本文整理汇总了Python中settingsManager.getSetting函数的典型用法代码示例。如果您正苦于以下问题:Python getSetting函数的具体用法?Python getSetting怎么用?Python getSetting使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了getSetting函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: update
def update(self):
for entity in self.entity_list:
entity.update()
if self.preferred_zoomLevel != self.zoomLevel:
diff = self.zoomLevel - self.preferred_zoomLevel
#If the camera is too narrow
if diff > 0: self.zoomLevel -= min([0.1,diff])
#If the camera is too wide
else: self.zoomLevel += min([0.1,-diff])
self.camera_position.width = round(float(settingsManager.getSetting('windowWidth')) * self.zoomLevel)
self.camera_position.height = round(float(settingsManager.getSetting('windowHeight')) * self.zoomLevel)
if self.camera_position.x != self.camera_preferred_position.x:
diff = self.camera_position.x - self.camera_preferred_position.x
#If the camera is too far to the right
if diff > 0: self.camera_position.x -= min([10,diff]) #otherwise, move 10 pixels closer
#If the camera is too far to the left
else: self.camera_position.x += min([10,-diff])
if self.camera_position.y != self.camera_preferred_position.y:
diff = self.camera_position.y - self.camera_preferred_position.y
#If the camera is too far to the bottom
if diff > 0: self.camera_position.y -= min([20,diff])
#If the camera is too far to the top
else: self.camera_position.y += min([20,-diff])
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:26,代码来源:stage.py
示例2: __init__
def __init__(self,_playerNum):
pygame.Surface.__init__(self,(settingsManager.getSetting('windowWidth')//2,
settingsManager.getSetting('windowHeight')//2))
self.keys = settingsManager.getControls(_playerNum)
self.player_num = _playerNum
self.wheel = FighterWheel(_playerNum)
self.active = False
self.ready = False
self.active_object = self.wheel
self.chosen_fighter = None
self.myBots = []
self.wheel_increment = 0
self.hold_time = 0
self.hold_distance = 0
self.wheel_offset = [(self.get_width() - 256) // 2,
(self.get_height() - 32)]
self.bg_surface = None
self.current_color = _playerNum
self.current_costume = 0
self.icon = spriteManager.ImageSprite(settingsManager.createPath('sprites/default_franchise_icon.png'))
self.icon.rect.center = self.get_rect().center
self.icon_color = pygame.Color('#cccccc')
self.fill_color = '#000000'
self.wheel.setFillColor(self.fill_color)
self.recolorIcon()
开发者ID:eaglgenes101,项目名称:universalSmashSystem,代码行数:30,代码来源:css.py
示例3: endBattle
def endBattle(self,_exitStatus):
if not (_exitStatus == 1 or _exitStatus == 2 or _exitStatus == 3):
print("An error occured that caused TUSSLE to stop working. If you can replicate this error, please file a bug report so the relevant developers can fix it. Post-mortem debugging coming soon. ")
result_sprites = []
width = settingsManager.getSetting('windowWidth')
height = settingsManager.getSetting('windowHeight')
for i in range(0,len(self.players)):
print(self.players)
print("player"+str(i))
fighter = self.players[i]
result_sprite = spriteManager.RectSprite(pygame.Rect((width / 4) * i,0,(width / 4),height), pygame.Color(settingsManager.getSetting('playerColor'+str(i))))
result_sprite.image.set_alpha(255)
name_sprite = spriteManager.TextSprite(fighter.name,_size=24)
name_sprite.rect.midtop = (result_sprite.rect.width / 2,0)
result_sprite.image.blit(name_sprite.image,name_sprite.rect.topleft)
score = fighter.data_log.getData('KOs') - fighter.data_log.getData('Falls')
text = spriteManager.TextSprite('Score: ' + str(score))
result_sprite.image.blit(text.image,(0,32))
dist = 48
print(fighter.data_log.data)
for item,val in fighter.data_log.data.items():
text = spriteManager.TextSprite(str(item) + ': ' + str(val))
result_sprite.image.blit(text.image,(0,dist))
dist += 16
result_sprites.append(result_sprite)
confirmed_list = [False] * len(result_sprites) #This pythonic hacking will make a list of falses equal to the result panels
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
os._exit(1)
return -1
for i in range(0,len(self.players)):
controls = settingsManager.getControls(i)
k = controls.getInputs(event)
if k == 'attack':
result_sprites[i].image.set_alpha(0)
confirmed_list[i] = True
elif k == 'special':
result_sprites[i].image.set_alpha(255)
confirmed_list[i] = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
print("Saving screenshot")
pygame.image.save(self.screen,settingsManager.createPath('screenshot.jpg'))
if event.key == pygame.K_ESCAPE:
return
self.screen.fill((0,0,0))
for sprite in result_sprites:
sprite.draw(self.screen, sprite.rect.topleft, 1.0)
if all(confirmed_list):
return
pygame.display.flip()
return
开发者ID:eaglgenes101,项目名称:universalSmashSystem,代码行数:59,代码来源:battle.py
示例4: centerCamera
def centerCamera(self,center):
# First, build the rect, then center it
self.camera_preferred_position.width = round(settingsManager.getSetting('windowWidth') * self.preferred_zoomLevel)
self.camera_preferred_position.height = round(settingsManager.getSetting('windowHeight') * self.preferred_zoomLevel)
