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Python Fog.setColor方法代码示例

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


在下文中一共展示了Fog.setColor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: loadPrisonCrater

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
def loadPrisonCrater():
    ## Sky color
    base.win.setClearColor(Vec4(.46,.824,.904,1))

    ## Load Ground
    sand = loader.loadModel("data/models/sand.bam")
    sand.reparentTo(render)
    sand.setTexScale(TextureStage.getDefault(),5000,5000)

    craterwalls = loader.loadModel("data/models/craterwalls.bam")
    craterwalls.reparentTo(render)
    craterwalls.setTexScale(TextureStage.getDefault(),500,50)

    ## World Effects
    fog = Fog("Fog")
    fog.setColor(255,215,143)
    fog.setExpDensity(.0000001)
    render.setFog(fog)

    alight = render.attachNewNode(AmbientLight("Abient"))
    alight.node().setColor(Vec4(.9,.9,.9,1))
    render.setLight(alight)

    sun = DirectionalLight('Sun')
    sun.setColor(Vec4(1,1,1,1))
    sunNP = render.attachNewNode(sun)
    sunNP.setPos(0,0,4000)
    sunNP.setHpr(0,-90,0)
    render.setLight(sunNP)
开发者ID:DDH-Harding,项目名称:maleficium,代码行数:31,代码来源:world.py

示例2: BRHood

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
class BRHood(ToonHood):
    notify = directNotify.newCategory("BRHood")

    ID = ToontownGlobals.TheBrrrgh
    TOWNLOADER_CLASS = BRTownLoader
    SAFEZONELOADER_CLASS = BRSafeZoneLoader
    STORAGE_DNA = "phase_8/dna/storage_BR.pdna"
    SKY_FILE = "phase_3.5/models/props/BR_sky"
    SPOOKY_SKY_FILE = "phase_3.5/models/props/BR_sky"
    TITLE_COLOR = (0.3, 0.6, 1.0, 1.0)

    HOLIDAY_DNA = {
        ToontownGlobals.WINTER_DECORATIONS: ["phase_8/dna/winter_storage_BR.pdna"],
        ToontownGlobals.WACKY_WINTER_DECORATIONS: ["phase_8/dna/winter_storage_BR.pdna"],
        ToontownGlobals.HALLOWEEN_PROPS: ["phase_8/dna/halloween_props_storage_BR.pdna"],
        ToontownGlobals.SPOOKY_PROPS: ["phase_8/dna/halloween_props_storage_BR.pdna"],
    }

    def load(self):
        ToonHood.load(self)

        self.fog = Fog("BRFog")

    def setFog(self):
        if base.wantFog:
            self.fog.setColor(0.9, 0.9, 0.9)
            self.fog.setExpDensity(0.004)
            render.clearFog()
            render.setFog(self.fog)
            self.sky.clearFog()
            self.sky.setFog(self.fog)
开发者ID:xJollibee,项目名称:src,代码行数:33,代码来源:BRHood.py

示例3: begin

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
	def begin(self):
		base.setBackgroundColor( self.environment['colourBackground'] )

		alight = AmbientLight('AmbientLight')
		alight.setColor(self.environment['colourAmbient'] )
		alnp = self.sceneNode.attachNewNode(alight)
		self.sceneNode.setLight(alnp)

		if self.environment['fog']:
			fog = Fog( 'sceneName' )
			fog.setColor( self.environment['fog']['color'] )

			if self.environment['fog']['mode'] == "linear":
				fog.setLinearRange(self.environment['fog']['linearStart']*1000,self.environment['fog']['linearEnd']*1000)
			else:
				fog.setExpDensity( self.environment['fog']['expDensity'] )

			self.sceneNode.setFog(fog)

		[self.createNode(props) for props in self.nodes]
		[self.createLight(props) for props in self.lights]
		[self.createCamera(props) for props in self.cameras]
		[self.createEntity(props) for props in self.entities]
		# [self.createStaticGeoms(props) for props in self.staticGeoms]

		self.sceneNode.clearModelNodes()
		self.sceneNode.flattenStrong() 
		self.sceneNode.setShaderAuto()
开发者ID:fredukita,项目名称:Pandark-Project,代码行数:30,代码来源:scenario.py

