def __init__(self, world=None, game_map=None, create_player=True, level_type=const.lvl_default): self.start_pos = None self.world = world self.game_map = game_map if world is None: self.world = esper.CachedWorld() if game_map is None: self._create_level(create_player, level_type) self.astar = tcod.path.AStar(self.game_map.walkable) self.processor_group = processor.PROCESSOR_GROUP self.change_processors('player_turn') self.fov_recompute = True self.message = collections.deque() self.action = {} self.mouse = tcod.Mouse() self.con = tcod.console.Console( width=const.MAP_WIDTH, height=const.MAP_HEIGHT ) self._render_unexplored_map() self.panel = tcod.console.Console( width=const.SCREEN_WIDTH, height=const.PANEL_HEIGHT )
def world(): return esper.CachedWorld()
def populated_world(): pop_world = esper.CachedWorld() create_entities(pop_world, 2000) return pop_world
########################## def timing(f): def wrap(*args): time1 = time.process_time() ret = f(*args) time2 = time.process_time() current_run.append((time2 - time1) * 1000.0) return ret return wrap ########################## # Create a World instance: ########################## world = esper.CachedWorld() ################################# # Define some generic components: ################################# class Velocity: def __init__(self, x=0.0, y=0.0): self.x = x self.y = y class Position: def __init__(self, x=0.0, y=0.0): self.x = x self.y = y
# Simple timing decorator: ########################## def timing(f): def wrap(*args): time1 = time.time() ret = f(*args) time2 = time.time() result_times.append((time2 - time1)*1000.0) return ret return wrap ############################## # Instantiate the game world: ############################## world = esper.CachedWorld() if '--use-cache' in sys.argv[1:] else esper.World() ################################# # Define some generic components: ################################# class Velocity: def __init__(self): self.x = 0 self.y = 0 class Position: def __init__(self): self.x = 0 self.y = 0