本文整理汇总了Python中direct.fsm.ClassicFSM.ClassicFSM.enterInitialState方法的典型用法代码示例。如果您正苦于以下问题:Python ClassicFSM.enterInitialState方法的具体用法?Python ClassicFSM.enterInitialState怎么用?Python ClassicFSM.enterInitialState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direct.fsm.ClassicFSM.ClassicFSM
的用法示例。
在下文中一共展示了ClassicFSM.enterInitialState方法的15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: ToonInterior
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class ToonInterior(Place.Place):
notify = directNotify.newCategory('ToonInterior')
def __init__(self, hood, parentFSM, doneEvent):
self.parentFSM = parentFSM
Place.Place.__init__(self, hood, doneEvent)
self.fsm = ClassicFSM('ToonInterior', [State('start', self.enterStart, self.exitStart, ['doorOut', 'teleportIn']),
State('walk', self.enterWalk, self.exitWalk, ['stop',
'doorIn',
'shtickerBook',
'teleportOut']),
State('shtickerBook', self.enterShtickerBook, self.exitShtickerBook, ['teleportOut', 'walk']),
State('teleportOut', self.enterTeleportOut, self.exitTeleportOut, ['teleportIn', 'stop']),
State('teleportIn', self.enterTeleportIn, self.exitTeleportIn, ['walk', 'stop']),
State('tunnelOut', self.enterTunnelOut, self.exitTunnelOut, ['walk']),
State('tunnelIn', self.enterTunnelIn, self.exitTunnelIn, ['stop']),
State('stop', self.enterStop, self.exitStop, ['walk',
'died',
'teleportOut',
'doorIn']),
State('doorIn', self.enterDoorIn, self.exitDoorIn, ['stop']),
State('doorOut', self.enterDoorOut, self.exitDoorOut, ['walk']),
State('final', self.enterFinal, self.exitFinal, ['final'])], 'start', 'final')
def enter(self, requestStatus):
Place.Place.enter(self)
self.fsm.enterInitialState()
base.playMusic(self.loader.interiorMusic, volume=0.8, looping=1)
self.fsm.request(requestStatus['how'], [requestStatus])
def exit(self):
self.loader.interiorMusic.stop()
Place.Place.exit(self)
def load(self):
Place.Place.load(self)
self.parentFSM.getStateNamed('toonInterior').addChild(self.fsm)
def unload(self):
self.parentFSM.getStateNamed('toonInterior').removeChild(self.fsm)
del self.fsm
del self.parentFSM
self.ignoreAll()
Place.Place.unload(self)
示例2: RaceGameMovement
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class RaceGameMovement(DirectObject):
MINIMUM_POWER = 0.3
MINIMUM_KEY_DELAY = 0.015
POWER_FACTOR = 2.5
defaultBoostBarColor = (0.4, 0.4, 0.7, 1.0)
fullBoostBarColor = (0.0, 0.0, 0.7, 1.0)
def __init__(self, avatar):
DirectObject.__init__(self)
self.avatar = avatar
self.power = self.MINIMUM_POWER
self.boost = 0.0
self.fsm = ClassicFSM('RaceGameMovement', [State('off', self.enterOff, self.exitOff, ['run']),
State('run', self.enterRun, self.exitRun, ['fall', 'off']),
State('fall', self.enterFall, self.exitFall, ['run', 'off']),
State('final', self.enterFinal, self.exitFinal)], 'off', 'final')
self.fsm.enterInitialState()
self.boostFSM = ClassicFSM('Boost', [State('off', self.enterBoostOff, self.exitBoostOff, ['boost']), State('boost', self.enterBoost, self.exitBoost)], 'off', 'off')
self.boostFSM.enterInitialState()
self.keysPressed = {'arrow_left': 0,
'arrow_right': 0}
self.startTime = 0.0
self.endTime = 0.0
self.fallTrack = None
self.isStopped = True
self.isBoosting = False
return
def setBoosting(self, value):
self.isBoosting = value
def getBoosting(self):
return self.isBoosting
def enterBoostOff(self):
self.ignore('control')
def exitBoostOff(self):
pass
def createGui(self):
""" Create the GUI that will tell the client how much
running power they have. """
self.powerFrame = DirectFrame()
self.powerBg = OnscreenImage(image=DGG.getDefaultDialogGeom(), scale=(0.5, 1.0, 0.5), pos=(1.02, 0, 0.7), parent=self.powerFrame, color=CIGlobals.DialogColor)
self.powerBar = DirectWaitBar(barColor=(0, 0.7, 0, 1), range=20.0, value=0, parent=self.powerFrame, scale=(0.15, 0, 1.1), pos=(1.02, 0, 0.66))
self.powerBar.setR(-90)
self.powerTitle = DirectLabel(text='POWER', text_scale=0.08, pos=(1.02, 0, 0.85), relief=None, parent=self.powerFrame, text_fg=(1, 1, 0, 1), text_font=CIGlobals.getMickeyFont())
self.boostFrame = DirectFrame()
self.boostBg = OnscreenImage(image=DGG.getDefaultDialogGeom(), scale=(0.5, 1.0, 0.5), pos=(0.45, 0, 0.7), parent=self.boostFrame, color=CIGlobals.DialogColor)
self.boostBar = DirectWaitBar(barColor=self.defaultBoostBarColor, range=10, value=0, parent=self.boostFrame, scale=(0.15, 0, 1.1), pos=(0.45, 0, 0.66))
self.boostBar.setR(-90)
self.boostTitle = DirectLabel(text='BOOST', text_scale=0.08, pos=(0.45, 0, 0.85), relief=None, parent=self.boostFrame, text_fg=(1, 1, 0, 1), text_font=CIGlobals.getMickeyFont())
self.boostFullLbl = DirectLabel(text='BOOST READY', text_scale=0.065, pos=(0.45, 0, 0.3), relief=None, parent=self.boostFrame, text_fg=self.fullBoostBarColor, text_shadow=(0.4, 0.4, 0.4, 1.0), text_font=CIGlobals.getToonFont())
self.boostFullLbl.hide()
return
def deleteGui(self):
""" Delete the GUI that will tell the client how much
running power they have. """
self.powerFrame.destroy()
self.powerBg.destroy()
self.powerBar.destroy()
self.powerTitle.destroy()
self.boostFrame.destroy()
self.boostBg.destroy()
self.boostBar.destroy()
self.boostTitle.destroy()
self.boostFullLbl.destroy()
def enableArrowKeys(self):
""" Enable the arrow keys to increase movement power. """
self.accept('arrow_left', self.keyPressed, ['arrow_left'])
self.accept('arrow_right', self.keyPressed, ['arrow_right'])
def disableArrowKeys(self):
""" Disable the arrow keys to increase movement power. """
self.ignore('arrow_left')
self.ignore('arrow_right')
def boostKeyPressed(self):
self.boostFullLbl.hide()
self.boostFSM.request('boost')
def keyPressed(self, key):
""" Figure out which key was pressed and increment the movement power
if the values of both keys are 1. Also, make the avatar fall down if
the time between key presses is too fast or the avatar pressed the same
key more than once."""
self.stopDelayTimer()
if self.keysPressed[key] == 1 or self.isTooFast():
self.resetKeys()
self.fsm.request('fall')
return
self.keysPressed[key] = 1
if self.keysPressed['arrow_left'] == 1 and self.keysPressed['arrow_right'] == 1:
self.resetKeys()
self.changePower()
self.restartDelayTimer()
#.........这里部分代码省略.........
