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Python CardMaker.setColor方法代码示例

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


在下文中一共展示了CardMaker.setColor方法的11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: loadFlatQuad

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
 def loadFlatQuad(self, fullFilename):
     cm = CardMaker('cm-%s' % fullFilename)
     cm.setColor(1.0, 1.0, 1.0, 1.0)
     aspect = base.camLens.getAspectRatio()
     htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
     htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)
     cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
     bottomRightX = WEB_WIDTH_PIXELS / float(WEB_WIDTH + 1)
     bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)
     cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))
     card = cm.generate()
     quad = NodePath(card)
     jpgFile = PNMImage(WEB_WIDTH, WEB_HEIGHT)
     smallerJpgFile = PNMImage()
     readFile = smallerJpgFile.read(Filename(fullFilename))
     if readFile:
         jpgFile.copySubImage(smallerJpgFile, 0, 0)
         guiTex = Texture('guiTex')
         guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
         guiTex.setMinfilter(Texture.FTLinear)
         guiTex.load(jpgFile)
         guiTex.setWrapU(Texture.WMClamp)
         guiTex.setWrapV(Texture.WMClamp)
         ts = TextureStage('webTS')
         quad.setTexture(ts, guiTex)
         quad.setTransparency(0)
         quad.setTwoSided(True)
         quad.setColor(1.0, 1.0, 1.0, 1.0)
         result = quad
     else:
         result = None
     Texture.setTexturesPower2(1)
     return result
开发者ID:RandomToon,项目名称:Toontown-2,代码行数:35,代码来源:IssueFrame.py

示例2: setupTexture

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
 def setupTexture(self):
     cm = CardMaker('quadMaker')
     cm.setColor(1.0, 1.0, 1.0, 1.0)
     aspect = base.camLens.getAspectRatio()
     htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
     htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)
     cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
     bottomRightX = WEB_WIDTH_PIXELS / float(WEB_WIDTH + 1)
     bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)
     cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))
     card = cm.generate()
     self.quad = NodePath(card)
     self.quad.reparentTo(self.parent_)
     self.guiTex = Texture('guiTex')
     self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
     self.guiTex.setMinfilter(Texture.FTLinear)
     self.guiTex.setKeepRamImage(True)
     self.guiTex.makeRamImage()
     self.guiTex.setWrapU(Texture.WMRepeat)
     self.guiTex.setWrapV(Texture.WMRepeat)
     ts = TextureStage('webTS')
     self.quad.setTexture(ts, self.guiTex)
     self.quad.setTexScale(ts, 1.0, -1.0)
     self.quad.setTransparency(0)
     self.quad.setTwoSided(True)
     self.quad.setColor(1.0, 1.0, 1.0, 1.0)
     self.calcMouseLimits()
开发者ID:nate97,项目名称:src,代码行数:29,代码来源:HtmlView.py

示例3: register

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
	def register(self, render, camera, keys):
		State.register(self, render, camera, keys)
		
		cm = CardMaker('CardMaker-Pause')
		cm.setFrame(0.5, -0.5, 0.5, -0.5)
		cm.setColor(0,0,0, 0.1)
		
		self.bg = self.node.attachNewNode(cm.generate())
		self.bg.setPos(0, 0, 0)
		
		menuActions = {'up': (Menu.previousOpt, self.menu),
						'down': (Menu.nextOpt, self.menu), 
						'action': (self.selectOption, None),
						'cancel': (self.selectOption, 0) }
		self.menu.registerKeys(keys, menuActions)
	
		self.title = OnscreenText(text="Game Paused", mayChange = True , style=1, fg=(1,1,1,1), pos=(0,0.35), scale = .1)
		self.text = {}
		
		id=0
		for opt in self.menu.options:
			self.text[opt] = OnscreenText(text=opt, mayChange = True , style=1, fg=(1,1,1,1), pos=(0,0.1 - 0.1*id), scale = .06)
			id+=1
		
		self.title.reparentTo(self.node)
		for opt in self.text.keys():
			self.text[opt].reparentTo(self.node)
开发者ID:bjurkovski,项目名称:SeaOfPossibilities,代码行数:29,代码来源:pause.py

