本文整理汇总了Python中world.World.reset方法的典型用法代码示例。如果您正苦于以下问题:Python World.reset方法的具体用法?Python World.reset怎么用?Python World.reset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.reset方法的4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 world import World [as 别名]
# 或者: from world.World import reset [as 别名]
class Game:
world = 0
camera = 0
background = 0
gui = 0
mainbody = 0
gameResult = 0
currentLevel = 1
def __init__(self):
self.world = World()
self.camera = Camera()
def setupMenu(self):
self.gui = Gui()
self.gui.setupMenu(self)
self.setupBackground('levels/menu.xml')
def setupLevel(self, *largs):
print "CURRENT LEVEL %d"%self.currentLevel
levelstring = 'levels/level'
levelstring +=`self.currentLevel`.zfill(2)
levelstring +='.xml'
print levelstring
if os.path.isfile(levelstring):
self.camera.scale = 1.1
self.gui.messaging.reset()
self.gameResult = 0
self.setupWorld(levelstring)
self.setupBackground(levelstring)
self.setupShip(levelstring)
self.gui.messaging.displayText('Level %d'%(self.currentLevel),60)
else:
self.gui.messaging.reset()
self.mainbody = 0
self.setupWorld('levels/endgame.xml')
self.setupBackground('levels/endgame.xml')
self.gui.messaging.displayText('Congratulations ! !',-1)
def checkVictoryCondition(self):
if self.mainbody.isStable() == 0:
return 0
landingzone = self.world.getLandingzone()
if landingzone.checkBody(self.mainbody) == 1:
return 1
else :
return -1
def gameIsRunning(self):
if self.mainbody != 0 and self.gameResult == 0:
return 1
def setupBackground(self,filename):
self.background = Background()
domLevel = parse(filename)
backgroundNodes = domLevel.getElementsByTagName("background")
backgroundNode = backgroundNodes[0]
for node in backgroundNode.childNodes:
if node.localName == "layer":
texturename = 0
tilesizex = 0
tilesizey = 0
positionx = 0
positiony = 0
layersizex = 0
layersizey = 0
offsetx = 0
offsety = 0
for childnode in node.childNodes:
if childnode.localName == "texture":
texturename = childnode.getAttribute('value')
if childnode.localName == "tilesize":
values = childnode.getAttribute('value').split(',')
if values[0] == 'screenw':
tilesizex = Config.getint('graphics', 'width')
else:
tilesizex = float(values[0])
if values[1] == 'screenh':
tilesizey = Config.getint('graphics', 'height')
else:
tilesizey = float(values[1])
if childnode.localName == "position":
values = childnode.getAttribute('value').split(',')
if values[0] == 'screenw':
positionx = Config.getint('graphics', 'width')
else:
positionx = float(values[0])
if values[1] == 'screenh':
positiony = Config.getint('graphics', 'height')
else:
positiony = float(values[1])
if childnode.localName == "offset":
values = childnode.getAttribute('value').split(',')
if values[0] == 'screenw':
offsetx = Config.getint('graphics', 'width')
else:
offsetx = float(values[0])
if values[1] == 'screenh':
offsety = Config.getint('graphics', 'height')
else:
offsety = float(values[1])
if childnode.localName == "layersize":
values = childnode.getAttribute('value').split(',')
#.........这里部分代码省略.........
示例2: Shooting
# 需要导入模块: from world import World [as 别名]
# 或者: from world.World import reset [as 别名]
class Shooting(GameState):
"""Main gameplay state."""
colors = {
"day": {
"sky": pg.Color("skyblue"),
"grass": pg.Color(125, 183, 100)},
"night": {
"sky": pg.Color(1, 2, 7),
"grass": pg.Color(11, 15, 8)}}
def __init__(self):
super(Shooting, self).__init__()
self.animations = pg.sprite.Group()
self.world = World(True)
self.cooldown = 0
self.cooldown_duration = 250
self.mag_size = 4
self.bullets_in_mag = self.mag_size
self.crosshairs_day = prepare.GFX['crosshairs_day']
self.crosshairs_night = prepare.GFX['crosshairs_night']
self.crosshairs = self.crosshairs_day
self.crosshairs_rect = self.crosshairs.get_rect()
self.switched = False
self.bullet = pg.transform.scale(prepare.GFX['bullet'], (15,100))
self.bullet_rect = self.bullet.get_rect()
self.bullet_spacer = 5
self.clay_score = 0
self.clay_scores = []
self.clay_score_timer = 0.0
def startup(self, persistent):
self.persist = persistent
self.score = 0
self.score_label = Label("{}".format(self.score),
{"topleft": (5, 5)}, font_size=64)
self.world.reset()
pg.mouse.set_visible(False)
def get_event(self, event):
if event.type == pg.QUIT:
pg.mouse.set_visible(True)
self.quit = True
elif event.type == pg.KEYUP:
if event.key == pg.K_ESCAPE:
self.quit = True
elif event.key == pg.K_r:
self.on_reload()
elif event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1:
self.shoot()
elif event.button == 3:
self.on_reload()
def on_reload(self):
self.bullets_in_mag = self.mag_size
prepare.SFX["reload"].play()
def update(self, dt):
self.cooldown += dt
self.animations.update(dt)
self.world.update(dt)
for sprite in self.world.all_sprites:
self.world.all_sprites.change_layer(sprite, sprite.z * -1)
self.score_label.set_text("{}".format(int(self.score)))
if self.world.done:
self.done = True
self.persist["score"] = int(self.score)
self.next_state = "HIGHSCORES"
self.crosshairs_rect.center = pg.mouse.get_pos()
if self.world.nighttime:
self.crosshairs = self.crosshairs_night
else:
self.crosshairs = self.crosshairs_day
if self.world.h >= 19:
if not self.switched:
prepare.SFX["clicker"].play()
self.switched = not self.switched
#elif self.world.h < 19:
# self.switched = False
if self.world.h >= 6 and self.world.h < 19:
if self.switched:
prepare.SFX["clicker"].play()
self.switched = not self.switched
self.remove_clay_score()
def shoot(self):
if self.cooldown < self.cooldown_duration:
return
else:
self.cooldown = 0
if not self.bullets_in_mag:
return
else:
self.bullets_in_mag -= 1
prepare.SFX["gunshot"].play()
#.........这里部分代码省略.........
