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Python Unit.__init__方法代码示例

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


在下文中一共展示了Unit.__init__方法的15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 unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
	def __init__(self, player, sig, model, skeleton, animations, inventory):
		'''
		Constructor
		'''
		Unit.__init__(player, sig, numControllers = 1)
		self.player = player
		self.enabled = False
开发者ID:borgified,项目名称:Hockfire,代码行数:9,代码来源:infantry.py

示例2: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
    def __init__(self, mainObj, position, yon=4, layer=0, attrDict={}):
        self.type = 'Kurt'
        Unit.__init__(self, mainObj, position, yon, attrDict)

        self.image = self.changeImage('Kurt', yon) # Oyunun başında ilk yüklenen unit resim dosyasi
        self.rect = self.image.get_rect()
        self.rect.topleft = position
        self.layer = layer # LayeredUpdates grubu için gerekiyor
        
        self.colRect = copy(Kurt.colRect[self.yon])
        self.colRect.topleft = (self.colRect.topleft[0] + self.rect.topleft[0], self.colRect.topleft[1] + self.rect.topleft[1])
        
        # çarpışmalarda kullanılan noktalar
        self.colPoints = None
        
        self.tolerans = 0
        self.speed = 4
        
        if self.player.type == Player.human_player:
            self.ai = KurtFSM(self, human=True)
        else:
            self.ai = KurtFSM(self)
        
        # unit'in gerçek pozisyonunu (reel sayılarla) tutar. rect'e atılırken int'e dönüştürülür.
        self.yer = Vector2(*self.colRect.center)
开发者ID:dhalsim,项目名称:pyempires,代码行数:27,代码来源:kurt.py

示例3: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
    def __init__(self, mainRef, attributes):
        print("Enemy instantiated")
        Unit.__init__(self)
        FSM.__init__(self, 'playerFSM')

        self._mainRef = mainRef
        self._playerRef = mainRef.player
        self._AIworldRef = mainRef.AIworld
        self._enemyListRef = mainRef.enemyList
        self._ddaHandlerRef = mainRef.DDAHandler
        self._stateHandlerRef = mainRef.stateHandler
        self._scenarioHandlerRef = mainRef.scenarioHandler

        #self.topEnemyNode = mainRef.mainNode.attachNewNode('topEnemyNode')
        self.initEnemyNode(mainRef.mainNode)

        utils.enemyDictionary[self.enemyNode.getName()] = self

        self.loadEnemyModel(attributes.modelName)
        self.initAttributes(attributes)
        self.initEnemyAi()

        self.initEnemyDDA()

        self.initEnemyCollisionHandlers()
        self.initEnemyCollisionSolids()

        #self.request('Idle')
        self.request('Disabled')

        # Start enemy updater task
        self.enemyUpdaterTask = taskMgr.add(self.enemyUpdater, 'enemyUpdaterTask')
开发者ID:benregn,项目名称:fuzzy-moon-rocket,代码行数:34,代码来源:enemy.py

示例4: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
 def __init__(self, constraint, x=0, y=0, direction=(1, 0), kind=0):
     Unit.__init__(self, constraint, x, y, direction, 160, 65)
     if kind:
         self.kind = 'lion'
         self.health = 200
     else:
         self.kind = 'blue'
         self.health = 100
开发者ID:gvpavlov,项目名称:Insaniquarium,代码行数:10,代码来源:alien.py

示例5: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
	def __init__(self, models = None, anims = None, sphereString = None, game = None, xStart = 0, yStart = 0, zStart = 0):
		Unit.__init__(self, models, anims, sphereString, game, xStart, yStart, zStart)
		
		#set up sounds
		self.deathSound = game.loader.loadSfx(SFX_PATH + "enemy_death.wav")
		
		self.randomMovement = 0
		self.randomMovementMax = 30 * 7
		self.minRandomVel = 1000
		self.maxRandomVel = 2000
开发者ID:tom-anesta,项目名称:team-conventions,代码行数:12,代码来源:enemy.py

示例6: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
    def __init__(self, name, title, health, mana, mana_regen):
        self.name = name
        self.title = title
        self.mana_regen = mana_regen
        Unit.__init__(self, health, mana, name)

        self.phisical_damage = 0
        self.magic_damage = 0

        self.max_equiped_weapons = 0
        self.max_learned_spells = 0
开发者ID:ggchilev,项目名称:hack_bulgaria,代码行数:13,代码来源:hero.py

