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Python terrain.Terrain類代碼示例

本文整理匯總了Python中terrain.Terrain的典型用法代碼示例。如果您正苦於以下問題:Python Terrain類的具體用法?Python Terrain怎麽用?Python Terrain使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


在下文中一共展示了Terrain類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: Initialize

def Initialize(credentials="persistent", opt_url=None):
    """Initialize the EE library.

  If this hasn't been called by the time any object constructor is used,
  it will be called then.  If this is called a second time with a different
  URL, this doesn't do an un-initialization of e.g.: the previously loaded
  Algorithms, but will overwrite them and let point at alternate servers.

  Args:
    credentials: OAuth2 credentials.  'persistent' (default) means use
        credentials already stored in the filesystem, or raise an explanatory
        exception guiding the user to create those credentials.
    opt_url: The base url for the EarthEngine REST API to connect to.
  """
    if credentials == "persistent":
        credentials = _GetPersistentCredentials()
    data.initialize(credentials, (opt_url + "/api" if opt_url else None), opt_url)
    # Initialize the dynamically loaded functions on the objects that want them.
    ApiFunction.initialize()
    Element.initialize()
    Image.initialize()
    Feature.initialize()
    Collection.initialize()
    ImageCollection.initialize()
    FeatureCollection.initialize()
    Filter.initialize()
    Geometry.initialize()
    List.initialize()
    Number.initialize()
    String.initialize()
    Date.initialize()
    Dictionary.initialize()
    Terrain.initialize()
    _InitializeGeneratedClasses()
    _InitializeUnboundMethods()
開發者ID:bevingtona,項目名稱:earthengine-api,代碼行數:35,代碼來源:__init__.py

示例2: init

 def init(self):
     self.initStyles()
     self.initMaps()
     Terrain.initImages()
     Terrain.initSounds()
     self.initMenus()
     self.stopwatch = Stopwatch()
     self.initHelp()
     self.mode = "menu"
     self.menu = self.mainMenu
開發者ID:daniel-wen,項目名稱:bouncier,代碼行數:10,代碼來源:main.py

示例3: addTerrainType

 def addTerrainType(self, tile = None):
     if tile:
         x = tile.id()
     else:
         x = -1
     terrain = Terrain(self.mTileset.terrainCount(), self.mTileset, QString(), x)
     terrain.setName(self.tr("New Terrain"))
     self.mMapDocument.undoStack().push(AddTerrain(self.mMapDocument, terrain))
     # Select the newly added terrain and edit its name
     index = self.mTerrainModel.index(terrain)
     selectionModel = self.mUi.terrainList.selectionModel()
     selectionModel.setCurrentIndex(index,
                                     QItemSelectionModel.ClearAndSelect |
                                     QItemSelectionModel.Rows)
     self.mUi.terrainList.edit(index)
開發者ID:theall,項目名稱:Python-Tiled,代碼行數:15,代碼來源:editterraindialog.py

示例4: __init__

    def __init__(self, *args, **kwargs):
        super(Window, self).__init__(*args, **kwargs)
        pyglet.clock.schedule_interval(self.update, 1./60)
        self.strafe = [0, 0]
        def fps(dt): print 'FPS is %f' % pyglet.clock.get_fps()
        pyglet.clock.schedule_interval(fps, 2)

        # Current (x, y, z) position in the world, specified with floats. Note
        # that, perhaps unlike in class, the y-axis is the vertical axis.
        self.position = (12, 8, 12)
        self.press = {}
        self.press["light"] = 0

        # First element is rotation of the player in the x-z plane (ground
        # plane) measured from the z-axis down. The second is the rotation
        # angle from the ground plane up. Rotation is in degrees.
        #
        # The vertical plane rotation ranges from -90 (looking straight down) to
        # 90 (looking straight up). The horizontal rotation range is unbounded.
        self.rotation = (0, 0)
        self.reticle = None
        
        self.t = Terrain(a=33,water_line=1.5,generate=False)
        self.spin = 180
        self.fps = pyglet.clock.ClockDisplay()
        #self.skybox = SkyBox.fromDir("../example/texture/bluesky", "bluesky")
        #self.skybox = SkyBox.fromDir("../example/texture/lake2", "jajlake2")
        self.kostka = Kostka(self.t) 
開發者ID:Dejmas,項目名稱:Terrain,代碼行數:28,代碼來源:main.py

