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Python TextNode.setShadow方法代码示例

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


在下文中一共展示了TextNode.setShadow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: attachHostNameToSign

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
 def attachHostNameToSign(self, locator):
     if self.hostName == '':
         return
     nameText = TextNode('nameText')
     nameText.setCardAsMargin(0.1, 0.1, 0.1, 0.1)
     nameText.setCardDecal(True)
     nameText.setCardColor(1.0, 1.0, 1.0, 0.0)
     r = 232.0 / 255.0
     g = 169.0 / 255.0
     b = 23.0 / 255.0
     nameText.setTextColor(r, g, b, 1)
     nameText.setAlign(nameText.ACenter)
     nameText.setFont(ToontownGlobals.getBuildingNametagFont())
     nameText.setShadowColor(0, 0, 0, 1)
     nameText.setBin('fixed')
     if TTLocalizer.BuildingNametagShadow:
         nameText.setShadow(*TTLocalizer.BuildingNametagShadow)
     nameWordWrap = 11.0
     nameText.setWordwrap(nameWordWrap)
     scaleMult = 0.48
     houseName = self.hostName
     nameText.setText(houseName)
     textWidth = nameText.getWidth()
     xScale = 1.0 * scaleMult
     if textWidth > nameWordWrap:
         xScale = nameWordWrap / textWidth * scaleMult
     sign_origin = locator
     namePlate = sign_origin.attachNewNode(nameText)
     namePlate.setDepthWrite(0)
     namePlate.setPos(0, 0, 0)
     namePlate.setScale(xScale)
开发者ID:nate97,项目名称:src,代码行数:33,代码来源:DistributedParty.py

示例2: loadGUI

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
 def loadGUI(self):
     self.gui = loader.loadModel('phase_13/models/parties/trampolineGUI')
     self.gui.reparentTo(base.a2dTopLeft)
     self.gui.setPos(0.115, 0, -1)
     self.gui.hide()
     self.toonIndicator = self.gui.find('**/trampolineGUI_MovingBar')
     jumpLineLocator = self.gui.find('**/jumpLine_locator')
     guiBean = self.gui.find('**/trampolineGUI_GreenJellyBean')
     self.gui.find('**/trampolineGUI_GreenJellyBean').stash()
     self.guiBeans = [ guiBean.instanceUnderNode(jumpLineLocator, self.uniqueName('guiBean%d' % i)) for i in xrange(self.numJellyBeans) ]
     self.guiBeans[-1].setScale(1.5)
     heightTextNode = TextNode(self.uniqueName('TrampolineActivity.heightTextNode'))
     heightTextNode.setFont(ToontownGlobals.getSignFont())
     heightTextNode.setAlign(TextNode.ALeft)
     heightTextNode.setText('0.0')
     heightTextNode.setShadow(0.05, 0.05)
     heightTextNode.setShadowColor(0.0, 0.0, 0.0, 1.0)
     heightTextNode.setTextColor(1.0, 1.0, 1.0, 1.0)
     self.heightText = jumpLineLocator.attachNewNode(heightTextNode)
     self.heightText.setX(0.15)
     self.heightText.setScale(0.1)
     self.heightText.setAlphaScale(0.0)
     self.quitEarlyButtonModels = loader.loadModel('phase_3.5/models/gui/inventory_gui')
     quitEarlyUp = self.quitEarlyButtonModels.find('**//InventoryButtonUp')
     quitEarlyDown = self.quitEarlyButtonModels.find('**/InventoryButtonDown')
     quitEarlyRollover = self.quitEarlyButtonModels.find('**/InventoryButtonRollover')
     self.quitEarlyButton = DirectButton(parent=base.a2dTopRight, relief=None, text=TTLocalizer.PartyTrampolineQuitEarlyButton, text_fg=(1, 1, 0.65, 1), text_pos=(0, -0.23), text_scale=0.7, image=(quitEarlyUp, quitEarlyDown, quitEarlyRollover), image_color=(1, 0, 0, 1), image_scale=(20, 1, 11), pos=(-0.183, 0, -0.4), scale=0.09, command=self.leaveTrampoline)
     self.quitEarlyButton.stash()
     self.flashText = OnscreenText(text='', pos=(0.0, -0.45), scale=0.2, fg=(1.0, 1.0, 0.65, 1.0), align=TextNode.ACenter, font=ToontownGlobals.getSignFont(), mayChange=True)
     self.timer = PartyUtils.getNewToontownTimer()
     self.timer.posInTopRightCorner()
     return
开发者ID:nate97,项目名称:src,代码行数:34,代码来源:DistributedPartyTrampolineActivity.py

