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Python BulletRigidBodyNode.setPythonTag方法代码示例

本文整理汇总了Python中panda3d.bullet.BulletRigidBodyNode.setPythonTag方法的典型用法代码示例。如果您正苦于以下问题:Python BulletRigidBodyNode.setPythonTag方法的具体用法?Python BulletRigidBodyNode.setPythonTag怎么用?Python BulletRigidBodyNode.setPythonTag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panda3d.bullet.BulletRigidBodyNode的用法示例。


在下文中一共展示了BulletRigidBodyNode.setPythonTag方法的5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: Flame

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setPythonTag [as 别名]
class Flame(Entity):
    """
    The thing that comes out the end of the thing you hold
    """
    animspeed = 0.1 
    depth = 20 
    playerWidth = 3
    speed = 20 

    def __init__(self, world, pos, hpr):
        super(Flame, self).__init__()

        self.shape = BulletBoxShape(Vec3(0.1,0.05,0.05))
        self.bnode = BulletRigidBodyNode()
        self.bnode.setMass(1.0)
        self.bnode.addShape(self.shape)

        self.np = utilities.app.render.attachNewNode(self.bnode)

        self.world =world 
        self.anim = list()
        self.anim.append(utilities.loadObject("flame1", depth=0))
        self.anim.append(utilities.loadObject("flame2", depth=0))
        self.anim.append(utilities.loadObject("flame3", depth=0))
        world.bw.attachRigidBody(self.bnode)

        self.curspr = 0
        self.obj = self.anim[self.curspr]
        self.obj.show() 
        self.livetime = 0
        self.delta = 0

        self.pos = pos
        self.pos.y = Flame.depth
        #self.pos.z -= 0.2 
        self.hpr = hpr
        self.vel = Point2()
        self.vel.x = cos(world.player.angle)*Flame.speed
        self.vel.y = sin(world.player.angle)*Flame.speed

        tv = Vec3(self.vel.x, 0, self.vel.y)
        # this makes the shot miss the target if the player has any velocity
        tv += world.player.bnode.getLinearVelocity()

        self.bnode.setLinearVelocity(tv)

        tv.normalize()

        # initial position of RB and draw plane
        self.np.setHpr(hpr)
        self.np.setPos(pos+tv/2)

        self.bnode.setAngularFactor(Vec3(0,0,0))
        self.bnode.setLinearFactor(Vec3(1,0,1))
        self.bnode.setGravity(Vec3(0,0,0))

        self.bnode.setCcdMotionThreshold(1e-7)
        self.bnode.setCcdSweptSphereRadius(0.10)

        self.bnode.notifyCollisions(True)
        self.bnode.setIntoCollideMask(BitMask32.bit(1))
        self.bnode.setPythonTag("Entity", self)
        self.noCollideFrames = 4

        for a in self.anim:
            a.hide()
            a.reparentTo(self.np)
            a.setScale(0.25, 1, 0.25)
            a.setPos(0, -0.1,0)

    def update(self, timer):
        #animation
        self.delta += timer
        self.livetime += timer

        if self.noCollideFrames == 0:
            self.bnode.setIntoCollideMask(BitMask32.allOn())

        if self.noCollideFrames > -1:
            self.noCollideFrames -= 1


        if self.delta > Flame.animspeed:
            self.delta = 0
            self.obj.hide()
            self.curspr += 1
        if self.curspr > len(self.anim)-1:
            self.curspr = 0
            self.obj = self.anim[self.curspr]
            self.obj.show()
开发者ID:fcostin,项目名称:gravbot,代码行数:92,代码来源:items.py