示例3: OptionPage
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class OptionPage(StateData):
def __init__(self, book, parentFSM):
self.book = book
self.parentFSM = parentFSM
StateData.__init__(self, 'optionPageDone')
self.fsm = ClassicFSM('OptionPage', [State('off', self.enterOff, self.exitOff), State('basePage', self.enterBasePage, self.exitBasePage), State('displayPage', self.enterDisplayPage, self.exitDisplayPage)], 'off', 'off')
self.fsm.enterInitialState()
self.parentFSM.getStateNamed('optionPage').addChild(self.fsm)
def enterOff(self):
pass
def exitOff(self):
pass
def load(self):
StateData.load(self)
def unload(self):
StateData.unload(self)
def enter(self):
StateData.enter(self)
self.fsm.request('basePage')
def exit(self):
self.fsm.request('off')
StateData.exit(self)
def openDisplayPage(self):
self.fsm.request('displayPage')
def enterDisplayPage(self):
self.book.createPageButtons(False, False)
self.book.setTitle('Display Options')
dialog_gui = loader.loadModel('phase_3/models/gui/dialog_box_buttons_gui.bam')
width, height, fs, music, sfx, tex_detail, model_detail, aa, af = SettingsManager().getSettings('settings.json')
self.width = width
self.height = height
self.windowType = [fs]
self.buttons = [DirectRadioButton(text='Windowed', variable=self.windowType, value=[False], scale=0.1, pos=(-0.45, 0.15, 0.15)), DirectRadioButton(text='Fullscreen', variable=self.windowType, value=[True], scale=0.1, pos=(-0.45, -0.15, -0.15))]
for button in self.buttons:
button.setOthers(self.buttons)
self.resoLbl = DirectLabel(text='%sx%s' % (width, height), scale=0.08, relief=None, pos=(0.25, 0, 0))
self.resSlider = DirectSlider(range=(0, 200), pageSize=50, command=self.setResoText, scale=0.3, orientation=DGG.VERTICAL, pos=(0.6, 0, 0))
self.okBtn = DirectButton(text='OK', geom=CIGlobals.getOkayBtnGeom(), relief=None, pos=(-0.5, -0.5, -0.5), text_scale=0.05, text_pos=(0, -0.11), command=self.applyDisplaySettings)
self.cancelBtn = DirectButton(text='Cancel', geom=CIGlobals.getCancelBtnGeom(), relief=None, pos=(-0.3, -0.5, -0.5), text_scale=0.05, text_pos=(0, -0.11), command=self.cancelDisplaySettings)
if self.resoLbl['text'] == '640x480':
self.resSlider['value'] = 0
elif self.resoLbl['text'] == '800x600':
self.resSlider['value'] = 50
elif self.resoLbl['text'] == '1024x768':
self.resSlider['value'] = 100
elif self.resoLbl['text'] == '1280x1024':
self.resSlider['value'] = 150
elif self.resoLbl['text'] == '1600x1200':
self.resSlider['value'] = 200
return
def exitDisplayPage(self):
for button in self.buttons:
button.destroy()
del button
self.resoLbl.destroy()
del self.resoLbl
self.resSlider.destroy()
del self.resSlider
self.okBtn.destroy()
del self.okBtn
self.cancelBtn.destroy()
del self.cancelBtn
del self.width
del self.height
del self.windowType
del self.buttons
self.book.clearTitle()
def changeSetting(self, setting, value):
if setting == 'music':
if value:
value = False
elif not value:
value = True
base.enableMusic(value)
self.music_btn['extraArgs'] = ['music', value]
if value:
valueTxt = 'On'
else:
valueTxt = 'Off'
self.music_lbl['text'] = str(valueTxt).capitalize()
elif setting == 'sfx':
if value:
value = False
elif not value:
value = True
base.enableSoundEffects(value)
self.sfx_btn['extraArgs'] = ['sfx', value]
#.........这里部分代码省略.........
示例4: Human
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class Human(HumanBase.HumanBase, Biped.Biped):
notify = DirectNotifyGlobal.directNotify.newCategory("Human")
prebuiltAnimData = {}
def __init__(self, other=None):
Biped.Biped.__init__(self, other, HumanAnimationMixer)
self.zombie = False
self.crazyColorSkin = False
self.crazyColorSkinIndex = 0
self.flattenPending = None
self.flattenSuperLowName = None
self.optimizeLOD = base.config.GetBool("optimize-avatar-lod", 1)
self.loaded = 0
self.playingRate = None
self.shadowFileName = "models/misc/drop_shadow"
self.setFont(PiratesGlobals.getInterfaceFont())
self._Human__blinkName = "blink-" + str(self.this)
self.eyeLids = None
self.eyeBalls = None
self.eyeIris = None
self.reducedAnimList = None
self.headNode = None
self.headEffects = NodePath("headEffects")
self.extraNode = None
self.scaleNode = None
self.rootNode = None
self.floorOffsetZ = 0.0
self.isGhost = 0
self.headFudgeHpr = Vec3(0, 0, 0)
self.randGen = random.Random()
self.randGen.seed(random.random())
self.eyeFSM = ClassicFSM(
"eyeFSM",
[
State("off", self.enterEyeFSMOff, self.exitEyeFSMOff, ["open", "closed"]),
State("open", self.enterEyeFSMOpen, self.exitEyeFSMOpen, ["closed", "off"]),
State("closed", self.enterEyeFSMClosed, self.exitEyeFSMClosed, ["open", "off"]),
],
"off",
"off",
)
self.eyeFSM.enterInitialState()
if other != None:
self.copyHuman(other)
def removeCopiedNodes(self):
self.dropShadow = self.find("**/drop_shadow*")
if not self.dropShadow.isEmpty():
self.deleteDropShadow()
else:
self.dropShadow = None
billboardNode = self.find("**/billboardNode")
if not billboardNode.isEmpty():
billboardNode.removeNode()
self.getGeomNode().getParent().removeNode()
def flattenHuman(self):
self.getWeaponJoints()
def flattenSuperLow(self):
name = "flattenSuperLow-%s" % self.this
self.flattenSuperLowName = name
model = self.getLOD("500")
self.accept(name, self._Human__doneFlattenSuperLow)
taskMgr.remove(name)
taskMgr.add(self.flattenSuperLowTask, name, extraArgs=[model], taskChain="background")
def flattenSuperLowTask(self, model):
model = model.copyTo(NodePath())
rhn = model.find("**/rightHand")
lhn = model.find("**/leftHand")
if lhn:
lhn.detachNode()
if rhn:
rhn.detachNode()
node = model.node()
gr = SceneGraphReducer()
model.node().setAttrib(TransparencyAttrib.make(0), 2000)
gr.applyAttribs(
node,
SceneGraphReducer.TTApplyTextureColor
| SceneGraphReducer.TTTexMatrix
| SceneGraphReducer.TTOther
| SceneGraphReducer.TTCullFace
| SceneGraphReducer.TTTransform
| SceneGraphReducer.TTColor
| SceneGraphReducer.TTColorScale,
)
num_removed = gr.flatten(node, -1)
gr.makeCompatibleState(node)
gr.collectVertexData(
node, ~(SceneGraphReducer.CVDFormat | SceneGraphReducer.CVDName | SceneGraphReducer.CVDAnimationType)
)
gr.unify(node, 0)
name = self.flattenSuperLowName
if name:
messenger.send(name, [model], taskChain="default")
#.........这里部分代码省略.........