示例4: init

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
    def init(self):
        """setup calls that can be repeated on code reload"""
        self.resetNodes()

        self.base.setBackgroundColor(0, 0, 0)
        self.base.render.setShaderAuto() # pp shading
        self.base.render.setAttrib(
            AntialiasAttrib.make(AntialiasAttrib.MMultisample))
        
        if 1:
            cam = self.base.render.find("camera")
            # I don't know how to set cam position

            f = Fog("fog")
            f.setColor(0,0,0)
            f.setLinearRange(18, 25)
            self.base.render.setFog(f) 

            import videowall
            reload(videowall)
            self.videoWall = videowall.VideoWall(self.base.loader, self.base.render)

        self.cubes = self.base.render.attachNewNode(ModelNode("cubes"))
        self.cubes.setPos(-4.3, 18, -3)
        ground = self.makeGround(self.cubes)

        lights = self.base.render.attachNewNode("lights")
        self.makeLights(lights)

        self.centerMessageNode, self.cornerMessageNode = self.makeMessages()

        self.setLighting(self.currentLighting)
        self.base.render.ls()
开发者ID:drewp,项目名称:blockstack,代码行数:35,代码来源:gamescene.py

示例5: __init__

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
class CogdoFlyingLevelFog:

    def __init__(self, level, color = Globals.Level.FogColor):
        self._level = level
        self.color = color
        fogDistance = self._level.quadLengthUnits * max(1, self._level.quadVisibiltyAhead * 0.2)
        self.fog = Fog('RenderFog')
        self.fog.setColor(self.color)
        self.fog.setLinearRange(fogDistance * Globals.Level.RenderFogStartFactor, fogDistance)
        self._visible = False
        self._clearColor = Vec4(base.win.getClearColor())
        self._clearColor.setW(1.0)

    def destroy(self):
        self.setVisible(False)
        if hasattr(self, 'fog'):
            del self.fog

    def isVisible(self):
        return self._visible

    def setVisible(self, visible):
        self._visible = visible
        if self._visible:
            base.win.setClearColor(self.color)
            render.setFog(self.fog)
        else:
            base.win.setClearColor(self._clearColor)
            render.clearFog()
开发者ID:NostalgicTTR,项目名称:Toontown-Infinite-2016-Leak,代码行数:31,代码来源:CogdoFlyingObjects.py

示例6: toggle_smoke

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
 def toggle_smoke(self):
     from panda3d.core import Fog
     if self.render.getFog():
         self.render.clearFog()
     else:
         smoke = Fog("smoke")
         smoke.setColor(config.smoke_color)
         smoke.setExpDensity(config.smoke_exp_density)
         render.setFog(smoke)
开发者ID:btdevel,项目名称:bt,代码行数:11,代码来源:bt.py

示例7: setFogOn

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
 def setFogOn(self, fog):
     self.fogOn = fog
     if self.fogOn:
         myFog = Fog('Fog Rendering Fog of Rendering')
         myFog.setColor(1.0, 0.0, 0.0)
         myFog.setExpDensity(0.5)
         self.setFog(myFog)
     else:
         self.clearFog()
开发者ID:NostalgicTTR,项目名称:Toontown-Infinite-2016-Leak,代码行数:11,代码来源:RenderingEntity.py

示例8: __init__

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
    def __init__(self, *args, **kwargs):
        template.Panda.__init__(self, *args, **kwargs)
        print "Hurray!"

        self.cube = self.loader.loadModel("models/low-cube")
        self.cube.reparentTo(self.render)
        self.cube2 = self.loader.loadModel("models/low-cube")
        self.cube2.reparentTo(self.render)
        self.cube2.setPos(self.cube, 10,20,30)
        self.cube2.setHpr(175,3,45)

        self.taskMgr.add(self.update, "update")
        self.taskMgr.add(self.move, "move")
        self._dir = 1

        colour = (0.5,0.8,0.8)
        linfog = Fog("A linear-mode Fog node")
        linfog.setColor(*colour)
        linfog.setLinearRange(0,320)
        linfog.setLinearFallback(45,160,320)
        render.attachNewNode(linfog)
        render.setFog(linfog)
开发者ID:dgou,项目名称:gibson,代码行数:24,代码来源:robtest.py

