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Python ParticleEffect.setPos方法代码示例

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


在下文中一共展示了ParticleEffect.setPos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: Smoke

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
def Smoke(self,model):
    p1 = ParticleEffect()
    p1.cleanup()
    p1 = ParticleEffect()
    p1.loadConfig(Filename(MYDIRPART+'smoke.ptf'))        
    p1.start(model)
    p1.setPos(3.000, 0.000, 2.250)
开发者ID:UIKit0,项目名称:Dota2War,代码行数:9,代码来源:Global.py

示例2: Water

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
def Water(self,model):
    p1 = ParticleEffect()
    p1.cleanup()
    p1 = ParticleEffect()
    p1.loadConfig(Filename(MYDIRPART+'fountain.ptf'))        
    p1.start(model)
    p1.setPos(3.000, 0.000, 2.250)
开发者ID:UIKit0,项目名称:Dota2War,代码行数:9,代码来源:Global.py

示例3: BlockDestroyedEffect

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
class BlockDestroyedEffect(object):
    __base = None
    __pos = None
    def __init__(self, base, pos):
        self.__base = base
        self.__pos = pos
        self.particleEffect()

    def particleEffect(self):
        self.p = ParticleEffect()
        self.loadParticleConfig('particleEffect.ptf')
        self.__base.taskMgr.doMethodLater(0.5, self.stopParticles, "stop")
        self.__base.taskMgr.doMethodLater(2.0, self.cleanUpParticles, "cleanup")


    def cleanUpParticles(self, task):
         self.p.cleanup()

    def stopParticles(self, task):
         self.p.softStop()

    def loadParticleConfig(self, file):
        self.p.cleanup()
        self.p = ParticleEffect()
        self.p.loadConfig(Filename(file))
        self.p.setPos(self.__pos.x, self.__pos.y, 2)
        self.p.start(parent = self.__base.render, renderParent = self.__base.render)
开发者ID:agakax,项目名称:arkanoid,代码行数:29,代码来源:BlockDestroyedEffect.py

示例4: SmokeRing

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
def SmokeRing(self,model):
    p1 = ParticleEffect()
    p1.cleanup()
    p1 = ParticleEffect()
    p1.loadConfig(Filename(MYDIRPART+'smokering.ptf'))        
    p1.start(model)
    p1.setPos(0, 0.000, 0)
开发者ID:UIKit0,项目名称:Dota2War,代码行数:9,代码来源:Global.py

示例5: ParticleDemo

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
class ParticleDemo(ShowBase):

    def __init__(self):
        ShowBase.__init__(self)

        # Standard title and instruction text
        self.title = OnscreenText(
            text="Panda3D: Tutorial - Particles",
            parent=base.a2dBottomCenter,
            style=1, fg=(1, 1, 1, 1), pos=(0, 0.1), scale=.08)
        self.escapeEvent = OnscreenText(
            text=HELP_TEXT, parent=base.a2dTopLeft,
            style=1, fg=(1, 1, 1, 1), pos=(0.06, -0.06),
            align=TextNode.ALeft, scale=.05)

        # More standard initialization
        self.accept('escape', sys.exit)
        self.accept('1', self.loadParticleConfig, ['steam.ptf'])
        self.accept('2', self.loadParticleConfig, ['dust.ptf'])
        self.accept('3', self.loadParticleConfig, ['fountain.ptf'])
        self.accept('4', self.loadParticleConfig, ['smoke.ptf'])
        self.accept('5', self.loadParticleConfig, ['smokering.ptf'])
        self.accept('6', self.loadParticleConfig, ['fireish.ptf'])

        self.accept('escape', sys.exit)
        base.disableMouse()
        base.camera.setPos(0, -20, 2)
        base.camLens.setFov(25)
        base.setBackgroundColor(0, 0, 0)