示例5: DistributedBoat
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class DistributedBoat(DistributedObject):
notify = directNotify.newCategory('DistributedBoat')
def __init__(self, cr):
DistributedObject.__init__(self, cr)
self.fsm = ClassicFSM('DistributedBoat', [State('off', self.enterOff, self.exitOff), State('eastToWest', self.enterEastToWest, self.exitEastToWest), State('westToEast', self.enterWestToEast, self.exitWestToEast)], 'off', 'off')
self.boat = None
self.eastPier = None
self.eastPierPath = 'east_pier'
self.westPier = None
self.westPierPath = 'west_pier'
self.pierUpP = 0.0
self.pierDownP = -45.0
self.fogHorn = 'phase_5/audio/sfx/SZ_DD_foghorn.mp3'
self.shipBell = 'phase_6/audio/sfx/SZ_DD_shipbell.mp3'
self.waterLap = 'phase_6/audio/sfx/SZ_DD_waterlap.mp3'
self.dockCreak = 'phase_6/audio/sfx/SZ_DD_dockcreak.mp3'
self.eastWest = 'phase_6/paths/dd-e-w.bam'
self.westEast = 'phase_6/paths/dd-w-e.bam'
self.boatPath = '*donalds_boat*'
self.track = None
self.state = None
return
def __handleOnBoat(self, entry):
base.localAvatar.b_setParent(CIGlobals.SPDonaldsBoat)
base.playSfx(self.soundWaterLap, looping=1)
def __handleOffBoat(self, entry):
base.localAvatar.b_setParent(CIGlobals.SPRender)
self.soundWaterLap.stop()
def __pollBoat(self, task):
try:
self.boat = self.cr.playGame.hood.loader.geom.find('**/' + self.boatPath)
except:
return task.cont
self.generated()
return task.done
def generate(self):
DistributedObject.generate(self)
self.soundFogHorn = base.loadSfx(self.fogHorn)
self.soundShipBell = base.loadSfx(self.shipBell)
self.soundWaterLap = base.loadSfx(self.waterLap)
self.soundDockCreak = base.loadSfx(self.dockCreak)
self.boat = self.cr.playGame.hood.loader.geom.find('**/' + self.boatPath)
self.generated()
def generated(self):
self.eastPier = self.cr.playGame.hood.loader.geom.find('**/' + self.eastPierPath)
self.westPier = self.cr.playGame.hood.loader.geom.find('**/' + self.westPierPath)
base.cr.parentMgr.registerParent(CIGlobals.SPDonaldsBoat, self.boat)
self.accept('enterdonalds_boat_floor', self.__handleOnBoat)
self.accept('exitdonalds_boat_floor', self.__handleOffBoat)
self.d_requestCurrentStateAndTimestamp()
self.fsm.enterInitialState()
def disable(self):
base.taskMgr.remove(self.uniqueName('__pollBoat'))
base.cr.parentMgr.unregisterParent(CIGlobals.SPDonaldsBoat)
self.ignore('enterdonalds_boat_floor')
self.ignore('exitdonalds_boat_floor')
self.fsm.requestFinalState()
del self.fsm
del self.soundFogHorn
del self.soundShipBell
del self.soundWaterLap
del self.soundDockCreak
self.fogHorn = None
self.shipBell = None
self.waterLap = None
self.dockCreak = None
self.boat = None
self.track = None
self.pierDownP = None
self.pierUpP = None
self.eastPier = None
self.eastPierPath = None
self.westPier = None
self.westPierPath = None
self.boatPath = None
self.westEast = None
self.eastWest = None
DistributedObject.disable(self)
return
def currentStateAndTimestamp(self, state, timestamp):
self.setState(state, timestamp)
def d_requestCurrentStateAndTimestamp(self):
self.sendUpdate('requestCurrentStateAndTimestamp', [])
def setState(self, state, timestamp = None):
if timestamp == None:
ts = 0.0
else:
ts = globalClockDelta.localElapsedTime(timestamp)
self.state = state
#.........这里部分代码省略.........
示例6: Toon
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class Toon(Avatar.Avatar, ToonHead, ToonDNA.ToonDNA):
def __init__(self, cr, mat = 0):
self.cr = cr
try:
self.Toon_initialized
return
except:
self.Toon_initialized = 1
Avatar.Avatar.__init__(self, mat)
ToonDNA.ToonDNA.__init__(self)
ToonHead.__init__(self, cr)
self.forwardSpeed = 0.0
self.rotateSpeed = 0.0
self.avatarType = CIGlobals.Toon
self.track = None
self.standWalkRunReverse = None
self.playingAnim = None
self.tag = None
self.money = 0
self.lookAtTrack = None
self.portal1 = None
self.portal2 = None
self.gunAttached = False
self.gun = None
self.tokenIcon = None
self.tokenIconIval = None
self.backpack = None
self.forcedTorsoAnim = None
self.fallSfx = base.audio3d.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.mp3')
base.audio3d.attachSoundToObject(self.fallSfx, self)
self.eyes = loader.loadTexture('phase_3/maps/eyes.jpg', 'phase_3/maps/eyes_a.rgb')
self.myTaskId = random.uniform(0, 1231231232132131231232L)
self.closedEyes = loader.loadTexture('phase_3/maps/eyesClosed.jpg', 'phase_3/maps/eyesClosed_a.rgb')
self.soundChatBubble = loader.loadSfx('phase_3/audio/sfx/GUI_balloon_popup.mp3')
self.shadowCaster = None
self.chatSoundDict = {}
self.animFSM = ClassicFSM('Toon', [State('off', self.enterOff, self.exitOff),
State('neutral', self.enterNeutral, self.exitNeutral),
State('swim', self.enterSwim, self.exitSwim),
State('walk', self.enterWalk, self.exitWalk),
State('run', self.enterRun, self.exitRun),
State('openBook', self.enterOpenBook, self.exitOpenBook),
State('readBook', self.enterReadBook, self.exitReadBook),
State('closeBook', self.enterCloseBook, self.exitCloseBook),
State('teleportOut', self.enterTeleportOut, self.exitTeleportOut),
State('teleportIn', self.enterTeleportIn, self.exitTeleportIn),
State('died', self.enterDied, self.exitDied),
State('fallFWD', self.enterFallFWD, self.exitFallFWD),
State('fallBCK', self.enterFallBCK, self.exitFallBCK),
State('jump', self.enterJump, self.exitJump),
State('leap', self.enterLeap, self.exitLeap),
State('laugh', self.enterLaugh, self.exitLaugh),
State('happy', self.enterHappyJump, self.exitHappyJump),
State('shrug', self.enterShrug, self.exitShrug),
State('hdance', self.enterHDance, self.exitHDance),
State('wave', self.enterWave, self.exitWave),
State('scientistEmcee', self.enterScientistEmcee, self.exitScientistEmcee),
State('scientistWork', self.enterScientistWork, self.exitScientistWork),
State('scientistGame', self.enterScientistGame, self.exitScientistGame),
State('scientistJealous', self.enterScientistJealous, self.exitScientistJealous),
State('cringe', self.enterCringe, self.exitCringe),
State('conked', self.enterConked, self.exitConked),
State('win', self.enterWin, self.exitWin),
State('walkBack', self.enterWalkBack, self.exitWalkBack),
State('deadNeutral', self.enterDeadNeutral, self.exitDeadNeutral),
State('deadWalk', self.enterDeadWalk, self.exitDeadWalk),
State('squish', self.enterSquish, self.exitSquish),
State('Happy', self.enterHappy, self.exitHappy),
State('Sad', self.enterSad, self.exitSad)], 'off', 'off')
animStateList = self.animFSM.getStates()
self.animFSM.enterInitialState()
if not hasattr(base, 'localAvatar') or not base.localAvatar == self:
Avatar.Avatar.initializeBodyCollisions(self, self.avatarType, 3, 1)
return
def enterHappy(self, ts = 0, callback = None, extraArgs = []):
self.playingAnim = None
self.standWalkRunReverse = (('neutral', 1.0),
('walk', 1.0),
('run', 1.0),
('walk', -1.0))
self.setSpeed(self.forwardSpeed, self.rotateSpeed)
return
def exitHappy(self):
self.standWalkRunReverse = None
self.stop()
return
def enterSad(self, ts = 0, callback = None, extraArgs = []):
self.playingAnim = 'sad'
self.standWalkRunReverse = (('dneutral', 1.0),
('dwalk', 1.2),
('dwalk', 1.2),
('dwalk', -1.0))
self.setSpeed(0, 0)
def exitSad(self):
#.........这里部分代码省略.........
