本文整理汇总了Python中world.World.db['new_game']方法的典型用法代码示例。如果您正苦于以下问题:Python World.db['new_game']方法的具体用法?Python World.db['new_game']怎么用?Python World.db['new_game']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.db['new_game']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: world_init
# 需要导入模块: from world import World [as 别名]
# 或者: from world.World import db['new_game'] [as 别名]
def world_init(self, name = 'Test', player_start_coordinate_key = '0_0_0'):
world = World(name)
if world.db['new_game']: #If 'new_game'...
#Determine origin_key to activate chunks...
if world.db['player'] == None: #If no player yet...
origin_key = player_start_coordinate_key #Use given/default coordinates for origin_key
else: #Else if player exists...
origin_key =world.db['player'].coordinate_key #Use their coordinate_key
#Generate a cube shape
cubeargs = {'origin': origin_key, 'magnitude': [10,10,0], 'towards_neg_inf': False}
shape = Cube(**cubeargs)
world.db['view_shape'] = shape #Store shape for later use in self.view
#Use shape to determine initial actuve chunks
chunks = []
#For each coordinate key in shape.area_key_list
for coordinate_key in shape.area_key_list:
parent_chunk = find_parent(coordinate_key)
if parent_chunk not in chunks: #If not...
chunks.append(parent_chunk) #Add it...
world.activate_chunk(*chunks)
#Generate random base terrain for active chunks
base = {'image_key': 'grass.png'}
#feature(image_key, name = None, speed_modifier = 1.0, tall = 0, float_offset = [0.5,0.5], impassible = False, blocksLOS = False)
rocks = {'image_key':'rocks.png', 'speed_modifier': 1.25, 'layer': 1.0}
bushes = {'image_key': 'bush.png', 'speed_modifier': 1.50, 'layer': 1.1}
trees = {'image_key': 'tallTree.png',
'tall': 20,
'float_offset': [0.5, 0.5],
'layer': 1.2,
'impassible': True,
'blocksLOS': True }
for key in sorted(world.db['active_chunks'].keys()):
print "##Chunk Building...##", key
world.chunk_terrain_base_fill(key, **base)
world.chunk_random_feature_fill(key, **rocks)
world.chunk_random_feature_fill(key, **bushes)
world.chunk_random_feature_fill(key, **trees)
#Initialize player
if world.db['player'] == None:
player_args = {'world':world,
'coordinate_key': origin_key,
'image_key':'rose.png',
'shape': shape,
'name':'Rose'
}
player = Player(**player_args)
world.add_element(origin_key, player)
world.db['player'] = player
world.db['new_game'] = False
self.commit()
return world
示例2: World
# 需要导入模块: from world import World [as 别名]
# 或者: from world.World import db['new_game'] [as 别名]
world.chunk_random_feature_fill(key, **bushes)
world.chunk_random_feature_fill(key, **trees)
####TEST world INIT####
world = World("TEST")
origin = [0,0,0]
origin_key = make_key(origin)
cubeargs = {'origin': origin_key, 'magnitude': [10,10,0], 'towards_neg_inf': False}
shape = Cube(**cubeargs)
#If world db shelf not in existence...
if world.db['new_game']:##Run Test Terrain Gen
player_args = {'world':world,
'coordinate_key': origin_key,
'image_key':'rose.png',
'name':'Rose'
}
player = Player(**player_args)
world.add_element(origin_key, player)
makeTestTerrain()
world.db['new_game'] = False
player_view = WorldView(world, shape, screen_size, px_offset, py_offset)
###DEBUG###
print "ACTIVE CHUNKS #:", len(sorted(world.db['active_chunks'].keys()))
print "ACTIVE CHUNK IDS:", sorted(world.db['active_chunks'].keys())
###DEBUG###
while True:
main_loop()