self.camera_preferred_position.center = center
# If it's too far to one side, fix it.
if self.camera_preferred_position.left < self.camera_maximum.left: self.camera_preferred_position.left = self.camera_maximum.left
if self.camera_preferred_position.right > self.camera_maximum.right: self.camera_preferred_position.right = self.camera_maximum.right
if self.camera_preferred_position.top < self.camera_maximum.top: self.camera_preferred_position.top = self.camera_maximum.top
if self.camera_preferred_position.bottom > self.camera_maximum.bottom: self.camera_preferred_position.bottom = self.camera_maximum.bottom
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:11,代码来源:stage.py
示例5: initializeCamera
def initializeCamera(self):
self.camera_position = pygame.Rect(24,16,settingsManager.getSetting('windowWidth'),settingsManager.getSetting('windowHeight'))
self.camera_position.midtop = self.size.midtop
self.camera_preferred_position = pygame.Rect(24,16,settingsManager.getSetting('windowWidth'),settingsManager.getSetting('windowHeight'))
self.camera_preferred_position.midtop = self.size.midtop
self.dead_zone = [64,32]
self.cameraUpdate()
self.camera_position = self.camera_preferred_position
开发者ID:sylvanelite,项目名称:universalSmashSystem,代码行数:11,代码来源:stage.py
示例6: initializeCamera
def initializeCamera(self):
self.camera_position = pygame.Rect(24,16,settingsManager.getSetting('windowWidth'),settingsManager.getSetting('windowHeight'))
self.camera_position.midtop = self.size.midtop
self.camera_preferred_position = pygame.Rect(24,16,settingsManager.getSetting('windowWidth'),settingsManager.getSetting('windowHeight'))
self.camera_preferred_position.midtop = self.size.midtop
#self.centerSprite = spriteObject.RectSprite([0,0],[32,32])
self.deadZone = [64,32]
self.cameraUpdate()
self.camera_position = self.camera_preferred_position
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:12,代码来源:stage.py
示例7: zoomCamera
def zoomCamera(self,zoomVal):
self.zoom_level += zoomVal
self.zoom_level = max(self.zoom_level,0.25)
self.zoom_level = min(self.zoom_level,4)
oldWidth = self.camera_position.width
oldHeight = self.camera_position.height
self.camera_position.width = round(float(settingsManager.getSetting('windowWidth')) * self.zoom_level)
self.camera_position.height = round(float(settingsManager.getSetting('windowHeight')) * self.zoom_level)
diffW = (oldWidth - self.camera_position.width)
diffH = (oldHeight - self.camera_position.height)
self.camera_position.x += diffW // 2
self.camera_position.y += diffH // 2
开发者ID:eaglgenes101,项目名称:universalSmashSystem,代码行数:14,代码来源:stage.py
示例8: getScale
def getScale(self):
h = round(float(settingsManager.getSetting('windowHeight')) / self.camera_position.height,5)
w = round(float(settingsManager.getSetting('windowWidth')) / self.camera_position.width,5)
# If they match, the math is good and we can just pick one
if h == w:
return h
# If they don't match, something might have gone wrong.
else:
if abs(h - w) <= 0.02:
# Fuck it, close enough.
return h
print("Scaling Error", h, w, abs(h-w))
return w
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:14,代码来源:stage.py
示例9: cameraUpdate
def cameraUpdate(self):
# Initialize our corner objects
leftmost = self.follows[0]
rightmost = self.follows[0]
topmost = self.follows[0]
bottommost = self.follows[0]
# Iterate through all of the objects to get the cornermost objects
for obj in self.follows:
if obj.left < leftmost.left:
leftmost = obj
if obj.right > rightmost.right:
rightmost = obj
if obj.top < topmost.top:
topmost = obj
if obj.bottom > bottommost.bottom:
bottommost = obj
# Calculate the width and height between the two farthest sidewas objects (plus deadzone)
xdist = (rightmost.right - leftmost.left) + (2*self.deadZone[0])
ydist = (bottommost.bottom - topmost.top) + (2*self.deadZone[1])
# Compare that distance with the window size to get the scale
xZoom = xdist / float(settingsManager.getSetting('windowWidth'))
yZoom = ydist / float(settingsManager.getSetting('windowHeight'))
# Minimum Zoom level
if xZoom < 1.0: xZoom = 1.0
if yZoom < 1.0: yZoom = 1.0
# If our new zoomed value is too big, we need to cut it down to size
if xZoom * settingsManager.getSetting('windowWidth') > self.camera_maximum.width:
xZoom = self.camera_maximum.width / float(settingsManager.getSetting('windowWidth'))
if yZoom * settingsManager.getSetting('windowHeight') > self.camera_maximum.height:
yZoom = self.camera_maximum.height / float(settingsManager.getSetting('windowHeight'))
# Set the preferred zoom level and camera position to be centered on later
self.preferred_zoomLevel = max([xZoom,yZoom])
if self.preferred_zoomLevel > (self.camera_maximum.width/float(settingsManager.getSetting('windowWidth'))):
self.preferred_zoomLevel = self.camera_maximum.width/float(settingsManager.getSetting('windowWidth'))
if self.preferred_zoomLevel > (self.camera_maximum.height/float(settingsManager.getSetting('windowHeight'))):
self.preferred_zoomLevel = self.camera_maximum.height/float(settingsManager.getSetting('windowHeight'))
# Now that everything is set, we create the boundingBox around the cornermost objects, then get the center of it
boundingBox = pygame.Rect(leftmost.left-self.deadZone[0],topmost.top-self.deadZone[1],xdist,ydist)
center = boundingBox.center
# And finally, move the camera.
self.centerCamera(center)
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:49,代码来源:stage.py
示例10: draw
def draw(self,screen,offset,scale):
if (settingsManager.getSetting('showSpriteArea')): spriteManager.RectSprite(self.rect).draw(screen, offset, scale)
self.sprite.draw(screen,offset,scale)
if self.mask: self.mask.draw(screen,offset,scale)
for art in self.articles:
art.draw(screen,offset,scale)
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:7,代码来源:abstractFighter.py
示例11: filterHits
def filterHits(self, _hitbox, _subactions, _forward):
if self.damage_threshold > 0 and self.knockback_threshold > 0 and isinstance(_hitbox, hitbox.DamageHitbox) and not _hitbox.ignore_armor:
# Calculate knockback
percent_portion = (self.owner.damage/10.0) + (self.owner.damage*_hitbox.damage)/20.0
weight_portion = 200.0/(self.owner.stats['weight']*settingsManager.getSetting('weight')*_hitbox.weight_influence+100)
total_kb = (((percent_portion * weight_portion *1.4) + 5) * _hitbox.knockback_growth) + _hitbox.base_knockback
self.damage_threshold -= _hitbox.damage
self.knockback_threshold -= total_kb
from engine.subactions import behavior
if self.damage_threshold > _hitbox.damage and self.knockback_threshold > total_kb:
_subactions = filter(lambda k: not isinstance(k, behavior.applyHitstop.applyHitstop) and not isinstance(k, behavior.dealDamage.dealDamage) and not isinstance(k, behavior.applyScaledKnockback.applyScaledKnockback) and not isinstance(k, behavior.compensateResistance.compensateResistance), _subactions)
for subact in _subactions:
if isinstance(subact, behavior.dealDamage.dealDamage):
subact.damage *= self.armor_damage_multiplier
if isinstance(subact, behavior.applyScaledKnockback.applyScaledKnockback):
subact.base_knockback *= self.armor_knockback_multiplier
subact.knockback_growth *= self.armor_knockback_multiplier
if isinstance(subact, behavior.compensateResistance.compensateResistance):
subact.frames *= self.armor_knockback_multiplier
else:
for subact in _subactions:
if isinstance(subact, behavior.dealDamage.dealDamage):
subact.damage *= self.overflow_damage_multiplier
if isinstance(subact, behavior.applyScaledKnockback.applyScaledKnockback):
subact.base_knockback *= self.overflow_knockback_multiplier
subact.knockback_growth *= self.overflow_knockback_multiplier
if isinstance(subact, behavior.compensateResistance.compensateResistance):
subact.frames *= self.overflow_knockback_multiplier
if isinstance(subact, behavior.applyHitstun.applyHitstun):
subact.base_knockback *= self.overflow_knockback_multiplier
subact.knockback_growth *= self.overflow_knockback_multiplier
return _forward(_hitbox, _subactions)
开发者ID:eaglgenes101,项目名称:universalSmashSystem,代码行数:32,代码来源:hurtbox.py
示例12: __init__
def __init__(self,stages):
self.stageGrid = []
self.selectedStage = (0,0)
self.stagesStriked = []
x = 0
y = 0
maxX = settingsManager.getSetting('windowWidth') / 32 #the number of icons that'll fit on the screen horizontally
print(maxX)
stageRow = []
strikingRow = []
stages.append('random')
for stage in stages:
if x < maxX:
stageRow.append(stage) #Put it in the row
strikingRow.append(False)
x += 1
else:
self.stageGrid.append(stageRow) #Add the row to the grid
self.stagesStriked.append(strikingRow)
stageRow = [] #Clear the row
strikingRow = []
y += 1
stageRow.append(stage)
strikingRow.append(False)
x = 1
#End of stages
self.stageGrid.append(stageRow) #Put the last row onto the grid
self.stagesStriked.append(strikingRow)
print(self.stageGrid)
开发者ID:meffij,项目名称:universalSmashSystem,代码行数:29,代码来源:sss.py
示例13: onCollision
def onCollision(self, _other):
if 'AbstractFighter' in list(map(lambda x :x.__name__,_other.__class__.__bases__)) + [_other.__class__.__name__]:
if _other.lockHitbox(self):
if self.article is None:
self.owner.applyPushback(self.base_knockback/5.0, self.getTrajectory()+180, (self.damage / 3.0 + 3.0)*self.hitlag_multiplier)
p = float(_other.damage)
d = float(self.damage)
w = float(_other.var['weight']) * settingsManager.getSetting('weight')
s = float(self.knockback_growth)
b = float(self.base_knockback)
total_kb = (((((p/10) + (p*d)/20) * (200/(w*self.weight_influence+100))*1.4) + 5) * s) + b
angle = 0
if (self.base_knockback > 0):
# Calculate the resulting angle
knockback_ratio = total_kb*self.velocity_multiplier/self.base_knockback
x_val = math.sqrt(knockback_ratio**2+1)/math.sqrt(2)
y_val = math.sqrt(knockback_ratio**2-1)/math.sqrt(2)
angle = math.atan2(y_val*math.sin(float(self.trajectory)/180*math.pi),x_val*math.cos(float(self.trajectory)/180*math.pi))/math.pi*180
self.owner.data_log.addToData('Damage Dealt',self.damage)
_other.applyKnockback(self.damage, self.base_knockback, self.knockback_growth, angle, self.weight_influence, self.hitstun_multiplier, self.base_hitstun, self.hitlag_multiplier, self.ignore_armor)
_other.trail_color = self.trail_color
offset = random.randrange(0, 359)
hit_intersection = self.rect.clip(_other.sprite.rect).center
hitlag = (self.damage/3.0+3.0)*self.hitlag_multiplier
from article import HitArticle
for i in range(int(hitlag)):
art = HitArticle(self.owner, hit_intersection, 0.5, offset+i*360/int(hitlag), 0.5*hitlag, .4, self.trail_color)
self.owner.articles.add(art)
Hitbox.onCollision(self, _other)
if self.article and hasattr(self.article, 'onCollision'):
self.article.onCollision(_other)
开发者ID:sylvanelite,项目名称:universalSmashSystem,代码行数:34,代码来源:hitbox.py
示例14: __init__
