本文整理汇总了Python中timeline.Timeline.progress方法的典型用法代码示例。如果您正苦于以下问题:Python Timeline.progress方法的具体用法?Python Timeline.progress怎么用?Python Timeline.progress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timeline.Timeline
的用法示例。
在下文中一共展示了Timeline.progress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: levelManager
# 需要导入模块: from timeline import Timeline [as 别名]
# 或者: from timeline.Timeline import progress [as 别名]
#.........这里部分代码省略.........
#for argument in argRight:
# if "[" in argument:
# argument = eval(argument)
try:
class_dict[glyph] = classes[name]
except KeyError:
raise KeyError("Error parsing glyph {!r}: no class named {}"
"".format(glyph, name))
arg_dict[glyph] = args
# Parse the map
map_ = [line.rstrip() for line in map_data.rstrip().split('\n')]
width = max(len(line) for line in map_)
height = len(map_)
# Create the level instance
level = levelManager(width, height)
#print("level width={} height={}".format(width, height), file=sys.stderr)
for y, line in enumerate(map_[::-1], 1):
for x, char in enumerate(line, 1):
if char != ' ':
#try: #this almost works, but I don't have a python resource at hand
if class_dict[char] is Player:
level.setPlayer(Player(x, y, level))
level.camera.player = level.player
class_dict["."](x, y, level, **arg_dict["."])
else:
# automatically places floors under all non-floor, non-wall, non-triggertile tiles!
if class_dict[char] in (Wall, Floor, TriggerTile, Door):
#print("adding {} at x={} y={}".format(class_dict[char], x, y), file=sys.stderr)
try:
class_dict[char](x, y, level, **arg_dict[char])
except TypeError:
raise TypeError("Error parsing glyph {!r}: no class named {}"
"".format(char, arg_dict[char]))
except ValueError:
config.error_out = (class_dict, arg_dict)
raise ValueError("Error parsing glyph {!r}: illegal value: \n{!s}"
"".format(char, arg_dict[char]))
else:
class_dict[char](x, y, level, **arg_dict[char])
class_dict["."](x, y, level, **arg_dict["."])
#except:
#raise(KeyError ("There isn't a matching line for glyph: ", char))
# Triggers ...?
level.name = name
return level
def setPlayer(self, player):
self.player = player
def update(self):
if(config.world.currentLevel == self):
for actor in self.timeline:
actor.act()
self.timeline.progress()
else:
config.world.currentLevel.timeline.addToTop(config.player)
config.world.update()
def draw(self):
if self.player is None:
raise RuntimeError("You didn't call levelManager.setPlayer()!!!!")
if(config.world.currentLevel == self):
unicurses.erase()
self.camera.draw(self.player.xpos, self.player.ypos)
self.output_buffer.output()
def drawDropInputParser(self):
self.drawInventoryInputParser()
def drawInventoryInputParser(self):
unicurses.erase()
self.camera.drawHUDBoundaries()
for index, item in enumerate(self.player.inventory.inventoryList):
unicurses.attron(unicurses.COLOR_PAIR(config.colorDict["white"]))
unicurses.mvaddstr(index+1, 1, self.player.inventory.letterList[index+1]+") "+self.player.inventory.inventoryList[index].description)
unicurses.attroff(unicurses.COLOR_PAIR(config.colorDict["white"]))
def drawLookInputParser(self, xLook, yLook):
if(self.grid.getCell(xLook, yLook).hasBeenSeen):
self.grid.drawCellBold(xLook, yLook, self.player.xpos, self.player.ypos, int(self.camera.lensWidth/2), int(self.camera.lensHeight/2))
elif (abs(xLook - self.player.xpos) < self.camera.adjLensWidth) and abs(self.player.ypos-yLook) < self.camera.adjLensHeight:
self.camera.drawArbitrary(xLook, yLook, '*', 'blue')
def populateFloor(self):
for y in range(1, self.height+1):
for x in range(1, self.width+1):
if all((not isinstance(i, Wall) and (not isinstance(i, TriggerTile))) for i in self.grid.get(x, y)):
#for debugging, use below to print column/row indices
#entity(x, y, self, str(y))
#if(not isinstance(i, TriggerTile)):
Floor(x, y, self, display='.')
def populateWalls(self):
for x in range(1, self.width+1):
Wall(x, 1, self)
Wall(x, self.height, self)
for y in range(2, self.height):
Wall(1, y, self)
Wall(self.width, y, self)