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Python DirectionalLight.setSpecularColor方法代码示例

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


在下文中一共展示了DirectionalLight.setSpecularColor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: createLighting

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def createLighting(self):
        #creates lighting for the scene
        aLightVal = 0.3
        dLightVal1 = -5
        dLightVal2 = 5

        #set up the ambient light
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1))
        ambientLight1 = AmbientLight("ambientLight1")
        ambientLight1.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1))
        ambientLight2 = AmbientLight("ambientLight2")
        ambientLight2.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1))

        #sets a directional light
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(dLightVal1, dLightVal1, dLightVal1))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(0, 0, 0, 1))

        #sets a directional light
        directionalLight1 = DirectionalLight("directionalLight2")
        directionalLight1.setDirection(Vec3(dLightVal2, dLightVal1, dLightVal1))
        directionalLight1.setColor(Vec4(1, 1, 1, 1))
        directionalLight1.setSpecularColor(Vec4(1, 1, 1, 1))


        #attaches lights to scene
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(ambientLight1))
        render.setLight(render.attachNewNode(ambientLight1))
        render.setLight(render.attachNewNode(directionalLight))
        render.setLight(render.attachNewNode(directionalLight1))
开发者ID:jli8554,项目名称:aMAZEing,代码行数:35,代码来源:mazeAnimation.py

示例2: __init__

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def __init__(self):

        self.setAI()

        self.keyMap = {"left": 0, "right": 0, "forward": 0, "backward": 0, "cam-left": 0, "cam-right": 0}
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # the menu
        self.loadAudio()
        self.showMenu()

        # keyboard and mouse events
        self.accept("escape", sys.exit)
        self.accept("w", self.setKey, ["forward", 1])
        self.accept("a", self.setKey, ["left", 1])
        self.accept("s", self.setKey, ["backward", 1])
        self.accept("d", self.setKey, ["right", 1])
        self.accept("w-up", self.setKey, ["forward", 0])
        self.accept("a-up", self.setKey, ["left", 0])
        self.accept("s-up", self.setKey, ["backward", 0])
        self.accept("d-up", self.setKey, ["right", 0])
        self.accept("arrow_left", self.setKey, ["cam-left", 1])
        self.accept("arrow_left-up", self.setKey, ["cam-left", 0])
        self.accept("arrow_right", self.setKey, ["cam-right", 1])
        self.accept("arrow_right-up", self.setKey, ["cam-right", 0])

        # create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(0.3, 0.3, 0.3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
开发者ID:khzaw,项目名称:Timed-Obstacle-Course-Game,代码行数:37,代码来源:main.py

示例3: light

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
 def light(self):
     ambientLight = AmbientLight("ambientLight")
     ambientLight.setColor(Vec4(.3, .3, .3, 1))
     directionalLight = DirectionalLight("directionalLight")
     directionalLight.setDirection(Vec3(-5, -5, -5))
     directionalLight.setColor(Vec4(1, 1, 1, 1))
     directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
     render.setLight(render.attachNewNode(ambientLight))
     render.setLight(render.attachNewNode(directionalLight))
开发者ID:pavelkang,项目名称:Term_Project,代码行数:11,代码来源:ball.py

示例4: __init__

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def __init__(self):
        __builtin__.main = self
        self.taskMgr = taskMgr
        self.base = base
        
        # Connect to the server
        self.cManager = ConnectionManager()
        self.startConnection()
    
        self.characters = dict()
        self.cpList = dict()

        base.win.setClearColor(Vec4(0,0,0,1))


        self.environ = loader.loadModel("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)
        self.ralphStartPos = self.environ.find("**/start_point").getPos()

        # Create a floater object.  We use the "floater" as a temporary
        # variable in a variety of calculations.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        self.accept("escape", sys.exit)
        
        # Login as 'CPHandler'
        # Temporary workaround, can add a seperate request/response for client/NPC client logins later
        self.name = "CPHandler"
        factionId = 0
        self.cManager.sendRequest(Constants.CMSG_AUTH, [self.name, factionId])