        # This command is required for Panda to render particles
        base.enableParticles()
        self.t = loader.loadModel("teapot")
        self.t.setPos(0, 10, 0)
        self.t.reparentTo(render)
        self.setupLights()
        self.p = ParticleEffect()
        self.loadParticleConfig('steam.ptf')

    def loadParticleConfig(self, filename):
        # Start of the code from steam.ptf
        self.p.cleanup()
        self.p = ParticleEffect()
        self.p.loadConfig(Filename(filename))
        # Sets particles to birth relative to the teapot, but to render at
        # toplevel
        self.p.start(self.t)
        self.p.setPos(3.000, 0.000, 2.250)

    # Setup lighting
    def setupLights(self):
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor((.4, .4, .35, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(LVector3(0, 8, -2.5))
        directionalLight.setColor((0.9, 0.8, 0.9, 1))
        # Set lighting on teapot so steam doesn't get affected
        self.t.setLight(self.t.attachNewNode(directionalLight))
        self.t.setLight(self.t.attachNewNode(ambientLight))
开发者ID:AdrianF98,项目名称:Toontown-2-Revised,代码行数:61,代码来源:steam_example.py

示例6: _start_pfx

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
    def _start_pfx (self, enode, rnode, pos, radius, scale1, scale2,
                    lifespan, poolsize, amplitude,
                    texpath, color, alphamode, starttime):

        pfx = ParticleEffect()
        pfx.setPos(pos)

        p0 = make_particles()
        p0.setPoolSize(16)
        p0.setPoolSize(poolsize)
        p0.setBirthRate(starttime or 1e-5)
        p0.setLitterSize(poolsize)
        p0.setLitterSpread(0)
        #p0.setSystemLifespan(1.0)
        #p0.setLocalVelocityFlag(1)
        #p0.setSystemGrowsOlderFlag(0)

        p0.setFactory("PointParticleFactory")
        p0.factory.setLifespanBase(lifespan)
        p0.factory.setLifespanSpread(0.0)
        #p0.factory.setMassBase(1.00)
        #p0.factory.setMassSpread(0.00)
        #p0.factory.setTerminalVelocityBase(400.0000)
        #p0.factory.setTerminalVelocitySpread(0.0000)

        p0.setRenderer("SpriteParticleRenderer")
        p0.renderer.setAlphaMode(alphamode)
        texture = base.load_texture("data", texpath)
        p0.renderer.setTexture(texture)
        # p0.renderer.setUserAlpha(alpha)
        p0.renderer.setColor(color)
        p0.renderer.setXScaleFlag(1)
        p0.renderer.setYScaleFlag(1)
        p0.renderer.setInitialXScale(scale1)
        p0.renderer.setFinalXScale(scale2)
        p0.renderer.setInitialYScale(scale1)
        p0.renderer.setFinalYScale(scale2)

        p0.setEmitter("SphereVolumeEmitter")
        p0.emitter.setRadius(radius)
        p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE)
        p0.emitter.setAmplitude(amplitude)
        #p0.emitter.setAmplitudeSpread(0.0)
        #p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, 0.0000))
        #p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000))
        #p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000))

        #f0 = ForceGroup("vertex")
        #force0 = LinearVectorForce(Vec3(0.0, 0.0, -amplitude * 2))
        #force0.setActive(1)
        #f0.addForce(force0)

        p0.setRenderParent(rnode)

        #pfx.addForceGroup(f0)
        pfx.addParticles(p0)
        pfx.start(enode)

        self._pfxes.append((pfx, lifespan, starttime))
开发者ID:stelic,项目名称:limitload,代码行数:61,代码来源:debris.py

示例7: addEffects

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
 def addEffects(self):
     if self.mp.has_key('effects'):
         base.enableParticles()
         for effect in self.mp['effects']:
             p = ParticleEffect()
             p.loadConfig(GAME+'/particles/'+effect['file']+'.ptf') 
             p.start(render)
             p.setPos(self.logic2terrain( effect['position'] ))
开发者ID:DavidBernal,项目名称:tethical,代码行数:10,代码来源:BattleGraphics.py

示例8: Flame

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
def Flame(self,model):
    p1 = ParticleEffect()
    p1.cleanup()
    p1 = ParticleEffect()
    p1.loadConfig(Filename('ee.ptf'))#'fireish.ptf'))        
    p1.start(model)
    p1.setPos(3.000, 0.000, 2.250)
    setupLights(self,model)
开发者ID:UIKit0,项目名称:Dota2War,代码行数:10,代码来源:Global.py

