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Python CollisionHandlerEvent.setOutPattern方法代码示例

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


在下文中一共展示了CollisionHandlerEvent.setOutPattern方法的3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: buildCollisions

# 需要导入模块: from panda3d.core import CollisionHandlerEvent [as 别名]
# 或者: from panda3d.core.CollisionHandlerEvent import setOutPattern [as 别名]
 def buildCollisions(self):
     TrapGag.buildCollisions(self)
     gagSph = CollisionSphere(0, 0, 0, 1)
     gagSph.setTangible(0)
     gagNode = CollisionNode('gagSensor')
     gagNode.addSolid(gagSph)
     gagNP = self.gag.attachNewNode(gagNode)
     gagNP.setScale(0.75, 0.8, 0.75)
     gagNP.setPos(0.0, 0.1, 0.5)
     gagNP.setCollideMask(BitMask32.bit(0))
     gagNP.node().setFromCollideMask(CIGlobals.FloorBitmask)
     event = CollisionHandlerEvent()
     event.setInPattern('%fn-into')
     event.setOutPattern('%fn-out')
     base.cTrav.addCollider(gagNP, event)
开发者ID:coginvasion,项目名称:src,代码行数:17,代码来源:TossTrapGag.py

示例2: BounceCheckAttack

# 需要导入模块: from panda3d.core import CollisionHandlerEvent [as 别名]
# 或者: from panda3d.core.CollisionHandlerEvent import setOutPattern [as 别名]
class BounceCheckAttack(ThrowAttack):
    notify = directNotify.newCategory('BounceCheckAttack')
    MaxBounces = 3
    WeaponHitDistance = 0.5

    def __init__(self, attacksClass, suit):
        ThrowAttack.__init__(self, attacksClass, suit)
        self.attack = 'bouncecheck'
        self.bounceSound = None
        self.numBounces = 0
        return

    def __pollCheckDistance(self, task):
        if base.localAvatar.getDistance(self.weapon) <= self.WeaponHitDistance:
            self.handleWeaponCollision(None)
            return Task.done
        else:
            return Task.cont
            return

    def loadAttack(self):
        self.weapon = loader.loadModel('phase_5/models/props/bounced-check.bam')
        self.weapon.setScale(10)
        self.weapon.setTwoSided(1)
        self.bounceSound = base.audio3d.loadSfx('phase_5/audio/sfx/SA_bounce_check_bounce.mp3')
        base.audio3d.attachSoundToObject(self.bounceSound, self.suit)
        cSphere = CollisionSphere(0, 0, 0, 0.1)
        cSphere.setTangible(0)
        if hasattr(self, 'uniqueName'):
            name = self.uniqueName('bounced_check_collision')
        else:
            name = 'bounced_check_collision'
        cNode = CollisionNode(name)
        cNode.addSolid(cSphere)
        cNode.setFromCollideMask(CIGlobals.FloorBitmask)
        cNP = self.weapon.attachNewNode(cNode)
        cNP.setCollideMask(BitMask32(0))
        self.event = CollisionHandlerEvent()
        self.event.setInPattern('%fn-into')
        self.event.setOutPattern('%fn-out')
        base.cTrav.addCollider(cNP, self.event)
        self.wsnp = cNP
        self.wsnp.show()

    def doAttack(self, ts = 0):
        ThrowAttack.doAttack(self, ts)
        self.loadAttack()
        if hasattr(self, 'uniqueName'):
            name = self.uniqueName('doBounceCheckAttack')
        else:
            name = 'doBounceCheckAttack'
        self.suitTrack = Sequence(name=name)
        self.weapon.reparentTo(self.suit.find('**/joint_Rhold'))
        if self.suit.type == 'C':
            self.suitTrack.append(Wait(2.3))
        else:
            self.suitTrack.append(Wait(3))
        self.suit.play('throw-paper')
        self.suitTrack.append(Func(self.throwObject))
        self.suitTrack.start(ts)

    def throwObject(self):
        ThrowAttack.throwObject(self)
        taskMgr.add(self.__pollCheckDistance, 'pollCheckDistance')
        self.__doThrow(0)

    def __doThrow(self, alreadyThrown):
        self.weapon.setScale(1)
        pathNP = NodePath('throwPath')
        if not alreadyThrown:
            pathNP.reparentTo(self.suit)
        else:
            pathNP.reparentTo(self.weapon)
        pathNP.setScale(render, 1.0)
        pathNP.setPos(0, 30, -100)
        pathNP.setHpr(90, -90, 90)
        print pathNP.getPos(base.render)
        if self.throwTrajectory:
            self.throwTrajectory.pause()
            self.throwTrajectory = None
        if alreadyThrown:
            startPos = self.weapon.getPos(base.render)
            gravity = 0.7
        else:
            gravity = 0.7
            startPos = self.suit.find('**/joint_Rhold').getPos(base.render)
        self.throwTrajectory = ProjectileInterval(self.weapon, startPos=startPos, endPos=pathNP.getPos(base.render), gravityMult=gravity, duration=3.0)
        self.throwTrajectory.start()
        self.weapon.setScale(10)
        self.weapon.reparentTo(render)
        self.weapon.setHpr(pathNP.getHpr(render))
        self.weapon_state = 'released'
        self.acceptOnce(self.wsnp.node().getName() + '-into', self.__handleHitFloor)
        return

    def __handleHitFloor(self, entry):
        self.numBounces += 1
        if self.numBounces >= self.MaxBounces:
            self.cleanup()
            return
#.........这里部分代码省略.........
开发者ID:coginvasion,项目名称:src,代码行数:103,代码来源:SuitAttacks.py

