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Python Piece.rotate方法代码示例

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


在下文中一共展示了Piece.rotate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: answer

# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import rotate [as 别名]
def answer(state_map, state_piece, x, dx, rad):
    map_tmp = copy.deepcopy(const.map)
    for i in range(len(state_map)):
        if state_map[i] != 0:
            map_tmp[state_map[i]][i] = 1

    p_tmp = Piece(state_piece, x)
    p_tmp.updateMap(map_tmp)
    gain = 0

    if dx>0:
        for i in range(dx):
            p_tmp.move('right')
    else:
        for i in range(-dx):
            p_tmp.move('left')
    for i in range(rad):
        p_tmp.rotate('ccw')
    p_tmp.drop()

    for i in range(len(p_tmp.shape[0])):
        for j in range(len(p_tmp.shape[0][i])):
            if p_tmp.shape[0][i][j]:
                map_tmp[p_tmp.y+i][p_tmp.x+j] = p_tmp.shape[1]

    erasable = []
    for i in range(len(map_tmp)-1):
        flag_full = True
        for j in range(1,len(map_tmp[i])-1):
            if map_tmp[i][j] == 0 or map_tmp[i][j] == 8: flag_full = False
        if flag_full:
            erasable.append(i)
    if len(erasable) == 0:
        gain = 0
    else:
        gain = scores[min(len(erasable)-1, 3)]
    for i in erasable:
        for j in range(i-2):
            map_tmp[i-j] = copy.deepcopy(map[i-j-1])

    for i in range(len(map_tmp)):
        for j in range(len(map_tmp[i])):
            if map_tmp[i][j]!=0:
                map_tmp[i][j] = 1
    return [map_tmp, gain]
开发者ID:fand,项目名称:gakushu,代码行数:47,代码来源:__init__.py

示例2: __init__

# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import rotate [as 别名]
class PtModel:
    #class variables
    FPS = 60
    SCORE = [0, 40, 100, 300, 1200]
    TIME = {
        "fell": -100,
        "moved": -100,
        "rotated": -20,
        "stopped_moving": -30,
        "stopped_rotating":-30
        }
    INTERVAL = {
        "move": 0.3,
        "rotate": 0.3,
        "gravity": 0.3
        }
    
    def __init__(self, gravity = 0.3):
        self.view =  PtView()
        self.board = Board()
        self.p =  Piece(self.board)
        self.p_next = Piece(self.board)
        self.score = 0
        self.line_erasable = []
        self.interval = copy.deepcopy(PtModel.INTERVAL)
        self.interval['gravity'] = gravity
        self.time = copy.deepcopy(PtModel.TIME)

        self.flag = {
            'moving': True,
            'rotating': True
            }
        
        self.view.renderNext(self.p_next.getShape(), self.p_next.getType())
        
    def getKey(self):
        pygame.event.pump()
        keys = pygame.key.get_pressed()
        # 移動のキーn
        if self.isMovable():
            if keys[K_LEFT]:
                self.movePiece('left')
            elif keys[K_RIGHT]:
                self.movePiece('right')
            elif keys[K_UP]:
                self.movePiece('up')
            elif keys[K_DOWN]:
                self.movePiece('down')
                if self.p.isGround() == False:
                    self.time['moved'] = time.clock()
            else:
                # 動くのをやめた時だけインターバル回復
#                if self.flag['moving']:
                self.flag['moving'] = False
                self.time['stopped_moving'] = time.clock()
                self.interval['move'] = PtModel.INTERVAL['move']

        # 回転のキー
        if self.isRotatable():
            if keys[K_z]:
                self.rotatePiece('ccw')
            elif keys[K_x]:
                self.rotatePiece('cw')
            else:
 #               if self.flag['rotating']:
                self.flag['rotating'] = False
                self.time['stopped_rotating'] = time.clock()
                self.interval['rotate'] = PtModel.INTERVAL['rotate']

    def isMovable(self):
        if (time.clock() - self.time['moved']) > self.interval['move']:
            return True
        if (time.clock() - self.time['stopped_moving'])< PtModel.INTERVAL['move']:
            return True
        return False
    
    def isRotatable(self):
        if (time.clock() - self.time['rotated']) > self.interval['rotate']:
            return True
        if (time.clock() - self.time['stopped_rotating'])< PtModel.INTERVAL['rotate']:
            return True
        return False
    
    def movePiece(self, direction):
        if direction == 'up':
            self.p.drop()
        else:
            self.p.move(direction)
        self.time['moved'] = time.clock()
        if self.interval['move'] > 0.1:
            self.interval['move'] *= 0.9
#        self.flag['moving'] = True

    def rotatePiece(self, radius):
        self.p.rotate(radius)
        self.time['rotated'] = time.clock()
        if(self.interval['rotate']>0.1):
            self.interval['rotate'] *= 0.9
#        self.flag['rotating'] = True