        # Create two control points
        cp1 = ControlPoint(1, -107.575, 0.6066, 0.490075, 10, RED)
        cp2 = ControlPoint(2, -100.575, -35.6066, 0.090075, 10, BLUE)

        self.cpList[1] = cp1
        self.cpList[2] = cp2

        taskMgr.doMethodLater(0.1, self.refresh, "heartbeat")
        taskMgr.doMethodLater(1, self.CPHandler, 'CPHandler')

        # Set up the camera
        base.disableMouse()
        #base.camera.setPos(self.character.actor.getX(),self.character.actor.getY()+10,2)

        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
开发者ID:jaimodha,项目名称:MMOG,代码行数:59,代码来源:ControlPointClient.py

示例5: __init__

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
	def __init__(self, aCol, dDir, dCol):
		render.setAttrib(LightRampAttrib.makeHdr1())
		ambientLight = AmbientLight("ambientLight")
		ambientLight.setColor(aCol)
		directionalLight = DirectionalLight("directionalLight")
		directionalLight.setDirection(dDir)
		directionalLight.setColor(dCol)
		directionalLight.setSpecularColor(Vec4(2.0, 2.0, 2.0, 0))
		render.setLight(render.attachNewNode(ambientLight))
		render.setLight(render.attachNewNode(directionalLight))
开发者ID:tbackus127,项目名称:AbominableSnowmanGame,代码行数:12,代码来源:SMLighting.py

示例6: init

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def init(self):
        # window setup
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # display instructions
        addTitle("CS454 HW2")
        addInstructions(0.95, "[ESC]: Quit")
        addInstructions(0.90, "[Mouse Move]: Move camera")
        addInstructions(0.85, "[Mouse Wheel]: Zoom camera")
        addInstructions(0.80, "[W,A,S,D]: Move character")
        addInstructions(0.75, "[T]: Open chat box")
        addInstructions(0.70, "[Y]: Open whisper box")
        addInstructions(0.65, "[Up,Down]: Select whisper target")
        addInstructions(0.60, "[Tab]: Show players")

        # create environment
        environ = loader.loadModel("models/square")
        environ.reparentTo(render)
        environ.setPos(0, 0, 0)
        environ.setScale(100, 100, 1)
        environ.setTexture(loader.loadTexture("models/moon_1k_tex.jpg"), 1)

        # create lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(0.3, 0.3, 0.3, 1))
        render.setLight(render.attachNewNode(ambientLight))

        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(directionalLight))

        # accept special keys
        base.accept("escape", self.exit)
        base.accept("shift-escape", self.exit)

        # create spheres
        sun = Sphere(self, "sun")
        sun.model.setPos(-15, -15, 8)

        earth = Sphere(self, "earth")
        earth.model.setPos(-12, 12, 5)

        venus = Sphere(self, "venus")
        venus.model.setPos(10, 10, 3.5)

        # track game entities
        self.character = None
        self.player = None
        self.camera = None
        self.characters = {}

        self.chat = Chat(self)
        self.playerList = PlayerList(self)
开发者ID:isitso,项目名称:cs454-game-hw2-client,代码行数:57,代码来源:game.py

示例7: __init__

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def __init__(self):
        base.win.setClearColor(Vec4(0,0,0,1))

        # Network Setup
        print "before"
        self.cManager = ConnectionManager(self)
        self.startConnection()
        print "after"

        # Set up the environment
        #

        self.environ = loader.loadModel("models/square")
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)
        self.environ.setScale(100,100,1)
        self.moon_tex = loader.loadTexture("models/moon_1k_tex.jpg")
    	self.environ.setTexture(self.moon_tex, 1)

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        # add spheres
        earth = Earth(self)

        sun = Sun(self)
        venus = Venus(self)



        controls = Control()
        chat = Chat(self)
        player = Ralph(self)