示例3: CameraShyFirstPerson

# 需要导入模块: from panda3d.core import CollisionHandlerEvent [as 别名]
# 或者: from panda3d.core.CollisionHandlerEvent import setOutPattern [as 别名]

#.........这里部分代码省略.........
        return

    def __handleRayInto(self, entry):
        intoNP = entry.getIntoNodePath()
        toonNP = intoNP.getParent()
        for key in base.cr.doId2do.keys():
            obj = base.cr.doId2do[key]
            if obj.__class__.__name__ == 'DistributedToon':
                if obj.getKey() == toonNP.getKey():
                    self.__handleToonInFocus(obj)

    def __handleRayOut(self, entry):
        intoNP = entry.getIntoNodePath()
        toonNP = intoNP.getParent()
        for key in base.cr.doId2do.keys():
            obj = base.cr.doId2do[key]
            if obj.__class__.__name__ == 'DistributedToon':
                if obj.getKey() == toonNP.getKey():
                    self.toonToTakePicOf = None
                    self.hasToonInFocus = False
                    if self.cameraFocus.getColorScale() == self.toonInFocusColor:
                        self.cameraFocus.setColorScale(self.toonOutOfFocusColor)

        return

    def __handleToonInFocus(self, toon):
        if not self.hasToonInFocus or self.toonToTakePicOf is not None or self.toonToTakePicOf.doId != toon.doId:
            self.toonToTakePicOf = toon
            self.hasToonInFocus = True
            self.cameraFocus.setColorScale(self.toonInFocusColor)
        return

    def start(self):
        self.fullyChargedSound = base.loadSfx('phase_4/audio/sfx/MG_pairing_match.mp3')
        self.rechargeSound = base.loadSfx('phase_4/audio/sfx/MG_sfx_travel_game_blue_arrow.mp3')
        self.batteryFrame = DirectFrame(parent=base.a2dBottomRight, pos=(-0.2, 0, 0.1), scale=(0.8, 0, 1))
        self.batteryBg = OnscreenImage(image='phase_4/maps/battery_charge_frame.png', parent=self.batteryFrame)
        self.batteryBg.setTransparency(1)
        self.batteryBg.setX(0.03)
        self.batteryBg.setScale(0.17, 0, 0.05)
        self.batteryBar = DirectWaitBar(value=0, range=5, barColor=(1, 1, 1, 1), relief=None, scale=(0.12, 0.0, 0.3), parent=self.batteryFrame)
        self.cameraFocus = loader.loadModel('phase_4/models/minigames/photo_game_viewfinder.bam')
        self.cameraFocus.reparentTo(base.aspect2d)
        self.focusCollHandler = CollisionHandlerEvent()
        self.focusCollHandler.setInPattern('%fn-into')
        self.focusCollHandler.setOutPattern('%fn-out')
        self.focusCollNode = CollisionNode('mouseRay')
        self.focusCollNP = base.camera.attachNewNode(self.focusCollNode)
        self.focusCollNode.setCollideMask(BitMask32(0))
        self.focusCollNode.setFromCollideMask(CIGlobals.WallBitmask)
        self.focusRay = CollisionRay()
        self.focusRay.setFromLens(base.camNode, 0.0, 0.0)
        self.focusCollNode.addSolid(self.focusRay)
        base.cTrav.addCollider(self.focusCollNP, self.focusCollHandler)
        base.localAvatar.walkControls.setWalkSpeed(CIGlobals.ToonForwardSpeed, 0.0, CIGlobals.ToonReverseSpeed, CIGlobals.ToonRotateSpeed)
        FirstPerson.start(self)
        return

    def reallyStart(self):
        self.accept('mouseRay-into', self.__handleRayInto)
        self.accept('mouseRay-out', self.__handleRayOut)
        self.camFSM.request('recharge')
        taskMgr.add(self.movementTask, 'movementTask')
        FirstPerson.reallyStart(self)

    def end(self):
        self.camFSM.request('off')
        taskMgr.remove('movementTask')
        self.ignore('mouseRay-into')
        self.ignore('mouseRay-out')
        FirstPerson.end(self)

    def reallyEnd(self):
        self.batteryBar.destroy()
        self.batteryBar = None
        self.batteryBg.destroy()
        self.batteryBg = None
        self.batteryFrame.destroy()
        self.batteryFrame = None
        self.cameraFocus.removeNode()
        self.cameraFocus = None
        self.focusCollHandler = None
        self.focusCollNode = None
        self.focusCollNP.removeNode()
        self.focusCollNP = None
        self.focusRay = None
        self.hasToonInFocus = None
        self.toonToTakePicOf = None
        self.fullyChargedSound = None
        self.rechargeSound = None
        self.stopCameraFlash()
        FirstPerson.reallyEnd(self)
        base.localAvatar.walkControls.setWalkSpeed(CIGlobals.ToonForwardSpeed, CIGlobals.ToonJumpForce, CIGlobals.ToonReverseSpeed, CIGlobals.ToonRotateSpeed)
        return

    def cleanup(self):
        self.camFSM.requestFinalState()
        self.camFSM = None
        FirstPerson.cleanup(self)
        return
开发者ID:coginvasion,项目名称:src,代码行数:104,代码来源:CameraShyFirstPerson.py


注:本文中的panda3d.core.CollisionHandlerEvent.setOutPattern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。