本文整理汇总了Python中direct.particles.ParticleEffect.ParticleEffect.setR方法的典型用法代码示例。如果您正苦于以下问题:Python ParticleEffect.setR方法的具体用法?Python ParticleEffect.setR怎么用?Python ParticleEffect.setR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.particles.ParticleEffect.ParticleEffect
的用法示例。
在下文中一共展示了ParticleEffect.setR方法的1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: __init__
# 需要导入模块: from direct.particles.ParticleEffect import ParticleEffect [as 别名]
# 或者: from direct.particles.ParticleEffect.ParticleEffect import setR [as 别名]
class Ship:
def __init__(self, game):
self.game = game
self.shipPoint = NodePath(PandaNode("shipFloaterPoint"))
self.shipPoint.reparentTo(render)
self.x_pos = 0
self.z_pos = 0
self.x_speed = 0
self.z_speed = 0
self.x_pid = PID(3.0, 5.0, 1.0)
self.z_pid = PID(3.0, 5.0, 1.0)
self.model = Actor("data/ship.egg")
self.model.setPos(0, 0, 0)
self.model.setHpr(0, 0, 0)
self.normal_speed = 3.5
self.low_speed = 2
self.speed = self.normal_speed
self.cool_down = 0.1
self.last_shoot = 0
self.keyMap = {
"up": 0,
"down": 0,
"left": 0,
"right": 0,
"brake": 0,
"attack": 0,
}
# This list will stored fired bullets.
self.bullets = []
self.game.accept("mouse1", self.setKey, ["attack", 1])
self.game.accept("mouse1-up", self.setKey, ["attack", 0])
self.game.accept("shift-mouse1", self.setKey, ["attack", 1])
self.game.accept("shift-mouse1-up", self.setKey, ["attack", 0])
self.game.accept("x", self.setKey, ["attack", 1])
self.game.accept("x-up", self.setKey, ["attack", 0])
self.game.accept("c", self.setKey, ["brake", 1])
self.game.accept("c-up", self.setKey, ["brake", 0])
self.game.accept("arrow_up", self.setKey, ["up", 1])
self.game.accept("arrow_up-up", self.setKey, ["up", 0])
self.game.accept("arrow_down", self.setKey, ["down", 1])
self.game.accept("arrow_down-up", self.setKey, ["down", 0])
self.game.accept("arrow_left", self.setKey, ["left", 1])
self.game.accept("arrow_left-up", self.setKey, ["left", 0])
self.game.accept("arrow_right", self.setKey, ["right", 1])
self.game.accept("arrow_right-up", self.setKey, ["right", 0])
def setKey(self, key, value):
self.keyMap[key] = value
def draw(self):
self.model.reparentTo(render)
self.p = ParticleEffect()
self.p.loadConfig(Filename('data/particles/fireish.ptf'))
self.p.setR(180)
self.p.setScale(0.25)
# Sets particles to birth relative to the teapot, but to render at
# toplevel
self.p.start(self.model)
self.p.setPos(0.000, 0.000, 0.000)
def update(self, task):
dt = globalClock.getDt()
if self.model:
# Movement
if self.keyMap["brake"]:
self.speed = self.low_speed
else:
self.speed = self.normal_speed
if self.game.ship_control_type == 0:
#.........这里部分代码省略.........