        # player = Panda(self)
        # player = Car(self)



        taskMgr.add(player.move,"moveTask" )
        taskMgr.add(sun.rotatePlanets,"rotateSun", extraArgs = [self.player], appendTask = True)
        taskMgr.add(earth.rotatePlanets,"rotateEarth", extraArgs = [self.player], appendTask = True)
        taskMgr.add(venus.rotatePlanets,"rotateVenus", extraArgs = [self.player], appendTask = True)


        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
开发者ID:genusgant,项目名称:CS594-GameDevelopment-HW2,代码行数:57,代码来源:gameSafe.py

示例8: setupLights

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def setupLights(self):    

        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight1 = DirectionalLight("directionalLight")
        directionalLight1.setDirection(Vec3(5, 5, -5))
        directionalLight1.setColor(Vec4(1, 1, 1, 1))
        directionalLight1.setSpecularColor(Vec4(1, 1, 1, 1))
        directionalLight2 = DirectionalLight("directionalLight")
        directionalLight2.setDirection(Vec3(5, -5, -5))
        directionalLight2.setColor(Vec4(1, 1, 1, 1))
        directionalLight2.setSpecularColor(Vec4(1, 1, 1, 1))
        directionalLight3 = DirectionalLight("directionalLight")
        directionalLight3.setDirection(Vec3(-5, -5, -5))
        directionalLight3.setColor(Vec4(1, 1, 1, 1))
        directionalLight3.setSpecularColor(Vec4(1, 1, 1, 1))
        directionalLight4 = DirectionalLight("directionalLight")
        directionalLight4.setDirection(Vec3(-5, 5, -5))
        directionalLight4.setColor(Vec4(1, 1, 1, 1))
        directionalLight4.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight1))
        render.setLight(render.attachNewNode(directionalLight2))
        render.setLight(render.attachNewNode(directionalLight3))
        render.setLight(render.attachNewNode(directionalLight4))
开发者ID:kukumaluer,项目名称:RoyaleRacing,代码行数:28,代码来源:game.py

示例9: __init__

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
	def __init__(self):
		
		self.root = render.attachNewNode("Root")
		base.setBackgroundColor(0,0,0)
		# This code puts the standard title and instruction text on screen
    		self.title = OnscreenText(text="Ball In Maze",
                              		style=1, fg=(1,1,0,1),
                              		pos=(0.7,-0.95), scale = .07)
    		self.instructions = OnscreenText(text="Press Esc to exit",
                                     		pos = (-1.3, .95), fg=(1,1,0,1),
                                     		align = TextNode.ALeft, scale = .05)
		self.central_msg = OnscreenText(text="",
      				pos = (0, 0), fg=(1, 1, 0, 1),
      				scale = .1
    						)
    		self.central_msg.hide()
    
    		self.accept("escape", sys.exit)        # Escape quits
    		base.disableMouse()                    # Disable mouse-based camera control
    		camera.setPosHpr(0, 0, 25, 0, -90, 0)  # Place the camera

    		# Load the maze and place it in the scene
    		self.maze = loader.loadModel("models/maze")
    		self.maze.reparentTo(render)

		# Load the ball and attach it to the scene
    		# It is on a root dummy node so that we can rotate the ball itself without
    		# rotating the ray that will be attached to it
    		self.ballRoot = render.attachNewNode("ballRoot")
    		self.ball = loader.loadModel("models/ball")
    		self.ball.reparentTo(self.ballRoot)
		# This section deals with lighting for the ball. Only the ball was lit
    		# because the maze has static lighting pregenerated by the modeler
    		ambientLight = AmbientLight("ambientLight")
    		ambientLight.setColor(Vec4(.55, .55, .55, 1))
    		directionalLight = DirectionalLight("directionalLight")
    		directionalLight.setDirection(Vec3(0, 0, -1))
    		directionalLight.setColor(Vec4(0.375, 0.375, 0.375, 1))
    		directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
    		self.ballRoot.setLight(render.attachNewNode(ambientLight))
    		self.ballRoot.setLight(render.attachNewNode(directionalLight))
    