示例2: Player

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setPythonTag [as 别名]
class Player(Entity):

    walkspeed = 50
    damping = 0.9
    topspeed = 15

    leftMove = False
    rightMove = False
    jumpToggle = False
    crouchToggle = False

    def __init__(self, world):
        super(Player, self).__init__()

        self.obj = utilities.loadObject("player", depth=20)

        self.world = world 
        self.health = 100
        self.inventory = dict()

        self.depth = self.obj.getPos().y

        self.location = Point2(0,0)
        self.velocity = Vec3(0)
        self.pt = 0.0

        self.shape = BulletBoxShape(Vec3(0.3, 1.0, 0.49))
        self.bnode = BulletRigidBodyNode('Box')
        self.bnode.setMass(1.0)
        self.bnode.setAngularVelocity(Vec3(0))
        self.bnode.setAngularFactor(Vec3(0))
        self.bnode.addShape(self.shape)
        self.bnode.setLinearDamping(0.95)
        self.bnode.setLinearSleepThreshold(0)

        world.bw.attachRigidBody(self.bnode)
        self.bnode.setPythonTag("Entity", self)
        self.bnode.setIntoCollideMask(BitMask32.bit(0))

        self.node = utilities.app.render.attachNewNode(self.bnode)
        self.node.setPos(self.obj.getPos())

        self.obj.setPos(0,0,0)
        self.obj.setScale(1)
        self.obj.reparentTo(self.node)
        self.node.setPos(self.location.x, self.depth, self.location.y)

    def initialise(self):
        self.inventory["LightLaser"] = LightLaser(self.world, self)
        self.inventory["Blowtorch"] = Blowtorch(self.world, self)
        self.inventory["Grenade"] = Grenade(self.world, self)

        for i in self.inventory:
            self.inventory[i].initialise()

        self.currentItem = self.inventory["Blowtorch"]
        self.currentItem.equip()

        self.armNode = self.obj.attachNewNode("arm")
        self.armNode.setPos(0.20,0,0.08)
        self.arm = utilities.loadObject("arm", scaleX = 0.5,scaleY = 0.5, depth = -0.2)
        self.arm.reparentTo(self.armNode)

    def activate(self):
        self.currentItem.activate()

    def update(self, timer):
        self.velocity = self.bnode.getLinearVelocity()

        if (self.leftMove):
            self.bnode.applyCentralForce(Vec3(-Player.walkspeed,0,0))
        if (self.rightMove):
            self.bnode.applyCentralForce(Vec3(Player.walkspeed,0,0))
        if (self.jumpToggle):
            self.bnode.applyCentralForce(Vec3(0,0,Player.walkspeed))
        if (self.crouchToggle):
            self.bnode.applyCentralForce(Vec3(0,0,-Player.walkspeed))
        
        if (self.velocity.x < -self.topspeed):
            self.velocity.x = -self.topspeed
        if (self.velocity.x > self.topspeed):
            self.velocity.x = self.topspeed

        mouse = utilities.app.mousePos
        # extrude test
        near = Point3()
        far = Point3()
        utilities.app.camLens.extrude(mouse, near, far)
        camp = utilities.app.camera.getPos()
        near *= 20 # player depth

        if near.x != 0:
            angle = atan2(near.z + camp.z - self.node.getPos().z, near.x + camp.x - self.node.getPos().x)
            #angle = atan2(near.z, near.x)
        else:
            angle = 90  

        self.angle = angle

        # set current item to point at cursor   
#.........这里部分代码省略.........
开发者ID:fcostin,项目名称:gravbot,代码行数:103,代码来源:player.py

示例3: Player

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setPythonTag [as 别名]
class Player(Entity):

    walkspeed = 5
    damping = 0.9
    topspeed = 15

    leftMove = False
    rightMove = False
    jumpToggle = False
    crouchToggle = False

    def __init__(self, world):
        super(Player, self).__init__()

        self.obj = utilities.loadObject("tdplayer", depth=20)

        self.world = world 
        self.health = 100
        self.inventory = list()

        self.depth = self.obj.getPos().y

        self.location = Point2(10,0)
        self.velocity = Vec3(0)

        self.shape = BulletBoxShape(Vec3(0.3, 1.0, 0.49))
        self.bnode = BulletRigidBodyNode('Box')
        self.bnode.setMass(0.1)
        self.bnode.setAngularVelocity(Vec3(0))
        self.bnode.setAngularFactor(Vec3(0))
        self.bnode.addShape(self.shape)
        self.bnode.setLinearDamping(0.95)
        self.bnode.setLinearSleepThreshold(0)

        world.bw.attachRigidBody(self.bnode)
        self.bnode.setPythonTag("entity", self)
        self.bnode.setIntoCollideMask(BitMask32.bit(0))

        self.node = utilities.app.render.attachNewNode(self.bnode)
        self.node.setPos(self.obj.getPos())