示例9: initTorchParticles

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
 def initTorchParticles(self):
     torchTops = self.level.findAllMatches("**/TorchTop*")
     fxList = ['TorchSmoke.ptf', 'TorchFire.ptf']
     for torch in torchTops:
         for fx in fxList:
             p = ParticleEffect()
             p.loadConfig(Filename(fx))
             p.setPos(torch.getPos(render))
             p.start(self.level)
开发者ID:grimfang,项目名称:owp_ajaw,代码行数:11,代码来源:level01.py

示例10: init_player

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
def init_player(self, left_btn, right_btn, player_number ,pos=(0,0,0), heading=0):
    color = (configs.COLORS_MAP[player_number][0])

    nodePath = loadObject()
    nodePath.setPos(pos)
    nodePath.setScale(configs.SCALE*0.004)
    nodePath.setColor(color)

    p = ParticleEffect()
    p.loadConfig('textures/flare.ptf')
    p.start(parent = nodePath, renderParent = render)
    p0 = p.getParticlesList()[0]
    p0.emitter.setRadiateOrigin(Point3(0.05*cos(heading* pi/180), 0.0, 0.05*sin(heading* pi/180)))
    p.setPos(0,-1,0)
    # p.setBin("unsorted", 0)
    # p.setDepthTest(False)
    p.setTwoSided(True)

    text= TextNode('text') 
    text.setText(str("%s" % player_number))
    text.setTextColor(color)
    text.setAlign(TextNode.ACenter)
    # text.font = self.font
    text3d = NodePath(text) 
    text3d.setTwoSided(True)
    text3d.setPos(nodePath, -1,-3,-4)
    text3d.reparentTo(render)
    circle = loadObject(tex='circle.png')
    circle.reparentTo(render)
    circle.setPos(nodePath, 0,-2,0)
    text3d.setScale(0.13)
    circle.setScale(0.09)
    text3d.setColorScale(color)
    circle.setColorScale(color)


    new_line, line_vertex, line_node = start_new_line(self, pos[0], pos[2], color)
    line_id = configs.ENTITY_ID
    configs.ENTITIES[configs.ENTITY_ID] = {'CATEGORY':'line', 'GEOM':new_line, 'VERTEX':line_vertex, "NODE": line_node}
    configs.ENTITY_ID += 1
    speed = configs.FORWARD_SPEED
    right_angle = configs.FORCE_RIGHT_ANGLE_TURN
    # print left_btn
    # print right_btn
    self.accept(("%s" % left_btn),     player_controls, [configs.ENTITY_ID, 'TURN_LEFT', 1])
    self.accept(("%s-up" % left_btn),  player_controls, [configs.ENTITY_ID, 'TURN_LEFT', 0])
    self.accept(("%s" % right_btn),     player_controls, [configs.ENTITY_ID, 'TURN_RIGHT', 1])
    self.accept(("%s-up" % right_btn),  player_controls, [configs.ENTITY_ID, 'TURN_RIGHT', 0])

    configs.ENTITIES[configs.ENTITY_ID] = {'CATEGORY':'player','ALIVE':True, 'NODE':nodePath,'PARTICLE_PARENT':p, 'PARTICLE':p0, 
        'HEADING':heading, 'CURRENT_LINE':line_id, 'TICKNESS':configs.SCALE, 'TURN_LEFT':0, 'TURN_RIGHT':0, 'COLOR':color, 
        'PLAYER_ID':text3d, 'CIRCLE_NODE':circle, 'LEFT_ARMED':True, 'RIGHT_ARMED':True, 'PLAYER_NUMBER': player_number, 'SPEED':speed,
        'RIGHT_ANGLE_TURN':right_angle }
    configs.ENTITY_ID += 1
开发者ID:martinrioux,项目名称:Zatacka-Panda3D,代码行数:56,代码来源:players.py