示例3: setupLevelDisplay

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
 def setupLevelDisplay(self):
     LEVEL_1 = "Level 1"
     levelDisplay(LEVEL_1)
     levelN = TextNode('level-display')
     levelN.setText(LEVEL_1)
     font = loader.loadFont("font/Caveman.ttf")
     levelN.setFont(font)
     levelN.setTextColor(1, 1, 1, 1)
     levelN.setSlant(0.1)
     levelN.setShadow(0.05)
     levelN.setShadowColor(255, 0, 0, 1)
     textNodePath = self.aspect2d.attachNewNode(levelN)
     textNodePath.setPos(-0.45, 0, 0)
     textNodePath.setScale(0.2)
开发者ID:anto004,项目名称:game-programming,代码行数:16,代码来源:Ecco.py

示例4: checkIfEccoDied

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
    def checkIfEccoDied(self):
        print "position" + str(self.pos.getY())
        if self.pos.getZ() > -50.0 and self.pos.getZ() < 0.0:
            title = "Game Over"
            levelCompleteN = TextNode('ecco-died')
            font = loader.loadFont("font/Caveman.ttf")
            levelCompleteN.setFont(font)
            levelCompleteN.setText(title)
            levelCompleteN.setTextColor(1, 1, 1, 1)
            levelCompleteN.setSlant(0.1)
            levelCompleteN.setShadow(0.03)
            levelCompleteN.setShadowColor(0, 0, 200, 1)
            # levelN.setFrameAsMargin(0, 0, 0, 0)
            levelCompleteN.setFrameColor(200, 0, 0, 1)
            levelCompleteN.setFrameLineWidth(5.0)
            # textNp.node().setGlyphShift(1.0)
            textNodePath = self.aspect2d.attachNewNode(levelCompleteN)
            textNodePath.setPos(-0.9, 1.5, 0.5)
            textNodePath.setScale(0.2)
            if self.pos.getZ() < -49.0:
                self.gameOverSound.play()

        elif self.pos.getZ() < -50.0:
            if self.gameOverSound.status() != self.gameOverSound.PLAYING:
                sys.exit(1)

        elif self.pos.getY() > 1300.0:
            title = "Level 1 \n Complete"
            levelCompleteN = TextNode('level-complete')
            font = loader.loadFont("font/Caveman.ttf")
            levelCompleteN.setFont(font)
            levelCompleteN.setText(title)
            levelCompleteN.setTextColor(1, 1, 1, 1)
            levelCompleteN.setSlant(0.1)
            levelCompleteN.setShadow(0.03)
            levelCompleteN.setShadowColor(0, 0, 200, 1)
            # levelN.setFrameAsMargin(0, 0, 0, 0)
            levelCompleteN.setFrameColor(200, 0, 0, 1)
            levelCompleteN.setFrameLineWidth(5.0)
            # textNp.node().setGlyphShift(1.0)
            textNodePath = self.aspect2d.attachNewNode(levelCompleteN)
            textNodePath.setPos(-0.6, 1.5, 0.5)
            textNodePath.setScale(0.2)
            if self.levelCompleteSound.status() != self.levelCompleteSound.PLAYING:
                self.levelCompleteSound.play()
        else:
            pass
开发者ID:anto004,项目名称:game-programming,代码行数:49,代码来源:Ecco.py

示例5: setupLevelDisplay2

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
 def setupLevelDisplay2(self):
     LEVEL_2 = "Level 2"
     levelDisplay(LEVEL_2)
     levelN = TextNode('level-display')
     levelN.setText(LEVEL_2)
     # www.webpagepublicity.com
     font = loader.loadFont("font/Caveman.ttf")
     levelN.setFont(font)
     levelN.setTextColor(1, 1, 1, 1)
     levelN.setSlant(0.1)
     levelN.setShadow(0.05)
     levelN.setShadowColor(255, 0, 0, 1)
     # levelN.setFrameAsMargin(0, 0, 0, 0)
     # levelN.setFrameColor(0, 0, 255, 1)
     # levelN.setFrameLineWidth(5.0)
     # # textNp.node().setGlyphShift(1.0)
     textNodePath = self.aspect2d.attachNewNode(levelN)
     textNodePath.setPos(-0.45, 0, 0)
     textNodePath.setScale(0.2)
开发者ID:anto004,项目名称:game-programming,代码行数:21,代码来源:Ecco.py