示例5: on_init

  def on_init(self):
    pygame.init()
    self.screen = pygame.display.set_mode(
      self.size, pygame.HWSURFACE | pygame.DOUBLEBUF)

    # Fill background and blits everything to the screen
    self.background = pygame.Surface(self.size)
    self.background = self.background.convert()
    self.background.fill(BG_COLOR)
    self.screen.blit(self.background, (0, 0))
    pygame.display.flip()

    self.terrain = Terrain()

    self.beaver = Beaver()
    self.beaversprite = pygame.sprite.RenderPlain(self.beaver)
    self.generationtime = pygame.time.get_ticks()

    self.brain = Brain()
    self.brain.environment.setbeaver(self.beaver)

    self.wolf = Wolf()
    self.wolfsprite = pygame.sprite.RenderPlain(self.wolf)

    self._clock = pygame.time.Clock()
    self._running = True
開發者ID:eychung,項目名稱:animats,代碼行數:26,代碼來源:game.py

示例6: nextLevel

 def nextLevel(self):
     # Update and save progress
     saved = self.progress[self.level]
     if saved["score"] == None or self.score > saved["score"]:
         saved["score"] = self.score
     duration = self.stopwatch.getSeconds()
     if saved["time"] == None or duration < saved["time"]:
         saved["time"] = duration
     self.progress.save()
     # Load next level
     Terrain.playSound("happy")
     index = self.maps.levels.index(self.level) + 1
     if index >= len(self.maps.levels):
         self.mode = "win"
     else:
         self.level = self.maps.levels[index]
         self.loadLevel()
開發者ID:daniel-wen,項目名稱:bouncier,代碼行數:17,代碼來源:main.py

示例7: __init__

class World:
	def __init__(self, server, path):
		self.server = server
		self.chunks = {}
		self.entities = []
		self.spawnPoint = (8, 150, 8) #todo: use data from level.dat
		self.path = path
	def populate(self):
		if not os.path.exists(self.path):
			os.mkdir(self.path)
		if os.path.exists('%s/level.dat' % self.path):
			cantLoad = False
			f = open('%s/level.dat' % self.path, 'r')
			try:
				json.loads(f.read())
			except:
				cantLoad = True
				self.server.log.error('level.dat unreadable or unparsable - resetting')
			f.close()
		defaults = {'seed': random.randrange(-9999999, 9999999),
			'time': 0,
			'name': ''
		}
		if not os.path.exists('%s/level.dat' % self.path) or cantLoad:
			f = open('%s/level.dat' % self.path, 'w')
			f.write(json.dumps(defaults))
			f.close()
		f = open('%s/level.dat' % self.path, 'r')
		self.level = json.loads(f.read())
		f.close()
		self.terrain = Terrain(self.level['seed'])
		#for x in range(16):
		#	row = []
		#	for z in range(16):
		#		row.append(self.terrain.generate(x, z))
		#	self.chunks.append(row)
		#print self.chunks[0][0].blocks[0][0][0]
	def touch(self, x, z): # same as unix touch command, basically creates a chunk file if it doesn't exist, otherwise keeps it
		try:
			self.chunks[x][z]
		except:
			if os.path.exists('%s/chunks/%s,%s' % (self.path, str(x), str(z))):
				self.parseChunk(x, z)
			else:
				if x in self.chunks:
					self.chunks[x] = {}
				self.chunks[x][z] = self.terrain.generate(x, z)
		return self.chunks[x][z]
	def flush(self):
		f = open('%s/level.dat' % self.path, 'w')
		f.write(json.dumps(self.level))
		f.close()
	def loop(self):
		self.server.log.info('World tick loop begin')
		while not self.server.abort:
			self.level['time'] += 1
			time.sleep(.05) # 20 ticks/second is 1/20 (.05) seconds per tick
開發者ID:NiccosSystem,項目名稱:pymine2,代碼行數:57,代碼來源:world.py

