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Python Parallel.append方法代码示例

本文整理汇总了Python中direct.interval.MetaInterval.Parallel.append方法的典型用法代码示例。如果您正苦于以下问题:Python Parallel.append方法的具体用法?Python Parallel.append怎么用?Python Parallel.append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direct.interval.MetaInterval.Parallel的用法示例。


在下文中一共展示了Parallel.append方法的6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: throwTeamInWater

# 需要导入模块: from direct.interval.MetaInterval import Parallel [as 别名]
# 或者: from direct.interval.MetaInterval.Parallel import append [as 别名]
    def throwTeamInWater(self, losingTeam):
        self.notify.debug('throwTeamInWater( %s )' % PartyGlobals.TeamActivityTeams.getString(losingTeam))
        splashSet = False
        for toonId in self.toonIds[losingTeam]:
            self.fallenToons.append(toonId)
            toon = self.getAvatar(toonId)
            fallenPosIndex = self.toonIds[losingTeam].index(toonId)
            if fallenPosIndex < 0 or fallenPosIndex >= 4:
                fallenPosIndex = 0
            newPos = self.fallenPositions[fallenPosIndex]
            if self.toonIdsToAnimIntervals.has_key(toonId) and self.toonIdsToAnimIntervals[toonId] is not None:
                if self.toonIdsToAnimIntervals[toonId].isPlaying():
                    self.toonIdsToAnimIntervals[toonId].finish()
            if toon:
                parallel = Parallel(ActorInterval(actor=toon, animName='slip-forward', duration=2.0), LerpPosInterval(toon, duration=2.0, pos=newPos, other=self.root))
            else:
                self.notify.warning('toon %d is none, skipping slip-forward' % toonId)
                parallel = Parallel()
            if not splashSet:
                splashSet = True
                parallel.append(self.splashInterval)
            if toon:
                self.toonIdsToAnimIntervals[toonId] = Sequence(parallel, Func(toon.loop, 'neutral'))
            else:
                self.notify.warning('toon %d is none, skipping toon.loop(neutral)' % toonId)
                self.toonIdsToAnimIntervals[toonId] = parallel
            self.toonIdsToAnimIntervals[toonId].start()

        return
开发者ID:Keithybub,项目名称:ToonTownReviveOld,代码行数:31,代码来源:DistributedPartyTugOfWarActivity.py

示例2: getIntroTrack

# 需要导入模块: from direct.interval.MetaInterval import Parallel [as 别名]
# 或者: from direct.interval.MetaInterval.Parallel import append [as 别名]
    def getIntroTrack(self):
        self.__cameraTask(None)
        origCamParent = camera.getParent()
        origCamPos = camera.getPos()
        origCamHpr = camera.getHpr()
        iCamParent = base.localAvatar.attachNewNode('iCamParent')
        iCamParent.setH(180)
        camera.reparentTo(iCamParent)
        toonHeight = base.localAvatar.getHeight()
        camera.setPos(0, -15, toonHeight * 3)
        camera.lookAt(0, 0, toonHeight / 2.0)
        iCamParent.wrtReparentTo(origCamParent)
        waitDur = 5.0
        lerpDur = 4.5
        lerpTrack = Parallel()
        startHpr = iCamParent.getHpr()
        startHpr.setX(PythonUtil.reduceAngle(startHpr[0]))
        lerpTrack.append(LerpPosHprInterval(iCamParent, lerpDur, pos=Point3(0, 0, 0), hpr=Point3(0, 0, 0), startHpr=startHpr, name=self.uniqueName('introLerpParent')))
        lerpTrack.append(LerpPosHprInterval(camera, lerpDur, pos=origCamPos, hpr=origCamHpr, blendType='easeInOut', name=self.uniqueName('introLerpCameraPos')))
        base.localAvatar.startLookAround()

        def cleanup(origCamParent = origCamParent, origCamPos = origCamPos, origCamHpr = origCamHpr, iCamParent = iCamParent):
            camera.reparentTo(origCamParent)
            camera.setPos(origCamPos)
            camera.setHpr(origCamHpr)
            iCamParent.removeNode()
            del iCamParent
            base.localAvatar.stopLookAround()

        return Sequence(Wait(waitDur),
                        lerpTrack,
                        Func(cleanup))
开发者ID:AdrianF98,项目名称:Toontown-Rewritten,代码行数:34,代码来源:DistributedMazeGame.py

示例3: enterShowScores

# 需要导入模块: from direct.interval.MetaInterval import Parallel [as 别名]
# 或者: from direct.interval.MetaInterval.Parallel import append [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()
开发者ID:AdrianF98,项目名称:Toontown-Rewritten,代码行数:32,代码来源:DistributedMazeGame.py

示例4: enterShowScores

# 需要导入模块: from direct.interval.MetaInterval import Parallel [as 别名]
# 或者: from direct.interval.MetaInterval.Parallel import append [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]
            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()
开发者ID:BmanGames,项目名称:Toontown-Level-Editor,代码行数:27,代码来源:DistributedMazeGame.py