示例6: __init__

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
    def __init__(self):
        ShowBase.__init__(self)
        base.setBackgroundColor(0, 0, 0)
        game_title = "ECCO"
        titleN = TextNode('game-title')
        font = loader.loadFont("font/Caveman.ttf")
        titleN.setFont(font)
        titleN.setText(game_title)
        titleN.setTextColor(1, 1, 1, 1)
        titleN.setSlant(0.1)
        titleN.setShadow(0.05)
        titleN.setShadowColor(0, 0, 200, 1)
        titleN.setFrameColor(0, 0, 255, 1)
        titleN.setFrameLineWidth(5.0)
        textNodePath = self.aspect2d.attachNewNode(titleN)
        textNodePath.setPos(-0.4, 1.5, 0.5)
        textNodePath.setScale(0.2)

        self.level1Button = DirectButton(text=("Level 1"), scale=.1, pos=(0, 0, 0.2), command=self.level1)
        self.level2Button = DirectButton(text=("Level 2"), scale=.1, pos=(0, 0, 0), command=self.level2)
开发者ID:anto004,项目名称:game-programming,代码行数:22,代码来源:Ecco.py

示例7: getBackgroundSet

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
def getBackgroundSet(menuItem, frame, arrowhead):
	item = menuItem.item
	kind = item['kind']
	txt = item['txt']
	grphcs = []
	slctrs = ['menu '+kind]
	if 'class' in item: # class after kind: class has higher priority
		slctrs.append('.'+item['class'])
	if 'id' in item: # id after class: id has higher priority
		slctrs.append('#'+item['id'])
	style = getStyle(slctrs, menuItem.cssFName)
	if 'enter-sound' in style: loadSound(menuItem, menuItem.getEnterEvent(), style, 'enter-sound')
	if 'exit-sound' in style: loadSound(menuItem, menuItem.getExitEvent(), style, 'exit-sound')
	if 'press-sound' in style: loadSound(menuItem, menuItem.getPressEvent(MouseButton.one()), style, 'press-sound')
	if 'release-sound' in style: loadSound(menuItem, menuItem.getReleaseEvent(MouseButton.one()), style, 'release-sound')
	if 'drag-sound' in style: loadSound(menuItem, None, style, 'drag-sound')
	for state in STATES:
		slctrs = ['menu '+kind+' :'+stateName[state].lower()]
		if 'class' in item: # class after kind: class has higher priority
			slctrs.append('.'+item['class']+' :'+stateName[state].lower())
		if 'id' in item: # id after class: id has higher priority
			slctrs.append('#'+item['id']+' :'+stateName[state].lower())
		style = getStyle(slctrs, menuItem.cssFName)
		# Want to add more style properties?
		# Do it here:
		# Match style keys here to property names in .ccss
		fontSize = style['font-size']
		bevel = style['bevel']*fontSize
		font  = style['font']
		color = style['color']
		tn = TextNode(txt)
		tn.setText(txt)
		tn.setFont(loader.loadFont(font))
		tn.setSlant(style['slant'])
		tn.setTextColor(color)
		tn.setShadow(*style['shadow-offset'])
		tn.setShadowColor(*style['shadow-color'])
		NodePath(tn).setScale(fontSize)
		sHolder = NodePath(PandaNode('sHolder'))
		sHolder.attachNewNode(tn)
		grphcs.append(sHolder)
		sHolder.attachNewNode(tn)
		borderColor = style['border-Color']
		thk = style['border-thickness']
		if 'background-Color' in style and\
			style['background-Color'] != 'transparent':
			bgColor = style['background-Color']
		else: bgColor = None
		if kind=='parent':
			if state==HOVER: ar = arrowhead*2
			else: ar = arrowhead
			grphcs[state].attachNewNode(bevelArrow(frame, bevel, ar, thk, color, borderColor, bgColor))
		elif kind in ('horizontal', 'titleBar', 'close'):
			grphcs[state].attachNewNode(rectangle(frame, thk, color, borderColor, bgColor))
		elif kind=='checkBox':
			grphcs[state].attachNewNode(checkBox(frame, bevel, thk, color, borderColor, bgColor))
			cb = grphcs[state].attachNewNode(checkedBox(frame, bevel, thk, color, borderColor, bgColor))
			cb.hide()
		elif kind=='radioBTN':
			grphcs[state].attachNewNode(radioBTN(frame, bevel, thk, color, borderColor, bgColor))
			cb = grphcs[state].attachNewNode(checkedRadioBTN(frame, bevel, thk, color, borderColor, bgColor))
			cb.hide()
		else:
			grphcs[state].attachNewNode(bevelBG(frame, bevel, thk, borderColor, bgColor))
	return grphcs
开发者ID:rll,项目名称:labeling_tool,代码行数:67,代码来源:buttonjoe.py

