本文整理汇总了Python中world.World类的典型用法代码示例。如果您正苦于以下问题:Python World类的具体用法?Python World怎么用?Python World使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了World类的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: onDrawFunnelsButton
def onDrawFunnelsButton(self, change=True):
if change == True:
self.funnel_number_x = self.funnel_number_x + 1
if self.funnel_number_x == 5:
self.funnel_number_x = 0
self.funnel_number_y = self.funnel_number_y + 1
if self.funnel_number_y == 5:
self.funnel_number_y = 0
print "I pressed the draw funnels button"
variance_x = 1.5 + abs(self.XVelocity_drawing*0.1)
variance_y = 1.5 + abs(self.YVelocity_drawing*0.1)
variance_z = 0.2
self.ActionSet.computeAllPositions(self.XVelocity_drawing,self.YVelocity_drawing)
print np.shape(self.ActionSet.p_x_trajectories), "is my shape"
for i in xrange(np.size(self.ActionSet.p_x_trajectories,1)):
print i
x_center = self.ActionSet.p_x_trajectories[self.funnel_number_x,i]
y_center = self.ActionSet.p_y_trajectories[self.funnel_number_y,i]
print x_center, y_center
World.buildEllipse(i, [x_center,y_center,0], variance_x*i/10.0*0.5, variance_y*i/10.0*0.5, variance_z, alpha=0.3)
示例2: test
def test():
the_map = Map()
tic = time.clock()
the_map.discretize_map()
print time.clock() - tic
#obstacle = Polygon([(40,15), (45,15), (45,20), (40,20)], safety_region_length=4.0)
#the_map.add_obstacles([obstacle])
tend = 10
dT = 1
h = 0.05
N = int(tend/h) + 1
N2 = int(tend/dT) + 1
x0 = np.array([10, 10, 0.0, 3.0, 0, 0])
xg = np.array([50, 50, 0])
myDynWnd = DynamicWindow(dT, N2)
v = Vessel(x0, xg, h, dT, N, [myDynWnd], is_main_vessel=True, vesseltype='viknes')
v.current_goal = np.array([50, 50])
world = World([v], the_map)
myDynWnd.the_world = world
world.update_world(0,0)
fig = plt.figure()
ax = fig.add_subplot(111, aspect='equal', autoscale_on=False,
xlim=(-10, 160), ylim=(-10, 160))
world.visualize(ax, 0, 0)
plt.show()
示例3: __init__
def __init__(self, world_map, multiplayer):
World.__init__(self, world_map, multiplayer)
self._create_sprites()
self.brick_energy()
self.set_bounds_energy()
self.set_dynamics_energy()
self._set_walls()
示例4: Game
class Game(object):
def __init__(self):
pygame.init()
self.caption = "Zelda Love Candy"
self.resolution = (640, 480)
self.screen = pygame.display.set_mode(self.resolution)
pygame.display.set_caption(self.caption)
self.clock = pygame.time.Clock()
self.isGameOver = False
self.world = World()
def update(self):
"""overide this to add neccessary update
"""
self.world.update()
self.world.render(self.screen)
def start(self):
""" start the game
"""
while not self.isGameOver:
self.clock.tick(30)
for events in pygame.event.get():
if events.type == pygame.QUIT:
self.isGameOver = True
self.update()
pygame.display.flip()
pygame.quit()
示例5: InfiniteQuestWindow
class InfiniteQuestWindow(QMainWindow):
# ----------------------------------------------------------------------
def __init__(self):
""""""
super(InfiniteQuestWindow, self).__init__()
self.setWindowTitle("Infinite Quest")
self.mapview = MapView()
# self.mapview = QGraphicsView()
# self.sc = MapScene()
# self.mapview.setScene(self.sc)
self.mapview.installEventFilter(self)
self.setCentralWidget(self.mapview)
self.minimap = MiniMapView(self.mapview)
minimap_dw = QDockWidget()
minimap_dw.setWidget(self.minimap)
self.addDockWidget(Qt.LeftDockWidgetArea, minimap_dw)
self.statushero = StatusHeroWidget()
statushero_dw = QDockWidget()
statushero_dw.setWidget(self.statushero)
self.addDockWidget(Qt.LeftDockWidgetArea, statushero_dw)
# self.mapview.setSizePolicy(QSizePolicy(QSizePolicy.MinimumExpanding,QSizePolicy.MinimumExpanding))
self.world = World()
