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Python Map.load方法代码示例

本文整理汇总了Python中map.Map.load方法的典型用法代码示例。如果您正苦于以下问题:Python Map.load方法的具体用法?Python Map.load怎么用?Python Map.load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.load方法的13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: loadMap

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
    def loadMap(self, mapname, filename):
        """Loads a map an stores it under the given name in the maps list.
        """
        map = Map(self.engine, self.data)
        
        """Need to set active map before we load it because the map 
        loader uses call backs that expect to find an active map. 
        This needs to be reworked.
        """
        self.maps[mapname] = map
        self.setActiveMap(mapname)

        map.load(filename)
开发者ID:mvbarracuda,项目名称:parpg_mvbarracuda,代码行数:15,代码来源:world.py

示例2: loadMap

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
 def loadMap(self, map_name, filename):
     """Loads a map and stores it under the given name in the maps list.
        @type map_name: String
        @param map_name: The name of the map to load
        @type filename: String
        @param filename: File which contains the map to be loaded
        @return: None"""
     if not map_name in self.maps:
         map = Map(self.engine, self.data)
         self.maps[map_name] = map
         map.load(filename)
     else:
         self.setActiveMap(map_name)
开发者ID:m64,项目名称:PEG,代码行数:15,代码来源:world.py

示例3: loadWorldFile

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
    def loadWorldFile(self, worldName):
        if worldName is None:
            raise Exception("world file name is none")
	_map = __import__('maps.%s' % worldName, fromlist=['*'])

        self.cleanup = True
	while len(self.entities) > 0:
		self.killEntity(self.entities[0])

        # map
	worldMap = Map()
	worldMap.load(os.path.join("..", "map", _map.map['filename']), _map.map['filename'])
        self.addMap(worldMap)

	# event
        for event in _map.event:
            eventEntity = npc.Event(event['action'])
            #eventEntity.load_sprite_sheet(os.path.join("..", "graphics", "System", "collision.png"), (32,32), (0,0), (32,32))
            eventEntity.load_sprite_sheet(os.path.join("..", "graphics", "Characters", "Actor2.png"), (32,32), (0,0), (96,128))
            eventEntity.set_pos(event['pos'][0], event['pos'][1])
#            eventEntity.action = lambda:
            self.addEntities(eventEntity)

        for heroine in _map.heroine:
            if random.random() < heroine['probability']:
                newHeroine = npc.Npc(heroine['name'], places[_map.map['filename']].name)
                newHeroine.load_sprite_sheet(spriteinfo.heroine[heroine['name']]["sprite"], spriteinfo.heroine[heroine['name']]["size"], spriteinfo.heroine[heroine['name']]["startpos"], spriteinfo.heroine[heroine['name']]["sheetsize"])
                newHeroine.speed_is(3)
                newHeroine.walking_boundary_is(worldMap.size[0], worldMap.size[1])
                if "pos" in heroine:
                    newHeroine.set_pos(heroine["pos"][0], heroine["pos"][1])
                else:
                    newHeroine.set_pos(random.uniform(0, worldMap.size[0]), random.uniform(0, worldMap.size[1]))
                self.addEntities(newHeroine)

	# player
        player = sprite.Hero()
        player.load_sprite_sheet(spriteinfo.player["sprite"], spriteinfo.player["size"], spriteinfo.player["startpos"], spriteinfo.player["sheetsize"])
        player.speed_is(3)
        player.walking_boundary_is(worldMap.size[0], worldMap.size[1])
        player.set_pos(_map.player['pos'][0], _map.player['pos'][1])
        self.addEntities(player)
        cam = Camera()
        cam.set_follow(player)
        self.setCamera(cam)
        self.player = player
开发者ID:Perlmint,项目名称:quadcore,代码行数:48,代码来源:world.py

示例4: loadMap

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
 def loadMap(self, map_name, filename):
     """Loads a map and stores it under the given name in the maps list.
        @type map_name: text
        @param map_name: The name of the map to load 
        @type filename: text
        @param filename: File which contains the map to be loaded
        @return: None
     """
     if not map_name in self.maps:
         """Need to set active map before we load it because the map 
         loader uses call backs that expect to find an active map. 
         This needs to be reworked.
         """
         map = Map(self.engine, self.data)
         self.maps[map_name] = map        
         self.setActiveMap(map_name)
         map.load(filename)
开发者ID:orlandov,项目名称:parpg-game,代码行数:19,代码来源:world.py