示例7: DistributedCityCart
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class DistributedCityCart(DistributedNode):
notify = directNotify.newCategory('DistributedCityCart')
def __init__(self, cr):
DistributedNode.__init__(self, cr)
self.fsm = ClassicFSM('DistributedCityCart', [State('off', self.enterOff, self.exitOff), State('pathFollow', self.enterPathFollow, self.exitPathFollow), State('collision', self.enterCollision, self.exitCollision)], 'off', 'off')
self.fsm.enterInitialState()
self.suitInCar = None
self.cart = None
self.honkSfxPath = 'phase_14/audio/sfx/cogtropolis_citycar_driveby_horn.mp3'
self.cartModelPath = 'phase_12/models/bossbotHQ/Coggolf_cart3.bam'
self.moPaths = ['phase_14/models/paths/ct-citycar-drivepath-1.egg',
'phase_14/models/paths/ct-citycar-drivepath-2.egg',
'phase_14/models/paths/ct-citycar-drivepath-3.egg',
'phase_14/models/paths/ct-citycar-drivepath-4.egg',
'phase_14/models/paths/ct-citycar-drivepath-5.egg',
'phase_14/models/paths/ct-citycar-drivepath-6.egg']
self.moPath = None
self.soundEngineLoop = None
self.soundDriveByHorn = None
self.ivalTDisplace = None
self.pathIndex = None
self.wheelSpinTrack = None
self.collNodePath = None
self.soundDriveBy = None
return
def setIvalTDisplace(self, displace):
self.ivalTDisplace = displace
def setPathIndex(self, index):
self.pathIndex = index
def setState(self, state, timestamp):
ts = ClockDelta.globalClockDelta.localElapsedTime(timestamp)
self.fsm.request(state, [ts])
def enterOff(self):
pass
def exitOff(self):
pass
def enterPathFollow(self, ts):
duration = CityCartGlobals.index2Duration[self.pathIndex]
self.moPath = NURBSMopath.NURBSMopath(self.moPaths[self.pathIndex], name=self.uniqueName('DCityCart_moPath'))
startT = 0.0
if ts > 0.0:
startT = ts % duration * (1.0 / duration)
self.moPath.play(self, loop=True, duration=duration, startT=startT)
base.taskMgr.add(self.__drive, self.uniqueName('DCityCart.drive'))
self.wheelSpinTrack = Parallel()
for name in ['leftFrontWheel',
'rightBackWheel',
'rightFrontWheel',
'leftBackWheel']:
wheel = self.find('**/' + name)
self.wheelSpinTrack.append(LerpHprInterval(wheel, duration=0.1, hpr=(0, 360, 0), startHpr=(0, 0, 0)))
self.wheelSpinTrack.loop()
self.accept('enter' + self.collNodePath.node().getName(), self.__handleRanOver)
def __handleRanOver(self, entry):
self.suitInCar.setChat(CityCartGlobals.SuitRanOverTaunt)
self.sendUpdate('hitByCar')
self.cr.playGame.getPlace().fsm.request('stop')
base.localAvatar.b_setAnimState('squish', callback=self.cr.playGame.getPlace().fsm.request, extraArgs=['walk'])
def __drive(self, task):
if base.localAvatar.getDistance(self) < 10.0:
if self.soundDriveByHorn.status() == self.soundDriveByHorn.READY:
wantsToHonk = random.randint(0, 3)
if wantsToHonk == 3:
base.playSfx(self.soundDriveByHorn)
return task.cont
elif base.localAvatar.getDistance(self) < 20.0:
if self.soundDriveBy.status() == self.soundDriveBy.READY:
base.playSfx(self.soundDriveBy)
return task.cont
return task.cont
def exitPathFollow(self):
self.ignore('enter' + self.collNodePath.node().getName())
if self.wheelSpinTrack:
self.wheelSpinTrack.finish()
self.wheelSpinTrack = None
if self.moPath:
self.moPath.stop()
self.moPath = None
return
def enterCollision(self, ts):
pass
def exitCollision(self):
pass
def generate(self):
DistributedNode.generate(self)
self.cart = loader.loadModel(self.cartModelPath)
#.........这里部分代码省略.........
