本文整理汇总了Python中term.Term.msg方法的典型用法代码示例。如果您正苦于以下问题:Python Term.msg方法的具体用法?Python Term.msg怎么用?Python Term.msg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term.Term
的用法示例。
在下文中一共展示了Term.msg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: Zedventure
# 需要导入模块: from term import Term [as 别名]
# 或者: from term.Term import msg [as 别名]
class Zedventure (object):
__slots__ = ('time','area','hero','actors','term','rng')
def __init__(self,args):
# init the game
self.time = 0
self.area = None
self.term = None
self.hero = None
self.actors = []
self.rng = random.Random()
def __call__(self,screen):
"""Z(screen) -> None"""
# init the interface
self.area = area.Area(self)
self.term = Term(self,screen)
(y, x) = self.term.viewsize() # wtf? why can't curses
self.area.resize(y, x-1) # draw on the screen edge?
self.hero = Hero(self.area,1,1,None)
self.actors = [self.hero]
self.actors.extend(self.area.generate(0))
self.area.enter(self.hero.y, self.hero.x, self.hero)
self.term.redraw()
# start the game
running = True
while running:
actor = self.actors[0]
try:
while actor.wait_until <= self.time:
actor.act()
except QuitGame:
self.term.msg('Goodbye, thanks for playing!')
self.term.waitforkey()
running = False
except Escaped:
self.term.msg('You escaped with %d gold!' % self.hero.gold)
self.term.waitforkey()
running = False
except WasKilled:
self.term.msg('You died.')
self.term.waitforkey()
running = False
finally:
self.time += 1
self.queue_actor(actor)
def new_level(self,increment):
self.actors = self.area.generate(increment)
self.actors.insert(0,self.hero)
self.area.occ[self.hero.y,self.hero.x] = self.hero
def prev_level(self):
self.new_level(-1)
def next_level(self):
self.new_level(1)
def queue_actor(self,actor):
done = False
for i,a in enumerate(self.actors):
if a > actor:
self.actors.remove(actor)
self.actors.insert(i, actor)
done = True
break
if not done:
self.actors.remove(actor)
self.actors.append(actor)
def coinflip(self):
return bool(self.rng.randint(0,1))
def chance_in(self,odds):
return self.rng.randint(1,odds) == 1
def percent_chance(self,pct):
return self.rng.randint(1,100) <= pct
示例2: Zedventure
# 需要导入模块: from term import Term [as 别名]
# 或者: from term.Term import msg [as 别名]
class Zedventure(object):
__slots__ = ("time", "area", "hero", "actors", "term", "rng", "game_over")
def __init__(self, args):
# init the game
self.time = 0
self.area = None
self.term = None
self.hero = None
self.game_over = None
self.actors = []
self.rng = random.Random()
def __call__(self, screen):
"""Z(screen) -> None"""
# init the interface
self.area = area.Area(self)
self.term = Term(self, screen)
(y, x) = self.term.viewsize() # wtf? why can't curses
self.area.resize(y, x - 1) # draw on the screen edge?
self.hero = Hero(self.area, 1, 1, None)
self.actors = [self.hero]
self.actors.extend(self.area.generate(0))
self.area.enter(self.hero.y, self.hero.x, self.hero)
self.term.redraw()
# start the game
running = True
while running:
actor = self.actors[0]
while running and actor.wait_until <= self.time:
actor.act()
if self.game_over == "quit":
self.term.msg("Goodbye, thanks for playing!")
self.term.waitforkey()
running = False
elif self.game_over == "escaped":
self.term.msg("You escaped with %d gold!" % self.hero.gold)
self.term.waitforkey()
running = False
elif self.game_over == "killed":
self.term.msg("You died.")
self.term.waitforkey()
running = False
self.time += 1
self.queue_actor(actor)
def new_level(self, increment):
self.actors = self.area.generate(increment)
self.actors.insert(0, self.hero)
self.area.occ[self.hero.y, self.hero.x] = self.hero
def prev_level(self):
if self.area.depth < 1:
self.game_over = "escaped"
else:
self.new_level(-1)
def next_level(self):
self.new_level(1)
def queue_actor(self, actor):
done = False
for i, a in enumerate(self.actors):
if a > actor:
self.actors.remove(actor)
self.actors.insert(i, actor)
done = True
break
if not done:
self.actors.remove(actor)
self.actors.append(actor)
def coinflip(self):
return bool(self.rng.randint(0, 1))
def chance_in(self, odds):
return self.rng.randint(1, odds) == 1
def percent_chance(self, pct):
return self.rng.randint(1, 100) <= pct