コード例 #1
0
ファイル: screen.py プロジェクト: Toofifty/maze-ai-proto
def main():
    framecount = 0
    exit = False
    nodes = []
    tiles = load_tiles()

    tile_size = 16

    pygame.init()
    pygame.display.set_caption("Monster AI Prototype")
    screen = pygame.display.set_mode(
        (len(tiles) * tile_size, len(tiles) * tile_size))
    clock = pygame.time.Clock()
    background = pygame.Surface(screen.get_size())
    background = background.convert()
    background.fill((255, 255, 255))

    util.init(background, tile_size, tiles)

    nodes = ai.init(len(tiles))

    key_player = entity.Entity(tiles, 1, 1, (255, 0, 0))
    mouse_player = entity.Entity(tiles, len(tiles) - 2, 1, (0, 255, 0))
    monster = entity.Entity(tiles, int(len(tiles) / 2), int(len(tiles) / 2),
                            (0, 0, 0))

    while not exit:
        clock.tick(60)
        screen.blit(background, (0, 0))
        draw_tiles(background, tiles, tile_size)

        key_player.draw()
        mouse_player.draw()
        monster.draw()

        for event in pygame.event.get():
            if event.type == QUIT or (event.type == KEYDOWN
                                      and event.key == K_ESCAPE):
                return

            elif event.type == KEYDOWN:
                if event.key == K_DOWN:
                    key_player.add_pos(0, 1)

                elif event.key == K_UP:
                    key_player.add_pos(0, -1)

                elif event.key == K_LEFT:
                    key_player.add_pos(-1, 0)

                elif event.key == K_RIGHT:
                    key_player.add_pos(1, 0)

        mx, my = pygame.mouse.get_pos()
        mouse_player.set_pos(mx / tile_size, my / tile_size)

        ai_move = ai.ai_step(framecount, nodes, monster, (mouse_player, ))

        framecount += 1
        pygame.display.flip()
コード例 #2
0
def UnitTest(m=None):
  """This unit test relies on a particular model configuration, located in testModel.xml"""
  import entity
  if not m:
    m = Model()
    m.load("testModel.xml")
  
  appt = m.entityTypes["Application"]
  app = m.entities["app"] = entity.Entity(appt,(0,0),(100,20))
  sgt = m.entityTypes["ServiceGroup"]
  sg = m.entities["sg"] = entity.Entity(sgt,(0,0),(100,20))
  
  if not app.canContain(sg):
    raise "Test failed"
  if sg.canContain(app):
    raise "Test failed"

  if not sg.canBeContained(app):
    raise "Test failed"
  if app.canBeContained(sg):
    raise "Test failed"

  # Now hook the sg up and then test it again
  app.containmentArrows.append(ContainmentArrow(app,(0,0),sg,(0,0)))

  app2 = m.entities["app2"] = entity.Entity(appt,(0,0),(100,20))

  if not sg.canBeContained(app):
    raise "Test failed: should return true because sg is contained in app"
  if sg.canBeContained(app2):
    raise "Test failed: should return false because sg can only be contained in one app"

  m.entities["appSG"].createInstance((0,0),(100,40),"sg0")
  m.instances[sg0.data["name"]] = sg0
コード例 #3
0
def cruiser(x, y):
    combatship_component = combatship.CombatShip(hull=80,
                                                 shields=20,
                                                 defense=0,
                                                 power=3)
    ai_component = ai.BasicAI()
    inventory_component = inventory.Inventory(5)
    item_component1 = item.Item(use_function=item_functions.target_shot,
                                targeting='auto_on',
                                targeting_message='',
                                quantity=50,
                                max_charge_time=2,
                                damage=10,
                                maximum_range=10,
                                accuracy=70,
                                mode='damage',
                                name='Laser Turret',
                                color='light blue')
    turret1 = entity.Entity(None,
                            None,
                            '#',
                            'yellow',
                            'Laser Turret',
                            render_order=RenderOrder.ITEM,
                            ai=ai.TurretAI(),
                            item=item_component1)
    inventory_component.items.append(turret1)