示例8: __init__

    def __init__(self, maze_dim):
        """
        Used to set up attributes that the robot will use to learn and
        navigate the maze.
        """

        # Position-related attributes
        self.robot_pos = {'location': [0, 0], 'heading': 'up'}  # Current pos
        self.steps_first_round = 0
        self.steps_final_round = 0
        self.maze_dim = maze_dim
        self.maze_representation = None

        # Goal-related attributes
        center = maze_dim/2
        self.center_locations = [
            [center, center], [center - 1, center],
            [center, center - 1], [center - 1, center - 1]]
        self.reached_destination = False

        # For exploring state
        self.exploring = False
        self.steps_exploring = 0
        self.consecutive_explored_cells = 0

        # Initialize terrain
        self.terrain = Terrain(maze_dim)

        # Algorithm to use:
        self.algorithm = None

        if str(sys.argv[2]).lower() == 'ff':
            self.algorithm = FloodFill()
        elif str(sys.argv[2]).lower() == 'ar':
            self.algorithm = AlwaysRight()
        elif str(sys.argv[2]).lower() == 'mr':
            self.algorithm = ModifiedRight()
        else:
            raise ValueError(
                "Incorrect algorithm name. Options are: "
                "\n- 'ff': flood-fill"
                "\n- 'ar': always-right"
                "\n- 'mr': modified-right (prefers unvisited cells)"
            )

        # Explore after reaching center of the maze:
        if str(sys.argv[3]).lower() == 'true':
            self.explore_after_center = True
        elif str(sys.argv[3]).lower() == 'false':
            self.explore_after_center = False
        else:
            raise ValueError(
                "Incorrect explore value: Options are: "
                "\n- 'true': to keep exploring after reaching the center"
                "\n- 'false': to end run immediately after reaching the center"
            )
開發者ID:RodrigoVillatoro,項目名稱:machine_learning_projects,代碼行數:56,代碼來源:robot.py

示例9: __init__

class TerrainMain:

	def __init__ ( self ):
		#dict with the curve name as index
		self.terrain = []
		#the curve name will always be rCurve + index ( ie rCurve0 )
		self.rCurveName = 'rCurve'
		self.currentTerrain = None
		self.newTerrain()

	def newTerrain( self ):
		self.currentTerrain = Terrain( self.rCurveName + str(len(self.terrain)) )
		print self.currentTerrain.rCurveName
		self.terrain.append( self.currentTerrain )
		self.currentTerrain.createRiver ()

	def reloadModule( self ):
		import terrain
		reload( terrain )
		from terrain import Terrain
開發者ID:irpainel,項目名稱:river472,代碼行數:20,代碼來源:terrainMain.py

示例10: Reset

def Reset():
    """Reset the library. Useful for re-initializing to a different server."""
    data.reset()
    ApiFunction.reset()
    Element.reset()
    Image.reset()
    Feature.reset()
    Collection.reset()
    ImageCollection.reset()
    FeatureCollection.reset()
    Filter.reset()
    Geometry.reset()
    List.reset()
    Number.reset()
    String.reset()
    Date.reset()
    Dictionary.reset()
    Terrain.reset()
    _ResetGeneratedClasses()
    global Algorithms
    Algorithms = _AlgorithmsContainer()
開發者ID:bevingtona,項目名稱:earthengine-api,代碼行數:21,代碼來源:__init__.py

示例11: __init__

	def __init__(self):
		self.window = pyglet.window.Window(fullscreen=True)
		self.terrain = Terrain(self.window.width, self.window.height-100)
		self.players = [
			Player(name, self, i)
			for i, name in enumerate(sys.argv[1:])]
		self.moving = []
		
		# Setup events
		self.window.event(self.on_draw)
		Game.register_event_type('next_player')
		Game.register_event_type('start_moving')
		Game.register_event_type('stop_moving')
		Game.register_event_type('explosion')
		