示例11: shootParticles

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
    def shootParticles(self,collision_result):
        "Summons and explosion of particles where the player shot."
        # Create Particle
        p = ParticleEffect()
        p.loadConfig("../../models/particle_shot.ptf")
        
        # Put particle at shot point
        p.setPos(collision_result.getHitPos())        
        p.start(parent = self.mainRef.render, renderParent = self.mainRef.render)

        # Schedule particle effect cleanup
        particle_timeout = 0.2 # Time in seconds for the particle effect to fade
        taskMgr.doMethodLater(particle_timeout, self.releaseParticle, 'Particle Effect Cleanup', extraArgs = [p])
开发者ID:vitutc,项目名称:anim-jogos-2012-1,代码行数:15,代码来源:Player.py

示例12: __init__

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
class FlameTest:
    def __init__(self):
        self.setupLights()
        self.loadItem()
        self.loadParticles()
    
    
    def loadItem(self):
        self.itemNode = loader.loadModel('../Models/torch')
        self.itemNode.setColor(Vec4(1,1,1,1))
        self.itemNode.setScale(2)
        self.itemNode.reparentTo(render)
        self.itemNode.setPos(0,0,0)

    def loadParticles(self):
        base.enableParticles()
        self.rFlame = ParticleEffect()
        self.rFlame.loadConfig("../Models/fire.ptf")
        self.rFlame.start(self.itemNode)
        pos = self.itemNode.getPos()
        self.rFlame.setPos(pos[0], pos[1], pos[2] + 4)
        
        lightNode = NodePath('flame')
        lightNode.reparentTo(self.rFlame)
        lightNode.setZ(lightNode.getZ() + 0.5)
        flame = PointLight('flame-light')
        flameNP = lightNode.attachNewNode(flame)
        flameNP.node().setColor(Vec4(0.9, 0.7, 0.5, 1.0))
        # flameNP.node().setAttenuation(Vec3(0, 0.001, 0.000009))
        flameNP.setZ(flameNP.getZ() + 0.6)
        render.setLight(flameNP)
        
    
    def setupLights(self):
        # set up an ambient light
        self.ambientLight = AmbientLight("ambientLight")
        
        #for setting colors, alpha is largely irrelevant
        # slightly blue to try and produce a wintry, snowy look
        self.ambientLight.setColor((0.1, 0.1, 0.1, 1.0))
        
        #create a NodePath, and attach it directly into the scene
        self.ambientLightNP = render.attachNewNode(self.ambientLight)
        
        #the node that calls setLight is what's illuminated by the given light
        #you can use clearLight() to turn it off
        render.setLight(self.ambientLightNP)
开发者ID:ionaic,项目名称:north-american-cyril,代码行数:49,代码来源:FlameTest.py

示例13: smoke_emitter

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
class smoke_emitter():
    def __init__(self, parent, _x, _y, _z):
        self.x = _x
        self.y = _y
        self.z = _z
        self.parent = parent
        self.p = ParticleEffect()
        self.load_config('steam.ptf')
        self.p.setScale(200)

    def load_config(self, file_name):
        self.p.cleanup()
        self.p = ParticleEffect()
        self.p.loadConfig(file_name)
        self.p.start(render)
        self.p.setPos(self.x, self.y, self.z)
        self.p.reparentTo(self.parent)
开发者ID:daFthawk,项目名称:group-3,代码行数:19,代码来源:smoke_emitter.py

示例14: World

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
class World(DirectObject):
    def __init__(self):
        

        #More standard initialization
        self.accept('escape', sys.exit)
        self.accept('1', self.loadParticleConfig , ['spark.ptf'])
        
        
        self.accept('escape', sys.exit)
        base.disableMouse()
        camera.setPos(0,-20,2)
        base.setBackgroundColor( 0, 0, 0 )

        #This command is required for Panda to render particles
        base.enableParticles()
        self.t = loader.loadModel("models/stepipe")
        self.t.setPos(0,0,0)
        self.t.reparentTo(render)
        self.setupLights()
        self.p = ParticleEffect()
        self.loadParticleConfig('spark.ptf')
        self.p.setScale(3)

    def loadParticleConfig(self, file):
        #Start of the code from spark.ptf
        self.p.cleanup()
        self.p = ParticleEffect()
        self.p.loadConfig(Filename(file))        
        #Sets particles to birth relative to the teapot, but to render at toplevel
        self.p.start(self.t)
        self.p.setPos(-2.00, 0.000, 3.150)
    