    item_component2 = item.Item(use_function=item_functions.target_shot,
                                targeting='auto_on',
                                targeting_message='',
                                quantity=50,
                                max_charge_time=2,
                                damage=10,
                                maximum_range=10,
                                accuracy=70,
                                mode='damage',
                                name='Laser Turret',
                                color='light blue')
    turret2 = entity.Entity(None,
                            None,
                            '#',
                            'yellow',
                            'Laser Turret',
                            render_order=RenderOrder.ITEM,
                            ai=ai.TurretAI(),
                            item=item_component2)
    inventory_component.items.append(turret2)
    enemy = entity.Entity(x,
                          y,
                          'c',
                          'green',
                          'Cruiser',
                          blocks=True,
                          render_order=RenderOrder.ACTOR,
                          combatship=combatship_component,
                          ai=ai_component,
                          inventory=inventory_component)
    return enemy
コード例 #4
0
    def f(*args):
        pos = makePos(*args)
        # coords of the top left tile. if (x, y) is the top left
        # then (x+1, y) is the top right, and (x, y+1) and (x+1, y+1)
        # the left and right walls of the pipe.
        sheet = vars.tile_data['tile_sheets']['main']
        tl = kwargs.get('top_left')
        height = args[3]
        data = [tl[0], tl[1] + 1, tl[0] + 1, tl[1] + 1] * (height - 1)
        data.extend([tl[0], tl[1], tl[0] + 1, tl[1]])
        e = entity.Entity(pos=pos)
        e.add_component(
            comp.TiledGfx(tile_sheet=sheet['file'],
                          sheet_size=sheet['sheet_size'],
                          tile_data=data,
                          width=2,
                          height=height,
                          size=vars.tile_size))
        shape = sh.Rect(width=2 * vars.tile_size,
                        height=height * vars.tile_size)
        e.add_component(
            comp.Collider(flag=vars.flags.platform, mask=1, tag=1,
                          shape=shape))
        foe = kwargs.get('foe', None)
        exit = kwargs.get('exit', None)
        if foe:
            foe_tag = monkey.engine.get_next_tag()
            pct = 1
            if exit:
                if exit not in vars.disable_update_on_start:
                    vars.disable_update_on_start[exit] = []
                vars.disable_update_on_start[exit].append(foe_tag)
                pct = 0.5
            p = plant(model=foe, pct=pct)(1, height, -0.1)
            p.tag = foe_tag
            plant_id = e.add(p)
            sensor = entity.Entity(pos=(vars.tile_size,
                                        height * vars.tile_size))
            size = (8.0, 0.4, 0.0)
            sensor.add_component(
                comp.Collider(debug=True,
                              flag=vars.flags.foe,
                              mask=vars.flags.player,
                              tag=vars.tags.generic_hotspot,
                              shape=sh3d.AABB(size=size,
                                              offset=(-size[0] * 0.5, 0.0,
                                                      0.0))))
            sensor.add_component(
                comp.Info(on_enter=freeze_plant(p.tag, False),
                          on_leave=freeze_plant(p.tag, True)))
            e.add(sensor)
        warp_info = kwargs.get('warp', None)
        if warp_info:
            w = warp()(1, height, 0, warp_info[0], warp_info[1])
            e.add(w)

        return e
コード例 #5
0
 def __init__(self):
     self.game_exit = False
     self.use_joystick = False
     self.player = player.Player(surface, 500, 330, self.use_joystick)
     if pygame.joystick.get_count():
         self.joystick = pygame.joystick.Joystick(0)
         self.joystick.init()
         self.use_joystick = True
         self.player.use_joystick = True
     self.entity1 = entity.Entity(400, 400, 30, 80, 0, surface, 0,
                                  (0, 0, 0))
     self.entity2 = entity.Entity(490, 400, 80, 30, 0, surface, 0,
                                  (0, 0, 0))
コード例 #6
0
ファイル: renderer.py プロジェクト: 0xRainy/raindrops-rl
def render(con, entities, items, levelmap, screen_width, screen_height):
    for y in range(levelmap.width):
        for x in range(levelmap.height):
            wall = levelmap.tiles[x][y].solid
            if wall:
                draw_entity(0, ent.Entity(0, x, y, '#', (255, 255, 255)))
            else:
                draw_entity(0, ent.Entity(0, x, y, ' ', (0, 0, 0)))