示例4: makeCube

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
def makeCube(geom, x, y, z, scale=1.0, texpos=None, colors=False):
    """
    Function that adds six cards to a GeomNode to form a cube
    
    geom: GeomNode to add cards to
    x, y, z: Position offset
    scale: Optional, Scale factor, cube is 1x1x1 by default
    texpos: Optional, Dictionary of tuples with texture co-ordinates
            Tuple has Point2 for top-left and Point2 for bottom-right
            Faces are "front", "back", "left", "right", "top", "bottom"
    colors: Optional, if True set different color for each face for debugging
            (see cardcolors)
    """
    cardmaker = CardMaker("cardmaker")
    
    mycards = deepcopy(CARDS)
    for k, i in mycards.iteritems():
        points = i
        for j in points:
            j += Point3(x, y, z)
            j *= scale
        cardmaker.setFrame(*points)
        
        if texpos:
            cardmaker.setUvRange(*texpos[k])
        if colors:
            cardmaker.setColor(*CARDCOLORS[k])
        geom.addGeomsFrom(cardmaker.generate())
开发者ID:TazeTSchnitzel,项目名称:BlockGame,代码行数:30,代码来源:render.py

示例5: initSwitchSigns

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
 def initSwitchSigns(self):
     self.switchSigns = []
     for i in range(11):
         cm = CardMaker('card%d'%i)
         cm.setColor(0,0,0,0)
         cm.setFrame(-0.5, 0.5, -0.5, 0.5)
         card = self.level.attachNewNode(cm.generate())
         card.setAttrib(TransparencyAttrib.make(TransparencyAttrib.M_alpha))
         tex = loader.loadTexture('%d.png'%i)
         ts = TextureStage('ts')
         ts.setMode(TextureStage.MReplace)
         card.setTexture(ts, tex)
         card.setEffect(BillboardEffect.makePointEye())
         card.hide()
         self.switchSigns.append(card)
开发者ID:grimfang,项目名称:owp_ajaw,代码行数:17,代码来源:level01.py

示例6: setupRightTexture

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
 def setupRightTexture(self):
     cm = CardMaker('quadMaker')
     cm.setColor(1.0, 1.0, 1.0, 1.0)
     aspect = base.camLens.getAspectRatio()
     htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
     htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
     cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
     card = cm.generate()
     self.rightQuad = NodePath(card)
     self.rightQuad.reparentTo(self.parent_)
     self.rightGuiTex = Texture('guiTex')
     self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
     self.rightGuiTex.setKeepRamImage(True)
     self.rightGuiTex.makeRamImage()
     self.rightGuiTex.setWrapU(Texture.WMClamp)
     self.rightGuiTex.setWrapV(Texture.WMClamp)
     ts = TextureStage('rightWebTS')
     self.rightQuad.setTexture(ts, self.rightGuiTex)
     self.rightQuad.setTexScale(ts, 1.0, -1.0)
     self.rightQuad.setTransparency(0)
     self.rightQuad.setTwoSided(True)
     self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)
开发者ID:nate97,项目名称:src,代码行数:24,代码来源:HtmlView.py

示例7: __init__

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
    def __init__(self):
        
        # create a texture into which we can copy the main window.

        self.tex = Texture()
        self.tex.setMinfilter(Texture.FTLinear)
        base.win.addRenderTexture(self.tex, GraphicsOutput.RTMTriggeredCopyTexture)
        
        # Create another 2D camera. Tell it to render before the main camera.

        self.backcam = base.makeCamera2d(base.win, sort=-10)
        self.background = NodePath("background")
        self.backcam.reparentTo(self.background)
        self.background.setDepthTest(0)
        self.background.setDepthWrite(0)
        self.backcam.node().getDisplayRegion(0).setClearDepthActive(0)

        # Obtain two texture cards. One renders before the dragon, the other after.
        self.bcard = base.win.getTextureCard()
        self.bcard.reparentTo(self.background)
        self.bcard.setTransparency(1)
        self.fcard = base.win.getTextureCard()
        self.fcard.reparentTo(render2d)
        self.fcard.setTransparency(1)

        # Initialize one of the nice effects.
        self.chooseEffectGhost()
        
        # Add the task that initiates the screenshots.
        taskMgr.add(self.takeSnapShot, "takeSnapShot")

        # Create some black squares on top of which we will
        # place the instructions.
        blackmaker = CardMaker("blackmaker")
        blackmaker.setColor(0,0,0,1)
        blackmaker.setFrame(-1.00, -0.50, 0.65, 1.00)
        instcard = NodePath(blackmaker.generate())
        instcard.reparentTo(render2d)
        blackmaker.setFrame(-0.5, 0.5, -1.00, -0.85)
        titlecard = NodePath(blackmaker.generate())
        titlecard.reparentTo(render2d)

