def __init__(self, world): LayeredDirty.__init__(self) self.world = world self.name = None #the name of the team self.suit = None #the pygame.image that shows the team self.controlpoint = None #the pygame.image of an controlpoint when this team controls it self.brain = None #the AgentBrain class that all agents of this team use to generate actions self.spawn_point = (0,0) #the spawning location of this team in the current map self.score = 0 #the score of the team in this game self.stats = collections.defaultdict(float) #saves all the statistics.
def __init__(self, sequence:Sequence, offset:tuple, rect:pygame.Rect, skin:Skin): LayeredDirty.__init__(self) self.sequence = sequence self.sequence.addObserver(self) self.offset = offset self.rect = rect self.skin = skin self.blocks = [] self.trackLines = [] self.barLines = [] self.lastTime = sequence.getTime() self.widthInBeats = sequence.timeSignature.getBeatsForBars(self.Width.DEF_WIDTH_IN_BARS) self.activeTrackCount = Sequence.MIN_TRACKS self._initializeGridSprites()
def __init__(self, *args, **kwargs): kwargs.setdefault("_time_threshold", 9e9) LayeredDirty.__init__(self, *args, **kwargs)
def __init__(self, console=None): self.console = console self.players = [] # players on the field self.objects = [] # objects on the field self.deleted = [] # object to delete LayeredDirty.__init__(self, _update=True, _time_threshold=1000.0/FPS) self.game_over = False self.screen = pygame.display.get_surface() self.lockfps = FPS self.clock = pygame.time.Clock() self.bg = load_texture("Misc/backdrop.png") self.ice = load_texture("Misc/ice.png", True) self.ice_mask = pygame.mask.from_surface(self.ice) self.ice_rects = [pygame.Rect(FLIMIT_WIDTH[0], FLIMIT_HEIGHT[0], FLIMIT_WIDTH[1]-FLIMIT_WIDTH[0], FLIMIT_HEIGHT[1]-FLIMIT_HEIGHT[0]), self.ice_mask.get_bounding_rects()[0]] self.ice_gap_rect = pygame.Rect(270, 0, 66, 175) if 'field' in option('debug'): debug("FIELD: ice rects: %s"%self.ice_rects) self.start = pygame.Surface((640,480)) self.start.blit(self.bg, (0, 0)) self.start.blit(self.ice, (0, ICE_YOFFSET)) self.field = self.start.copy() self.ticks = 0 # total ticks field played self.screen.blit(self.field, (0,0)) # System font, for messages and FPS self.sfont = load_font("default.ttf", 14) # FPS drawer if needed if "fps" in option("show"): self.fps = pygame.sprite.GroupSingle() self.fps.add(pygame.sprite.DirtySprite()) # self.fpsprite = pygame.sprite.DirtySprite() self.update_fpsprite() # show FPS rate on top of everything self.add(self.fps, layer=TOP_LAYER) # Messages self.messages = [] self.show_messages = [] self.msgs = pygame.sprite.DirtySprite() self.msgs.visible = 0 self.msgs_offset = 0 self.msgs_linesize = self.sfont.get_linesize() _ssh = self.msgs_linesize * option("max-messages") sprite_image(self.msgs, pygame.Surface((640, _ssh))) sprite_move(self.msgs, 0, 71) self.add(self.msgs, layer=0) # Sprite for level's progress self.lp_font = load_font('trebuc.ttf', 14) self.lp_font.set_bold(True) self.level_prgrs = pygame.sprite.DirtySprite() sprite_image(self.level_prgrs, pygame.Surface((640, 20))) sprite_move(self.level_prgrs, 0, 0) self.level_prgrs.image.blit(self.bg, (0,0), self.level_prgrs.rect) self.add(self.level_prgrs, layer=TOP_LAYER)