    for entity in entities:
        draw_entity(con, entity)

    for item in items:
        draw_entity(con, item)
コード例 #7
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def get_game_variables(constants):
    player = playerships.player_cruiser()
    targeting_cursor = entity.Entity(
        0,
        0,
        '#',
        'yellow',
        'TargetingCursor',
        blocks=False,
        render_order=RenderOrder.INACTIVE_TARGETING)
    entities = [player, targeting_cursor]

    game_map = GameMap(constants['map_width'], constants['map_height'])
    game_map.make_map(constants['max_asteroids'],
                      constants['max_asteroid_radius'], entities,
                      constants['max_enemies_per_screen'],
                      constants['max_items_per_screen'],
                      constants['max_stars_per_screen'])

    message_log = MessageLog(constants['message_x'],
                             constants['message_width'],
                             constants['message_height'])

    game_state = GameStates.PLAYERS_TURN

    return player, entities, game_map, message_log, game_state
コード例 #8
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 def test_entity(self):
     """
     Creates an entity
     :return: None
     """
     ent = entity.Entity((0, 0, 0), (0, 0))
     self.assertTrue(isinstance(ent, entity.Entity))
コード例 #9
0
ファイル: test_mortal.py プロジェクト: Alberdi/humants
 def setUp(self):
     self.e = entity.Entity()
     self.e.add_component(components.mortal.Mortal())
     c = component.Component()
     c.attributes = [("test", True)]
     c.handlers = [("handler", lambda e, p: e.add_attribute("handled"))]
     self.e.add_component(c)
コード例 #10
0
ファイル: items.py プロジェクト: fabr1z10/glib3
    def f(*args):
        pos = (args[0], args[1], args[2])
        width = args[3]
        height = args[4]
        depth = args[5]
        offset = (0, 0, 0)
        if len(args) > 6:
            offset = (args[6], args[7], args[8])
        color = kwargs.get('color', [1, 1, 1, 1])
        e = entity.Entity(pos=pos)
        shape = sh3d.AABB(size=(width, height, depth), offset=offset)
        e.add_component(comp.ShapeGfxColor(shape=shape, color=color))
        e.add_component(
            comp.Collider(shape=shape,
                          flag=vars.flags.platform,
                          mask=0,
                          tag=vars.tags.platform))