        self.obj.setPos(0,0,0)
        self.obj.setScale(1)
        self.obj.reparentTo(self.node)
        self.node.setPos(self.location.x, self.depth, self.location.y)

    def initialise(self):
        self.inventory.append(LightLaser(self.world, self))
        self.inventory.append(Blowtorch(self.world, self))
        #self.inventory["Grenade"] = Grenade(self.world, self)

        for item in self.inventory:
            item.initialise()

        self.currentItemIndex = 1
        self.currentItem = self.inventory[self.currentItemIndex]
        self.currentItem.equip()

    def activate(self):
        self.currentItem.activate()

    def update(self, timer):
        self.velocity = self.bnode.getLinearVelocity()

        if (self.leftMove):
            self.bnode.applyCentralForce(Vec3(-Player.walkspeed,0,0))
        if (self.rightMove):
            self.bnode.applyCentralForce(Vec3(Player.walkspeed,0,0))
        if (self.jumpToggle):
            self.bnode.applyCentralForce(Vec3(0,0,Player.walkspeed))
        if (self.crouchToggle):
            self.bnode.applyCentralForce(Vec3(0,0,-Player.walkspeed))
        
        if (self.velocity.x < -self.topspeed):
            self.velocity.x = -self.topspeed
        if (self.velocity.x > self.topspeed):
            self.velocity.x = self.topspeed

        mouse = utilities.app.mousePos
        # extrude test
        near = Point3()
        far = Point3()
        utilities.app.camLens.extrude(mouse, near, far)
        camp = utilities.app.camera.getPos()
        near *= 20 # player depth

        if near.x != 0:
            angle = atan2(near.z + camp.z - self.node.getPos().z, near.x + camp.x - self.node.getPos().x)
            #angle = atan2(near.z, near.x)
        else:
            angle = 90  

        self.angle = angle

        # set current item to point at cursor   
        self.currentItem.update(timer)

        # move the camera so the player is centred horizontally,
        # but keep the camera steady vertically
        utilities.app.camera.setPos(self.node.getPos().x, 0, self.node.getPos().z)
#.........这里部分代码省略.........
开发者ID:michaeltchapman,项目名称:gravbot,代码行数:103,代码来源:player.py

示例4: Chunk

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setPythonTag [as 别名]
class Chunk(Entity):
    chunkmass = 5.0
    def __init__(self, world, blocks, pos, hpr=Point3(0,0,0), diff = Vec3(0,0,0), angVel = Vec3(0,0,0), linVel = Vec3(0,0,0)):
        super(Chunk, self).__init__()

        self.mass = len(blocks)*Chunk.chunkmass
        self.world = world
        self.blocks = blocks

        self.bnode = BulletRigidBodyNode()

        self.bnode.setMass(self.mass)
        self.bnode.setAngularFactor(Vec3(0,1,0))
        self.bnode.setLinearSleepThreshold(20)
        self.bnode.setAngularSleepThreshold(20)
        self.bnode.setAngularVelocity(angVel)

        self.bnode.setLinearVelocity(linVel)
        self.np = utilities.app.render.attachNewNode(self.bnode)
        self.np.setPos(pos.x,20,pos.y)
        self.np.setHpr(hpr)
        self.np.setPos(self.np, diff)
    
        self.bnode.setPythonTag("entity", self)

        self.inScope = False # culling not done yet

        # centre the blocks around the np and add their shapes in.
        self.minMax()
        cog = Point2((self.minX+self.maxX) / 2.0, (self.minY+self.maxY) / 2.0)
        for block in blocks:
            block.rebuild(self, cog)

        world.bw.attachRigidBody(self.bnode)
        self.hitlist = dict()

    def update(self, timer):
        for index in self.hitlist:
            # returns true if the wall is destroyed by the hit
            if self.blocks[index].hitby(self.hitlist[index]):
                self.blocks[index].destroy()
                self.rebuild(index)
        self.hitlist.clear()    

        if self.playerDistance() > 40.0:
            self.bnode.setAngularSleepThreshold(1)
            self.bnode.setLinearSleepThreshold(1)
        else:    
            self.bnode.setAngularSleepThreshold(0)
            self.bnode.setLinearSleepThreshold(0)
    