示例9: createEnvironment

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
    def createEnvironment(self):
        # Fog
        expfog = Fog("scene-wide-fog")
        expfog.setColor(0.5, 0.5, 0.5)
        expfog.setExpDensity(0.002)
        self.render.setFog(expfog)

        # Sky
        skysphere = self.loader.loadModel("assets/blue-sky-sphere")
        skysphere.setEffect(CompassEffect.make(self.render))
        skysphere.setScale(0.08)
        skysphere.reparentTo(self.camera)

        # Lights
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(0.6, 0.6, 0.6, 1))
        self.render.setLight(self.render.attachNewNode(ambientLight))

        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        dlnp = self.render.attachNewNode(directionalLight)
        dlnp.setPos(0, 0, 260)
        dlnp.lookAt(self.player)
        self.render.setLight(dlnp)

        # Water
        self.water = self.loader.loadModel("assets/square.egg")
        self.water.setSx(self.worldsize * 2)
        self.water.setSy(self.worldsize * 2)
        self.water.setPos(self.worldsize / 2, self.worldsize / 2, 25)
        self.water.setTransparency(TransparencyAttrib.MAlpha)
        newTS = TextureStage("1")
        self.water.setTexture(newTS, self.loader.loadTexture("assets/water.png"))
        self.water.setTexScale(newTS, 4)
        self.water.reparentTo(self.render)
        LerpTexOffsetInterval(self.water, 200, (1, 0), (0, 0), textureStage=newTS).loop()
开发者ID:ccr5-delta32,项目名称:mygamefaststuff,代码行数:38,代码来源:newWorld.py

示例10: BossbotHQ

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
class BossbotHQ(CogHood):
    notify = directNotify.newCategory("BossbotHQ")

    ID = ToontownGlobals.BossbotHQ
    LOADER_CLASS = BossbotCogHQLoader

    def load(self):
        CogHood.load(self)

        self.fog = Fog("BossbotHQFog")

        self.sky.hide()

    def enter(self, requestStatus):
        CogHood.enter(self, requestStatus)

        base.localAvatar.setCameraFov(ToontownGlobals.CogHQCameraFov)
        base.camLens.setNearFar(ToontownGlobals.BossbotHQCameraNear, ToontownGlobals.BossbotHQCameraFar)

        self.setFog()

    def spawnTitleText(self, zoneId, floorNum=None):
        if ZoneUtil.isMintInteriorZone(zoneId):
            text = "%s\n%s" % (ToontownGlobals.StreetNames[zoneId][-1], TTLocalizer.MintFloorTitle % (floorNum + 1))
            self.doSpawnTitleText(text)
        else:
            CogHood.spawnTitleText(self, zoneId)

    def setFog(self):
        if base.wantFog:
            self.fog.setColor(0.1, 0.1, 0.1)
            self.fog.setExpDensity(0.004)
            render.clearFog()
            render.setFog(self.fog)
            self.sky.clearFog()
            self.sky.setFog(self.fog)
开发者ID:ponyboy837,项目名称:TTI-Leak--From-2015-,代码行数:38,代码来源:BossbotHQ.py

示例11: FogDemo

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
class FogDemo(ShowBase):

    # Macro-like function used to reduce the amount to code needed to create the
    # on screen instructions
    def genLabelText(self, i, text):
        return OnscreenText(text=text, parent=base.a2dTopLeft, scale=.05,
                            pos=(0.06, -.065 * i), fg=(1, 1, 1, 1),
                            align=TextNode.ALeft)

    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)

        # Standard initialization stuff
        # Standard title that's on screen in every tutorial
        self.title = OnscreenText(text="Panda3D: Tutorial - Fog", style=1,
            fg=(1, 1, 1, 1), shadow=(0, 0, 0, .5), parent=base.a2dBottomRight,
            align=TextNode.ARight, pos=(-0.1, 0.1), scale=.08)

