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src/r/a/ransack-python-HEAD/game.py   ransack-python(Download)
            self.Armories[self.myMap.shops[( (X + moveX)/const.blocksize, (Y + moveY)/const.blocksize)][1]].enterStore(self.myHero)
            return
        if i == const.ITEMSDOOR:
            self.Itemshops[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)
                myMap.addChest( (x, y), self.fillChest())
                level=None
            elif self.currentTile == const.ITEMSDOOR:
                level = int(self.getInput('Itemshop level: '))
            elif self.currentTile == const.ARMRYDOOR:
                            myMap.addChest( (mx/blocksize,my/blocksize), self.fillChest())
                            level=None
                        elif self.currentTile == const.ITEMSDOOR:
                            level = int(self.getInput('Itemshop level: '))
                        elif self.currentTile == const.ARMRYDOOR:

src/r/a/ransack-python-HEAD/MAP/map.py   ransack-python(Download)
                self.setEntry(px,py,self.defaultBkgd)
                self.pointOfExit = (x,y)
        if e == const.ITEMSDOOR:
            if self.itemShop == None:
                self.itemShop = (x, y)

src/r/a/ransack-python-HEAD/DISPLAY/display.py   ransack-python(Download)
                        if const.VOID not in shortList:
                            self.xGameBoard.blit( self.images[ map.defaultBkgd ], ( (x*const.blocksize), (y*const.blocksize) ) )
                    if map.getEntry(x, y) == const.ITEMSDOOR:
                        self.xGameBoard.blit( self.images[128], (x*const.blocksize - const.blocksize, y*const.blocksize - 2*const.blocksize), area = self.images[128].get_rect() )
                    else: self.xGameBoard.blit( self.images[ tile ], ( (x*const.blocksize), (y*const.blocksize) ) )