        # Panda does its best to hide the differences between DirectX and
        # OpenGL.  But there are a few differences that it cannot hide.
        # One such difference is that when OpenGL copies from a
        # visible window to a texture, it gets it right-side-up.  When
        # DirectX does it, it gets it upside-down.  There is nothing panda
        # can do to compensate except to expose a flag and let the 
        # application programmer deal with it.  You should only do this
        # in the rare event that you're copying from a visible window
        # to a texture.

        if (base.win.getGsg().getCopyTextureInverted()):
            print "Copy texture is inverted."
            self.bcard.setScale(1,1,-1)
            self.fcard.setScale(1,1,-1)

        # Put up the instructions
        title = OnscreenText(text="Panda3D: Tutorial - Motion Trails",
                             style=1, fg=(1,1,1,1),
                             pos=(0,-0.95), scale = .07)
        
        instr0 = addInstructions(0.95, "Press ESC to exit")
        instr1 = addInstructions(0.90, "Press 1: Ghost effect")
        instr2 = addInstructions(0.85, "Press 2: PaintBrush effect")
        instr3 = addInstructions(0.80, "Press 3: Double Vision effect")
        instr4 = addInstructions(0.75, "Press 4: Wings of Blue effect")
        instr5 = addInstructions(0.70, "Press 5: Whirlpool effect")
        
        # enable the key events
        self.accept("escape", sys.exit, [0])
        self.accept("1", self.chooseEffectGhost)
        self.accept("2", self.chooseEffectPaintBrush)
        self.accept("3", self.chooseEffectDoubleVision)
        self.accept("4", self.chooseEffectWingsOfBlue)
        self.accept("5", self.chooseEffectWhirlpool)
开发者ID:FelixBucket,项目名称:ToontownFritzServer,代码行数:78,代码来源:Tut-Motion-Trails.py

示例8: __init__

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
    def __init__(self):
        # Initialize the ShowBase class from which we inherit, which will
        # create a window and set up everything we need for rendering into it.
        ShowBase.__init__(self)

        self.disableMouse()
        self.camera.setPos(0, -26, 4)
        self.setBackgroundColor(0, 0, 0)

        # Create a texture into which we can copy the main window.
        # We set it to RTMTriggeredCopyTexture mode, which tells it that we
        # want it to copy the window contents into a texture every time we
        # call self.win.triggerCopy().
        self.tex = Texture()
        self.tex.setMinfilter(Texture.FTLinear)
        self.win.addRenderTexture(self.tex,
            GraphicsOutput.RTMTriggeredCopyTexture)

        # Set the initial color to clear the texture to, before rendering it.
        # This is necessary because we don't clear the texture while rendering,
        # and otherwise the user might see garbled random data from GPU memory.
        self.tex.setClearColor((0, 0, 0, 1))
        self.tex.clearImage()

        # Create another 2D camera. Tell it to render before the main camera.
        self.backcam = self.makeCamera2d(self.win, sort=-10)
        self.background = NodePath("background")
        self.backcam.reparentTo(self.background)
        self.background.setDepthTest(0)
        self.background.setDepthWrite(0)
        self.backcam.node().getDisplayRegion(0).setClearDepthActive(0)

        # Obtain two texture cards. One renders before the dragon, the other
        # after.
        self.bcard = self.win.getTextureCard()
        self.bcard.reparentTo(self.background)
        self.bcard.setTransparency(1)
        self.fcard = self.win.getTextureCard()
        self.fcard.reparentTo(self.render2d)
        self.fcard.setTransparency(1)

        # Initialize one of the nice effects.
        self.chooseEffectGhost()

        # Add the task that initiates the screenshots.
        taskMgr.add(self.takeSnapShot, "takeSnapShot")

        # Create some black squares on top of which we will
        # place the instructions.
        blackmaker = CardMaker("blackmaker")
        blackmaker.setColor(0, 0, 0, 1)
        blackmaker.setFrame(-1.00, -0.50, 0.65, 1.00)
        instcard = NodePath(blackmaker.generate())
        instcard.reparentTo(self.render2d)
        blackmaker.setFrame(-0.5, 0.5, -1.00, -0.85)
        titlecard = NodePath(blackmaker.generate())
        titlecard.reparentTo(self.render2d)

