示例#1
0
gui = GUI(400,400,'Battle Tanks')
grid = Grid(16,16)

BaseClass.grid = grid
BaseClass.gui = gui
BaseClass.images = imageloader


done = False
process_stage = 0
player = Tank(40,40)
player_sequence = [player]
render_sequence = [grid]

grid.Draw('park2')
grid.sortRenderingComponents()

def stage(n):
  global gui
  for e in gui.event():
    if e.type == pygame.QUIT:
      return -1
    if e.type == pygame.VIDEORESIZE:
      gui.resize(e.dict['size'][0],e.dict['size'][1])

  if n == 0:
    dx = pygame.mouse.get_pos()[0] - player.x
    dy = pygame.mouse.get_pos()[1] - player.y

    rad_angle_turret = math.atan2(dx,dy)
示例#2
0
    if floor > 0 and floor % x == 0:
        colCount += 2
        rowCount += 2
        #TODO: startCell and endCell should be shifted.  Goal being to keep the center point in the center rather than growing towards, for eg, the north-east
        endCell = (endCell[0] + 1, endCell[1] + 1)

    grid = Grid(colCount, rowCount)

    if floor > 0:
        startCell = endCell

    Algorithm.On(grid, startCell)

    #TODO: endCell should be a dead end from the current grid, preferably far away from startCell
    endCell = grid.randomDeadend().coord()
    while endCell == startCell:
        endCell = grid.randomDeadend().coord()

    grid[startCell].content = "S"
    grid[endCell].content = "E"

    Clear()
    print("Floor " + str(floor))
    print(grid)
    grid.Draw("output/Floor_" + str(floor))

    i = input("Press enter for next floor, or type 'exit' to quit: ")
    if i == "exit":
        run = False

    floor += 1