示例7: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
	def __init__(self, team, sig, model, numControllers, keyinput):
		'''
		Constructor
		'''
		self.input = keyinput
		
		self.model = loader.loadModel(model)
		
		tankNode = render.attachNewNode(ActorNode("tank-physics"))
		tankNode.detachNode()
		self.tankNode = tankNode
		actorNode = tankNode.node()
		base.physicsMgr.attachPhysicalNode(actorNode)
		
		actorNode.getPhysicsObject().setMass(1000)
		
		fromObject = tankNode.attachNewNode(CollisionNode('tank-coll'))
		fromObject.node().addSolid(CollisionSphere(0, 0, 0, 1))
		self.model.reparentTo(tankNode)
		
		pusher = PhysicsCollisionHandler()
		pusher.addCollider(fromObject,tankNode)
		
		base.cTrav.addCollider(fromObject, pusher)
		
		fromObject.show()
		
		Unit.__init__(self, sig, numControllers)
		self.enabled = False
		self.camera = VehicleCamera(self.tankNode, Vec3(0,-10,5))
		
		self.rotation = Rotation(self.tankNode, self.camera.camNode)
		
		self.engineFN=ForceNode('tank-hover-engine-front-left')
		self.engineFNP=tankNode.attachNewNode(self.engineFN)
		
		self.engineNodes = [NodePath("front-left-engine") ,
							NodePath("front-right-engine"),
							NodePath("back-left-engine")  ,
							NodePath("back-right-engine")  ]
		
		for i in range(0,4):
			self.engineNodes[i].reparentTo(tankNode)
			self.engineNodes[i].setPos(tankNode, ENGINELIST[i])
			blah = loader.loadModel(model)
			blah.reparentTo(self.engineNodes[i])
			blah.setScale(0.1)
		
		self.linearForce = None
		self.rotateForce = None
		
		self.movement = Movement(tankNode)
		self.movement.enable()
开发者ID:borgified,项目名称:Hockfire,代码行数:55,代码来源:vehicle.py

示例8: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
 def __init__(self, constraint, x=0, y=0, direction=(1, 0), size=0):
     radius = (size * 15 + 41) / 2
     Unit.__init__(self, constraint, x, y, direction, 80, radius)
     SinkingItem.__init__(self, constraint, x, y, 80, radius)
     self.hungry = False
     self.growth = 0
     # Fish size: 0 - small, 1 - normal, 2 - big
     self.size = size
     self.last_fed = int(time())
     self.grow_time = int(time())
     self.drop_coin = False
     # Prevents multiple coin drops in the same second.
     self.coin_drop_time = time()
开发者ID:gvpavlov,项目名称:Insaniquarium,代码行数:15,代码来源:fish.py

示例9: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
	def __init__(self, team, sig, model, numControllers, keyinput):
		'''
		Constructor
		'''
		self.input = keyinput
		
		self.model = loader.loadModel(model)
		
		tankNode = render.attachNewNode(ActorNode("tank-physics"))
		tankNode.detachNode()
		self.tankNode = tankNode
		actorNode = tankNode.node()
		base.physicsMgr.attachPhysicalNode(actorNode)
		
		actorNode.getPhysicsObject().setMass(1000)
		
		fromObject = tankNode.attachNewNode(CollisionNode('tank-coll'))
		fromObject.node().addSolid(CollisionSphere(0, 0, 0, 1))
		self.model.reparentTo(tankNode)
		
		pusher = PhysicsCollisionHandler()
		pusher.addCollider(fromObject,tankNode)
		
		base.cTrav.addCollider(fromObject, pusher)
		
		fromObject.show()
		
		Unit.__init__(self, sig, numControllers)
		self.enabled = False
		self.camera = VehicleCamera(self.tankNode, Vec3(0,-10,5))
		
		self.rotation = Rotation(self.tankNode, self.camera.camNode)
		
		self.engineFN=ForceNode('tank-engine')
		self.engineFNP=tankNode.attachNewNode(self.engineFN)
		self.upForce=LinearVectorForce(0,0,20000)
		self.upForce.setMassDependent(1)
		self.engineFN.addForce(self.upForce)
		
		base.physicsMgr.addLinearForce(self.upForce)
开发者ID:borgified,项目名称:Hockfire,代码行数:42,代码来源:vehicle.py