        # Panda does its best to hide the differences between DirectX and
        # OpenGL.  But there are a few differences that it cannot hide.
        # One such difference is that when OpenGL copies from a
        # visible window to a texture, it gets it right-side-up.  When
        # DirectX does it, it gets it upside-down.  There is nothing panda
        # can do to compensate except to expose a flag and let the
        # application programmer deal with it.  You should only do this
        # in the rare event that you're copying from a visible window
        # to a texture.
        if self.win.getGsg().getCopyTextureInverted():
            print("Copy texture is inverted.")
            self.bcard.setScale(1, 1, -1)
            self.fcard.setScale(1, 1, -1)

        # Put up the instructions
        title = OnscreenText(text="Panda3D: Tutorial - Motion Trails",
                             fg=(1, 1, 1, 1), parent=base.a2dBottomCenter,
                             pos=(0, 0.1), scale=.08)

        instr0 = addInstructions(0.06, "Press ESC to exit")
        instr1 = addInstructions(0.12, "Press 1: Ghost effect")
        instr2 = addInstructions(0.18, "Press 2: PaintBrush effect")
        instr3 = addInstructions(0.24, "Press 3: Double Vision effect")
        instr4 = addInstructions(0.30, "Press 4: Wings of Blue effect")
        instr5 = addInstructions(0.36, "Press 5: Whirlpool effect")

        # Enable the key events
        self.accept("escape", sys.exit, [0])
        self.accept("1", self.chooseEffectGhost)
        self.accept("2", self.chooseEffectPaintBrush)
        self.accept("3", self.chooseEffectDoubleVision)
        self.accept("4", self.chooseEffectWingsOfBlue)
        self.accept("5", self.chooseEffectWhirlpool)
开发者ID:AdrianF98,项目名称:Toontown-2-Revised,代码行数:93,代码来源:main.py

示例9: generateWater

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
 def generateWater(self, style):
     print "Generate Water:", self.waterXMin, self.waterXMax, self.waterYMin,  self.waterYMax
     '''Generates water
     style 0: blue card
     style 1: reflective card
     style 2: reflective card with shaders
     '''
     self.waterHeight = 22.0
     if self.water:
         self.water.removeNode()
     if style is 0:
         cm = CardMaker("water")
         #cm.setFrame(-1, 1, -1, 1)
         cm.setFrame(self.waterXMin, self.waterXMax, self.waterYMin,  self.waterYMax)
         cm.setColor(0, 0, 1, 0.9)
         self.water = render.attachNewNode(cm.generate())
         if self.waterYMax > self.waterXMax:
             size = self.waterYMax
         else:
             size = self.waterXMax
         self.water.lookAt(0, 0, -1)
         self.water.setZ(self.waterHeight)
         messenger.send('makePickable', [self.water])
     elif style is 1:
         # From Prosoft's super awesome terrain demo
         cm = CardMaker("water")
         #cm.setFrame(-1, 1, -1, 1)
         cm.setFrame(self.waterXMin, self.waterXMax, self.waterYMin,  self.waterYMax)
         self.water = render.attachNewNode(cm.generate())
         if self.waterYMax > self.waterXMax:
             size = self.waterYMax
         else:
             size = self.waterXMax
         #self.water.setScale(size)
         self.water.lookAt(0, 0, -1)
         self.water.setZ(self.waterHeight)
         self.water.setShaderOff(1)
         self.water.setLightOff(1)
         self.water.setAlphaScale(0.5)
         self.water.setTransparency(TransparencyAttrib.MAlpha)
         wbuffer = base.win.makeTextureBuffer("water", 512, 512)
         wbuffer.setClearColorActive(True)
         wbuffer.setClearColor(base.win.getClearColor())
         self.wcamera = base.makeCamera(wbuffer)
         self.wcamera.reparentTo(render)
         self.wcamera.node().setLens(base.camLens)
         self.wcamera.node().setCameraMask(BitMask32.bit(1))
         self.water.hide(BitMask32.bit(1))
         wtexture = wbuffer.getTexture()
         wtexture.setWrapU(Texture.WMClamp)
         wtexture.setWrapV(Texture.WMClamp)
         wtexture.setMinfilter(Texture.FTLinearMipmapLinear)
         self.wplane = Plane(Vec3(0, 0, 1), Point3(0, 0, self.water.getZ()))
         wplanenp = render.attachNewNode(PlaneNode("water", self.wplane))
         tmpnp = NodePath("StateInitializer")
         tmpnp.setClipPlane(wplanenp)
         tmpnp.setAttrib(CullFaceAttrib.makeReverse())
         self.wcamera.node().setInitialState(tmpnp.getState())
         self.water.projectTexture(TextureStage("reflection"), wtexture, self.wcamera)
         messenger.send('makePickable', [self.water])
     elif style is 2:
         # From Clcheung just as super awesome demomaster
         self.water_level = Vec4(0.0, 0.0, self.waterHeight, 1.0)
         self.water = water.WaterNode(self.waterXMin, self.waterYMin, self.waterXMax, self.waterYMax, self.water_level.getZ())
         self.water.setStandardControl()
         self.water.changeParams(None)
         wl=self.water_level
         wl.setZ(wl.getZ()-0.05)
         #root.setShaderInput('waterlevel', self.water_level)
         render.setShaderInput('time', 0)
         messenger.send('makePickable', [self.water.waterNP])
开发者ID:croxis,项目名称:CityMania,代码行数:73,代码来源:environment.py