self.hero = Hero(self.world.map(), *self.world.map().find_passable_landscape_coords())
self.connection = Connection(self.hero, self.world)
self.game_state_update()
# ----------------------------------------------------------------------
def game_state_update(self):
""""""
st = self.connection.get_world_state()
self.mapview.scene.mapstate_update(st["map_state"])
# ----------------------------------------------------------------------
def eventFilter(self, obj, ev):
""""""
if ev.type() == QEvent.KeyPress:
try:
self.connection.action(
{
Qt.Key_Up: "move_up",
Qt.Key_Down: "move_down",
Qt.Key_Right: "move_right",
Qt.Key_Left: "move_left",
}[ev.key()]
)
self.game_state_update()
return True
except KeyError:
pass
else:
pass
return super(InfiniteQuestWindow, self).eventFilter(obj, ev)
示例6: onAddAccelSphereButton
def onAddAccelSphereButton(self):
self.AccelSphere_toggle = not self.AccelSphere_toggle
if not self.AccelSphere_toggle:
self.AccelSphere = World.buildAccelSphere([self.XVelocity_drawing*self.ActionSet.t_f,self.YVelocity_drawing*self.ActionSet.t_f,self.ZVelocity_drawing*self.ActionSet.t_f], a_max=0.0)
self.AccelArrow = World.buildAccelArrow([0,0,0], 0.0+9.8, 0.0, 0.0)
else:
self.redrawAccelSphere()
示例7: main
def main():
# Construct the objects that will run the game.
courier = Courier()
world = World(courier)
gui = Gui(courier, world)
systems = [courier, world, gui]
# Connect to the server and wait until the game is ready to begin.
courier.setup()
courier.login(world.setup)
# Open up a window and get ready to start playing.
clock = pygame.time.Clock()
frequency = 40
gui.setup()
# Play the game!
while world.still_playing():
time = clock.tick(frequency) / 1000
for system in systems:
system.update(time)
# Exit gracefully.
for system in systems:
system.teardown()
示例8: MainGameState
class MainGameState(object):
def __init__(self):
self.background = backgrounds.Cave()
self.world = World()
self.player = Player(self.world, (-100, 52.4))
self.camera = Camera((0, 100.0), tracking=self.player)
def update(self, delta):
for event in pygame.event.get():
if event.type == QUIT:
sys.exit(0)
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
raise states.StateChange(states.PauseMenuState(self))
self.world.center = self.player.pos
self.background.update(delta)
self.world.update(delta)
self.player.update(delta)
self.camera.update(delta)
def render(self, screen):
self.background.render(screen, self.camera)
self.world.render(screen, self.camera)
self.player.render(screen, self.camera)
示例9: onBuildWorldFromRandomObstacles
def onBuildWorldFromRandomObstacles(self):
distances = self.Sensor.raycastAll(self.frame)
firstRaycastLocations = self.Sensor.invertRaycastsToLocations(self.frame, distances)
self.LineSegmentWorld = World.buildLineSegmentWorld(firstRaycastLocations)
self.LineSegmentLocator = World.buildCellLocator(self.LineSegmentWorld.visObj.polyData)
self.Sensor.setLocator(self.LineSegmentLocator)
self.updateDrawIntersection(self.frame)
示例10: greedy
def greedy(world):
initial_world = World(world)
global solver
cmds = ''
while not world.terminated:
if len(cmds) > 10000:
break
#print cmds
t = utils.path_to_nearest_lambda_or_lift(world)
if t is None:
break
_, c = t
#print c
world = world.apply_commands(c)
cmds += c
if world.score > solver.best_score:
solver.best_score = world.score
solver.best_solution = cmds
print 'greedy', solver.best_score, len(solver.best_solution)
if initial_world.apply_commands(cmds).score < 0:
solver.best_score = 0
solver.best_solution = ''
print 'shit!'