示例10: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
    def __init__(self, mainRef):
        print("Player instantiated")
        Unit.__init__(self)
        FSM.__init__(self, 'playerFSM')

        self._hudRef = None
        self._mainRef = mainRef
        self._enemyListRef = mainRef.enemyList
        self._ddaHandlerRef = mainRef.DDAHandler
        self._mapHandlerRef = mainRef.mapHandler
        self._stateHandlerRef = mainRef.stateHandler
        self._scenarioHandlerRef = mainRef.scenarioHandler

        self.playerNode = mainRef.mainNode.attachNewNode('playerNode')

        self.initPlayerAttributes()
        self.initPlayerModel()
        self.initPlayerCamera()
        self.initPlayerAbilities()

        self.initPlayerCollisionHandlers()
        self.initPlayerCollisionSolids()

        self.initPlayerDDA()

        # Start mouse picking and movement
        self.mouseHandler = utils.MouseHandler(self)

        # Start player update task
        playerUpdateTask = taskMgr.add(self.playerUpdate, 'playerUpdateTask')

        # Initialize player FSM state
        self.request('Idle')

        DO = DirectObject()
        DO.accept('shift-mouse1', self.onShiftDown)
        DO.accept('shift-up', self.onShiftUp)

        self._shiftButtonDown = False
开发者ID:benregn,项目名称:fuzzy-moon-rocket,代码行数:41,代码来源:player.py

示例11: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
 def __init__(self, uid, pos, images):
     Unit.__init__(self, pos, images, 400, 15, 15, uid, CPCB, CORB, 10)
开发者ID:yahuarkuntur,项目名称:soberany,代码行数:4,代码来源:all_units.py

示例12: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
    def __init__(self, xmldoc):
        Unit.__init__(self)

        # This is a combat vehicle
        self.type = "CV"

        # Get top-level structure data
        for cveh in xmldoc.getElementsByTagName('combatvehicle'):
            self.model = cveh.attributes["model"].value
            self.name = cveh.attributes["name"].value
            self.motive = cveh.attributes["motive"].value
            self.omni = cveh.attributes["omni"].value
            self.weight = int(cveh.attributes["tons"].value)

            # Get BV. Should give prime variant BV for Omni-vehicles
            # get first instance only to avoid problems with Omni-vehicles
            self.batt_val = int(get_child_data(cveh, 'battle_value'))

            # Motive
            for mot in cveh.getElementsByTagName('motive'):
                self.mot_type = mot.attributes["type"].value
                self.cruise = int(mot.attributes["cruise"].value)
                self.turret = mot.attributes["turret"].value

            # Get Cost.
            cost = float(get_child_data(cveh, 'cost'))

            # Get production era
            self.prod_era = int(get_child_data(cveh, 'productionera'))

            # Get techbase (IS, Clan)
            # get first instance only to avoid problems with Omni-vehicles
            self.techbase = get_child_data(cveh, 'techbase')

            # Get year
            self.year = int(get_child_data(cveh, 'year'))

            # Sanity check for year
            year_era_test(self.year, self.prod_era,
                          self.name + " " + self.model)

            if (self.year < 2470):
                print self.name, self.model
                print "Combat Vehicles not available before 2470!"
                sys.exit(1)

            if (self.year < 2854 and self.omni == "TRUE"):
                print self.name, self.model
                print "OmniVehicles not available before 2854!"
                sys.exit(1)

            ### Components starts here ###

            self.structure = VehicleStructure(get_child(cveh, 'structure'),
                                              self.weight,
                                              self.mot_type, self.turret)

            self.engine = Engine(get_child(cveh, 'engine'), self)

            self.lift = LiftEquipment(self.weight, self.mot_type)

            if self.engine.etype == "No Engine":
                self.control = ControlSystems(0.0)
            else:
                self.control = ControlSystems(self.weight)

            self.armor = VehicleArmor(get_child(cveh, 'armor'),
                                      self.weight)

            ### Loadout stuff starts here ###

            # Get baseloadout
            blo = cveh.getElementsByTagName('baseloadout')[0]

            # Construct current loadout, empty name for base loadout
            self.load = Baseloadout(blo, self, self.batt_val,
                                    self.prod_era, cost)