    		# This section deals with adding a specular highlight to the ball to make
    		# it look shiny
    		m = Material()
    		m.setSpecular(Vec4(1,1,1,1))
    		m.setShininess(96)
    		self.ball.setMaterial(m, 1)
开发者ID:s7h,项目名称:collision_detection_panda3d,代码行数:50,代码来源:graphics.py

示例10: start

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def start(self, myPlayerName, players):
        """
        Takes a list of player names and positions, 
        initializes the players and sets up the scene
        """
        # Load the environment model.
        self.levelNode = render.attachNewNode("Level node")
        self.level = LevelContainer(self.levelName)
        self.level.render(self.levelNode, base.loader)
        self.levelNode.setAttrib(ShadeModelAttrib.make(ShadeModelAttrib.MFlat))

        base.win.setClearColor(Vec4(0,0,0,1))
        self.title = addTitle("PushBack")
        self.players = dict()
        
        self.playersNode = render.attachNewNode("Players Root Node")
        self.healthbar = DirectWaitBar(range=1.0, barColor=(1.0, 0.0, 0.0, 1.0), 
                        value=1.0, frameSize=(-0.45,0.45,1.0,0.98))
        base.disableMouse()
        base.cam.reparentTo(self.playersNode)
        base.cam.setCompass()
        base.cam.setH(0)
        base.cam.setZ(CAM_HEIGHT)
        base.cam.setY(-CAM_HEIGHT)
        base.cam.setP(-CAM_ANGLE)
        
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
        skins = ["stony_green", "stony_red", "stony_blue", "bonbon_blue","bonbon_green", "red", "pushette", "blue"]
        for player in players:
            print "Init player %s" % player[0]
            p = Player(player[0])
            p.reparentTo(self.playersNode)
            p.setPos(player[1])
            p.setColor(skins.pop())
            self.players[player[0]] = p
            if myPlayerName == player[0]:
                self.myPlayer = p
                base.cam.reparentTo(self.myPlayer)
开发者ID:pushback-gamejam,项目名称:pushback,代码行数:47,代码来源:gameoutput.py

示例11: loadBall

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def loadBall(self):
        self.ballRoot = render.attachNewNode("ballRoot")
        self.ball = load_model("ball")
        self.ball.reparentTo(self.ballRoot)
        self.ball_tex = load_tex("pokeball.png")
        self.ball.setTexture(self.ball_tex,1)
        self.ball.setScale(0.8)
        # Find the collision sphere for the ball in egg.
        self.ballSphere = self.ball.find("**/ball")
        self.ballSphere.node().setFromCollideMask(BitMask32.bit(0))
        self.ballSphere.node().setIntoCollideMask(BitMask32.allOff())
        #self.ballSphere.show()
        # Now we create a ray to cast down at the ball.
        self.ballGroundRay = CollisionRay()
        self.ballGroundRay.setOrigin(0,0,10)
        self.ballGroundRay.setDirection(0,0,-1)

        # Collision solids go in CollisionNode
        self.ballGroundCol =  CollisionNode('groundRay')
        self.ballGroundCol.addSolid(self.ballGroundRay)
        self.ballGroundCol.setFromCollideMask(BitMask32.bit(1))
        self.ballGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ballGroundColNp = self.ballRoot.attachNewNode(self.ballGroundCol)
        
        # light
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.55, .55, .55, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(0,0,-1))
        directionalLight.setColor(Vec4(0.375,0.375,0.375,1))
        directionalLight.setSpecularColor(Vec4(1,1,1,1))
        self.ballRoot.setLight(render.attachNewNode(ambientLight))
        self.ballRoot.setLight(render.attachNewNode(directionalLight))
        # material to the ball
        m = Material()
        m.setSpecular(Vec4(1,1,1,1))
        m.setShininess(96)
        self.ball.setMaterial(m,1)
开发者ID:pavelkang,项目名称:Term_Project,代码行数:40,代码来源:ball.py

示例12: __init__

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def __init__(self):