        # Code to generate the on screen instructions
        self.escapeEventText = self.genLabelText(1, "ESC: Quit")
        self.pkeyEventText = self.genLabelText(2, "[P]: Pause")
        self.tkeyEventText = self.genLabelText(3, "[T]: Toggle Fog")
        self.dkeyEventText = self.genLabelText(4, "[D]: Make fog color black")
        self.sdkeyEventText = self.genLabelText(5, "[SHIFT+D]: Make background color black")
        self.rkeyEventText = self.genLabelText(6, "[R]: Make fog color red")
        self.srkeyEventText = self.genLabelText(7, "[SHIFT+R]: Make background color red")
        self.bkeyEventText = self.genLabelText(8, "[B]: Make fog color blue")
        self.sbkeyEventText = self.genLabelText(9, "[SHIFT+B]: Make background color blue")
        self.gkeyEventText = self.genLabelText(10, "[G]: Make fog color green")
        self.sgkeyEventText = self.genLabelText(11, "[SHIFT+G]: Make background color green")
        self.lkeyEventText = self.genLabelText(12, "[L]: Make fog color light grey")
        self.slkeyEventText = self.genLabelText(13, "[SHIFT+L]: Make background color light grey")
        self.pluskeyEventText = self.genLabelText(14, "[+]: Increase fog density")
        self.minuskeyEventText = self.genLabelText(15, "[-]: Decrease fog density")

        # disable mouse control so that we can place the camera
        base.disableMouse()
        camera.setPosHpr(0, 0, 10, 0, -90, 0)
        base.setBackgroundColor(0, 0, 0)  # set the background color to black

        # World specific-code

        # Create an instance of fog called 'distanceFog'.
        #'distanceFog' is just a name for our fog, not a specific type of fog.
        self.fog = Fog('distanceFog')
        # Set the initial color of our fog to black.
        self.fog.setColor(0, 0, 0)
        # Set the density/falloff of the fog.  The range is 0-1.
        # The higher the numer, the "bigger" the fog effect.
        self.fog.setExpDensity(.08)
        # We will set fog on render which means that everything in our scene will
        # be affected by fog. Alternatively, you could only set fog on a specific
        # object/node and only it and the nodes below it would be affected by
        # the fog.
        render.setFog(self.fog)

        # Define the keyboard input
        # Escape closes the demo
        self.accept('escape', sys.exit)
        # Handle pausing the tunnel
        self.accept('p', self.handlePause)
        # Handle turning the fog on and off
        self.accept('t', toggleFog, [render, self.fog])
        # Sets keys to set the fog to various colors
        self.accept('r', self.fog.setColor, [1, 0, 0])
        self.accept('g', self.fog.setColor, [0, 1, 0])
        self.accept('b', self.fog.setColor, [0, 0, 1])
        self.accept('l', self.fog.setColor, [.7, .7, .7])
        self.accept('d', self.fog.setColor, [0, 0, 0])
        # Sets keys to change the background colors
        self.accept('shift-r', base.setBackgroundColor, [1, 0, 0])
        self.accept('shift-g', base.setBackgroundColor, [0, 1, 0])
        self.accept('shift-b', base.setBackgroundColor, [0, 0, 1])
        self.accept('shift-l', base.setBackgroundColor, [.7, .7, .7])
        self.accept('shift-d', base.setBackgroundColor, [0, 0, 0])
        # Increases the fog density when "+" key is pressed
        self.accept('+', self.addFogDensity, [.01])
        # This is to handle the other "+" key (it's over = on the keyboard)
        self.accept('=', self.addFogDensity, [.01])
        self.accept('shift-=', self.addFogDensity, [.01])
        # Decreases the fog density when the "-" key is pressed
        self.accept('-', self.addFogDensity, [-.01])

        # Load the tunel and start the tunnel
        self.initTunnel()
        self.contTunnel()

    # This function will change the fog density by the amount passed into it
    # This function is needed so that it can look up the current value and
    # change it when the key is pressed. If you wanted to bind a key to set it
    # at a given value you could call self.fog.setExpDensity directly
    def addFogDensity(self, change):
        # The min() statement makes sure the density is never over 1
        # The max() statement makes sure the density is never below 0
        self.fog.setExpDensity(
            min(1, max(0, self.fog.getExpDensity() + change)))

    # Code to initialize the tunnel
#.........这里部分代码省略.........
开发者ID:AdrianF98,项目名称:Toontown-2-Revised,代码行数:103,代码来源:main.py

