本文整理汇总了Python中world.World.add方法的典型用法代码示例。如果您正苦于以下问题:Python World.add方法的具体用法?Python World.add怎么用?Python World.add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world.World
的用法示例。
在下文中一共展示了World.add方法的3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: World
# 需要导入模块: from world import World [as 别名]
# 或者: from world.World import add [as 别名]
from time import sleep
from Tkinter import *
import time, threading
import random
from snake import Snake
from ptitpois import Ptitpois
from world import World
w = World()
vasya = Snake()
w.add(vasya,5, 5)
w.draw()
w.start()
示例2: load
# 需要导入模块: from world import World [as 别名]
# 或者: from world.World import add [as 别名]
from view import View
from world import World
from player import Player
from controller import Controller
try:
import psyco
psyco.full()
print "Psyco Running"
except ImportError:
print "Psyco not available"
config = load(file("world.config"))
print "Creating world..."
world = World(config["world"])
print "...Done"
print "Loading player..."
player = Player(config["player"], world.start_point)
world.add(player)
print "...Done"
print "Generating View..."
view = View(player, world, config["view"])
print "...Done"
print "Loading controller..."
controller = Controller(player, world, view, config["controller"])
print "...Done"
print
print "Welcome to the Labyrinth"
controller.run()
示例3: Vec3
# 需要导入模块: from world import World [as 别名]
# 或者: from world.World import add [as 别名]
# Es leuchtet blau.
# Verstehe...
]
fov = 45
eye = Vec3(0, 3.3, 10)
center = Vec3(0, 3, 0)
up = Vec3(0, 1, 0)
camera = Camera(fov / 360 * pi, eye, center, up)
res = Resolution(480, 270)
view = View(res, camera)
world = World()
world.add(Sphere(Material(Vec3(1, 0, 0)), Vec3(1.41, 3, -14), 1))
world.add(Sphere(Material(Vec3(0, 1, 0)), Vec3(-1.41, 3, -14), 1))
world.add(Sphere(Material(Vec3(0, 0, 1)), Vec3(0, 5, -14), 1))
world.add(Plane(MaterialCheckerboard(Vec3(0.9, 0.9, 0.9), Vec3(0.1, 0.1, 0.1)), Vec3(0, 0, 0), Vec3(0, 1, 0)))
world.add(Triangle(Material(Vec3(1, 1, 0), reflect=0), Vec3(0, 5, -16), Vec3(2, 3, -16), Vec3(-2, 3, -16)))
# TODO fixen! Brechung funktioniert nicht und macht bei einer Glasscheibe auch wenig Sinn
# world.add(Triangle(Material(Vec3(0.6, 1, 0.6), reflect=0, transparency=0.7, refract=0), Vec3(-6, 0, -11), Vec3(-1, 0, -18), Vec3(-6, 8, -11)))
world.add(Triangle(Material(Vec3(0.6, 1, 0.6), reflect=0.7), Vec3(1, 0, -18), Vec3(6, 0, -11), Vec3(6, 8, -11)))
def trace(ray, level=0):
if level <= MAX_DEPTH:
hit = world.getIntersection(ray)
if hit:
return shade(hit, level)
return BG_COLOR