示例8: MessageWriter

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
class MessageWriter(DirectObject):
    def __init__(self):
        # the tasktime the last sign in the textfield was written
        self.lastSign = 0.0
        # the sign that is actually written in the textfield
        self.currentSign = 0
        # the text to write in the textfield
        self.textfieldText = ""
        # stop will be used to check if the writing is finished or
        # somehow else stoped
        self.stop = False
        # the speed new letters are added to the text
        # the time, how long the text is shown after it is fully written
        self.showlength = 4

        # the textfield to put instructions hints and everything else, that
        # should be slowly written on screen and disappear after a short while
        self.textfield = TextNode('textfield')
        self.textfield.clearText()
        self.textfield.setShadow(0.005, 0.005)
        self.textfield.setShadowColor(0, 0, 0, 1)
        self.textfield.setWordwrap(base.a2dRight*2-0.4)
        self.textfield.setCardActual(
            -0.1, base.a2dRight*2-0.3,
            0.1, base.a2dBottom+0.5)
        self.textfield.setCardColor(0,0,0,0.45)
        self.textfield.setFlattenFlags(TextNode.FF_none)
        self.textfield.setTextScale(0.06)
        self.textfieldNodePath = aspect2d.attachNewNode(self.textfield)
        self.textfieldNodePath.setScale(1)
        self.textfieldNodePath.setPos(base.a2dLeft+0.2, 0, -0.4)

        self.hide()

    def show(self):
        self.textfieldNodePath.show()

    def hide(self):
        self.textfield.clearText()
        self.textfieldNodePath.hide()

    def clear(self):
        """Clear the textfield and stop the current written text"""
        self.hide()
        taskMgr.remove("writeText")
        self.stop = False
        self.writeDone = False
        self.currentSign = 0
        self.lastSign = 0.0
        self.textfield.clearText()

    def cleanup(self):
        """Function that should be called to remove and reset the
        message writer"""
        self.clear()
        self.ignore("showMessage")

    def run(self):
        """This function can be called to start the writer task."""
        self.textfield.setFlattenFlags(TextNode.FF_none)
        taskMgr.add(self.__writeText, "writeText", priority=30)

    def setMessageAndShow(self, message):
        """Function to simply add a new message and show it if no other
        message is currently shown"""
        self.clear()
        logging.debug("show message %s" % message)
        self.textfieldText = message
        self.show()
        # start the writer task
        self.run()

    def __writeText(self, task):
        elapsed = globalClock.getDt()
        if(self.stop):
            # text is finished and can be cleared now
            self.clear()
            return task.done

        if self.currentSign == len(self.textfieldText)-1:
            self.textfield.setFlattenFlags(TextNode.FF_dynamic_merge)

        if self.currentSign >= len(self.textfieldText):
            # check if the text is fully written
            if task.time - self.lastSign >= self.showlength:
                # now also check if the time the text should
                # be visible on screen has elapsed
                self.stop = True
                self.textfieldNodePath.flattenStrong()
        elif (task.time - self.lastSign > base.textWriteSpeed) and (not self.stop):
            # write the next letter of the text
            self.textfield.appendText(self.textfieldText[self.currentSign])
            self.currentSign += 1
            self.lastSign = task.time

        return task.cont
开发者ID:grimfang,项目名称:owp_ajaw,代码行数:98,代码来源:textfield.py

示例9: __init__

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

#.........这里部分代码省略.........