示例12: __init__

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
class CogdoBarrelRoom:
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedCogdoBarrelRoom')

    def __init__(self):
        self.timer = None
        self.model = None
        self._isLoaded = False
        self.dummyElevInNode = None
        self.cogdoBarrelsNode = None
        self.entranceNode = None
        self.nearBattleNode = None
        self.rewardUi = None
        self.rewardUiTaskName = 'CogdoBarrelRoom-RewardUI'
        self.rewardCameraTaskName = 'CogdoBarrelRoom-RewardCamera'
        self.fog = None
        self.defaultFar = None
        self.stomperSfx = None
        return

    def destroy(self):
        self.unload()

    def load(self):
        if self._isLoaded:
            return
        self.timer = ToontownTimer.ToontownTimer()
        self.timer.stash()
        self.model = loader.loadModel(CogdoBarrelRoomConsts.BarrelRoomModel)
        self.model.setPos(*CogdoBarrelRoomConsts.BarrelRoomModelPos)
        self.model.reparentTo(render)
        self.model.stash()
        self.dummyElevInNode = self.model.attachNewNode('elevator-in')
        self.dummyElevInNode.hide()
        self.entranceNode = self.model.attachNewNode('door-entrance')
        self.entranceNode.setPos(0, -65, 0)
        self.nearBattleNode = self.model.attachNewNode('near-battle')
        self.nearBattleNode.setPos(0, -25, 0)
        self.rewardUi = CogdoBarrelRoomRewardPanel.CogdoBarrelRoomRewardPanel()
        self.hideRewardUi()
        self.stomperSfx = base.loadSfx(CogdoBarrelRoomConsts.StomperSound)
        self.fog = Fog('barrel-room-fog')
        self.fog.setColor(CogdoBarrelRoomConsts.BarrelRoomFogColor)
        self.fog.setLinearRange(*CogdoBarrelRoomConsts.BarrelRoomFogLinearRange)
        self._isLoaded = True

    def unload(self):
        if self.model:
            self.model.removeNode()
            self.model = None
        if self.timer:
            self.timer.destroy()
            self.timer = None
        if self.rewardUi:
            self.rewardUi.destroy()
            self.rewardUi = None
        if self.fog:
            render.setFogOff()
            del self.fog
        taskMgr.remove(self.rewardUiTaskName)
        taskMgr.remove(self.rewardCameraTaskName)
        self._isLoaded = False
        return

    def isLoaded(self):
        return self._isLoaded

    def show(self):
        if not self.cogdoBarrelsNode:
            self.cogdoBarrelsNode = render.find('**/@@CogdoBarrels')
            self.cogdoBarrelsNode.reparentTo(self.model)
            self.cogdoBarrelsNode.unstash()
        self.defaultFar = base.camLens.getFar()
        base.camLens.setFar(CogdoBarrelRoomConsts.BarrelRoomCameraFar)
        self.showBattleAreaLight(True)
        render.setFog(self.fog)
        self.model.unstash()

    def hide(self):
        self.model.stash()
        render.setFogOff()
        if self.defaultFar is not None:
            base.camLens.setFar(self.defaultFar)
        return

    def activate(self):
        self.notify.info('Activating barrel room: %d sec timer.' % CogdoBarrelRoomConsts.CollectionTime)
        self.timer.unstash()
        self.timer.posAboveShtikerBook()
        self.timer.countdown(CogdoBarrelRoomConsts.CollectionTime)
        base.cr.playGame.getPlace().fsm.request('walk')

    def deactivate(self):
        self.notify.info('Deactivating barrel room.')
        self.timer.stop()
        self.timer.stash()

    def placeToonsAtEntrance(self, toons):
        for i in xrange(len(toons)):
            toons[i].setPosHpr(self.entranceNode, *CogdoBarrelRoomConsts.BarrelRoomPlayerSpawnPoints[i])

#.........这里部分代码省略.........
开发者ID:NostalgicTTR,项目名称:Toontown-Infinite-2016-Leak,代码行数:103,代码来源:CogdoBarrelRoom.py

