本文整理汇总了Python中MinigameGlobals.generateDebugARGPhrase方法的典型用法代码示例。如果您正苦于以下问题:Python MinigameGlobals.generateDebugARGPhrase方法的具体用法?Python MinigameGlobals.generateDebugARGPhrase怎么用?Python MinigameGlobals.generateDebugARGPhrase使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MinigameGlobals
的用法示例。
在下文中一共展示了MinigameGlobals.generateDebugARGPhrase方法的2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,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: enterShowScores
# 需要导入模块: import MinigameGlobals [as 别名]
# 或者: from MinigameGlobals import generateDebugARGPhrase [as 别名]
def enterShowScores(self):
self.notify.debug('enterShowScores')
lerpTrack = Parallel()
lerpDur = 0.5
lerpTrack.append(Parallel(LerpPosInterval(self.goalBar, lerpDur, Point3(0, 0, -.6), blendType='easeInOut'), LerpScaleInterval(self.goalBar, lerpDur, Vec3(self.goalBar.getScale()) * 2.0, blendType='easeInOut')))
tY = 0.6
bY = -.05
lX = -.5
cX = 0
rX = 0.5
scorePanelLocs = (((cX, bY),),
((lX, bY), (rX, bY)),
((cX, tY), (lX, bY), (rX, bY)),
((lX, tY),
(rX, tY),
(lX, bY),
(rX, bY)))
scorePanelLocs = scorePanelLocs[self.numPlayers - 1]
for i in xrange(self.numPlayers):
panel = self.scorePanels[i]
pos = scorePanelLocs[i]
panel.wrtReparentTo(aspect2d)
lerpTrack.append(Parallel(LerpPosInterval(panel, lerpDur, Point3(pos[0], 0, pos[1]), blendType='easeInOut'), LerpScaleInterval(panel, lerpDur, Vec3(panel.getScale()) * 2.0, blendType='easeInOut')))
self.showScoreTrack = Parallel(lerpTrack, Sequence(Wait(MazeGameGlobals.SHOWSCORES_DURATION), Func(self.gameOver)))
self.showScoreTrack.start()
#For the Alpha Blueprint ARG
if config.GetBool('want-blueprint4-ARG', False):
MinigameGlobals.generateDebugARGPhrase()
示例2: setEveryoneDone
# 需要导入模块: import MinigameGlobals [as 别名]
# 或者: from MinigameGlobals import generateDebugARGPhrase [as 别名]
def setEveryoneDone(self):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != "play":
self.notify.warning("ignoring setEveryoneDone msg")
return
self.notify.debug("setEveryoneDone")
def endGame(task, self=self):
if not CatchGameGlobals.EndlessGame:
self.gameOver()
return Task.done
self.notify.debug("num fruits: %s" % self.numFruits)
self.notify.debug("num catches: %s" % self.fruitsCaught)
self.timer.hide()
# For the Alpha Blueprint ARG
if base.config.GetBool("want-blueprint4-ARG", False):
MinigameGlobals.generateDebugARGPhrase()
if self.fruitsCaught >= self.numFruits:
self.notify.debug("perfect game!")
perfectTextSubnode = hidden.attachNewNode(self.__genText(TTLocalizer.CatchGamePerfect))
perfectText = hidden.attachNewNode("perfectText")
perfectTextSubnode.reparentTo(perfectText)
frame = self.__textGen.getCardActual()
offsetY = -abs(frame[2] + frame[3]) / 2.0
perfectTextSubnode.setPos(0, 0, offsetY)
perfectText.setColor(1, 0.1, 0.1, 1)
def fadeFunc(t, text=perfectText):
text.setColorScale(1, 1, 1, t)
def destroyText(text=perfectText):
text.removeNode()
textTrack = Sequence(
Func(perfectText.reparentTo, aspect2d),
Parallel(
LerpScaleInterval(perfectText, duration=0.5, scale=0.3, startScale=0.0),
LerpFunctionInterval(fadeFunc, fromData=0.0, toData=1.0, duration=0.5),
),
Wait(2.0),
Parallel(
LerpScaleInterval(perfectText, duration=0.5, scale=1.0),
LerpFunctionInterval(fadeFunc, fromData=1.0, toData=0.0, duration=0.5, blendType="easeIn"),
),
Func(destroyText),
WaitInterval(0.5),
Func(endGame, None),
)
soundTrack = SoundInterval(self.sndPerfect)
self.perfectIval = Parallel(textTrack, soundTrack)
self.perfectIval.start()
else:
taskMgr.doMethodLater(1, endGame, self.EndGameTaskName)
return