    def showChat(self):
        self.chatHidden = False

    def hideThought(self):
        self.thoughtHidden = True

    def showThought(self):
        self.thoughtHidden = False

    def applyClickState(self, clickState):
        if self.chatBalloon is not None:
            foreground, background = self.chatColor[clickState]
            if self.chatType == NametagGlobals.SPEEDCHAT:
                background = self.speedChatColor
            if background[3] > self.CHAT_BALLOON_ALPHA:
                background = VBase4(
                    background[0], background[1], background[2],
                    self.CHAT_BALLOON_ALPHA)
            self.chatBalloon.setForeground(foreground)
            self.chatBalloon.setBackground(background)
            self.chatBalloon.setButton(self.chatButton[clickState])
        elif self.panel is not None:
            foreground, background = self.nametagColor[clickState]
            self.setForeground(foreground)
            self.setBackground(background)

    def setText(self, text):
        self.textNode.setText(text)

    def getText(self):
        return self.textNode.getText()

    def setChatText(self, chatText):
        self.chatTextNode.setText(chatText)

    def getChatText(self):
        return self.chatTextNode.getText()

    def setWordWrap(self, wordWrap):
        if wordWrap is None:
            wordWrap = self.TEXT_WORD_WRAP
        self.textNode.setWordwrap(wordWrap)
        self.update()

    def getWordWrap(self):
        return self.textNode.getWordwrap()

    def setChatWordWrap(self, chatWordWrap):
        if (chatWordWrap is None) or (chatWordWrap > self.CHAT_TEXT_WORD_WRAP):
            chatWordWrap = self.CHAT_TEXT_WORD_WRAP
        self.chatTextNode.setWordwrap(chatWordWrap)
        self.update()

    def getChatWordWrap(self):
        return self.chatTextNode.getWordwrap()

    def setForeground(self, foreground):
        self.textNode.setTextColor(foreground)

    def setBackground(self, background):
        if self.panel is not None:
            self.panel.setColor(background)

    def setShadow(self, shadow):
        self.textNode.setShadow(shadow)

    def getShadow(self):
        return self.textNode.getShadow()

    def clearShadow(self):
        self.textNode.clearShadow()

    def update(self):
        if self.chatBalloon is not None:
            self.chatBalloon.removeNode()
            self.chatBalloon = None

        if self.panel is not None:
            self.panel.removeNode()
            self.panel = None

        if self.getChatText():
            if self.chatBalloonType == NametagGlobals.CHAT_BALLOON:
                if not self.chatHidden:
                    model = self.getChatBalloonModel()
                    modelWidth = self.getChatBalloonWidth()
                    modelHeight = self.getChatBalloonHeight()
                    self.drawChatBalloon(model, modelWidth, modelHeight)
                    return
            elif self.chatBalloonType == NametagGlobals.THOUGHT_BALLOON:
                if not self.thoughtHidden:
                    model = NametagGlobals.thoughtBalloonModel
                    modelWidth = NametagGlobals.thoughtBalloonWidth
                    modelHeight = NametagGlobals.thoughtBalloonHeight
                    self.drawChatBalloon(model, modelWidth, modelHeight)
                    return

        if self.getText() and (not self.nametagHidden):
            self.drawNametag()
开发者ID:nate97,项目名称:src,代码行数:104,代码来源:Nametag.py

示例10: MyApp

# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setShadow [as 别名]
class MyApp(ShowBase):
	def __init__(self, server):
		ShowBase.__init__(self)

		#the way the user interface can read held down buttons is by
		#setting the button to be true when it's pressed down, and then
		#it sets it back to false when it's released
		#I have a constant while loop that'll simply read the key dictionary
		#and act whenever one of the values reads True, or in this case 1
		self.keys = {"w": 0, "s": 0, "d": 0, "a":0,"u":0, "e":0,"r": 0,"l": 0}
		self.initPart2()

	#part 2 of the init, the first one got taken up by alot of comments

	def initPart2(self):
		#assigns all of the variables needed in the class
		self.defineVariables()

		self.loadEnvironments()
		
		self.camera.setPos(29,-20,2)
		# self.camera.setHpr(-123.333, 0, 0)
		self.loadModels()

		self.initializeKeys1()
		self.initializeKeys2()

		self.startThreads()

	#these are the data variables that are being sent by the server. so far,
	#I haven't displayed any of these variables, as I've noticed they cause
	#a fair amount of lag/delay, but I am implementing the gyroscope values

	def defineVariables(self):
		self.initializePiVariables()
		self.initializePandaVarialbes()


	def initializePiVariables(self):
		self.ail = 0
		self.ele = 0
		self.thr = 0
		self.rud = 0
		self.gyroX = 0
		self.gyroY = 0
		self.yaw = 0


