本文整理汇总了Python中map.Map.switchStorey方法的典型用法代码示例。如果您正苦于以下问题:Python Map.switchStorey方法的具体用法?Python Map.switchStorey怎么用?Python Map.switchStorey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map.Map
的用法示例。
在下文中一共展示了Map.switchStorey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 switchStorey [as 别名]
class Scene(engine.Module):
"""Główny ekran gry."""
def __init__(self, _engine):
super(Scene, 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._actual = []
self._level = utils.loadLevel('data/level.dat')
self._map = Map(_engine, self, self._level)
self._minimap = Minimap(_engine, self._map)
self._cursor = Cursor(_engine, self._map)
self._creatureLayer = CreatureLayer(self._map, self._cursor) # Warstwa potworów
self._map.addLayer('Creatures', 2, self._creatureLayer)
self._map.addLayer('Missiles', 3, MissilesLayer(self._map)) # Warstwa pocisków(strzał, kuli ognia itp.)
self._shadow = ShadowLayer(self._map)
self._map.addLayer('Shadow', 5, self._shadow) # Mgła wojny
self._monsters = []
self._freeobjects = pygame.sprite.Group() # Wolne obiekty na scenie
_counter = 0
_start = 0
# szukanie bohatera w lochu
for l, storey in enumerate(self._level):
for row in storey:
for cell in row:
if cell.getModifier() & field.MODIFIER_HERO:
self._hero = hero.Hero(self._map, cell.getGrid() + (l,))
self._hero.move((0, 0, 0))
self._map.switchStorey(l)
_start = l
self._creatureLayer.add('hero', self._hero.getSprite(self._creatureLayer, 'hero'))
break
# szukanie potworów
for l, storey in enumerate(self._level):
for row in storey:
for cell in row:
if cell.getModifier() & field.MODIFIER_SPIDER:
_monster = Spider(self._map, cell.getGrid() + (l,))
self._monsters.append(('spider', _monster))
if l == _start:
self._creatureLayer.add('spider_' + str(_counter), _monster.getSprite(self._creatureLayer, 'spider_' + str(_counter)))
self._actual.append(('spider_' + str(_counter), _monster))
_monster.move((0, 0, 0))
_counter += 1
elif cell.getModifier() & field.MODIFIER_SKELETON:
_monster = Skeleton(self._map, cell.getGrid() + (l,))
self._monsters.append(('skeleton', _monster))
if l == _start:
self._creatureLayer.add('skeleton_' + str(_counter), _monster.getSprite(self._creatureLayer, 'skeleton_' + str(_counter)))
self._actual.append(('skeleton_' + str(_counter), _monster))
_monster.move((0, 0, 0))
_counter += 1
elif cell.getModifier() & field.MODIFIER_MAGE:
_monster = Mage(self._map, cell.getGrid() + (l,))
self._monsters.append(('mage', _monster))
if l == _start:
self._creatureLayer.add('mage_' + str(_counter), _monster.getSprite(self._creatureLayer, 'mage_' + str(_counter)))
self._actual.append(('mage_' + str(_counter), _monster))
_monster.move((0, 0, 0))
_counter += 1
elif cell.getModifier() & field.MODIFIER_TROLL:
_monster = Troll(self._map, cell.getGrid() + (l,))
self._monsters.append(('troll', _monster))
if l == _start:
self._creatureLayer.add('troll_' + str(_counter), _monster.getSprite(self._creatureLayer, 'troll_' + str(_counter)))
self._actual.append(('troll_' + str(_counter), _monster))
_monster.move((0, 0, 0))
_counter += 1
if not self._hero:
raise Exception('Brak bohatera w lochu!?')
self._statusbar = StatusBar(_engine, self._hero) # pasek życia/many itp. / statusu
self.inventory = Inventory(_engine, self._hero, self._hero.inventory, self._freeobjects)
self.chestitems = ChestItems(_engine, self._hero, self._freeobjects)
self._submodules = (self._map, self._minimap, self._statusbar, self.inventory, self.chestitems, self._cursor)
self._play = True
self._refresh = True
def isPlaying(self):
"""Czy gracz nadal gra?"""
return self._play
def screenUpdated(self):
"""Aktualizuje obrazy tła i submoduły."""
super(Scene, 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()
#.........这里部分代码省略.........
示例2: Editor
# 需要导入模块: from map import Map [as 别名]
# 或者: from map.Map import switchStorey [as 别名]
#.........这里部分代码省略.........
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)
self._map.switchStorey(_step + (event.button == 4 and -1 or 1))
for submodule in self._submodules:
if submodule.getRectangle().collidepoint(event.pos):
x, y, _, _ = submodule.getRectangle()
_pos = event.pos[0] - x, event.pos[1] - y
else:
_pos = None
submodule.mouseEvent(event, _pos)
self.surface = self._background.copy()
updated = []
for submodule in (self._map, self._minimap, self._tiles, self._menu, self._cursor):
updated.extend(submodule.update())
submodule.draw(self.surface)
if self._refresh:
self._engine.show(self.surface)
self._refresh = False
else:
self._engine.show(self.surface, updated)
except EditorQuit:
pass