示例10: __init__

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
    def __init__(self,
                 parent = None,
                 pos = (0,0,0),
                 fading = False,
                 fading_position_offset = (0,0,0),
                 fading_duration = 0.5, 
                 backgroundImage = None, 
                 backgroundColor = None,
                 enableMask = False,
                 noFocus = False,
                 shownFunc = None,
                 hiddenFunc = None,
                 funcExtraArgs = [],
                 sort = None
                 ):
        '''if fading enabled, it will apply a fading effect on show()&hide()
        Important Attributes:
        enableMask: This creates a big transparent plane (DirectButton) off screen so the directGui below won't be
                    clicked (However due to this trick we won't be able to accept mouse events (I have paid back 'mouse3' by 
                    self.__maskClick))
        noFocus: if it is true, it doesn't need SogalBase to manage its focus state (it will not affect
                 other Sogalforms' focus state
        '''
        self.__fading = fading
        self.__fadingPositionOffset = fading_position_offset
        self.__fadingDuration = fading_duration
        self.__originPos = pos
        self.__currentInterval = None
        self.__maskEnabled = enableMask
        self.__noFocus = noFocus
        
        self.__shownFunc = shownFunc
        self.__hiddenFunc = hiddenFunc
        self.__eventExtraArgs = funcExtraArgs
        
        
        self.__mask = None
        if self.__maskEnabled:
            self.__mask = DialogMask()
            #self.__mask = DirectButton(parent = aspect2d, frameColor =(1,1,1,0.1), relief = DGG.FLAT,commandButtons = [DGG.RMB],command = self.__maskClick)
            self.__mask.hide()
        
        self.__backgroundImage = backgroundImage
        self.__backgroundColor = backgroundColor
        self.__bgPath = None
        self.__imagePath = None
        self.__hidden = True

        
        NodePath.__init__(self,self.__class__.__name__)
        
        parent = parent or aspect2d
        if sort:
            self.reparentTo(parent, sort = sort)
        else:
            self.reparentTo(parent)
            
        self.setPos(pos)
        
        if self.__backgroundColor:
            self.__bgPath = NodePath('bgPath')
            self.__bgPath.setTransparency(TransparencyAttrib.MAlpha)
            cm = CardMaker('cm')
            cm.setFrameFullscreenQuad()
            cm.setColor(self.__backgroundColor)
            self.__bgPath.attachNewNode(cm.generate())
            self.__bgPath.reparentTo(aspect2d,self.getSort())
            self.__bgPath.hide()
            
        #TODO: backgroundImage
        
        self.setTransparency(TransparencyAttrib.MAlpha)
        
        
        self.accept('window-event', self.windowResize)
        self.windowResize(None)