示例3: Shooting
# 需要导入模块: from world import World [as 别名]
# 或者: from world.World import reset [as 别名]
class Shooting(GameState):
"""Main gameplay state."""
colors = {
"day": {
"sky": pg.Color("skyblue"),
"grass": pg.Color(125, 183, 100)},
"night": {
"sky": pg.Color(1, 2, 7),
"grass": pg.Color(11, 15, 8)}}
def __init__(self):
super(Shooting, self).__init__()
self.animations = pg.sprite.Group()
self.world = World(True)
self.cooldown = 0
self.cooldown_duration = 250
def startup(self, persistent):
self.persist = persistent
self.score = 0
self.score_label = Label("{}".format(self.score),
{"topleft": (5, 5)}, font_size=64)
self.world.reset()
def get_event(self, event):
if event.type == pg.QUIT:
pg.mouse.set_visible(True)
self.quit = True
elif event.type == pg.KEYUP:
if event.key == pg.K_ESCAPE:
self.quit = True
elif event.type == pg.MOUSEBUTTONDOWN:
self.shoot()
def update(self, dt):
self.cooldown += dt
self.animations.update(dt)
self.world.update(dt)
for sprite in self.world.all_sprites:
self.world.all_sprites.change_layer(sprite, sprite.z * -1)
self.score_label.set_text("{}".format(int(self.score)))
if self.world.done:
self.done = True
self.persist["score"] = int(self.score)
self.next_state = "HIGHSCORES"
def shoot(self):
if self.cooldown < self.cooldown_duration:
return
else:
prepare.SFX["gunshot"].play()
self.cooldown = 0
for clay in [x for x in self.world.clays if not x.shattered]:
if clay.rect.collidepoint(pg.mouse.get_pos()):
clay.shatter()
self.add_points(clay)
def add_points(self, clay):
modifier = clay.z / 50.
score = modifier * (100. / clay.speed)
self.score += score
def draw(self, surface):
surface.fill(self.world.sky)
surface.fill(self.world.grass, self.world.ground_rect)
self.world.all_sprites.draw(surface)
self.score_label.draw(surface)
示例4: Simulator
# 需要导入模块: from world import World [as 别名]
# 或者: from world.World import reset [as 别名]
class Simulator(object):
def __init__(self, rabbit_num, fox_num, world_size):
self.rabbit_list = []
self.fox_list = []
self.world = World(world_size)
for i in range(1, rabbit_num):
self.rabbit_list.append(Rabbit(self.world, i))
for r in self.rabbit_list:
self.world.marking_rabbit(r)
for i in range(1, fox_num):
self.fox_list.append(Fox(self.world, i))
for f in self.fox_list:
self.world.marking_fox(f)
pass
def print(self):
self.world.print()
pass
def reset(self):
self.world.reset()
for r in self.rabbit_list:
self.world.marking_rabbit(r)
for f in self.fox_list:
self.world.marking_fox(f)
def move(self):
for r in self.rabbit_list:
r.move(self.world)
for f in self.fox_list:
f.move(self.world)
def eat(self):
rabbit_die = []
for f in self.fox_list:
temp = f.eat(self)
if temp[0] != -1 and temp[1] != -1 :
for r in self.rabbit_list:
if temp[0] == r.x and temp[1] == r.y:
rabbit_die.append(r)
for dr in rabbit_die:
self.rabbit_list.remove(dr)
def starve(self):
fox_starve = []
for f in self.fox_list:
if f.is_too_old():
fox_starve.append(f)
for sf in fox_starve:
self.fox_list.remove(sf)
def getold(self):
for f in self.fox_list:
f.get_old()
print(f.count)