示例8: ToonHood
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class ToonHood(Hood.Hood):
def __init__(self, parentFSM, doneEvent, dnaStore, hoodId):
Hood.Hood.__init__(self, parentFSM, doneEvent, dnaStore, hoodId)
self.safeZoneLoader = None
self.townLoader = None
self.fsm = ClassicFSM('Hood', [State('off', self.enterOff, self.exitOff),
State('safeZoneLoader', self.enterSafeZoneLoader, self.exitSafeZoneLoader, ['quietZone', 'townLoader']),
State('townLoader', self.enterTownLoader, self.exitTownLoader, ['quietZone', 'safeZoneLoader']),
State('quietZone', self.enterQuietZone, self.exitQuietZone, ['safeZoneLoader', 'townLoader'])], 'off', 'off')
self.fsm.enterInitialState()
return
def loadLoader(self, requestStatus):
loader = requestStatus['loader']
if loader == 'safeZoneLoader':
if self.safeZoneLoader:
self.loader = self.safeZoneLoader(self, self.fsm.getStateNamed('safeZoneLoader'), self.loaderDoneEvent)
self.loader.load()
else:
self.notify.error('ToonHood.ToonHood.safeZoneLoader cannot be None!' % loader)
elif loader == 'townLoader':
if self.townLoader:
self.loader = self.townLoader(self, self.fsm.getStateNamed('townLoader'), self.loaderDoneEvent)
self.loader.load(requestStatus['zoneId'])
else:
self.notify.error('Unknown loader %s!' % loader)
def enterTownLoader(self, requestStatus):
self.acceptOnce(self.loaderDoneEvent, self.handleTownLoaderDone)
self.loader.enter(requestStatus)
self.spawnTitleText(requestStatus['zoneId'])
def exitTownLoader(self):
taskMgr.remove('titleText')
self.hideTitleText()
self.ignore(self.loaderDoneEvent)
self.loader.exit()
self.loader.unload()
del self.loader
def handleTownLoaderDone(self):
doneStatus = self.loader.getDoneStatus()
if self.isSameHood(doneStatus):
self.fsm.request('quietZone', [doneStatus])
else:
self.doneStatus = doneStatus
messenger.send(self.doneEvent)
def load(self):
Hood.Hood.load(self)
self.whiteFogColor = Vec4(0.8, 0.8, 0.8, 1)
self.underwaterFogColor = Vec4(0.0, 0.0, 0.6, 1.0)
def unload(self):
del self.safeZoneLoader
Hood.Hood.unload(self)
def enter(self, requestStatus):
self.loadLoader(requestStatus)
Hood.Hood.enter(self, requestStatus)
def exit(self):
Hood.Hood.exit(self)
def setUnderwaterFog(self):
if base.wantFog:
self.fog.setColor(self.underwaterColor)
self.fog.setLinearRange(0.1, 100.0)
render.setFog(self.fog)
self.sky.setFog(self.fog)
def setWhiteFog(self):
if base.wantFog:
self.fog.setColor(self.whiteFogColor)
self.fog.setLinearRange(0.0, 400.0)
render.clearFog()
render.setFog(self.fog)
self.sky.clearFog()
self.sky.setFog(self.fog)
def setNoFog(self):
if base.wantFog:
render.clearFog()
self.sky.clearFog()
示例9: DistributedRaceGame
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class DistributedRaceGame(DistributedMinigame.DistributedMinigame):
def __init__(self, cr):
try:
self.DistributedRaceGame_initialized
return
except:
self.DistributedRaceGame_initialized = 1
DistributedMinigame.DistributedMinigame.__init__(self, cr)
self.movement = RaceGameMovement.RaceGameMovement(base.localAvatar)
self.skyUtil = SkyUtil()
self.raceFSM = ClassicFSM('DistributedRaceGame', [State('race', self.enterRace, self.exitRace), State('raceTransition', self.enterRaceTransition, self.exitRaceTransition), State('off', self.enterRaceOff, self.exitRaceOff)], 'off', 'off')
self.raceFSM.enterInitialState()
self.cr = cr
self.track = None
self.sky = None
self.countSfx = base.loadSfx('phase_5/audio/sfx/firehydrant_popup.mp3')
self.goSfx = base.loadSfx('phase_4/audio/sfx/AA_sound_whistle.mp3')
self.game = CIGlobals.RaceGame
self.trackPath = 'phase_4/models/minigames/sprint_track.egg'
self.skyPath = 'phase_3.5/models/props/TT_sky.bam'
self.lanePos = [(-22.0, -205.0, 0.0),
(-11.66, -205.0, 0.0),
(0.0, -205.0, 0.0),
(-33.66, -205.0, 0.0)]
self.initialCamPos = {'pos': (41.1, -145.0, 25.88),
'hpr': (135.0, 345.96, 0.0)}
self.raceCamPos = (-24.52, -37.22, 25.0)
self.lane = 0
return
def load(self):
self.deleteWorld()
self.track = loader.loadModel(self.trackPath)
self.track.reparentTo(render)
self.sky = loader.loadModel(self.skyPath)
self.sky.reparentTo(self.track)
self.skyUtil.startSky(self.sky)
self.setMinigameMusic('phase_4/audio/bgm/MG_toontag.mid')
self.setDescription('Tap the left and right arrow keys repeatedly, in turns, as fast as ' + 'you can to win the race! Every time your power bar hits the top, the boost bar starts' + ' to fill. When the boost bar is full, press CTRL to boost for a few seconds.')
self.setWinnerPrize(20)
self.setLoserPrize(5)
self.d_requestToonLane()
camera.reparentTo(render)
camera.setPos(self.initialCamPos['pos'])
camera.setHpr(self.initialCamPos['hpr'])
DistributedMinigame.DistributedMinigame.load(self)
def enterPlay(self):
DistributedMinigame.DistributedMinigame.enterPlay(self)
self.raceFSM.request('raceTransition')
def exitPlay(self):
DistributedMinigame.DistributedMinigame.exitPlay(self)
self.raceFSM.request('off')
def enterRace(self):
self.startMovement()
def exitRace(self):
self.stopMovement()
def enterRaceOff(self):
pass
def exitRaceOff(self):
pass
def enterRaceTransition(self):
self.raceTrans = Sequence(Wait(0.5), Func(self.moveCameraToToon), Wait(4.5), Func(self.moveCameraToTop), Wait(4.5), Func(self.startCountdown))
self.raceTrans.start()
def exitRaceTransition(self):
self.raceTrans.pause()
del self.raceTrans
def startMovement(self):
self.movement.createGui()
self.movement.fsm.request('run')
def enterGameOver(self, winner = 0, winnerDoId = 0, allPrize = 0):
self.raceFSM.request('off')
DistributedMinigame.DistributedMinigame.enterGameOver(self, winner, winnerDoId, allPrize)
def stopMovement(self):
self.movement.cleanup()
self.movement.deleteGui()
def startCountdown(self):
""" Start the countdown to the start of the race. """
self.countdownLbl = DirectLabel(text='', text_scale=0.3, text_font=CIGlobals.getMickeyFont(), text_fg=(1, 1, 0, 1), pos=(0, 0, 0.5))
Sequence(Func(self.setCountdownText, '3'), Wait(1.0), Func(self.setCountdownText, '2'), Wait(1.0), Func(self.setCountdownText, '1'), Wait(1.0), Func(self.setCountdownText, 'GO!'), Wait(1.5), Func(self.deleteCountdownLabel)).start()
def setCountdownText(self, number):
self.countdownLbl['text'] = number
if number == 'GO!':
self.countdownLbl['text_fg'] = (0, 1, 0, 1)
self.goSfx.play()
self.raceFSM.request('race')
#.........这里部分代码省略.........