        tx_top = kwargs.get('top', None)
        tx_front = kwargs.get('front', None)
        if tx_top:
            e.add(
                make_plat(
                    glm.vec3(0, height, depth) + offset, (width, depth),
                    tx_top))
        if tx_front:
            e.add(
                make_wall(
                    glm.vec3(0, 0, depth) + offset, (width, height), tx_front))
        #e.add(make_wall(offset + glm.vec3(0, 0, depth), (width, height), '2'))
        #e.add(make_wall(offset + glm.vec3(width, 0, depth), (depth, height), '2', 90))
        return e
コード例 #11
0
 def f(*args):
     key = args[0]
     is_player = key == vars.current_player
     desc = args[1]
     model = desc.get('model', None)
     text_color = desc.get('text_color', [255, 255, 255, 255])
     text_offset = desc.get('text_offset', [0, 60])
     pos = desc.get('pos')
     tag = desc.get('tag', key)
     s = None
     dir = desc.get('dir', 's')
     ways = desc.get('ways', 4)
     if model:
         s = entity.Sprite(model=model,
                           pos=pos,
                           tag='player' if is_player else tag)
         #s.add_component(compo.Collider(debug=True, flag=vars.Collision.Flags.player, mask=vars.Collision.Flags.other,
         #                           tag=vars.Collision.Tags.player, shape=shapes.Rect(width=8, height=2, offset=[-4, 0])))
         if is_player:
             s.add_component(compo.Follow())
     else:
         s = entity.Entity(pos=pos, tag='player' if is_player else tag)
     s.add_component(
         scumm.components.CharacterController(dir=dir,
                                              speed=100,
                                              text_color=text_color,
                                              text_offset=text_offset,
                                              ways=ways))
     on_create_script = desc.get('script', None)
     if on_create_script:
         s.on_create = getattr(scripts, on_create_script)
     return s
コード例 #12
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 def f(*args):
     pos = makePos(*args)
     e = entity.Entity(pos=pos)
     e.add_component(
         comp.TiledGfx(tile_sheet='gfx/smb1.png',
                       sheet_size=[16, 16],
                       tile_data=[15, 5],
                       width=1,
                       height=1,
                       size=vars.tile_size,
                       repx=args[3],
                       repy=1))
     e.add_component(
         comp.Collider(flag=vars.flags.platform_passthrough,
                       mask=vars.flags.player,
                       tag=0,
                       shape=sh.Line(
                           a=[0, vars.tile_size, 0],
                           b=[args[3] * vars.tile_size, vars.tile_size,
                              0])))
     e.add_component(
         comp.PolygonalMover(origin=(pos[0], pos[1]),
                             loop=args[6],
                             pct=args[4],
                             moves=[{
                                 'delta': [0, args[5] * vars.tile_size],
                                 'speed': args[7],
                                 'hold': 0
                             }]))
     e.add_component(comp.Platform())
     return e
コード例 #13
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 def f(*args):
     pos = makePos(*args)
     # coords of the top left tile. if (x, y) is the top left
     # then (x+1, y) is the top right, and (x, y+1) and (x+1, y+1)
     # the left and right walls of the pipe.
     sheet = vars.tile_data['tile_sheets']['main']
     tl = kwargs.get('top_left')
     width = args[3]
     height = args[4]
     data = [tl[0], tl[1]]
     data.extend([tl[0] + 1, tl[1]] * (width - 2))
     data.extend([tl[0] + 2, tl[1]])
     e = entity.Entity(pos=pos)
     e.add_component(
         comp.TiledGfx(tile_sheet=sheet['file'],
                       sheet_size=sheet['sheet_size'],
                       tile_data=data,
                       width=width,
                       height=1,
                       size=vars.tile_size))
     shape = sh.Line(a=(0, vars.tile_size),
                     b=(width * vars.tile_size, vars.tile_size))
     e.add_component(
         comp.Collider(flag=vars.flags.platform,
                       mask=1,
                       tag=1,
                       shape=shape,
                       debug=True))
     return e
コード例 #14
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 def f(*args):
     shape = None
     tile_set_id = kwargs['id']
     tile_set = vars.tile_data['tile_sets'][tile_set_id]
     pos = makePos2(*args)
     sheet_id = tile_set['sheet']
     sheet = vars.tile_data['tile_sheets'][sheet_id]
     width = tile_set['size'][0]
     height = tile_set['size'][1]
     solid = tile_set['solid']
     data = tile_set['data']
     e = entity.Entity(pos=pos)
     e.add_component(
         comp.TiledGfx(tile_sheet=sheet['file'],
                       sheet_size=sheet['sheet_size'],
                       tile_data=data,
                       width=width,
                       height=height,
                       size=vars.tile_size))
     if solid:
         shape = sh.Rect(width=width * vars.tile_size,
                         height=height * vars.tile_size)
         e.add_component(
             comp.Collider(flag=vars.flags.platform,
                           mask=1,
                           tag=1,
                           shape=shape))
     return e
コード例 #15
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 def f(*args):
     # the first argument is the callback function
     # the second, if present, is the model
     model = kwargs.get('model', None)
     callback = kwargs.get('func')
     info = kwargs.get('info', None)
     pos = makePos2(*args)
     if model is None:
         a = entity.Entity(pos=pos)
         size = [args[2] * vars.tile_size, args[3] * vars.tile_size, 0]
         a.add_component(
             comp.Collider(debug=True,
                           flag=vars.flags.foe,
                           mask=vars.flags.player,
                           tag=vars.tags.key,
                           shape=sh3d.AABB(size=size)))
         a.add_component(
             comp.Info(func=callback,
                       info=info,
                       args=args,
                       bounds=[0, 0, size[0], size[1]]))
     else:
         a = entity.Sprite(model=model, pos=pos)
         a.add_component(
             comp.SmartCollider(debug=True,
                                flag=vars.flags.foe,
                                mask=vars.flags.player,
                                tag=vars.tags.key))
         a.add_component(comp.Info(func=callback, info=info, args=args))
     return a
コード例 #16
0
ファイル: zones.py プロジェクト: Pseudoboss/Journey
    def create_mob(self, player):
        """Spawn a new mob, randomly generating any required fields.