    #Setup lighting
    def setupLights(self):
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.4, .4, .35, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3( 0, 8, -2.5 ) )
        directionalLight.setColor(Vec4( 0.9, 0.8, 0.9, 1 ) )
        #Set lighting on teapot so spark doesn't get affected
        self.t.setLight(self.t.attachNewNode(directionalLight))
        self.t.setLight(self.t.attachNewNode(ambientLight))
开发者ID:kridily,项目名称:fall_and_fix,代码行数:45,代码来源:sparp.py

示例15: _make_pfx

# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setPos [as 别名]
    def _make_pfx (self, enode, rnode, pos, radius, scale1, scale2,
                   birthrate, lifespan, zspinini, zspinfin, zspinvel,
                   poolsize, littersize, amplitude, ampspread, risefact,
                   texpath, color, alphamode, softstop):

        pfx = ParticleEffect()
        pfx.setPos(pos)

        p0 = make_particles()
        p0.setPoolSize(poolsize)
        p0.setBirthRate(birthrate)
        p0.setLitterSize(littersize)
        p0.setLitterSpread(0)
        #p0.setSystemLifespan(1.0)
        #p0.setLocalVelocityFlag(1)
        #p0.setSystemGrowsOlderFlag(0)

        # p0.setFactory("PointParticleFactory")
        # p0.factory.setLifespanBase(lifespan)
        # p0.factory.setLifespanSpread(0.0)
        # #p0.factory.setMassBase(1.00)
        # #p0.factory.setMassSpread(0.00)
        # #p0.factory.setTerminalVelocityBase(400.0000)
        # #p0.factory.setTerminalVelocitySpread(0.0000)

        p0.setFactory("ZSpinParticleFactory")
        p0.factory.setLifespanBase(lifespan)
        p0.factory.setLifespanSpread(0.0)
        #p0.factory.setMassBase(1.00)
        #p0.factory.setMassSpread(0.00)
        #p0.factory.setTerminalVelocityBase(400.0000)
        #p0.factory.setTerminalVelocitySpread(0.0000)
        p0.factory.setAngularVelocity(zspinvel)
        p0.factory.setFinalAngle(zspinfin)
        p0.factory.setInitialAngle(zspinini)

        p0.setRenderer("SpriteParticleRenderer")
        p0.renderer.setAlphaMode(alphamode)
        texpaths = texpath
        if not isinstance(texpath, (tuple, list)):
            texpaths = [texpaths]
        for texpath in texpaths:
            texture = base.load_texture("data", texpath)
            p0.renderer.addTexture(texture)
        # p0.renderer.setUserAlpha(alpha)
        p0.renderer.setColor(color)
        p0.renderer.setXScaleFlag(1)
        p0.renderer.setYScaleFlag(1)
        p0.renderer.setAnimAngleFlag(1)
        p0.renderer.setInitialXScale(scale1)
        p0.renderer.setFinalXScale(scale2)
        p0.renderer.setInitialYScale(scale1)
        p0.renderer.setFinalYScale(scale2)

        p0.setEmitter("SphereVolumeEmitter")
        p0.emitter.setRadius(radius)
        p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE)
        p0.emitter.setAmplitude(amplitude)
        p0.emitter.setAmplitudeSpread(ampspread)
        #p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, 0.0000))
        #p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000))
        #p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000))

        f0 = ForceGroup("vertex")
        force0 = LinearVectorForce(risefact * amplitude)
        force0.setActive(1)
        f0.addForce(force0)

        p0.setRenderParent(rnode)

        pfx.addForceGroup(f0)
        pfx.addParticles(p0)

        pfx.start(enode)
        if softstop:
            pfx.softStop()

        return pfx
开发者ID:stelic,项目名称:limitload,代码行数:80,代码来源:debris.py


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