示例10: ShtickerBook
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class ShtickerBook(StateData):
def __init__(self, parentFSM, doneEvent):
self.parentFSM = parentFSM
StateData.__init__(self, doneEvent)
self.fsm = ClassicFSM('ShtickerBook', [State('off', self.enterOff, self.exitOff),
State('optionPage', self.enterOptionPage, self.exitOptionPage, ['districtPage', 'off']),
State('districtPage', self.enterDistrictPage, self.exitDistrictPage, ['optionPage', 'questPage', 'off']),
State('questPage', self.enterQuestPage, self.exitQuestPage, ['inventoryPage', 'districtPage', 'off']),
State('inventoryPage', self.enterInventoryPage, self.exitInventoryPage, ['mapPage', 'questPage', 'off']),
State('mapPage', self.enterMapPage, self.exitMapPage, ['releaseNotesPage', 'inventoryPage', 'off']),
State('releaseNotesPage', self.enterReleaseNotesPage, self.exitReleaseNotesPage, ['mapPage', 'off']),
State('adminPage', self.enterAdminPage, self.exitAdminPage, ['releaseNotesPage', 'off'])], 'off', 'off')
if base.localAvatar.getAdminToken() > -1:
self.fsm.getStateNamed('releaseNotesPage').addTransition('adminPage')
self.fsm.enterInitialState()
self.entered = 0
self.parentFSM.getStateNamed('shtickerBook').addChild(self.fsm)
def enterOff(self):
pass
def exitOff(self):
pass
def load(self):
StateData.load(self)
self.book_contents = loader.loadModel('phase_3.5/models/gui/stickerbook_gui.bam')
self.book_texture = self.book_contents.find('**/big_book')
self.book_open = loader.loadSfx('phase_3.5/audio/sfx/GUI_stickerbook_open.mp3')
self.book_close = loader.loadSfx('phase_3.5/audio/sfx/GUI_stickerbook_delete.mp3')
self.book_turn = loader.loadSfx('phase_3.5/audio/sfx/GUI_stickerbook_turn.mp3')
def unload(self):
self.book_texture.removeNode()
del self.book_texture
self.book_contents.removeNode()
del self.book_contents
loader.unloadSfx(self.book_open)
del self.book_open
loader.unloadSfx(self.book_close)
del self.book_close
loader.unloadSfx(self.book_turn)
del self.book_turn
del self.fsm
del self.parentFSM
del self.entered
StateData.unload(self)
def enter(self):
if self.entered:
return
self.entered = 1
StateData.enter(self)
render.hide()
base.setBackgroundColor(0.05, 0.15, 0.4)
self.book_img = OnscreenImage(image=self.book_texture, scale=(2, 1, 1.5))
self.book_open.play()
if base.localAvatar.getAdminToken() > -1:
self.fsm.request('adminPage')
else:
self.fsm.request('mapPage')
def exit(self):
if not self.entered:
return
self.entered = 0
base.setBackgroundColor(CIGlobals.DefaultBackgroundColor)
render.show()
self.book_img.destroy()
del self.book_img
self.book_close.play()
self.fsm.request('off')
StateData.exit(self)
def enterDistrictPage(self):
self.createPageButtons('optionPage', 'questPage')
self.setTitle('Districts')
currDistrictName = base.cr.myDistrict.getDistrictName()
if not currDistrictName.isalpha():
currDistrictName = currDistrictName[:-1]
self.infoLbl = OnscreenText(text='Each District is a copy of the Cog Invasion world.\n\n\nYou are currently in the "%s" District' % currDistrictName, pos=(0.05, 0.3), align=TextNode.ALeft, wordwrap=12)
self.populationLbl = OnscreenText(text='Population: %d' % base.cr.myDistrict.getPopulation(), pos=(0.44, -0.3), align=TextNode.ACenter)
textRolloverColor = Vec4(1, 1, 0, 1)
textDownColor = Vec4(0.5, 0.9, 1, 1)
textDisabledColor = Vec4(0.4, 0.8, 0.4, 1)
self.shardButtons = []
for shard in base.cr.activeDistricts.values():
shardName = shard.getDistrictName()
shardId = shard.doId
btn = DirectButton(relief=None, text=shardName, text_scale=0.07, text_align=TextNode.ALeft, text1_bg=textDownColor, text2_bg=textRolloverColor, text3_fg=textDisabledColor, textMayChange=0, command=self.__handleShardButton, extraArgs=[shardId], text_pos=(0, 0, 0.0))
if shardId == base.localAvatar.parentId:
btn['state'] = DGG.DISABLED
else:
btn['state'] = DGG.NORMAL
self.shardButtons.append(btn)
gui = loader.loadModel('phase_3.5/models/gui/friendslist_gui.bam')
listXorigin = -0.02
listFrameSizeX = 0.625
#.........这里部分代码省略.........
示例11: SafeZoneLoader
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class SafeZoneLoader(StateData):
notify = directNotify.newCategory('SafeZoneLoader')
def __init__(self, hood, parentFSMState, doneEvent):
StateData.__init__(self, doneEvent)
self.hood = hood
self.parentFSMState = parentFSMState
self.fsm = ClassicFSM('safeZoneLoader', [State('off', self.enterOff, self.exitOff),
State('playground', self.enterPlayground, self.exitPlayground, ['quietZone']),
State('toonInterior', self.enterToonInterior, self.exitToonInterior, ['quietZone']),
State('quietZone', self.enterQuietZone, self.exitQuietZone, ['playground', 'toonInterior'])], 'off', 'off')
self.placeDoneEvent = 'placeDone'
self.place = None
self.playground = None
self.battleMusic = None
self.invasionMusic = None
self.invasionMusicFiles = None
self.interiorMusic = None
self.bossBattleMusic = None
self.music = None
self.tournamentMusic = None
self.linkTunnels = []
return
def findAndMakeLinkTunnels(self):
for tunnel in self.geom.findAllMatches('**/*linktunnel*'):
dnaRootStr = tunnel.getName()
link = LinkTunnel.SafeZoneLinkTunnel(tunnel, dnaRootStr)
self.linkTunnels.append(link)
def load(self):
StateData.load(self)
if self.pgMusicFilename:
self.music = base.loadMusic(self.pgMusicFilename)
if self.battleMusicFile:
self.battleMusic = base.loadMusic(self.battleMusicFile)
if self.invasionMusicFiles:
self.invasionMusic = None
if self.bossBattleMusicFile:
self.bossBattleMusic = base.loadMusic(self.bossBattleMusicFile)
if self.interiorMusicFilename:
self.interiorMusic = base.loadMusic(self.interiorMusicFilename)
if self.tournamentMusicFiles:
self.tournamentMusic = None
self.createSafeZone(self.dnaFile)
self.parentFSMState.addChild(self.fsm)
width, height, fs, music, sfx, tex_detail, model_detail, aa, af = SettingsManager().getSettings('settings.json')
if af == 'on':
self.notify.info('Anisotropic Filtering is on, applying to textures.')
for nodepath in self.geom.findAllMatches('*'):
try:
for node in nodepath.findAllMatches('**'):
try:
node.findTexture('*').setAnisotropicDegree(8)
except:
pass
except:
continue
return
def unload(self):
StateData.unload(self)
self.parentFSMState.removeChild(self.fsm)
del self.parentFSMState
self.geom.removeNode()
del self.geom
del self.fsm
del self.hood
del self.playground
del self.music
del self.interiorMusic
del self.battleMusic
del self.bossBattleMusic
del self.tournamentMusic
self.ignoreAll()
ModelPool.garbageCollect()
TexturePool.garbageCollect()
def enter(self, requestStatus):
StateData.enter(self)
if base.localAvatar.zoneId < 61000:
self.findAndMakeLinkTunnels()
self.fsm.enterInitialState()
messenger.send('enterSafeZone')
self.setState(requestStatus['where'], requestStatus)
partyGate = self.geom.find('**/prop_party_gate_DNARoot')
if not partyGate.isEmpty():
partyGate.removeNode()
del partyGate
petShop = self.geom.find('**/prop_pet_shop_DNARoot')
if not petShop.isEmpty():
petShop.removeNode()
del petShop
def exit(self):
StateData.exit(self)
messenger.send('exitSafeZone')
for link in self.linkTunnels:
#.........这里部分代码省略.........