示例13: DistributedRace

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

#.........这里部分代码省略.........
                    bldgGroup = self.townGeom.find('**/Buildings_' + side + '-' + barricade + '_' + str(i))
                    if bldgGroup.isEmpty():
                        continue
                    l = bldgGroup.findAllMatches('**/+ModelNode')
                    for n in l:
                        n2 = n.getParent().attachNewNode(n.getName())
                        n.getChildren().reparentTo(n2)
                        n.removeNode()
                    self.buildingGroups[side].append(bldgGroup)
        treeNodes = self.townGeom.findAllMatches('**/prop_tree_*')
        for tree in treeNodes:
            tree.flattenStrong()
        snowTreeNodes = self.townGeom.findAllMatches('**/prop_snow_tree_*')
        for snowTree in snowTreeNodes:
            snowTree.flattenStrong()
        for side in ['inner', 'outer', 'innersidest', 'outersidest']:
            for grp in self.buildingGroups[side]:
                grp.stash()
        self.showBuildings(0)

    def unloadUrbanTrack(self):
        del self.buildingGroups
        self.townGeom.removeNode()

    def loadFog(self):
        self.hasFog = True
        if self.isUrbanTrack:
            base.camLens.setFar(650)
        else:
            base.camLens.setFar(650)
        self.dummyNode = render.attachNewNode('dummyNode')
        if base.wantFog:
            self.fog = Fog('TrackFog')
            self.fog.setColor(Vec4(0.6, 0.7, 0.8, 1.0))
            if self.isUrbanTrack:
                self.fog.setLinearRange(200.0, 650.0)
            else:
                self.fog.setLinearRange(200.0, 800.0)
            render.setFog(self.fog)
        self.sky.setScale(1.725)
        self.sky.reparentTo(self.dummyNode)

    def showBuildings(self, t, forceRecompute = False):
        firstTimeCalled = 0
        if self.curve:
            t = t / self.curve.getMaxT()
        else:
            firstTimeCalled = 1
        if self.reversed:
            t = 1.0 - t
        numGroupsShown = 5
        for side in ['inner', 'outer']:
            numBldgGroups = len(self.buildingGroups[side])
            bldgInd = int(t * numBldgGroups)
            bldgInd = bldgInd % numBldgGroups
            if self.trackId in (RaceGlobals.RT_Urban_2, RaceGlobals.RT_Urban_2_rev):
                oldBldgInd = int(self.oldT * numBldgGroups)
                newBldgInd = int(t * numBldgGroups)
                kartPoint = self.startPos
                kart = base.cr.doId2do.get(self.kartMap.get(localAvatar.doId, None), None)
                if kart:
                    kartPoint = self.localKart.getPos()
                if not self.currBldgInd[side]:
                    self.currBldgInd[side] = 0
                curInd = self.currBldgInd[side]
                myCurGroup = self.buildingGroups[side][curInd]
开发者ID:NostalgicTTR,项目名称:Toontown-Infinite-2016-Leak,代码行数:70,代码来源:DistributedRace.py

示例14: __init__

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
	def __init__(self):
		ShowBase.__init__(self)
		
		#Setup
		scene = BulletWorld()
		scene.setGravity(Vec3(0, 0, -9.81))
		base.setBackgroundColor(0.6,0.9,0.9)
		fog = Fog("The Fog")
		fog.setColor(0.9,0.9,1.0)
		fog.setExpDensity(0.003)
		render.setFog(fog)
		#Lighting
		
		#Sun light
		sun = DirectionalLight("The Sun")
		sun_np = render.attachNewNode(sun)
		sun_np.setHpr(0,-60,0)
		render.setLight(sun_np)
		
		#Ambient light
		amb = AmbientLight("The Ambient Light")
		amb.setColor(VBase4(0.39,0.39,0.39, 1))
		amb_np = render.attachNewNode(amb)
		render.setLight(amb_np)
		
		#Variables
		self.gear = 0
		
		self.start = 0
		
		self.Pbrake = 0
		
		self.terrain_var = 1
		
		self.time = 0
		
		self.headlight_var = 0
		
		self.RPM = 0
		
		self.clutch = 0
		
		self.carmaxspeed = 100 #KPH
		
		self.carmaxreversespeed = -40 #KPH
		
		self.steering = 0
		
		
		#Functions
		def V1():
			camera.setPos(0.25,-1.2,0.5)
			camera.setHpr(0,-13,0)
			
		def V2():
			camera.setPos(0,-15,3)
			camera.setHpr(0,-10,0)
			
		def V3():
			camera.setPos(0,0,9)
			camera.setHpr(0,-90,0)
			
