本文整理汇总了Python中DistributedMinigame.DistributedMinigame.load方法的典型用法代码示例。如果您正苦于以下问题:Python DistributedMinigame.load方法的具体用法?Python DistributedMinigame.load怎么用?Python DistributedMinigame.load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DistributedMinigame.DistributedMinigame
的用法示例。
在下文中一共展示了DistributedMinigame.load方法的3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: load
# 需要导入模块: from DistributedMinigame import DistributedMinigame [as 别名]
# 或者: from DistributedMinigame.DistributedMinigame import load [as 别名]
def load(self):
self.createWorld()
self.setMinigameMusic('phase_6/audio/bgm/GS_Race_SS.mid')
self.setDescription('Be the first to take 3 pictures of all the other Toons with your camera. ' + 'Use WASD to move and the mouse to look around. Press the left mouse button to take a picture. ' + 'Your camera takes some time to recharge after taking a picture. ' + 'You know you have a good shot when the view finder is green!')
self.setWinnerPrize(30)
self.setLoserPrize(15)
base.render.hide()
base.setBackgroundColor(0, 0, 0)
DistributedMinigame.load(self)
示例2: load
# 需要导入模块: from DistributedMinigame import DistributedMinigame [as 别名]
# 或者: from DistributedMinigame.DistributedMinigame import load [as 别名]
def load(self):
self.notify.debug('load')
DistributedMinigame.load(self)
self.__defineConstants()
mazeName = MazeGameGlobals.getMazeName(self.doId, self.numPlayers, MazeData.mazeNames)
self.maze = Maze.Maze(mazeName)
model = loader.loadModel('phase_3.5/models/props/mickeySZ')
self.treasureModel = model.find('**/mickeySZ')
model.removeNode()
self.treasureModel.setScale(1.6)
self.treasureModel.setP(-90)
self.music = base.loadMusic('phase_4/audio/bgm/MG_toontag.ogg')
self.toonHitTracks = {}
self.scorePanels = []
示例3: load
# 需要导入模块: from DistributedMinigame import DistributedMinigame [as 别名]
# 或者: from DistributedMinigame.DistributedMinigame import load [as 别名]
def load(self):
self.hitEagleSfx = base.loadSfx('phase_4/audio/sfx/AA_drop_anvil_miss.mp3')
self.hitObstacleSfx = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_tower.mp3')
self.toonOof = base.loadSfx('phase_5/audio/sfx/tt_s_ara_cfg_toonHit.mp3')
self.cannonMoveSfx = base.loadSfx('phase_4/audio/sfx/MG_cannon_adjust.mp3')
self.cannonMoveSfx.setLoop(True)
self.fallSfx = base.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_fall.mp3')
self.setMinigameMusic('phase_9/audio/bgm/CHQ_FACT_bg.mid')
self.setDescription('Shoot as many flying Legal Eagles as you can using your cannon. Use the arrow keys to aim your cannon and press the control key to fire.')
self.setWinnerPrize(60)
self.setLoserPrize(20)
base.setBackgroundColor(*self.bgColor)
self.world = loader.loadModel(self.worldModelPath)
for nodeName in self.nodesToStash:
node = self.world.find('**/' + nodeName)
node.removeNode()
self.world.find('**/tt_m_ara_cfg_clump7:clump7').setY(30.0)
self.world.find('**/tt_m_ara_cfg_eagleNest:eagleNest_mesh').setY(30.0)
self.world.setColorScale(0.75, 0.75, 0.75, 1.0)
self.world.reparentTo(base.render)
self.world.setZ(-5.0)
for i in range(len(self.platformPositions.keys())):
platform = loader.loadModel('phase_9/models/cogHQ/platform1.bam')
platform.find('**/platformcollision').removeNode()
platform.reparentTo(render)
platform.setPos(*self.platformPositions[i])
self.platforms.append(platform)
for triggerName in self.triggers:
trigger = self.world.find('**/' + triggerName)
trigger.setCollideMask(CIGlobals.WallBitmask)
self.accept('enter' + triggerName, self.__handleHitWall)
self.fog = Fog('DEagleGame-sceneFog')
self.fog.setColor(*self.bgColor)
self.fog.setExpDensity(0.01)
render.setFog(self.fog)
DistributedMinigame.load(self)