStorey(self._hero.getGrid()[2] - self._map.getStorey())
					self._shadow.clear()
					for _id, _ in self._actual:
						self._creatureLayer.remove(_id)

					self._actual = []
					_counter = 0
					_storey = self._map.getStorey()
					for _name, _monster in self._monsters:
						if _monster.getGrid()[2] == _storey:
							self._creatureLayer.add(_name + '_' + str(_counter), _monster.getSprite(self._creatureLayer, _name + '_' + str(_counter)))
							self._actual.append((_name + '_' + str(_counter), _monster))
							_monster.move((0, 0, 0))
							_counter += 1

				else:
					for key in hero.DIRECTION_KEYS:
						if pygame.key.get_pressed()[key]:
							self._hero.move(hero.KEY_MAP[key])

				if self._hero.getDestination(): # przesuwanie mapy za bohaterem
					x, y = self._hero.getPos()
					_, _, w, h = self._map.getRectangle()
					self._map.setShift((w / 2 - x, h / 2 - y))

				if not self._hero.getLife(): # przegrana
					utils.drawText(self.surface, "Game Over", 40, (255, 255, 255), (self._resx / 2, self._resy / 2))
					self._play = False
					self._engine.show(self.surface)
					time.sleep(3)
开发者ID:Neverous,项目名称:ii-python11,代码行数:70,代码来源:scene.py

示例2: Editor

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import getStorey [as 别名]
class Editor(engine.Module):
	"""Edytor lochów."""

	def __init__(self, _engine):
		super(Editor, self).__init__(_engine)
		self.side = utils.loadImage('data/gfx/side.png')
		self._background = pygame.Surface((self._resx, self._resy))
		self._background.blit(self.side, (self._resx - 232, self._resy - 1500))
		self.surface = self._background.copy()
		self._level = utils.loadLevel('data/level.dat') or [[[Field((x, y)) for x in xrange(MAP_SIZE)] for y in xrange(MAP_SIZE)]]
		self._map = Map(_engine, self, self._level, True)
		self._cursor = Cursor(_engine, self._map)
		self._minimap = Minimap(_engine, self._map)
		self._tiles = TilesGrid(_engine, self, self._map)
		self._menu = EditorMenu(_engine, self)
		self._submodules = (self._map, self._minimap, self._tiles, self._menu, self._cursor)
		self._refresh = True

	def screenUpdated(self):
		"""Aktualizuje obrazy tła i submoduły."""

		super(Editor, self).screenUpdated()
		self._refresh = True
		self._background = pygame.Surface((self._resx, self._resy))
		self._background.blit(self.side, (self._resx - 232, self._resy - 1500))
		self.surface = pygame.transform.smoothscale(self.surface, (self._resx, self._resy))
		for submodule in self._submodules:
			submodule.screenUpdated()

	def setField(self, _l, _x, _y, _new):
		"""Ustawia pole w pozycji (_x, _y, _l) [_l to poziom lochu] na _new."""

		self._level[_l][_y][_x] = _new
		self._map.getLayer('Fields').set((_x, _y), _new.getSprite(True))

	def saveLevel(self):
		"""Zapisuje poziom na dysku."""

		return utils.saveLevel('data/level.dat', self._level)

	def clearLevel(self):
		"""Tworzy pusty poziom."""

		self._level = [[[Field((x, y)) for x in xrange(MAP_SIZE)] for y in xrange(MAP_SIZE)]]
		self._map = Map(self._engine, self, self._level, True)
		self._cursor = Cursor(self._engine, self._map)
		self._minimap = Minimap(self._engine, self._map)
		self._tiles = TilesGrid(self._engine, self, self._map)
		self._menu = EditorMenu(self._engine, self)
		self._submodules = (self._map, self._minimap, self._tiles, self._menu, self._cursor)
		self._refresh = True

	def show(self):
		"""Wyświetla edytor poziomów."""

		try:
			while self._engine.tick():
				self.events = self._engine.events()
				for event in self.events:
					if event.type == QUIT:
						raise engine.EngineQuit()

					if event.type == KEYUP and event.key == K_ESCAPE:
						self._engine.previousModule()
						raise EditorQuit()

					if event.type in (MOUSEMOTION, MOUSEBUTTONDOWN, MOUSEBUTTONUP):
						if event.type == MOUSEBUTTONDOWN and event.button in (4, 5): # zmiana poziomów kółkiem myszy, dodawanie w razie potrzeby
							_step = 0
							if event.button == 4:
								if self._map.getStorey() == 0 and len(self._level) < LEVEL_LIMIT:
									self._level.insert(0, [[Field((x, y)) for x in xrange(MAP_SIZE)] for y in xrange(MAP_SIZE)])
									self._map.updateLevel(self._level)
									_step += 1

								else:
									if self._map.getStorey() + 1 == self._map.getStoreys() and utils.emptyStorey(self._level[-1]):
										del self._level[-1]
										self._map.updateLevel(self._level)

									while len(self._level) > 1 and utils.emptyStorey(self._level[0]):
										del self._level[0]
										self._map.updateLevel(self._level)
										_step -= 1

							elif event.button == 5:
								if self._map.getStorey() + 1 == self._map.getStoreys() and len(self._level) < LEVEL_LIMIT:
									self._level.append([[Field((x, y)) for x in xrange(MAP_SIZE)] for y in xrange(MAP_SIZE)])
									self._map.updateLevel(self._level)

								else:
									if self._map.getStorey() == 0 and utils.emptyStorey(self._level[0]):
										del self._level[0]
										self._map.updateLevel(self._level)
										_step -= 1

									while len(self._level) > 1 and utils.emptyStorey(self._level[-1]):
										del self._level[-1]
										self._map.updateLevel(self._level)

#.........这里部分代码省略.........
开发者ID:Neverous,项目名称:ii-python11,代码行数:103,代码来源:editor.py


注:本文中的map.Map.getStorey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。