        Parameters
        ----------
        player : Player
            the Player entity to generate a fair mob based on.

        """
        name = create_name()
        health_min = int(player.health * min(config.variance))
        health_max = int(player.health * max(config.variance))
        health = random.randint(health_min, health_max)

        damage_limits = []
        damage_min = [
            int(min(player.damage_range) * x) for x in config.variance
        ]
        damage_limits.append(random.randint(min(damage_min), max(damage_min)))

        damage_max = [
            int(max(player.damage_range) * x) for x in config.variance
        ]
        damage_limits.append(random.randint(min(damage_max), max(damage_max)))

        if min(damage_limits) == max(damage_limits):
            damage_limits = [min(damage_limits), min(damage_limits) + 1]

        damage_range = range(min(damage_limits), max(damage_limits))

        return entity.Entity(name,
                             max_health=health,
                             damage_range=damage_range)
コード例 #17
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 def enter(self):
     self.music = game.get_game().resource_manager.get(
         'sound', 'Main Body.ogg')
     self.music.play(loops=-1)
     game.get_game().renderer.cleanup()
     game.get_game().entity_manager.add_entity(
         entity.Entity("vortexspawner"))
コード例 #18
0
ファイル: channel.py プロジェクト: emragins/tribal
    def Network_Login(self, message):
        #message: name, password

        ##Add network authentication

        name = message['name']

        if not self._server.ChannelActive(
                name):  #Make sure that player isn't already logged in.
            ##I hate everything about this
            if self._server.playerEntities.has_key(name):
                self.entity = self._server.playerEntities[name]
                self.entity.channel = self  ##need to make this an entity func

            else:
                ent = entity.Entity(name, "e" + name, 0, 0)
                ent.channel = self
                self._server.playerEntities[name] = ent
                self.entity = ent

            self.entity.SetMap(mapManager.maps[0][0])

            self._server.LogIn(name, self)
            self.loggedIn = True
        else:
            self.Send(messages.Chat("You're already logged on"))
コード例 #19
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def CurseBees(position: entity.Position):
    class _CurseBees(Curse):
        def generate_map(self, entity: entity.Entity,
                         user_entity: entity.Entity, mapp: map.Map,
                         menu: panel.Menu):
            difficulty = user_entity.stat('level')
            curse_map = map.TwoRooms(30, 30, can_escape=False)
            for _ in range(25):
                beehive = monster.Beehive.generator(level=difficulty)((0, 0))
                x, y = curse_map.random_passable_position_for(beehive)
                beehive.component('Position').set(x, y)
                curse_map.add_entity(beehive)
            curse_map.commit()
            return curse_map