		def up():
			self.gear = self.gear -1
			if self.gear < -1:
				self.gear = -1
				
		def down():
			self.gear = self.gear +1
			if self.gear > 1:
				self.gear = 1
				
		def start_function():
			self.start = 1
			self.start_sound.play()
			self.engine_idle_sound.play()
			self.RPM = 1000
			
		def stop_function():
			self.start = 0
			self.engine_idle_sound.stop()
				
		def parkingbrake():
			self.Pbrake = (self.Pbrake + 1) % 2
			
		def rotate():
			Car_np.setHpr(0, 0, 0)
			
		def horn():
			self.horn_sound.play()
			
		def set_time():
			if self.time == -1:
				sun.setColor(VBase4(0.4, 0.3, 0.3, 1))
				base.setBackgroundColor(0.8,0.7,0.7)
			if self.time == 0:
				sun.setColor(VBase4(0.7, 0.7, 0.7, 1))
				base.setBackgroundColor(0.6,0.9,0.9)
			if self.time == 1:
				sun.setColor(VBase4(0.2, 0.2, 0.2, 1))
#.........这里部分代码省略.........
开发者ID:Cg-boy,项目名称:open-driving-3d,代码行数:103,代码来源:main.py

示例15: __init__

# 需要导入模块: from panda3d.core import Fog [as 别名]
# 或者: from panda3d.core.Fog import setColor [as 别名]
class Arena:
    def __init__(self, arenaNr):
        arenaPath = "levels/arena%d/" % arenaNr
        self.arena = loader.loadModel(arenaPath + "arena")
        self.arena.setScale(2)
        self.arena.reparentTo(render)
        self.arena.hide()

        ambientLight = AmbientLight("ambient_light")
        ambientLight.setColor((0.2, 0.2, 0.2, 1))
        self.alnp = render.attachNewNode(ambientLight)

        sunLens = PerspectiveLens()
        sunLens.setFilmSize(50)
        sun = DirectionalLight("sun")
        sun.setColor((1, 1, 1, 1))
        sun.setShadowCaster(True, 2048, 2048)
        sun.setScene(render)
        #sun.showFrustum()

        self.ambientSound = None
        self.levelParticles = None
        if arenaNr == 1:
            sunLens.setNearFar(25,45)
            sun.setLens(sunLens)
            self.sunNp = render.attachNewNode(sun)
            self.sunNp.setPos(-10, -10, 30)
            self.sunNp.lookAt(0,0,0)

            self.ambientSound = loader.loadSfx("assets/audio/ambientLevel1.ogg")
            self.ambientSound.setLoop(True)

            self.fog = Fog("Outside Fog")
            self.fog.setColor(0.3,0.3,0.5)
            self.fog.setExpDensity(0.025)

            self.levelParticles = ParticleEffect()
            self.levelParticles.loadConfig("assets/fx/Leafs.ptf")
            self.levelParticles.start(parent = render2d, renderParent = render2d)
        elif arenaNr == 2:
            sunLens.setFov(120, 40)
            sunLens.setNearFar(2,10)
            sun.setLens(sunLens)
            self.sunNp = render.attachNewNode(sun)
            self.sunNp.setPos(0, 0, 5)
            self.sunNp.lookAt(0,0,0)

            self.fog = Fog("Temple Fog")
            self.fog.setColor(0,0,0)
            self.fog.setExpDensity(0.065)

    def start(self):
        self.arena.show()
        render.setLight(self.alnp)
        render.setLight(self.sunNp)
        if self.ambientSound != None:
            self.ambientSound.play()
        render.setFog(self.fog)

    def stop(self):
        self.arena.hide()
        render.clearLight()
        if self.ambientSound != None:
            self.ambientSound.stop()
        render.clearFog()
        if self.levelParticles != None:
            self.levelParticles.cleanup()

    def getStartPos(self, charNr):
        if charNr == 1:
            return self.arena.find("**/StartPosA").getPos() * 2
        elif charNr == 2:
            return self.arena.find("**/StartPosB").getPos() * 2
        else:
            return (0,0,0)
开发者ID:jorjuato,项目名称:panda3d-tutorial,代码行数:77,代码来源:arena.py


注:本文中的panda3d.core.Fog.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。