示例5: run

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
	def run(self):
		option = 0
		items = ['Play', 'Quit', 'Help']
		menu = Menu(400, 200, 25, 40, (255,0,0), (0, 0,0), 'title-background.png', items)
		menu.init()
		map_number = 0
		won = False
		while option != 1 and map_number < 4:
			self.screen.set_clip(Rect(0, 0, SCREEN_W, SCREEN_H))
			if not won:
				option = menu.run(self.screen)
			if option == 0:
				w_map = Map((640, 440))
				w_map.load(maps[map_number])
				panel =  Panel(w_map)
				won = self.run_map(w_map, panel)
				if won:
					map_number += 1
		if map_number >= 4:
			menu = Menu(300, 200, 18, 40, (255,0,0), (0, 0,0), 'title-background.png', ['You finished the game', 'More levels comming soon...'])
			menu.init()
			menu.run(self.screen)
开发者ID:ceronman,项目名称:twsitemall,代码行数:24,代码来源:application.py

示例6: __init__

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
    def __init__(self, ax, map_file=None):
        self.ax = ax
        self.map_width = 20
        if map_file is not None:
            map = Map()
            map.load(map_file)
            map.draw_lanes(ax, False, [])
        self.path_lines = []
        self.path_lines_size = 3
        colors = ['b', 'g', 'r', 'k']
        for i in range(self.path_lines_size):
            line, = ax.plot(
                [0], [0],
                colors[i % len(colors)],
                lw=3 + i * 3,
                alpha=0.4)
            self.path_lines.append(line)

        self.vehicle_position_line, = ax.plot([0], [0], 'go', alpha=0.3)
        self.vehicle_polygon_line, = ax.plot([0], [0], 'g-')
        self.init_point_line, = ax.plot([0], [0], 'ro', alpha=0.3)
        self.set_visible(False)
        ax.set_title("PLANNING PATH")
开发者ID:GeoffGao,项目名称:apollo,代码行数:25,代码来源:subplot_path.py

示例7: Map

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

datadir = 'data'

map = Map()
for xml in os.listdir(datadir):
    map.load(os.path.join(datadir, xml))

loc = map['dorm_inside']

running = True
while running:
    print('You are in ' + loc.text)
    print(loc.description)
    print()
    print('You can go:')
    print(' \n'.join([e.label for e in loc.exits.values()]))
    print()
    command = input('? ').split(' ')
    cmd = command[0]

    if cmd in ['q', 'quit', 'exit']:
        running = False
    elif cmd == 'go':
        target = loc.exits.get(command[1], None)
        if target and map[target.to]:
            loc = map[target.to]
        else:
            print('That is not a place. You got lost and returned to the promenade')
            loc = map['promenade']
开发者ID:keltoff,项目名称:Lyceum,代码行数:33,代码来源:navigate_text.py

示例8: sig

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
import os
import sys
from math import tanh

from map import Map

def sig(value):
    return tanh(value)

def isig(value):
    return 1-tanh(value)

def sigm(value):
    return (tanh(value)+1)/2.

def isigm(value):
    return 1-sigm(value)

basePath = os.path.dirname(os.path.abspath(__file__))
map = Map.load(os.path.join(basePath, 'points.csv'), os.path.join(basePath, 'connections.csv')) # pylint: disable=redefined-builtin

dist = map.dist

iter_neighbors = map.iter_neighbors
开发者ID:chrisspen,项目名称:planner,代码行数:26,代码来源:__init__.py

示例9: Map

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
###############################################################################

import argparse

import matplotlib.pyplot as plt

from map import Map
from localization import Localization

if __name__ == "__main__":

    parser = argparse.ArgumentParser(
        description="Raodshow is a tool to display road info on a map.",
        prog="roadshow.py")

    parser.add_argument(
        "-m", "--map", action="store", type=str, required=True,
        help="Specify the map file in txt or binary format")

    args = parser.parse_args()

    map = Map()
    map.load(args.map)
    map.draw_roads(plt)

    plt.axis('equal')
    plt.show()
开发者ID:Zippen-Huang,项目名称:Apollo-Auto-self-learn,代码行数:32,代码来源:roadshow.py

