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src/r/a/ransack-python-HEAD/game.py   ransack-python(Download)
        # detect blocking tiles first, otherwise they will be ignored
        # stores
        if i == const.BLKSMDOOR:
            self.Blacksmiths[self.myMap.shops[( (X + moveX)/const.blocksize, (Y + moveY)/const.blocksize)][1]].enterStore(self.myHero)
            return

src/r/a/ransack-python-HEAD/level_editor.py   ransack-python(Download)
            elif self.currentTile == const.ARMRYDOOR:
                level = int(self.getInput('Armory level: '))
            elif self.currentTile == const.BLKSMDOOR:
                level = int(self.getInput('Blacksmith level: '))
            elif self.currentTile == const.MAGICDOOR:
                        elif self.currentTile == const.ARMRYDOOR:
                            level = int(self.getInput('Armory level: '))
                        elif self.currentTile == const.BLKSMDOOR:
                            level = int(self.getInput('Blacksmith level: '))
                        elif self.currentTile == const.MAGICDOOR:

src/r/a/ransack-python-HEAD/MAP/map.py   ransack-python(Download)
                self.shops[(x,y)] = ('armory', level )
                self.Armory = (x, y)
        if e == const.BLKSMDOOR:
            if self.Blacksmith == None:
                self.Blacksmith = (x, y)