#.........这里部分代码省略.........
开发者ID:fand,项目名称:pytetris,代码行数:103,代码来源:model.py

示例3: rotate_piece

# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import rotate [as 别名]
def rotate_piece(piece, orientation):
  new_piece = Piece()
  new_piece._list = list(piece._list)
  new_piece.rotate(orientation)
  return new_piece
开发者ID:abak,项目名称:pentomini-solver,代码行数:7,代码来源:main.py

示例4: BlokusPiece

# 需要导入模块: from piece import Piece [as 别名]
# 或者: from piece.Piece import rotate [as 别名]
class BlokusPiece(Widget):
    """
    This object defines a Blokus piece widget
    which includes as fields a "Piece" object
    that includes the piece geometry, and a list
    of "Block" widgets that instantiates that
    geometry on the board.

    methods:
    update_blocks: move the blocks that make up the piece
        so that they have the right relative positions.
    update: Move the piece. If the piece is grabbed, move with
        the cursor. If the piece is not grabbed, go to the setpoint
        if it is not already there. The setpoint can be either a home
        or a local grid point.
    on_touch_down: Identifies when we are grabbing the piece
    on_touch_up: Identifies when we release a piece.
    on_touch_move: Identifies when we are dragging a piece.
    flip: Flips piece by calling the Piece.flip method
    rotate: Rotates piece by calling the Piece.rotate method.
    """
    pieceID = NumericProperty(0)
    playerID = NumericProperty(0)
    rotation = NumericProperty(0)
    parity = NumericProperty(1)

    def __init__(self, d=0, 
                 corner_offset=(0,0),
                 move_increment=.2,
                 stop_tolerance=.1,
                 **kwargs):
        super(BlokusPiece, self).__init__(**kwargs)

        self.piece = Piece(
            self.pieceID,
            self.playerID,
            rotation=self.rotation,
            parity=self.parity)

        self.d = int(d)
        self.corner_offset = corner_offset
        self.increment = move_increment
        self.tolerance = stop_tolerance

        with self.canvas:
            self.blocks = []
            self.rel_pos = []
            self.grabbed = False  # use this to indicate whether or not i'm holding the piece
            self.enabled = True
            self.go_to_setpoint = False
            self.home = (0, 0)
            self.setpoint = (0, 0)
            self.wait = (0, 0)
            size = self.piece.geometry.shape
            self.size = (self.d * size[0], self.d * size[1])
            for i in range(size[0]):
                for j in range(size[1]):
                    if self.piece.geometry[i, j] == 1:
                        block = Block(playerID=self.playerID, d=self.d)
                        self.blocks = self.blocks + [block]

        self.bind(pos=self.update_blocks)

    def update_blocks(self, *args):
        """
        moves the blocks that make up the blokus piece
        """
        index = 0
        Size = self.piece.geometry.shape
        self.size = (self.d * Size[0], self.d * Size[1])
        for i in xrange(Size[0]):
            for j in xrange(Size[1]):
                if self.piece.geometry[i, j] == 1:
                    self.blocks[index].pos = (
                        i * self.d + self.pos[0], j * self.d + self.pos[1])
                    index += 1

    def update(self):
        """
        this function updates on the clock. This is mostly providing a "snap to grid" feature
        """
        if not(self.grabbed):
            current_position = self.pos
            if self.go_to_setpoint:
                final_position = (
                    float(self.setpoint[0]), 
                    float(self.setpoint[1]))
            else:
                final_position = (
                        float(np.round((self.pos[0]) / self.d - self.corner_offset[0]) * self.d + (self.corner_offset[0] * self.d)),
                        float(np.round((self.pos[1]) / self.d - self.corner_offset[1]) * self.d + (self.corner_offset[1] * self.d)))

            direction = (
                final_position[0] -
                current_position[0],
                final_position[1] -
                current_position[1])

            # how far towards the final position should it go in one step
            changed_position = (
#.........这里部分代码省略.........
开发者ID:b-r-oleary,项目名称:games,代码行数:103,代码来源:game_widgets.py


注:本文中的piece.Piece.rotate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。