		# Start the game.
		self.reset()
		
		# Run the fucker
		pyglet.app.run()
開發者ID:hartfelt,項目名稱:kampvogne,代碼行數:20,代碼來源:kampvogne.py

示例12: __init__

 def __init__(self, terrain, heuristic):
     self.terrain = Terrain(terrain)
     self.directions = {'N': (0, -1),
                        'E': (1, 0),
                        'S': (0, 1),
                        'W': (-1, 0)}
     self.start_node = Node(self.terrain.get_start_position(), 'N', 0)
     # Push our start position onto the heap
     self.search_heap = SearchHeap(initial=[self.start_node],
                                   g_func=lambda node: node.g,
                                   h_func=heuristic,
                                   goal=self.terrain.get_goal_position())
     self.visited = []
     self.position = list(self.terrain.get_start_position())
     self.facing = 'N'
     self.action_costs = {'forward': lambda cost: -cost,
                          'bash': lambda cost: -3,
                          'turn': lambda cost: -ceil(float(cost)/float(3)),
                          'demolish': lambda cost: -4}
     print "goal position:"
     print self.terrain.get_goal_position()
開發者ID:Rdbaker,項目名稱:AI-HW-1,代碼行數:21,代碼來源:agent.py

示例13: on_key_press

    def on_key_press( self, symbol, modifier ):
        global piece, bottom

        if symbol == key.A:
            self.strafe[1] -= 1
        elif symbol == key.W:
            self.strafe[0] -= 1
        elif symbol == key.S:
            self.strafe[0] += 1
        elif symbol == key.D:
            self.strafe[1] += 1

        elif symbol == key.UP :
            self.kostka.speed += .1
        elif symbol == key.DOWN :
            self.kostka.speed -= .1 
        elif symbol == key.LEFT :
            self.kostka.input[0] = True
        elif symbol == key.RIGHT :
            self.kostka.input[1] = True

        elif symbol == key.F :
            global WIREFRAME
            WIREFRAME = not WIREFRAME
            if WIREFRAME :
                glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
            else :
                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        elif symbol == key.N :
            self.t = Terrain(water_line=1.5,generate=True)
        elif symbol == key.Q :
            exit(0)
        elif symbol == key.ESCAPE:
            self.set_exclusive_mouse(False)

        elif symbol == key.O :
            self.press["light"] = 1
        elif symbol == key.P :
            self.press["light"] = -1
開發者ID:Dejmas,項目名稱:Terrain,代碼行數:39,代碼來源:main.py

示例14: timerFiredPlay

    def timerFiredPlay(self):
        if (self.ball.x < self.maps.left
                or self.ball.x > self.maps.left + self.maps.width or
                self.ball.y < self.maps.top
                or self.ball.y > self.maps.top + self.maps.height):
            # Ball off map
            self.killBall()

        collided = pygame.sprite.spritecollide(self.ball, self.terrain, False,
            Terrain.collidedFn)
        if len(collided) > 0:
            elements = Terrain.manageCollision(self.ball, collided)
            for element, direction in elements:
                result = element.interactFromDir(self.ball, direction)
                if result == "score":
                    self.score += element.points
                elif result == "win":
                    self.nextLevel()
                elif result == "fly":
                    self.ballFly(self.ball, element)
                elif result == "kill":
                    self.killBall()

        self.ball.update(self.isKeyPressed)
開發者ID:daniel-wen,項目名稱:bouncier,代碼行數:24,代碼來源:main.py

示例15: __init__

    def __init__(self, screen, sfx, rand):
        self.level = 1
        self.ship_type = 1 # 0, 1, 2
        self.screen = screen
        self.sfx = sfx
        self.terrain = Terrain()
        self.myship = MyShip(self.ship_type)
        self.enemy_list = []
        self.my_bullet_list = []
        self.enemy_bullet_list = []
        self.powerup_list = []
        self.explosion_list = []
        self.milage = RESOLUTION[1]
        self.rand = rand
        
        self.level_dat_path = LEVEL_PATH + '%02d.dat' % self.level
        self.level_dat = open(self.level_dat_path).readlines()
        self.next_pos = int(self.level_dat[0].split()[0])

        self.status = 'game'

        sfx.play_bgm()
        
        if DEBUG: print 'init : battlefield'
開發者ID:IndexErrorCoders,項目名稱:PygamesCompilation,代碼行數:24,代碼來源:battlefield.py


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