        #Load switch model
        self.glowswitch = loader.loadModel("glowswitch")
        self.sphere=self.glowswitch.find("**/sphere") #finds a subcomponent of the .egg model... sphere is the name of the sphere geometry in the .egg file
        self.glowswitch.reparentTo(render)

        base.disableMouse() #mouse-controlled camera cannot be moved within the program
        camera.setPosHpr( 0, -6.5, 1.4, 0, -2, 0)

        #Light up everything an equal amount
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.95, .95, 1.05, 1))
        render.setLight(render.attachNewNode(ambientLight))

        #Add lighting that only casts light on one side of everything in the scene
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(.2, .2, .2, .1)) #keepin it dim
        directionalLight.setSpecularColor(Vec4(0.2, 0.2, 0.2, 0.2))
        render.setLight(render.attachNewNode(directionalLight))

        #initalize sequence variable
        self.ChangeColorSeq = Sequence(Wait(.1))

        #start with blue by default
        self.changeOrbColor(.1,0,.6,.3,.2,1)
                            #^(R min, Gmin, Bmin, Rmax, Gmax, Bmax)
        
        #user controls
        #note that changing the color means it will "pulse" that color and therefore needs a range of color values
        self.accept("1", self.changeOrbColor,[.6,.1,.1,1,.3,.3]) #change orb color to red
        self.accept("2", self.changeOrbColor,[.1,.6,.1,.3,1,.3])#change orb color to green
        self.accept("3", self.changeOrbColor,[.1,0,.6,.3,.2,1]) #change orb color to blue
        self.accept("escape", sys.exit)

        instructions = OnscreenText(text="1: Change to red \n2: Change to Green \n3: Change to Blue \nEsc: Exit",
                                     fg=(1,1,1,1), pos = (-1.3, -.82), scale = .05, align = TextNode.ALeft)
开发者ID:jbrodin,项目名称:glowswitch-test,代码行数:40,代码来源:glowswitch-test.py

示例13: initWorld

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

#.........这里部分代码省略.........

        #Collision Code
        # Initialize the collision traverser.
        base.cTrav = CollisionTraverser()
        # Initialize the Pusher collision handler.
        self.pusher = CollisionHandlerPusher()

        self.bTrav = base.cTrav
        # Create the main character, Ralph
        self.mainCharRef = Character(self, chosenCharId, True)
        self.mainCharRef.setPlayerId(playerId)
        self.characters.append(self.mainCharRef)
        self.mainChar = self.mainCharRef.getActor()


        #Create second bike
        self.mainCharRef2 = Character(self, 3, True)
        self.mainCharRef2.setPlayerId(2)
        self.characters.append(self.mainCharRef2)
        self.mainChar2 = self.mainCharRef2.getActor()

        resetPos = True
        if (x == 0 and y == 0):
            resetPos = False
        if resetPos:
            self.mainChar.setPos(x, y, 0)
        self.mainChar.setH(h)

        self.cManager.sendRequest(Constants.CMSG_CREATE_CHARACTER, [playerId,
                                                                    chosenCharId,
                                                                    self.mainChar.getX(),
                                                                    self.mainChar.getY(),
                                                                    self.mainChar.getZ()])


        self.previousPos = self.mainChar.getPos()
        taskMgr.doMethodLater(.1, self.updateMove, 'updateMove')

        # Creating Stationary spheres
        self.spheres = []
        self.sphereCount = 3
        for x in range(self.sphereCount):
            self.spheres.append(StationarySphere(self))
        for sphere in self.spheres:
            taskMgr.add(sphere.rotateForAll, "rotateSphere")

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)


        floorNode = render.attachNewNode("Floor NodePath")
        # Create a collision plane solid.
        collPlane = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        # Call our function that creates a nodepath with a collision node.
        floorCollisionNP = self.makeCollisionNodePath(floorNode, collPlane)