    import monster, uuid
    x, y = position
    return entity.Entity(
        str(uuid.uuid4()),
        components={
            'Stats':
            entity.Stats({}, stat_inc_per_level=loot.LEVEL_PC_STAT_INC),
            'Position':
            entity.Position(x, y),
            'Render':
            entity.Render(character='?', colour=tcod.yellow),
            'Usable':
            entity.ConsumeAfter(_CurseBees()),
            'Item':
            entity.Item(
                "Curse of bees",
                'Network item; force a player to encounter a floor full of bees'
            ),
        },
        ttype='CurseBees')
コード例 #20
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    def __init__(self):
        #set physics variables
        self.clock = pygame.time.Clock()
        self.__physics_FPS = 100.0
        self.__dt = 1.0 / self.__physics_FPS
        self.time_current = self.get_time()
        self.accumulator = 0.0   
        self.tile_size = 32 
        self.camera = camera.Camera((1280, 720))
        tile_images = {
            "tile_grass": IMAGES.tile_grass,
            "tile_dirt": IMAGES.tile_dirt,
            "tile_wall": IMAGES.tile_wall
        }
        world = WORLD.World("level.map", tile_images)
        self.path_finder = pathfinder.PathFinder(world.nodes)
        player = entity.Player(IMAGES.player)
        dummy = entity.Entity(IMAGES.player, spawn_location = (16, 2))
        self.entities = pygame.sprite.Group(player, dummy)
        self.objects = dict(world=world, player=player, dummy=dummy)

        self.console = console.Console()

        s = item.Sword(IMAGES.key)
        b = item.Bandage(IMAGES.key)
        player.hand.add(s)
        player.bag.add(0, b)
コード例 #21
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ファイル: items.py プロジェクト: fabr1z10/glib3
 def f(*args):
     key = args[0]
     desc = args[1]
     cio = desc.get('create_if_owned', False)
     if (not cio) and vars.someone_owns(key):
         # item is in inventory. don't create it
         return None
     pos = desc.get('pos')
     model = desc.get('model', None)
     #text = monkey.engine.read(desc.get('text'))
     s = None
     if model:
         anim = monkey.engine.read(desc.get('anim', None))
         s = entity.Sprite(model=model, pos=pos, anim= anim)
     else:
         s = entity.Entity(pos = pos)
     #s.tag = desc.get('tag', None)
     s.tag= key
     # if a size is provided, add a hotspot
     size = desc.get('size', None)
     if size:
         prio = desc.get('priority', 0)
         s.add_component(compo.HotSpot(shape=shapes.Rect(width=size[0], height=size[1]), priority=prio,
                                       onenter=func.hover_on(key),
                                       onleave=func.hover_off(key),
                                       onclick=func.prova()))
     return s
コード例 #22
0
ファイル: gamefield.py プロジェクト: danya02/pygame-mmorpg
 def update(self, data):
     self.players.update(data['players'], data.get('full', False), self)
     self.entities.update(data['entities'], data.get('full', False), self)
     self.npcs.update(data['npcs'], data.get('full', False), self)
     if len(data['players']) != 0:
         for i in data['players']:
             p = entity.Player(self)  # TODO: create from data
             p.id = i['id']
             p.standalone = False
             p.original_center = (i['x'], i['y'])
             p.update(data['players'], data.get('full', False), self)
             p.update({'target': self.target})
             self.players.add(p)
     if len(data['entities']) != 0:
         for i in data['entities']:
             p = entity.Entity(self)  # TODO: create from data
             p.id = i['id']
             p.original_center = (i['x'], i['y'])
             p.update(data['players'], data.get('full', False), self)
             p.update({'target': self.target})
             self.entities.add(p)
     if len(data['npcs']) != 0:
         for i in data['npcs']:
             p = entity.NPC(self)  # TODO: create from data
             p.id = i['id']
             p.original_center = (i['x'], i['y'])
             p.update(data['npcs'], data.get('full', False), self)
             p.update({'target': self.target})
             self.npcs.add(p)
コード例 #23
0
ファイル: items.py プロジェクト: fabr1z10/glib3
    def f(*args):