示例11: compile
def compile(self, candidate):
world = World(self.world)
compiled = []
for gene in candidate.genes:
gene_type, gene_value = gene
if gene_type == 'wait':
world = world.apply_command('W')
compiled.append('W')
if world.terminated: break
elif gene_type == 'move':
destination = gene_value
commands = pathfinder.commands_to_reach(world, destination)
for c in commands:
direction = [-world.width, world.width, -1, 1, 0]['UDLRA'.index(c)]
if world.data[world.robot + direction] == 'W' and world.razors > 0:
world = world.apply_command('S')
compiled.append('S')
if world.terminated: break
world = world.apply_command(c)
compiled.append(c)
if world.terminated: break
else:
assert False, "Unrecognized gene: %s" % gene_type
if world.terminated:
break
if not world.terminated:
compiled.append('A')
return ''.join(compiled)
示例12: cleanup
def cleanup():
world = World(None)
conn = sqlite3.connect(DB_PATH)
query = 'select x, y, z from block order by rowid desc limit 1;'
last = list(conn.execute(query))[0]
query = 'select distinct p, q from block;'
chunks = list(conn.execute(query))
count = 0
total = 0
delete_query = 'delete from block where x = %d and y = %d and z = %d;'
print 'begin;'
for p, q in chunks:
chunk = world.create_chunk(p, q)
query = 'select x, y, z, w from block where p = :p and q = :q;'
rows = conn.execute(query, {'p': p, 'q': q})
for x, y, z, w in rows:
if chunked(x) != p or chunked(z) != q:
continue
total += 1
if (x, y, z) == last:
continue
original = chunk.get((x, y, z), 0)
if w == original or original in INDESTRUCTIBLE_ITEMS:
count += 1
print delete_query % (x, y, z)
conn.close()
print 'commit;'
print >> sys.stderr, '%d of %d blocks will be cleaned up' % (count, total)
示例13: setup_world
def setup_world():
w = World()
w.sim = PhysicsSimulator( timestep = None )
block = QuadBlock(32)
bs = BlockStructure(block)
thing = Thing( w, bs.create_collision_shape(), 1.0, 1.0 )
return block, thing
示例14: ExploreScreen
class ExploreScreen(GameScreen):
def __init__(self, app):
GameScreen.__init__(self, app)
utilities.setApp(self.app)
self.world = World(10)
self.app.taskMgr.add(self.update, "update")
self.app.accept("a", self.world.player.moveLeft, [True])
self.app.accept("a-up", self.world.player.moveLeft, [False])
self.app.accept("d", self.world.player.moveRight, [True])
self.app.accept("d-up", self.world.player.moveRight, [False])
self.app.accept("space", self.world.player.jump, [True])
self.app.accept("space-up", self.world.player.jump, [False])
self.app.accept("c", self.world.player.crouch, [True])
self.app.accept("c-up", self.world.player.crouch, [False])
self.app.accept("mouse1", self.world.player.activate, [])
self.app.accept("escape", sys.exit, [])
#self.app.accept("h", self.showDBG, [True])
#self.app.accept("h-up", self.showDBG, [False])
self.prevTime = 0
self.app.mousePos = Point2()
self.app.disableMouse()
self.app.rl = base.camLens.makeCopy()
#bullet testing
#debugNode = BulletDebugNode('Debug')
#debugNode.showWireframe(True)
#debugNode.showConstraints(True)
#debugNode.showBoundingBoxes(False)
#debugNode.showNormals(False)
#self.debugNP = render.attachNewNode(debugNode)
#self.debugNP.show()
#self.world.bw.setDebugNode(self.debugNP.node())
def update(self, task):
delta = task.time - self.prevTime
self.prevTime = task.time
if(self.app.mouseWatcherNode.hasMouse()):
self.app.mousePos.x = self.app.mouseWatcherNode.getMouseX()
self.app.mousePos.y = self.app.mouseWatcherNode.getMouseY()
self.world.update(delta)
return Task.cont
示例15: main
def main():
parser = argparse.ArgumentParser(
description="Compute the optimal path using A*"
)
group = parser.add_mutually_exclusive_group()
group.add_argument(
"-w", "--world", help="The filename of the world to load",
)
group.add_argument(
"-s", "--size", type=int, help="Size of the random board to be generated"
)
parser.add_argument(
"-f", "--file", help="The file to output the world to"
)
parser.add_argument(
"heuristic", type=int,
help="The heuristic number to run (in range(1, 7))"
)
args = parser.parse_args()
if args.world:
newWorld = World(filepath=args.world)
elif args.size:
newWorld = World(height=args.size, width=args.size)
else:
newWorld = World(height=10, width=10)
if args.file:
newWorld.write_world(args.file)
astar = AStar(newWorld, args.heuristic)
astar.start()