示例10: Level

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
class Level(Completable, Inputable):
    def __init__(self, surface, level, **kwargs):
        super().__init__(**kwargs)
        self._surface = surface
        self.map = Map(level[0], level[1])

    def start(self):
        self.map.load()
        self._entity_map = {}
        self._position_map = {}
        self._entities = {}
        self._registered = {}
        self._enemySpawns = {}
        for x, y in self.map.getMap().keys():
            self._position_map[(x, y)] = []

        self._total_surface = Surface((self.map.w, self.map.h))
        tid = self.addEntity(register=True,
                             entity=MChar(self,
                                          self.map.getType(Tiles.Start)[0],
                                          inputStream=self.getInputStream()))
        self._camera = Viewport(tuple([s * const.res for s in const.screenSize]),
                                lambda: self.map.getAttr("scale"),
                                self.get(tid),
                                (150, 200, 150, 200),
                                self.map)
        self._background = Parallax(const.backgrounds)
        self.editor = Editor(self.map,
                             self._surface,
                             enabled=False,
                             inputStream=self.getInputStream())

        self._input = Input(inputStream=self.getInputStream())
        self._input.set(KEYDOWN, self.editor.toggleEnabled, K_e)
        self._input.set(KEYDOWN, self.start, K_r)

        # self._sound = Sound("assets\\music.ogg")
        # self._sound.play(-1)

        try:
            self._healthBar = HealthBar(10, 10, self.get(tid))
        except AssertionError:
            pass

        for (x, y), val in self.map.enemies.items():
            block = self.map.get(x, y)
            self._enemySpawns[block] = EnemySpawn(level=self,
                                                  anchor=Object(pos=(block.x, block.y)),
                                                  maxEmitted=val,
                                                  timeBetween=2)

        self._countdown = CountdownTimer(const.screenSize[0] * const.res - 50, 10,
                                         self.map.getAttr("timeLim"))

    def addEntity(self, register=False, entity=None):
        if not entity:
            raise Exception("Entity must not be None.")

        tid = entity.getId()

        self._entities[tid] = entity
        if register:
            self._registered[tid] = entity

        self._entity_map[tid] = set()
        return tid

    def removeEntity(self, entity):
        del self._entities[entity.id]

    def get(self, entityId):
        return self._entities.get(entityId)

    def process(self):
        for entity in self._entities.values():
            result = entity.tick()

            if not entity.isAlive():
                self._entities.pop(entity.getId())

            # This should generally only apply to playable characters.
            if entity in self._registered.values():
                if Tiles.End in result.keys():
                    self.setFinished()
                if not entity.isAlive():
                    self.setLost()

        for s in self._enemySpawns.values():
            s.tick()

        self._camera.tick()
        self._countdown.tick()
        if self._countdown.isFinished():
            self.setLost()

        if self.editor.enabled():
            self.editor.tick(self._camera)

        if self.isComplete():
            pass
#.........这里部分代码省略.........
开发者ID:DanCardin,项目名称:PyPlatformer,代码行数:103,代码来源:level.py

示例11: __init__

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

#-------------------------------------------------------------------------------------------------------
	def __init__( self ):

		self.core = Core( 60, 1024, 768, "Ninja" )

		self.intro = Intro()

		self.menu_background = Texture( "menu/background.png" )
		self.menu_title = Menu_title()
		self.menu_play_button = Menu_play_button()
		self.menu_git_button = Menu_link_button( "menu/git.png", "https://github.com/Adriqun" )
		self.menu_google_button = Menu_link_button( "menu/google.png", "https://en.wikipedia.org/wiki/Ninja" )
		self.menu_facebook_button = Menu_link_button( "menu/facebook.png", "nothing", True )
		self.menu_twitter_button = Menu_link_button( "menu/twitter.png", "nothing", True )
		self.menu_music_button = Menu_music_button( "menu/music.png" )
		self.menu_chunk_button = Menu_music_button( "menu/chunk.png", 1 )
		self.menu_exit_log = Menu_exit_log()
		self.menu_author_log = Menu_author_log()
		self.menu_game_log = Menu_link_button( "menu/game.png", "nothing", True )
		self.menu_settings_log = Menu_link_button( "menu/settings.png", "nothing", True )
		self.menu_score_log = Menu_score_log()
		self.menu_music = Menu_music( "menu/Rayman Legends OST - Moving Ground.mp3" )
		
		self.wall = Wall()
		self.hero = Hero()
		self.menu_log = Menu_log()
		self.map = Map()
	