            # Get omni loadouts
            self.loads = []
            for load in cveh.getElementsByTagName('loadout'):

                # Construct current loadout
                current = Loadout(load, self.load, self)

                self.loads.append(current)
开发者ID:ssw-parser,项目名称:SSW_Parser,代码行数:88,代码来源:combat_vehicle.py

示例13: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
 def __init__(self):
     WEAPONS = [FireBall(self)]
     Unit.__init__(self, "Dragon", HP = 9999, ATK = 9999, DEF = 9999, MAG = 9999, RES = 9999, ACC = 9999, EVA = 9999, SPD = 9999, weapons = WEAPONS)
     return
开发者ID:doug3230,项目名称:Slayer,代码行数:6,代码来源:monster.py

示例14: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
    def __init__(self, xmldoc):
        Unit.__init__(self)

        # This is a mech
        self.type = "BM"

        # Set some data to zero that sometimes will not get set otherwise
        self.multi = Multi()

        # Get top-level structure data
        for mmech in xmldoc.getElementsByTagName('mech'):
            self.model = mmech.attributes["model"].value
            self.name = mmech.attributes["name"].value
            self.omni = mmech.attributes["omnimech"].value
            self.weight = int(mmech.attributes["tons"].value)

            # Get BV. Should give prime variant BV for Omni-mechs
            # get first instance only to avoid problems with Omni-mechs
            self.batt_val = int(get_child_data(mmech, 'battle_value'))

            # Get Cost.
            cost = float(get_child_data(mmech, 'cost'))

            # Get production era
            self.prod_era = int(get_child_data(mmech, 'productionera'))

            # Get mech type (battle, industrial)
            self.mechtype = get_child_data(mmech, 'mech_type')

            # Only support battlemechs
            if (self.mechtype != "BattleMech" and
                self.mechtype != "PrimitiveBattleMech"):
                print self.name, self.model
                print "Industrial Mechs not supported!"
                sys.exit(1)

            # Get techbase (IS, Clan)
            # get first instance only to avoid problems with Omni-mechs
            self.techbase = get_child_data(mmech, 'techbase')

            # Get year
            self.year = int(get_child_data(mmech, 'year'))

            # Sanity check for year
            year_era_test(self.year, self.prod_era,
                          self.name + " " + self.model)

            if (self.year < 2439):
                print self.name, self.model
                print "Battlemech older than Mackie!"
                sys.exit(1)

            if (self.year < 2470 and self.mechtype == "BattleMech"):
                print self.name, self.model
                print "Non-primitive BattleMechs not available before 2470!"
                sys.exit(1)

            if (self.year < 2854 and self.omni == "TRUE"):
                print self.name, self.model
                print "OmniMechs not available before 2854!"
                sys.exit(1)

            # Get motive type (biped, quad)
            self.motive = get_child_data(mmech, 'motive_type')

            ### Components starts here ###

            # Get internal structure type
            self.structure = MechStructure(get_child(mmech, 'structure'),
                                           self.weight, self.motive)

            # Get engine data
            self.engine = Engine(get_child(mmech, 'engine'), self)

            # Get gyro
            self.gyro = Gyro(get_child(mmech, 'gyro'),
                             self.engine.etype, self.engine.erating)

            # Get cockpit
            self.cockpit = Cockpit(get_child(mmech, 'cockpit'), self)

            # Get enhancement, needs for loop
            self.enhancement = Enhancement(None, self.weight,
                                           self.engine.erating)
            for enh in mmech.getElementsByTagName('enhancement'):
                self.enhancement = Enhancement(enh, self.weight,
                                               self.engine.erating)

            # Get armor.
            self.armor = MechArmor(get_child(mmech, 'armor'),
                                   self.weight, self.motive)

            ### Loadout stuff starts here ###

            # Get baseloadout
            blo = mmech.getElementsByTagName('baseloadout')[0]

            # Get multi-slot stuff
            for mlts in blo.getElementsByTagName('multislot'):
                slot = mlts.attributes["name"].value
#.........这里部分代码省略.........
开发者ID:ssw-parser,项目名称:SSW_Parser,代码行数:103,代码来源:mech.py

示例15: __init__

# 需要导入模块: from unit import Unit [as 别名]
# 或者: from unit.Unit import __init__ [as 别名]
	def __init__(self,player):
		Unit.__init__(self,player)
开发者ID:onze,项目名称:goLive,代码行数:4,代码来源:builder.py


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