def __init__(self, _rules, _players, _stage, _randomSeed=None):
self.settings = settingsManager.getSetting().setting
if _rules is None:
_rules = Rules()
self.rules = _rules
self.players = _players
self.controllers = []
for player in _players:
player.initialize()
player.key_bindings.linkObject(player)
self.controllers.append(player.key_bindings)
self.stage = _stage
self.input_buffer = None
self.data_logs = []
random.seed(_randomSeed)
self.active_hitboxes = pygame.sprite.Group()
self.active_hurtboxes = pygame.sprite.Group()
self.track_stocks = True
self.track_time = True
if self.rules.stocks == 0:
self.track_stocks = False
if self.rules.time == 0:
self.track_time = False
开发者ID:sylvanelite,项目名称:universalSmashSystem,代码行数:29,代码来源:battle.py
示例15: __init__
def __init__(self,plat,side):
pygame.sprite.Sprite.__init__(self)
self.rect = pygame.Rect([0,0],settingsManager.getSetting('ledgeSweetspotSize'))
self.side = side
if side == 'left': self.rect.midtop = plat.leftPoint
else: self.rect.midtop = plat.rightPoint
self.fightersGrabbed = [] # this is a list in case "Ledge Conflict" is set to "share"
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:7,代码来源:stage.py
示例16: __init__
def __init__(self,_plat,_side):
pygame.sprite.Sprite.__init__(self)
self.rect = pygame.Rect([0,0],settingsManager.getSetting('ledgeSweetspotSize'))
self.side = _side
if _side == 'left': self.rect.midtop = _plat.left_point
else: self.rect.midtop = [_plat.right_point[0], _plat.left_point[1]]
self.fighters_grabbed = [] # this is a list in case "Ledge Conflict" is set to "share"
self.platform = _plat
开发者ID:eaglgenes101,项目名称:universalSmashSystem,代码行数:8,代码来源:stage.py
示例17: __init__
def __init__(self,playerNum):
pygame.Surface.__init__(self,(settingsManager.getSetting('windowWidth')/2,
settingsManager.getSetting('windowHeight')/2))
self.keys = settingsManager.getControls(playerNum)
self.playerNum = playerNum
self.wheel = FighterWheel()
self.active = False
self.activeObject = self.wheel
self.chosenFighter = None
self.wheelIncrement = 0
self.holdtime = 0
self.holdDistance = 0
self.wheelOffset = [(self.get_width() - 256) / 2,
(self.get_height() - 32)]
self.bgSurface = None
开发者ID:meffij,项目名称:universalSmashSystem,代码行数:17,代码来源:css.py
示例18: drawFG
def drawFG(self,screen):
if settingsManager.getSetting('showPlatformLines'):
for plat in self.platform_list:
platSprite = spriteObject.RectSprite(plat.rect.topleft,plat.rect.size)
platSprite.draw(screen,self.stageToScreen(platSprite.rect),self.getScale())
#for ledge in self.platform_ledges:
#ledgeSprite = spriteObject.RectSprite(ledge.rect.topleft,ledge.rect.size,[0,0,255])
#ledgeSprite.draw(screen,self.stageToScreen(ledge.rect),self.getScale())
for sprite in self.foregroundSprites:
sprite.draw(screen,self.stageToScreen(sprite.rect),self.getScale())
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:10,代码来源:stage.py
示例19: __init__
def __init__(self,rules,players,stage):
self.settings = settingsManager.getSetting().setting
if rules == None: rules = Rules()
self.rules = rules
self.players = players
self.stage = stage
self.inputBuffer = None
#TODO bring over InputBuffer from fighter.
random.seed
self.randomstate = random.getstate
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:12,代码来源:battle.py
示例20: rollMusic
def rollMusic(self,setName):
musicList = self.musicDict[setName]
roll = random.randint(0,self.getTotalChance(setName))
print(roll, self.getTotalChance(setName))
for path, chance, name in musicList:
roll -= chance
if roll <= 0:
pygame.mixer.music.set_volume(settingsManager.getSetting('musicVolume'))
self.currentMusic = (path,chance,name)
pygame.mixer.music.load(path)
pygame.mixer.music.play(-1)
return
开发者ID:jam1-garner,项目名称:universalSmashSystem,代码行数:12,代码来源:musicManager.py
注:本文中的settingsManager.getSetting函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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