        # Accept the control keys for movement and rotation
        self.accept("escape", self.quitGame)
        self.accept("a", self.setKey, ["left",1])
        self.accept("d", self.setKey, ["right",1])
        self.accept("w", self.setKey, ["forward",1])
        self.accept("s", self.setKey, ["backward",1])
        self.accept("lshift", self.setKey, ["fast", 1])
        self.accept("arrow_left", self.setKey, ["cam-left",1])
        self.accept("arrow_right", self.setKey, ["cam-right",1])
        self.accept("a-up", self.setKey, ["left",0])
        self.accept("d-up", self.setKey, ["right",0])
        self.accept("w-up", self.setKey, ["forward",0])
        self.accept("s-up", self.setKey, ["backward",0])
        self.accept("lshift-up", self.setKey, ["fast", 0])
        self.accept("arrow_left-up", self.setKey, ["cam-left",0])
        self.accept("arrow_right-up", self.setKey, ["cam-right",0])
        self.accept("h", self.setKey, ["hello",1])
        self.accept("h-up", self.setKey, ["hello",0])
        self.accept("0", self.setKey, ["chat0", 1])
        self.accept("0-up", self.setKey, ["chat0", 0])
        self.accept("1", self.setKey, ["chat1", 1])
        self.accept("1-up", self.setKey, ["chat1", 0])
        self.accept("l", self.setKey, ["users", 1])
        self.accept("l-up", self.setKey, ["users", 0])

        taskMgr.add(self.move,"moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera

        base.disableMouse()
        base.camera.setPos(self.mainChar.getX(),self.mainChar.getY()+10,2)

        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
开发者ID:debasishgt,项目名称:dd-team,代码行数:104,代码来源:finalhw1.py

示例14: __init__

# 需要导入模块: from panda3d.core import DirectionalLight [as 别名]
# 或者: from panda3d.core.DirectionalLight import setSpecularColor [as 别名]
    def __init__(self):
        self.itemID = 0
        self.switchState = True
        self.iAktion = "E"
        self.altIPos = [0,0]
        self.switchCam = False
        self.kampf = Battle.Kampf()
        self.itemDa = False
        self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0}
        base.win.setClearColor(Vec4(0,0,0,1))

        self.environ = loader.loadModel("models/world")      
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)

 
        self.spieler = Players.Player(Actor("models/box.x"))
        self.spieler.actor.reparentTo(render)
        spielerStartPos = (-107.575, 26.6066, -0.490075)
        self.spieler.actor.setPos(spielerStartPos)
        self.textObjectSpieler = OnscreenText(text = self.spieler.name+":  "+str(self.spieler.energie)+"/"+str(self.spieler.maxenergie)+" HP", pos = (-0.90, -0.98), scale = 0.07, fg = (1,0,0,1))        

        # Erstellt Gegner
        
        self.gegnerStartPos = ([(-39.1143569946,25.1781406403,-0.136657714844),
                                (-102.375793457,-30.6321983337,0.0),
                                (-56.927986145, -34.6329650879, -0.16748046875),
                                (-79.6673126221,30.8231620789,2.89721679688),
                                (-4.37648868561,30.5158863068,2.18450927734),
                                (22.6527004242,4.99837779999,3.11364746094),
                                (-23.8257598877,-7.87773084641,1.36920166016),
                                (-80.6140823364,19.5769443512,4.70764160156),
                                (-75.0773696899,-15.2991075516,6.24676513672)
                                ])
        
        gegnerPos = random.choice(self.gegnerStartPos)
        self.gegnerErstellen(gegnerPos)
        self.textObjectGegner = OnscreenText(text = str(self.gegner.name)+": "+str(self.gegner.energie)+"/"+str(self.gegner.maxenergie)+" HP", pos = (0.90, -0.98), scale = 0.07, fg = (1,0,0,1))
        