    def playerDistance(self):
        sp = self.np.getPos()
        pp = self.world.player.node.getPos()

        distance = hypot(sp.x - pp.x, sp.z - pp.z)
        return distance
        
    # remove an element and rebuild
    # TODO add another method for removing multiple
    # blocks in a single go
    def rebuild(self, index):
        deadblock = self.blocks[index]
        out = list()

        for block in self.blocks:
            for edge in block.edges:
                if edge == deadblock:
                    block.edges.remove(edge)

        for block in deadblock.edges:
            chunk = list()
            self.searchBlock(block, chunk, deadblock)
            out.append(chunk)

        #out is a list of lists of populated blocks
        #remove duplicate chunks
        results = list()
        for chunk in out:
            chunk.sort(compareBlock)
            if not chunk in results and len(chunk) > 0:
                results.append(chunk)
    
        for result in results:
            self.minMax(result)
            #diff = Point2((self.minX+self.maxX) / 2.0, (self.minY+self.maxY) / 2.0)
            diff = Vec3((self.minX+self.maxX) / 2.0, 0, (self.minY+self.maxY) / 2.0)
            p = self.np.getPos()
            pos = Point2(p.x, p.z)
            h = self.np.getHpr()
            self.world.entities.append(Chunk(self.world, result, pos, h, diff, self.bnode.getAngularVelocity(), self.bnode.getLinearVelocity()))

        self.destroyNow()
        self.remove = True
        
    def searchBlock(self, block, lst, deleted):
        if block in lst:
            return
        else:
#.........这里部分代码省略.........
开发者ID:michaeltchapman,项目名称:gravbot,代码行数:103,代码来源:chunks.py

示例5: Catcher

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setPythonTag [as 别名]
class Catcher(Enemy):
    damage = 25

    def __init__(self, location, player, cmap, world):
        super(Catcher, self).__init__(location)
        self.player = player
        self.cmap = cmap

        self.obj = utilities.loadObject("robot", depth=20)

        self.world = world 
        self.health = 100

        self.depth = self.obj.getPos().y

        self.location = location 
        self.velocity = Vec3(0)

        self.shape = BulletBoxShape(Vec3(0.5, 1.0, 0.5))
        self.bnode = BulletRigidBodyNode('Box')
        self.bnode.setMass(0.1)
        self.bnode.setAngularVelocity(Vec3(0))
        self.bnode.setAngularFactor(Vec3(0))
        self.bnode.addShape(self.shape)
        self.bnode.setLinearDamping(0.75)
        self.bnode.setLinearSleepThreshold(0)

        world.bw.attachRigidBody(self.bnode)
        self.bnode.setPythonTag("entity", self)
        self.bnode.setIntoCollideMask(BitMask32.bit(0))

        self.node = utilities.app.render.attachNewNode(self.bnode)
        self.node.setPos(self.obj.getPos())

        self.obj.setPos(0,0,0)
        self.obj.setScale(1)
        self.obj.reparentTo(self.node)
        self.node.setPos(self.location.x, self.depth, self.location.y)

    def update(self, time):
         self.location = Point2(self.node.getPos().x - self.player.location.x, self.node.getPos().z - self.player.location.y)

         if self.location.x > 20 or self.location.x < -20:
             return
         if self.location.y > 20 or self.location.y < -20:
             return
         path = findPath(Point2(self.location + Point2(20,20)), Point2(20,20), self.world.cmap)
         if len(path) > 1:
            move = path[1] - self.location
            self.bnode.applyCentralForce(Vec3(move.x-20,0,move.y-20))
    
    def hitby(self, projectile, index):
        self.health -= projectile.damage 
        if (self.health < 0):
            self.remove = True
        greyscale  = 0.3 + (0.01 * self.health)
        self.obj.setColor(1, greyscale,greyscale,1)
        return False

    def removeOnHit(self):
        return

    def destroy(self):
        self.obj.hide()
        self.world.bw.removeRigidBody(self.bnode)
开发者ID:michaeltchapman,项目名称:gravbot,代码行数:67,代码来源:enemies.py


注:本文中的panda3d.bullet.BulletRigidBodyNode.setPythonTag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。