示例12: Walk
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class Walk(StateData):
notify = directNotify.newCategory('Walk')
def __init__(self, doneEvent):
StateData.__init__(self, doneEvent)
self.fsm = ClassicFSM('Walk', [State('off', self.enterOff, self.exitOff, ['walking', 'deadWalking']), State('walking', self.enterWalking, self.exitWalking), State('deadWalking', self.enterDeadWalking, self.exitDeadWalking)], 'off', 'off')
self.fsm.enterInitialState()
def load(self):
pass
def unload(self):
del self.fsm
def enter(self):
base.localAvatar.startPosHprBroadcast()
base.localAvatar.d_broadcastPositionNow()
base.localAvatar.startBlink()
base.localAvatar.attachCamera()
base.localAvatar.startSmartCamera()
base.localAvatar.collisionsOn()
base.localAvatar.enableAvatarControls()
base.localAvatar.enablePicking()
def exit(self):
base.localAvatar.lastState = None
self.fsm.request('off')
base.localAvatar.enablePicking()
base.localAvatar.disableAvatarControls()
base.localAvatar.detachCamera()
base.localAvatar.stopSmartCamera()
base.localAvatar.stopPosHprBroadcast()
base.localAvatar.stopBlink()
base.localAvatar.collisionsOff()
base.localAvatar.controlManager.placeOnFloor()
return
def enterOff(self):
pass
def exitOff(self):
pass
def enterWalking(self):
if base.localAvatar.getHealth() > 0:
base.localAvatar.startTrackAnimToSpeed()
base.localAvatar.setWalkSpeedNormal()
else:
self.fsm.request('deadWalking')
def exitWalking(self):
base.localAvatar.stopTrackAnimToSpeed()
def enterDeadWalking(self):
base.localAvatar.startTrackAnimToSpeed()
base.localAvatar.setWalkSpeedSlow()
base.taskMgr.add(self.__watchForPositiveHP, base.localAvatar.uniqueName('watchforPositiveHP'))
def __watchForPositiveHP(self, task):
if base.localAvatar.getHealth() > 0:
self.fsm.request('walking')
return task.done
return task.cont
def exitDeadWalking(self):
base.taskMgr.remove(base.localAvatar.uniqueName('watchforPositiveHP'))
base.localAvatar.stopTrackAnimToSpeed()
示例13: Street
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class Street(Place):
notify = directNotify.newCategory('Street')
def __init__(self, loader, parentFSM, doneEvent):
self.parentFSM = parentFSM
Place.__init__(self, loader, doneEvent)
self.fsm = ClassicFSM('Street', [State('start', self.enterStart, self.exitStart, ['walk',
'doorOut',
'teleportIn',
'tunnelOut']),
State('walk', self.enterWalk, self.exitWalk, ['stop',
'tunnelIn',
'shtickerBook',
'teleportOut']),
State('shtickerBook', self.enterShtickerBook, self.exitShtickerBook, ['teleportOut', 'walk']),
State('teleportOut', self.enterTeleportOut, self.exitTeleportOut, ['teleportIn', 'stop']),
State('tunnelOut', self.enterTunnelOut, self.exitTunnelOut, ['walk']),
State('tunnelIn', self.enterTunnelIn, self.exitTunnelIn, ['stop']),
State('stop', self.enterStop, self.exitStop, ['walk',
'died',
'teleportOut',
'doorIn']),
State('doorIn', self.enterDoorIn, self.exitDoorIn, ['stop']),
State('doorOut', self.enterDoorOut, self.exitDoorOut, ['walk']),
State('teleportIn', self.enterTeleportIn, self.exitTeleportIn, ['walk', 'stop']),
State('final', self.enterFinal, self.exitFinal, ['final'])], 'start', 'final')
def enter(self, requestStatus, visibilityFlag = 1):
Place.enter(self)
self.fsm.enterInitialState()
base.playMusic(self.loader.music, volume=0.8, looping=1)
self.loader.geom.reparentTo(render)
if visibilityFlag:
self.visibilityOn()
self.loader.hood.startSky()
self.enterZone(requestStatus['zoneId'])
self.fsm.request(requestStatus['how'], [requestStatus])
def exit(self, vis = 1):
if vis:
self.visibilityOff()
self.loader.geom.reparentTo(hidden)
self.loader.hood.stopSky()
self.loader.music.stop()
Place.exit(self)
def load(self):
Place.load(self)
self.parentFSM.getStateNamed('street').addChild(self.fsm)
def unload(self):
self.parentFSM.getStateNamed('street').removeChild(self.fsm)
del self.fsm
del self.parentFSM
self.enterZone(None)
self.ignoreAll()
Place.unload(self)
return
def hideAllVisibles(self):
for i in self.loader.nodeList:
i.stash()
def showAllVisibles(self):
for i in self.loader.nodeList:
i.unstash()
def visibilityOn(self):
self.hideAllVisibles()
self.accept('on-floor', self.enterZone)
def visibilityOff(self):
self.ignore('on-floor')
self.showAllVisibles()
def enterZone(self, newZone):
if isinstance(newZone, CollisionEntry):
try:
newZoneId = int(newZone.getIntoNode().getName())
except:
self.notify.warning('Invalid floor collision node in street: %s' % newZone.getIntoNode().getName())
return
else:
newZoneId = newZone
self.doEnterZone(newZoneId)
def doEnterZone(self, newZoneId):
visualizeZones = 0
if self.zoneId != None:
for i in self.loader.nodeDict[self.zoneId]:
if newZoneId:
if i not in self.loader.nodeDict[newZoneId]:
self.loader.fadeOutDict[i].start()
else:
i.stash()
if newZoneId != None:
for i in self.loader.nodeDict[newZoneId]:
if self.zoneId:
#.........这里部分代码省略.........
示例14: ToonHead
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class ToonHead(Actor.Actor):
notify = DirectNotifyGlobal.directNotify.newCategory('ToonHead')
EyesOpen = loader.loadTexture('phase_3/maps/eyes.jpg', 'phase_3/maps/eyes_a.rgb')
EyesOpen.setMinfilter(Texture.FTLinear)
EyesOpen.setMagfilter(Texture.FTLinear)
EyesClosed = loader.loadTexture('phase_3/maps/eyesClosed.jpg', 'phase_3/maps/eyesClosed_a.rgb')
EyesClosed.setMinfilter(Texture.FTLinear)
EyesClosed.setMagfilter(Texture.FTLinear)
EyesSadOpen = loader.loadTexture('phase_3/maps/eyesSad.jpg', 'phase_3/maps/eyesSad_a.rgb')
EyesSadOpen.setMinfilter(Texture.FTLinear)
EyesSadOpen.setMagfilter(Texture.FTLinear)
EyesSadClosed = loader.loadTexture('phase_3/maps/eyesSadClosed.jpg', 'phase_3/maps/eyesSadClosed_a.rgb')
EyesSadClosed.setMinfilter(Texture.FTLinear)
EyesSadClosed.setMagfilter(Texture.FTLinear)
EyesAngryOpen = loader.loadTexture('phase_3/maps/eyesAngry.jpg', 'phase_3/maps/eyesAngry_a.rgb')
EyesAngryOpen.setMinfilter(Texture.FTLinear)
EyesAngryOpen.setMagfilter(Texture.FTLinear)
EyesAngryClosed = loader.loadTexture('phase_3/maps/eyesAngryClosed.jpg', 'phase_3/maps/eyesAngryClosed_a.rgb')
EyesAngryClosed.setMinfilter(Texture.FTLinear)
EyesAngryClosed.setMagfilter(Texture.FTLinear)