        ym = kwargs.get('y_min')
        y0 = kwargs.get('y_min_goto')
        wa: WalkAreaInfo = vars.walk_areas[y0[0]]
        ymg = wa.transform(y0[1:])
        print('y m goto = ' + str(ymg))

        yM = kwargs.get('y_max')
        y1 = kwargs.get('y_max_goto')
        wa: WalkAreaInfo = vars.walk_areas[y1[0]]
        yMg = wa.transform(y1[1:])
        print('y M goto = ' + str(yMg))

        x0 = args[0]
        depth_y = args[2] * math.sqrt(2.0)
        y0 = args[1] - args[2]
        z0 = -depth_y
        pos = (x0, y0, z0)
        e = entity.Entity(pos=pos)
        e.add_component(
            comp.Collider(debug=True,
                          shape=sh3d.AABB(size=(args[3], args[4], args[5])),
                          flag=vars.flags.foe,
                          mask=vars.flags.player,
                          tag=vars.tags.ladder))
        e.add_component(
            comp.Info(x=522,
                      y_min=ym,
                      y_max=yM,
                      y_min_goto=ymg,
                      y_max_goto=yMg))
        return e
コード例 #24
0
def tree():
    tree = entity.Entity()
    tree.add_component(components.mortal.Mortal())
    tree.add_component(components.position.Position())
    tree.add_component(components.senescence.Senescence())
    tree.add_component(components.woundable.Woundable())
    tree.add_attribute("type", "tree")
    return tree
コード例 #25
0
ファイル: items.py プロジェクト: fabr1z10/glib3
 def f(*args):
     desc = args[1]
     pos = desc.get('pos')
     size = desc.get('size')
     s = entity.Entity(pos=pos)
     fu = getattr(scripts.actions, desc.get('func'))
     s.add_component(compo.HotSpot(shape=shapes.Rect(width=size[0], height=size[1]), onclick=fu))
     return s
コード例 #26
0
 def test_add_entity(self):
     """
     Adds an entity to the entity manager
     :return:
     """
     ent = entity.Entity((0, 0, 0), (0, 0))
     result = self.entity_manager.add_entity(ent)
     self.assertTrue(result)
コード例 #27
0
    def execute(self):

        print("Building brush entity, currently geo " +
              str(id(command.GeoCommand._geo)) + " has " +
              str(len(command.GeoCommand._geo)) + " brushes.")
        brush_entity = entity.Entity(classname="func_detail",
                                     brushes=command.GeoCommand._geo)
        command.MapCommand._map.append(brush_entity)
        print(command.MapCommand._map[len(command.MapCommand._map) - 1])
コード例 #28
0
 def test_exits(self):
     e = en.Entity(5, 30, 10)
     e.update_move()
     e.move_in_exits([0, 16])
     self.assertEqual((e.rect.x, e.rect.y), (20, 30))
     e.current_dir = 'right'
     e.update_move()
     e.move_in_exits([0, 16])
     self.assertEqual((e.rect.x, e.rect.y), (2, 30))
コード例 #29
0
ファイル: items.py プロジェクト: fabr1z10/glib3
 def f(*args):
     desc = args[1]
     pos = desc.get('pos')
     size = desc.get('size')
     s = entity.Entity(pos=pos)
     s.add_component(compo.Collider(flag=vars.Collision.Flags.other, mask=vars.Collision.Flags.player,
                                    tag=vars.Collision.Tags.trap, shape=shapes.Rect(width=size[0],height=size[1]),debug=True))
     s.add_component(compo.Info(on_enter=desc.get('on_enter', None), on_leave=desc.get('on_leave', None)))
     return s
コード例 #30
0
def generate_free_camera():
    """
    Generates free camera at (0, 0)
    """
    camera = creature.Creature("camera",
                               False,
                               team=None,
                               walk_through_tile=True)
    free_camera = entity.Entity(0, 0, "camera", creature=camera)
    return free_camera