本文整理汇总了Python中panda3d.core.TextNode.setSlant方法的典型用法代码示例。如果您正苦于以下问题:Python TextNode.setSlant方法的具体用法?Python TextNode.setSlant怎么用?Python TextNode.setSlant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类panda3d.core.TextNode
的用法示例。
在下文中一共展示了TextNode.setSlant方法的7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: setupCoins2
# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setSlant [as 别名]
def setupCoins2(self):
# display coins = 0
textN = TextNode('coin-score')
textN.setText(str("Coins: " + str(self.coinsCollected2)))
textN.setSlant(0.1)
textNodePath = self.aspect2d.attachNewNode(textN)
textNodePath.setPos(0, 0.95, 0.9)
textNodePath.setScale(0.08)
randNum = random.sample(range(0, 1500, 200), 6)
# coins
for i in range(6):
randX = random.uniform(-3.0, 3.2)
randY = float(randNum[i])
shape = BulletSphereShape(0.3)
coinNode = BulletGhostNode('Coin-' + str(i))
coinNode.addShape(shape)
np = self.render.attachNewNode(coinNode)
np.setCollideMask(BitMask32.allOff())
np.setPos(randX, randY, 2)
# Adding sphere model
sphereNp = loader.loadModel('models/smiley.egg')
sphereNp_tex = loader.loadTexture("models/sky/coin_2_tex.jpg")
sphereNp.setTexture(sphereNp_tex, 1)
sphereNp.reparentTo(np)
sphereNp.setScale(0.45)
sphereNp.hprInterval(2.5, Vec3(360, 0, 0)).loop()
self.world2.attachGhost(coinNode)
self.coins2.append(coinNode)
print "node name:" + str(coinNode.getName())
示例2: getTextSize
# 需要导入模块: from panda3d.core import TextNode [as 别名]
# 或者: from panda3d.core.TextNode import setSlant [as 别名]
def getTextSize(txt, style):
tn = TextNode(txt)
tn.setText(txt)
tn.setFont(loader.loadFont(style['font']))
tn.setSlant(style['slant'])
#tn.setFont(style['font'])
fontSize = style['font-size']
lineHeight = tn.getLineHeight()
f = tn.getFrameActual()
return (tn.getWidth()*fontSize,\
(f[3]-f[2])*fontSize,\
lineHeight*fontSize,\
(0, f[1]*fontSize, f[2]*fontSize, f[3]*fontSize))
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 setSlant [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)
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 setSlant [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
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 setSlant [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)
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 setSlant [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)
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 setSlant [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