EyesSurprised = loader.loadTexture('phase_3/maps/eyesSurprised.jpg', 'phase_3/maps/eyesSurprised_a.rgb')
EyesSurprised.setMinfilter(Texture.FTLinear)
EyesSurprised.setMagfilter(Texture.FTLinear)
Muzzle = loader.loadTexture('phase_3/maps/muzzleShrtGeneric.jpg')
Muzzle.setMinfilter(Texture.FTLinear)
Muzzle.setMagfilter(Texture.FTLinear)
MuzzleSurprised = loader.loadTexture('phase_3/maps/muzzleShortSurprised.jpg')
MuzzleSurprised.setMinfilter(Texture.FTLinear)
MuzzleSurprised.setMagfilter(Texture.FTLinear)
LeftA = Point3(0.06, 0.0, 0.14)
LeftB = Point3(-0.13, 0.0, 0.1)
LeftC = Point3(-0.05, 0.0, 0.0)
LeftD = Point3(0.06, 0.0, 0.0)
RightA = Point3(0.13, 0.0, 0.1)
RightB = Point3(-0.06, 0.0, 0.14)
RightC = Point3(-0.06, 0.0, 0.0)
RightD = Point3(0.05, 0.0, 0.0)
LeftAD = Point3(LeftA[0] - LeftA[2] * (LeftD[0] - LeftA[0]) / (LeftD[2] - LeftA[2]), 0.0, 0.0)
LeftBC = Point3(LeftB[0] - LeftB[2] * (LeftC[0] - LeftB[0]) / (LeftC[2] - LeftB[2]), 0.0, 0.0)
RightAD = Point3(RightA[0] - RightA[2] * (RightD[0] - RightA[0]) / (RightD[2] - RightA[2]), 0.0, 0.0)
RightBC = Point3(RightB[0] - RightB[2] * (RightC[0] - RightB[0]) / (RightC[2] - RightB[2]), 0.0, 0.0)
def __init__(self):
try:
self.ToonHead_initialized
except:
self.ToonHead_initialized = 1
Actor.Actor.__init__(self)
self.toonName = 'ToonHead-' + str(self.this)
self.__blinkName = 'blink-' + self.toonName
self.__stareAtName = 'stareAt-' + self.toonName
self.__lookName = 'look-' + self.toonName
self.lookAtTrack = None
self.__eyes = None
self.__eyelashOpen = None
self.__eyelashClosed = None
self.__lod500Eyes = None
self.__lod250Eyes = None
self.__lpupil = None
self.__lod500lPupil = None
self.__lod250lPupil = None
self.__rpupil = None
self.__lod500rPupil = None
self.__lod250rPupil = None
self.__muzzle = None
self.__eyesOpen = ToonHead.EyesOpen
self.__eyesClosed = ToonHead.EyesClosed
self.__height = 0.0
self.__eyelashesHiddenByGlasses = False
self.randGen = random.Random()
self.randGen.seed(random.random())
self.eyelids = ClassicFSM('eyelids', [
State('off', self.enterEyelidsOff, self.exitEyelidsOff, ['open', 'closed', 'surprised']),
State('open', self.enterEyelidsOpen, self.exitEyelidsOpen, ['closed', 'surprised', 'off']),
State('surprised', self.enterEyelidsSurprised, self.exitEyelidsSurprised, ['open', 'closed', 'off']),
State('closed', self.enterEyelidsClosed, self.exitEyelidsClosed, ['open', 'surprised', 'off'])
], 'off', 'off')
self.eyelids.enterInitialState()
self.emote = None
self.__stareAtNode = NodePath()
self.__defaultStarePoint = Point3(0, 0, 0)
self.__stareAtPoint = self.__defaultStarePoint
self.__stareAtTime = 0
self.lookAtPositionCallbackArgs = None
def delete(self):
try:
self.ToonHead_deleted
except:
self.ToonHead_deleted = 1
taskMgr.remove(self.__blinkName)
taskMgr.remove(self.__lookName)
taskMgr.remove(self.__stareAtName)
if self.lookAtTrack:
self.lookAtTrack.finish()
self.lookAtTrack = None
del self.eyelids
del self.__stareAtNode
del self.__stareAtPoint
#.........这里部分代码省略.........
示例15: DistributedMinigame
# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import enterInitialState [as 别名]
class DistributedMinigame(DistributedObject.DistributedObject, Timer.Timer):
def __init__(self, cr):
try:
self.DistributedMinigame_initialized
return
except:
self.DistributedMinigame_initialized = 1
DistributedObject.DistributedObject.__init__(self, cr)
Timer.Timer.__init__(self)
self.headPanels = HeadPanels()
self.finalScoreUI = FinalScoreGUI()
self.fsm = ClassicFSM('DistributedMinigame', [State('start', self.enterStart, self.exitStart, ['waitForOthers']),
State('waitForOthers', self.enterWaitForOthers, self.exitWaitForOthers, ['play']),
State('play', self.enterPlay, self.exitPlay, ['gameOver']),
State('gameOver', self.enterGameOver, self.exitGameOver, ['off']),
State('off', self.enterOff, self.exitOff)], 'off', 'off')
self.fsm.enterInitialState()
self.cr = cr
self.localAv = base.localAvatar
self.localAvId = self.localAv.doId
self.musicPath = 'phase_4/audio/bgm/trolley_song.mid'
self.winSfx = base.loadSfx('phase_4/audio/sfx/MG_win.mp3')
self.loseSfx = base.loadSfx('phase_4/audio/sfx/MG_lose.mp3')
self.prizeHigh = base.loadSfx('phase_6/audio/sfx/KART_Applause_1.mp3')
self.prizeLow = base.loadSfx('phase_6/audio/sfx/KART_Applause_4.mp3')
self.music = None
self.description = ''
self.descDialog = None
self.winnerPrize = 0
self.loserPrize = 0
self.winnerMsg = 'Winner!\nYou have earned: %s'
self.loserMsg = 'Loser!\nYou have earned: %s'
self.allWinnerMsgs = ['Nice try!\nYou have earned: %s',
'Good job!\nYou have earned: %s',
'Way to go!\nYou have earned: %s',
'Awesome!\nYou have earned: %s']
self.timer = None
self.timeLbl = None
return
def enterFinalScores(self):
self.finalScoreUI.load()
self.finalScoreUI.showFinalScores()
def exitFinalScores(self):
self.finalScoreUI.hideFinalScores()
self.finalScoreUI.unload()
def finalScores(self, avIdList, scoreList):
self.finalScoreUI.handleFinalScores(avIdList, scoreList)
def generateHeadPanel(self, gender, head, headtype, color, doId, name):
self.headPanels.generate(gender, head, headtype, color, doId, name)
def updateHeadPanelValue(self, doId, direction):
self.headPanels.updateValue(doId, direction)
def setTimerTime(self, time):
self.setTime(time)
def createTimer(self):
Timer.Timer.load(self)
def deleteTimer(self):
Timer.Timer.unload(self)
def setDescription(self, desc):
self.description = desc
def getDescription(self):
return self.description
def enterStart(self):
self.descDialog = GlobalDialog(style=3, message=self.getDescription(), doneEvent='gameDescAck')
self.acceptOnce('gameDescAck', self.handleDescAck)
def handleDescAck(self):
self.d_ready()
self.fsm.request('waitForOthers')
def exitStart(self):
self.ignore('gameDescAck')
self.descDialog.cleanup()
del self.descDialog
def enterWaitForOthers(self):
self.waitLbl = DirectLabel(text='Waiting for other players...', relief=None, text_fg=(1, 1, 1, 1), text_scale=0.08, text_shadow=(0, 0, 0, 1))
return
def exitWaitForOthers(self):
self.waitLbl.destroy()
del self.waitLbl
def setLoserPrize(self, prize):
self.loserPrize = prize
def setWinnerPrize(self, prize):
self.winnerPrize = prize
#.........这里部分代码省略.........