示例5: makeBlendIntervalForBlendingToThisAnimation

# 需要导入模块: from direct.interval.MetaInterval import Parallel [as 别名]
# 或者: from direct.interval.MetaInterval.Parallel import append [as 别名]
 def makeBlendIntervalForBlendingToThisAnimation(self, newTransitionAnimation, transitionDuration):
     currentlyPlayingAnimationsAndEffectsAndDesiredEffects = []
     for animationName in self.skeletonAnimationNames:
         if animationName == newTransitionAnimation:
             continue
         
         controlEffect = self.getControlEffect(animationName)
         if controlEffect > 0.0:
             currentlyPlayingAnimationsAndEffectsAndDesiredEffects.append((animationName, controlEffect, 0.0))
             continue
     
     currentlyPlayingAnimationsAndEffectsAndDesiredEffects.append((newTransitionAnimation, 0.0, 1.0))
     if self.blendInterval:
         self.blendInterval.pause()
         self.blendInterval.clearToInitial()
     
     self.blendInterval = Sequence(name = '%s_%d.blendInterval' % (self.getName(), self.uniqueCounter))
     par = Parallel()
     for (animationName, fromData, toData) in currentlyPlayingAnimationsAndEffectsAndDesiredEffects:
         par.append(LerpFunctionInterval(self.adjustEffect, duration = transitionDuration, fromData = fromData, toData = toData, extraArgs = [
             animationName]))
     
     self.blendInterval.append(par)
开发者ID:Puggyblue999,项目名称:PiratesOfTheCarribeanOnline,代码行数:25,代码来源:BlendActor.py

示例6: DistributedPartyTugOfWarActivity

# 需要导入模块: from direct.interval.MetaInterval import Parallel [as 别名]
# 或者: from direct.interval.MetaInterval.Parallel import append [as 别名]

#.........这里部分代码省略.........
            self.toonIdsToAnimIntervals[toonId].start()
        return

    def handleToonDisabled(self, toonId):
        if self.toonIdsToAnimIntervals.has_key(toonId):
            if self.toonIdsToAnimIntervals[toonId]:
                if self.toonIdsToAnimIntervals[toonId].isPlaying():
                    self.toonIdsToAnimIntervals[toonId].finish()
            else:
                self.notify.debug('self.toonIdsToAnimIntervals[%d] is none' % toonId)

    def setToonsPlaying(self, leftTeamToonIds, rightTeamToonIds):
        DistributedPartyTeamActivity.setToonsPlaying(self, leftTeamToonIds, rightTeamToonIds)
        self.toonIdsToRightHands.clear()
        for toonId in self.getToonIdsAsList():
            toon = self.getAvatar(toonId)
            if toon:
                self.toonIdsToRightHands[toonId] = toon.getRightHands()[0]

    def load(self):
        DistributedPartyTeamActivity.load(self)
        self.loadModels()
        self.loadGuiElements()
        self.loadSounds()
        self.loadIntervals()
        self.arrowKeys = ArrowKeys()

    def loadModels(self):
        self.playArea = loader.loadModel('phase_13/models/parties/partyTugOfWar')
        self.playArea.reparentTo(self.root)
        self.sign.reparentTo(self.playArea.find('**/TugOfWar_sign_locator'))
        self.dockPositions = [[], []]
        for i in xrange(4):
            self.dockPositions[0].append(Point3(-PartyGlobals.TugOfWarInitialToonPositionsXOffset - PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))

        for i in xrange(4):
            self.dockPositions[1].append(Point3(PartyGlobals.TugOfWarInitialToonPositionsXOffset + PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))

        self.hopOffPositions = [[], []]
        for i in xrange(1, 5):
            self.hopOffPositions[PartyGlobals.TeamActivityTeams.LeftTeam].append(self.playArea.find('**/leftTeamHopOff%d_locator' % i).getPos())
            self.hopOffPositions[PartyGlobals.TeamActivityTeams.RightTeam].append(self.playArea.find('**/rightTeamHopOff%d_locator' % i).getPos())

        for i in xrange(1, 5):
            pos = self.playArea.find('**/fallenToon%d_locator' % i).getPos()
            self.fallenPositions.append(pos)

        self.joinCollision = []
        self.joinCollisionNodePaths = []
        for i in xrange(len(PartyGlobals.TeamActivityTeams)):
            collShape = CollisionTube(PartyGlobals.TugOfWarJoinCollisionEndPoints[0], PartyGlobals.TugOfWarJoinCollisionEndPoints[1], PartyGlobals.TugOfWarJoinCollisionRadius)
            collShape.setTangible(True)
            self.joinCollision.append(CollisionNode('TugOfWarJoinCollision%d' % i))
            self.joinCollision[i].addSolid(collShape)
            tubeNp = self.playArea.attachNewNode(self.joinCollision[i])
            tubeNp.node().setCollideMask(ToontownGlobals.WallBitmask)
            self.joinCollisionNodePaths.append(tubeNp)
            self.joinCollisionNodePaths[i].setPos(PartyGlobals.TugOfWarJoinCollisionPositions[i])

        self.__enableCollisions()
        ropeModel = loader.loadModel('phase_4/models/minigames/tug_of_war_rope')
        self.ropeTexture = ropeModel.findTexture('*')
        ropeModel.removeNode()
        for i in xrange(PartyGlobals.TugOfWarMaximumPlayersPerTeam * 2 - 1):
            rope = Rope(self.uniqueName('TugRope%d' % i))
            if rope.showRope:
开发者ID:Keithybub,项目名称:ToonTownReviveOld,代码行数:70,代码来源:DistributedPartyTugOfWarActivity.py


注:本文中的direct.interval.MetaInterval.Parallel.append方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。