#-------------------------------------------------------------------------------------------------------

	def load( self ):

		self.core.setState( -1 )

		self.intro.load( self.core.getWidth(), self.core.getHeight() )

		self.menu_title.load( self.core.getWidth() )
		self.menu_play_button.load( self.core.getWidth(), self.core.getHeight() )
		self.menu_git_button.load( self.core.getWidth(), 10 )
		self.menu_google_button.load( self.core.getWidth(), self.menu_git_button.getBot() )
		self.menu_facebook_button.load( self.core.getWidth(), self.menu_google_button.getBot() )
		self.menu_twitter_button.load( self.core.getWidth(), self.menu_facebook_button.getBot() )
		self.menu_music_button.load( 10 )
		self.menu_chunk_button.load( self.menu_music_button.getBot() )
		self.menu_exit_log.load( self.core.getWidth(), self.core.getHeight() )
		self.menu_author_log.load( self.menu_play_button.getLeft()+5, self.core.getWidth(), self.menu_title.getBot() +150, self.menu_play_button.getBot() )
		self.menu_game_log.load( self.menu_author_log.getRight(), self.menu_play_button.getBot() +10, True )
		self.menu_settings_log.load( self.menu_game_log.getRight(), self.menu_play_button.getBot() +10, True )
		self.menu_score_log.load( self.menu_settings_log.getRight(), self.core.getWidth(), self.menu_title.getBot() +150, self.menu_play_button.getBot() )

		self.wall.load()
		self.hero.load( self.core.getWidth(), self.core.getHeight() )
		self.menu_log.load( self.core.getWidth(), self.core.getHeight() )
		self.map.load()

#-------------------------------------------------------------------------------------------------------	

	def handle( self ):
		for event in pygame.event.get():

			if event.type == pygame.QUIT:
				self.core.setQuit()

#-------------------------------------------------------------------------------------------------------

			if self.core.getState() == 0:
				
				if self.menu_play_button.getState() == 0:
					self.menu_exit_log.handle( event )

				#HANDLE IF AUTHOR BUTTON == OFF AND SCORE BUTTON == OFF
				if self.menu_author_log.getState() == 0 and self.menu_score_log.getState() == 0:
					self.menu_play_button.handle( event )
					self.menu_git_button.handle( event )
					self.menu_google_button.handle( event )
					self.menu_music_button.handle( event )
					self.menu_chunk_button.handle( event )
				if self.menu_score_log.getState() == 0:
					self.menu_author_log.handle( event )
				if self.menu_author_log.getState() == 0:
					self.menu_score_log.handle( event )

#-------------------------------------------------------------------------------------------------------

			if self.core.getState() == 1:
				
				self.menu_log.handle( event )
				#HANDLE IF MENU_LOG == OFF
				if self.menu_log.getState() == 0:
					self.hero.handle( event )
				
#-------------------------------------------------------------------------------------------------------

	def states( self ):

#-------------------------------------------------------------------------------------------------------STATE -1

		if self.core.getState() == -1:
#.........这里部分代码省略.........
开发者ID:Adriqun,项目名称:C-CPP-SDL2,代码行数:103,代码来源:engine.py

示例12: main

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
def main():
    import os
    import sprite
    import world
    import npc

    pygame.init()

#    try:
    screen = pygame.display.set_mode((640, 480))
    pygame.display.set_caption("Testing")

    ##        background = pygame.Surface((640, 480))
    ##        background.fill((255,255,255))
##    img_master = pygame.image.load(os.path.join("..\graphics\Parallaxes", "FinalFantasy.jpg")).convert()
##    bgd_rect = pygame.Rect(0,0,640,480)
##    background = img_master.subsurface((bgd_rect))

    clock = pygame.time.Clock()
    keepGoing = True

    gameWorld = world.World()
    worldMap = Map()
    worldMap.load(os.path.join("..\map", "test.tmx"))
    gameWorld.addMap(worldMap)

    player = sprite.Hero()
    player.load_sprite_sheet(os.path.join("..\graphics\Characters", "Actor1.png"), (32,32), (0,0), (96,128))
    player.speed_is(3)
    player.walking_boundary_is(worldMap.size[0], worldMap.size[1])
    player.set_pos(200, 200)
##    player.walking_boundary_is(1024, 945)