        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        self.item = None
        
        # Handling der Usereingaben für Bewegung

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left",1])
        self.accept("arrow_right", self.setKey, ["right",1])
        self.accept("arrow_up", self.setKey, ["forward",1])
        self.accept("a", self.setKey, ["cam-left",1])
        self.accept("s", self.setKey, ["cam-right",1])
        self.accept("i", self.setKey, ["inventar",1])
        self.accept("arrow_left-up", self.setKey, ["left",0])
        self.accept("arrow_right-up", self.setKey, ["right",0])
        self.accept("arrow_up-up", self.setKey, ["forward",0])
        self.accept("a-up", self.setKey, ["cam-left",0])
        self.accept("s-up", self.setKey, ["cam-right",0])

        self.accept("e", self.iAktionsHandler,["e"])
        self.accept("v", self.iAktionsHandler,["v"])
        self.accept("w", self.iAktionsHandler,["w"])
        
        taskMgr.add(self.move,"moveTask")
        taskMgr.add(self.erkenneKampf,"Kampferkennung")
        taskMgr.add(self.screentexts,"Screentexte")


        # Menü erstellen

        self.createMenu()
        
        # Kameraeinstellungen
        
        base.disableMouse()
        base.camera.setPos(self.spieler.actor.getX(),self.spieler.actor.getY()+10,2)
        
        self.collisionInit();
        
        self.setAI()
        
        # Licht
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))

        # Hintergrund (Himmel)

        self.setupSkySphere()
开发者ID:denssle,项目名称:Testblock-Panda3D,代码行数:96,代码来源:Main.py

示例15: __init__

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

#.........这里部分代码省略.........
                                  "walk":"models/ralph-walk"})
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos)

        nameplate = TextNode('textNode username_' + str(self.userName))
        nameplate.setText(self.userName)
        npNodePath = self.ralph.attachNewNode(nameplate)
        npNodePath.setScale(0.8)
        npNodePath.setBillboardPointEye()
        #npNodePath.setPos(1.0,0,6.0)
        npNodePath.setZ(6.5)

        bar = DirectWaitBar(value=100, scale=1.0)
        bar.setColor(255,0,0)
        #bar.setBarRelief()
        bar.setZ(6.0)
        bar.setBillboardPointEye()
        bar.reparentTo(self.ralph)

        # Create a floater object.  We use the "floater" as a temporary
        # variable in a variety of calculations.
        
        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left",1])
        self.accept("arrow_right", self.setKey, ["right",1])
        self.accept("arrow_up", self.setKey, ["forward",1])
        self.accept("a", self.setKey, ["cam-left",1])
        self.accept("s", self.setKey, ["cam-right",1])
        self.accept("arrow_left-up", self.setKey, ["left",0])
        self.accept("arrow_right-up", self.setKey, ["right",0])
        self.accept("arrow_up-up", self.setKey, ["forward",0])
        self.accept("a-up", self.setKey, ["cam-left",0])
        self.accept("s-up", self.setKey, ["cam-right",0])
        self.accept("c", self.setKey, ["charge",1])
        self.accept("c-up", self.setKey, ["charge",0])

        taskMgr.add(self.move,"moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera
        
        base.disableMouse()
        base.camera.setPos(self.ralph.getX(),self.ralph.getY()+10,2)
        
        # We will detect the height of the terrain by creating a collision
        # ray and casting it downward toward the terrain.  One ray will
        # start above ralph's head, and the other will start above the camera.
        # A ray may hit the terrain, or it may hit a rock or a tree.  If it
        # hits the terrain, we can detect the height.  If it hits anything
        # else, we rule that the move is illegal.

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0,0,1000)
        self.ralphGroundRay.setDirection(0,0,-1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0,0,1000)
        self.camGroundRay.setDirection(0,0,-1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Uncomment this line to see the collision rays
        #self.ralphGroundColNp.show()
        #self.camGroundColNp.show()
       
        # Uncomment this line to show a visual representation of the 
        # collisions occuring
        #self.cTrav.showCollisions(render)
        
        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
开发者ID:jaimodha,项目名称:MMOG,代码行数:104,代码来源:Ralph.py


注:本文中的panda3d.core.DirectionalLight.setSpecularColor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。