	#initializing more global variables
	def initializePandaVarialbes(self):	
		self.cameraSpeed = 0.5
		self.moveSpeed = 0.2
		self.quadDistance = 15
		self.noYawInput = True
		self.throttlePower = "o "
		self.dX = 0
		self.dTheta = 0
		self.isMoving = False
		self.dictOfRecords = dict()
		self.keysPressedDown = set()
		self.username = ""
		self.initializePandaVariablesPart2()

	def initializePandaVariablesPart2(self):
		self.timer = 0.00
		self.timerRunning = False
		self.timerLastModified = self.getTime()
		self.initializePromptTextPart1()
		self.initializePromptTextPart2()
		self.initializePressedDownKeyText()	
		self.toggleLiftOff = True
		self.listOfModelPaths= ['models/fighter/fighter', 
		'models/boeing/boeing707', 'models/r2d2/r2d2', 
		'models/blimp/blimp', 'models/seeker/seeker', 
		'models/jeep/jeep']
		self.modelIndex = 0		

	def initializePromptTextPart1(self):
		self.timerText = TextNode('timer')
		self.timerText.setText("Time:" + "0" + str(self.timer))
		self.timerText.setShadow(0.05, 0.05)
		self.timerTextNodePath = aspect2d.attachNewNode(self.timerText)
		self.timerTextNodePath.setScale(0.07)
		self.timerTextNodePath.setPos(1.2,0,0.9)

		self.saveTimeText = TextNode('would you like to save?')
		self.saveTimeText.setText('')#
		self.saveTimeText.setShadow(0.05, 0.05)
		self.saveTimeTextNodePath = aspect2d.attachNewNode(self.saveTimeText)
		self.saveTimeTextNodePath.setScale(0.07)
		self.saveTimeTextNodePath.setPos(1.1, 0, 0.8)


	def initializePromptTextPart2(self):
		self.thrStatus = ""
		self.loadModelsText = "Select your model!\nPress [B] to go back!"
		line1 = "Press [H] for Help!\n"
		line2 = "Press [L] to load high scores!\n"
		line3 = "Press [G] to change skins!\n\n"
		line4 = "Throttle Status: " + self.thrStatus
#.........这里部分代码省略.........
开发者ID:jaysunmah,项目名称:Raspberry-Pi-Quadcopter-15-112-Term-Project,代码行数:103,代码来源:pClient.py

示例11: __init__

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

        ShowBase.__init__(self)
        self.disableMouse()
        self.camLens.setNear(0.01)
        self.camLens.setFar(100)
        self.camLens.setFov(config.camera_angle)
        self.setBackgroundColor(Vec4(0, 0, 0, 0))
        self.setFrameRateMeter(True)
        

        self.level = load_level(config.start_level)
        self.dir = Direction()
        self.pos = Vector([0, 0])

        level_node = render_level(self.level)
        level_node.reparentTo(self.render)

        self.accept("escape", exit)
        self.accept("arrow_up", self.forward)
        self.accept("arrow_down", self.reverse)
        self.accept("arrow_down", self.backwards)
        self.accept("arrow_left", self.turn_left)
        self.accept("arrow_right", self.turn_right)

        self.accept("1", self.set_camera_in)
        self.accept("2", self.set_camera_out)
        self.accept("3", self.spin_camera_left)
        self.accept("4", self.spin_camera_right)

        self.accept("s", self.toggle_smoke)

        title = OnscreenText(text="Bard's Tale I",
                             style=1, fg=(1,1,1,1),
                             pos=(0.7,0.92), scale = .07)


        slight = PointLight('slight')
        slight.setColor(Vec4(1, 1, 1, 1))
        slnp = render.attachNewNode(slight)
        #slight.setAttenuation((1, 0, 0.02))
        render.setLight(slnp)
        self.slight = slight
        self.light = slnp

        alight = AmbientLight('alight')
        amb = 0.05
        alight.setColor((amb, amb, amb, 1))
        alnp = render.attachNewNode(alight)
        self.alight = alight
        render.setLight(alnp)

        text = TextNode("foo")
        text.setText("")
        text.setShadow(0.2,0.2)
        text.setShadowColor(0, 0, 0, 1)
        tn = NodePath(text)
        tn.setScale(0.1)
        tn.reparentTo(aspect2d)
        tn.setPos(-1, -1, 0)
        self.text = text

        print self.eventMgr

        from panda3d.core import AntialiasAttrib
        self.render.setAntialias(AntialiasAttrib.MMultisample)

        self.follow = True
        self.set_camera()


        render.setAttrib(LightRampAttrib.makeIdentity())
        render.setShaderAuto()
开发者ID:btdevel,项目名称:bt,代码行数:75,代码来源:bt.py


注:本文中的panda3d.core.TextNode.setShadow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。