        NodePath.hide(self)
开发者ID:WindyDarian,项目名称:Sogal,代码行数:80,代码来源:sogal_form.py

示例11: __init__

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setColor [as 别名]
class RaceGUI:
    GagPie = 0
    gagRoot = 'phase_3.5/maps/inventory_'

    class RacerInfo:

        def __init__(self, face, mapSpot):
            self.curvetime = 0
            self.maxlaphit = 0
            self.face = face
            self.mapspot = mapSpot
            self.place = 1
            self.enabled = True
            self.finished = False
            self.gag = None
            return

        def update(self, curvetime = None, maxlaphit = None, faceX = None, mapspotPt = None, place = None, finished = None):
            if self.enabled:
                if not curvetime == None:
                    self.curvetime = curvetime
                if not maxlaphit == None:
                    self.maxlaphit = maxlaphit
                if not faceX == None:
                    self.face.setX(faceX)
                if not mapspotPt == None:
                    self.mapspot.setPos(mapspotPt)
                if not place == None:
                    self.place = place
                if not finished == None:
                    self.finished = finished
            return

        def disable(self):
            self.enabled = False
            if not self.finished:
                self.face.hide()
            self.mapspot.hide()

        def enable(self):
            self.enabled = True
            self.face.show()
            self.mapspot.show()

    def __init__(self, distRace):
        self.race = distRace
        self.timerEnabled = False
        self.maxLapHit = 0
        self.photoFinish = False
        toonInteriorTextures = loader.loadModel('phase_3.5/models/modules/toon_interior_textures')
        invTextures = loader.loadModel('phase_3.5/models/gui/inventory_icons')
        racingTextures = loader.loadModel('phase_6/models/karting/racing_textures')
        self.gagTextures = [toonInteriorTextures.find('**/couch'),
         invTextures.find('**/inventory_bannana_peel'),
         racingTextures.find('**/boost_arrow'),
         invTextures.find('**/inventory_anvil'),
         invTextures.find('**/inventory_creampie')]
        self.gagTextures[1].setScale(7.5)
        self.gagTextures[3].setScale(7.5)
        self.gagTextures[4].setScale(7.5)
        self.cardMaker = CardMaker('card')
        self.racerDict = {}
        self.render2dRoot = render2d.attachNewNode('RaceGuiRender2dRoot')
        self.render2dRoot.setDepthWrite(1)
        self.directObjList = []
        self.aspect2dRoot = aspect2d.attachNewNode('RaceGuiAspect2dRoot')
        self.aspect2dRoot.setDepthWrite(1)
        self.raceModeRoot = self.aspect2dRoot.attachNewNode('RaceModeRoot')
        gui = loader.loadModel('phase_3.5/models/gui/avatar_panel_gui')
        self.closeButton = DirectButton(image=(gui.find('**/CloseBtn_UP'),
         gui.find('**/CloseBtn_DN'),
         gui.find('**/CloseBtn_Rllvr'),
         gui.find('**/CloseBtn_UP')), relief=None, scale=1.05, text=TTLocalizer.KartRace_Leave, text_scale=0.04, text_pos=(0, -0.07), text_fg=VBase4(1, 1, 1, 1), pos=(-0.99, 0, 0.925), command=self.race.leaveRace)
        self.closeButton.reparentTo(self.aspect2dRoot)
        self.directObjList.append(self.closeButton)
        self.raceTimeDelta = 0
        self.raceModeReady = False
        self.resultModeReady = False
        self.gagCycleSound = base.loader.loadSfx('phase_3.5/audio/sfx/tick_counter.ogg')
        if hasattr(self.gagCycleSound, 'setPlayRate'):
            self.gagCycleSound.setPlayRate(0.2)
        self.gagCycleSound.setLoop(1)
        self.gagAcquireSound = base.loader.loadSfx('phase_6/audio/sfx/SZ_MM_gliss.ogg')
        self.disable()
        return

    def initRaceMode(self):
        self.mapScene = base.a2dTopRight.attachNewNode('MapScene')
        self.mapScene.setPos(-0.2, 0, -0.2)
        self.mapScene.setScale(0.25, 0.001, 0.25)
        maxT = self.race.curve.getMaxT()
        pt = Vec3(0, 0, 0)
        ls = LineSegs('MapLines')
        ls.setColor(1, 1, 1, 1)
        ls.setThickness(2)
        for x in xrange(101):
            self.race.curve.getPoint(x / 100.0 * maxT, pt)
            if x == 0:
                ls.moveTo(pt[0], pt[1], pt[2])
            else:
#.........这里部分代码省略.........
开发者ID:nate97,项目名称:src,代码行数:103,代码来源:RaceGUI.py


注:本文中的panda3d.core.CardMaker.setColor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。