本文整理汇总了Python中monster.Monster.set_location方法的典型用法代码示例。如果您正苦于以下问题:Python Monster.set_location方法的具体用法?Python Monster.set_location怎么用?Python Monster.set_location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monster.Monster
的用法示例。
在下文中一共展示了Monster.set_location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: __init__
# 需要导入模块: from monster import Monster [as 别名]
# 或者: from monster.Monster import set_location [as 别名]
class Game:
def __init__(self):
"""
Sets up a game gui with the player and starts it
:return:
"""
pygame.init()
self.view = View()
self.map = Map()
self.map.player = Player()
self.map.player_loc = (1*TILE_SIZE, 1*TILE_SIZE)
self.player = self.map.player
self.player.set_location(self.map.player_loc)
#self.time = pygame.time.Clock()
self.map.set_player_location(self.map.player_loc)
self.treasure = Treasure()
self.inventory_button = Button("Inventory", 480, 0, 20, 20)
self.save_button = Button("Save", 590, 0, 20, 20)
self.load_button = Button("Load", 590, 50, 20, 20)
self.view.draw_layers(self.map, self.treasure, self.map.player.inventory, self.inventory_button, self.save_button, self.load_button)
self.monster = Monster()
self.map.monster_loc = self.monster.loc
while self.map.set_monster_location(self.monster.loc) is False:
self.monster.set_location()
self.map.treasure_loc = self.treasure.x_y
while self.map.add_item(self.treasure.x_y) is False:
self.treasure = Treasure()
def move_player(self, direction):
"""
Moves the player in a certain direction given a keypress
:param direction: direction to move in
:return:
"""
oldx, oldy = self.map.player_loc
x, y = oldx + direction[0], oldy + direction[1]
x_limit = (ROW-1) * TILE_SIZE
y_limit = (COLUMN-1) * TILE_SIZE
#don't do anything if the location is too much
if x > x_limit or x < 0 or y > y_limit or y < 0:
return
ret_move_player = self.map.set_player_location((x, y))
self.player.set_location((x, y))
if ret_move_player is True:
self.map.player.add_to_inventory(self.treasure.item)
self.treasure = Treasure()
self.map.treasure_loc = self.treasure.x_y
print(self.map.player.inventory.get_items())
self.map.add_item(self.treasure.x_y)
elif ret_move_player is 2:
print("COMBAT")
hp = Combat(self.map.player, self.monster, self.view).init_combat()
print(hp)
if hp[0] <= 0:
self.end_game()
return False
#self.quit()
else:
self.map.player.hp = hp[0]
self.monster = Monster()
while self.map.set_monster_location(self.monster.loc) is False:
self.monster.set_location()
self.map.monster_loc = self.monster.loc
self.map.add_monster(self.monster.loc)
def get_inventory(self):
"""
Gets the inventory. This is called when the button is clicked
:return:
"""
self.view.draw_inventory(self.player.inventory)
pygame.display.flip()
def refresh(self, inventory):
"""
Refreshes the current view
:param inventory: inventory to include
:return:
"""
self.view.draw_player(self.map.player_loc)
self.view.draw_monster(self.map.monster_loc)
self.view.draw_layers(self.map, self.treasure, inventory, self.inventory_button, self.save_button, self.load_button)
def end_game(self):
"""
Returns a game over screen
:return:
"""
self.view.draw_end_game()
def quit(self):
"""
Simple end game thing
:return:
"""
sys.exit()
#Game()