##    npc = sprite.Npc()
##    npc.load_sprite_sheet(os.path.join("..\graphics\Characters", "Actor1.png"), (32,32), (96,128), (96,128))
##    npc.speed_is(2)
##    npc.walking_boundary_is(640, 480)
##    npc.set_walking_mode(2)
##
##    npc1 = sprite.Npc()
##    npc1.load_sprite_sheet(os.path.join("..\graphics\Characters", "Actor1.png"), (32,32), (96,0), (96,128))
##    npc1.speed_is(1)
##    npc1.walking_boundary_is(640, 480)
##    npc1.set_walking_mode(1)

    for num in xrange(10):
        tempNpc = sprite.Npc()
        tempNpc.load_sprite_sheet(os.path.join("..\graphics\Characters", "Actor1.png"), (32,32), (96,0), (96,128))
        tempNpc.speed_is(1)
        tempNpc.set_walking_mode(1)
        gameWorld.addEntities(tempNpc)

    for num in xrange(10):
        tempNpc = sprite.Npc()
        tempNpc.load_sprite_sheet(os.path.join("..\graphics\Characters", "Actor1.png"), (32,32), (288,128), (96,128))
        tempNpc.speed_is(1)
        tempNpc.set_walking_mode(1)
        tempNpc.set_pos(100,800)
        gameWorld.addEntities(tempNpc)

    for num in xrange(10):
        tempNpc = sprite.Npc()
        tempNpc.load_sprite_sheet(os.path.join("..\graphics\Characters", "Actor3.png"), (32,32), (96,0), (96,128))
        tempNpc.speed_is(1)
        tempNpc.set_walking_mode(1)
        tempNpc.set_pos(900,100)
        gameWorld.addEntities(tempNpc)

    for num in xrange(10):
        tempNpc = sprite.Npc()
        tempNpc.load_sprite_sheet(os.path.join("..\graphics\Characters", "Actor2.png"), (32,32), (96,0), (96,128))
        tempNpc.speed_is(3)
        tempNpc.set_walking_mode(1)
        tempNpc.set_pos(900,800)
        gameWorld.addEntities(tempNpc)

    myRpgNpc = npc.MyRpg()
    myRpgNpc.load_sprite_sheet(os.path.join("..\graphics\Characters", "Actor2.png"), (32,32), (96,0), (96,128))
    myRpgNpc.set_pos(700, 400)
    gameWorld.addEntities(myRpgNpc)

    myRpgNpc = npc.Zelda()
    myRpgNpc.set_pos(800,600)
    gameWorld.addEntities(myRpgNpc)

    gameWorld.addEntities(player)
##    gameWorld.addEntities(npc)
##    gameWorld.addEntities(npc1)

##    player.add_unwalkable_sprite(npc)
##    player.add_unwalkable_sprite(npc1)
##
##    npc.add_unwalkable_sprite(player)
##    npc.add_unwalkable_sprite(npc1)
##
##    npc1.add_unwalkable_sprite(player)
##    npc1.add_unwalkable_sprite(npc)
##
##    npc_group = group.Group()
##    player_group = group.Group()
#.........这里部分代码省略.........
开发者ID:Morfyo,项目名称:PYTHON,代码行数:103,代码来源:camera3.py

示例13: __init__

# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import load [as 别名]
    def __init__(self, size, stylesheet):
        self._map = mapnik.Map(size, size)
        mapnik.load_map(self._map, stylesheet)

    def render_to_file(self, xmin, ymin, xmax, ymax, path):
        extent = mapnik.Box2d(xmin, ymin, xmax, ymax)
        self._map.zoom_to_box(extent)
        mapnik.render_to_file(self._map, path)

if __name__ == '__main__':
    from map import Map
    from heightmap import HeightMap
    import os
    from argparse import ArgumentParser

    parser = ArgumentParser()
    parser.add_argument('heightmap', type=str, help='Heightmap file to create background for')
    parser.add_argument('mapnik_xml', type=str, help='Mapnik XML file to render')
    parser.add_argument('output_file', type=str, help='File to output result image to')

    args = parser.parse_args()

    with open(args.heightmap, 'rb') as f:
        hm = Map.load(f)

    cwd = os.getcwd()
    os.chdir(os.path.dirname(args.mapnik_xml))
    renderer = MapRenderer(hm.size, args.mapnik_xml)
    xmin, ymin, xmax, ymax = hm.bounds
    renderer.render_to_file(xmin, ymin, xmax, ymax, os.path.join(cwd, args.output_file))
开发者ID:buma,项目名称:shadow-mapper,代码行数:32,代码来源:render_background.py


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