コード例 #1
0
ファイル: map.py プロジェクト: jamesnvc/flax
    def __init__(self, size):
        self.rect = size.to_rect(Point.origin())

        self.entity_positions = WeakKeyDictionary()

        self.tiles = {
            point: Tile(self, point)
            for point in self.rect.iter_points()
        }
コード例 #2
0
ファイル: fractor.py プロジェクト: encukou/flax
    def __init__(self, size):
        self.rect = size.to_rect(Point.origin())

        # TODO i think using types instead of entities /most of the time/ is
        # more trouble than it's worth
        self._arch_grid = {point: CaveWall for point in self.rect.iter_points()}
        self._item_grid = {point: [] for point in self.rect.iter_points()}
        self._creature_grid = {point: None for point in self.rect.iter_points()}

        self.floor_spaces = set()
コード例 #3
0
ファイル: map.py プロジェクト: twik/flax
    def __init__(self, size):
        self.rect = size.to_rect(Point.origin())

        self.entity_positions = WeakKeyDictionary()
        self.portal_index = {}

        self.tiles = {
            point: Tile(self, point)
            for point in self.rect.iter_points()
        }
コード例 #4
0
ファイル: fractor.py プロジェクト: twik/flax
    def __init__(self, size):
        self.rect = size.to_rect(Point.origin())

        # TODO i think using types instead of entities /most of the time/ is
        # more trouble than it's worth
        self._arch_grid = {
            point: CaveWall for point in self.rect.iter_points()}
        self._item_grid = {point: [] for point in self.rect.iter_points()}
        self._creature_grid = {
            point: None for point in self.rect.iter_points()}

        self.floor_spaces = set()
コード例 #5
0
ファイル: fractor.py プロジェクト: jamesnvc/flax
    def __init__(self, size):
        self.rect = size.to_rect(Point.origin())

        self.arch_grid = {point: CaveWall for point in self.rect.iter_points()}
        self.item_grid = {point: [] for point in self.rect.iter_points()}
        self.creature_grid = {point: None for point in self.rect.iter_points()}