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Python WindowProperties.setCursorHidden方法代码示例

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


在下文中一共展示了WindowProperties.setCursorHidden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: main

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
def main():
    # Handles CLI arguments
    p = OptionParser()
    p.add_option('-m', '--nomusic', action="store_false", dest="music", default = True, help = u"Disable music")
    p.add_option('-e', '--editor-mode', action="store_true", dest="editor", default = False, help = u"Editor mode")
    options, args = p.parse_args()
    levelname = 'level1'
    if args:
        levelname = args[0]

    # Instantiate the ShowBase
    base = ShowBase()

    # Toggle events verbosity :
    #base.messenger.toggleVerbose()

    # Set window properties:
    # - Hide mouse cursor
    # - move the window (because of the pekwm bug)
    curProps = base.win.getProperties()
    props = WindowProperties()
    props.setOrigin(curProps.getXOrigin() + 1, curProps.getYOrigin() + 1)
    props.setCursorHidden(True)
    base.win.requestProperties(props)

    # Now instantiate Gate's own stuff
    fps = FPS(base, levelname, options)
    osd = OSD(base, fps)
    mplayer = MusicPlayer(base, osd)
    if options.music:
        mplayer.play_random_track()
    player = Player(base, fps, osd)

    # And run the ShowBase
    base.run()
开发者ID:court-jus,项目名称:Gate_OpenPortal,代码行数:37,代码来源:main.py

示例2: exitGameOver

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
    def exitGameOver(self):

        base.taskMgr.remove("menu")
        properties = WindowProperties()
        properties.setCursorHidden(True)
        base.win.requestProperties(properties)
        self.gm.destroy()
开发者ID:NicholasMarasco,项目名称:TerminalZone,代码行数:9,代码来源:TerminalZoneFSM.py

示例3: __init__

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
	def __init__(self, parentChar, keyMap):
		assert isinstance(parentChar, Character)
		base.disableMouse()
		self.char = parentChar
		self.keyMap = keyMap
		print 'keymap is',keyMap
		parentChar.node.rotationallyImmune = True

		self.floater = NodePath('floater')
		self.floater.reparentTo(parentChar.node)
		self.floater.setPos(1,0,2)

		base.camera.reparentTo(self.floater)
		base.camera.setPos(0,-5,0)
		base.camera.setH(0)

		print base.camera.getPos(render)

		props = WindowProperties()
		props.setCursorHidden(True)
		base.win.requestProperties(props)

		taskMgr.add(self.controlCamera, 'camera-task')
		self.h = parentChar.node.getH()
		self.p = parentChar.node.getP()
开发者ID:ChrisCraik,项目名称:tinygame,代码行数:27,代码来源:game.py

示例4: __init__

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
 def __init__(self, parent, pos):
     self.parent = parent
     self.node = render.attachNewNode('PlayerNode')
     self.node.setPos(pos[0]*TILE_SIZE,pos[1]*TILE_SIZE,TILE_SIZE*ASPECT/1.5)
     taskMgr.add(self.updatePlayer, 'UpdatePlayerTask')
     taskMgr.add(self.updateBullets, 'UpdateBulletsTask')
     self.centerx = base.win.getProperties().getXSize()/2
     self.centery = base.win.getProperties().getYSize()/2
     self.speed = TILE_SIZE - 4
     self.sprint_speed = self.speed * 1.8
     self.can_move = True
     self.camera = True
     self.mouse_owner = True
     self.max_health = 100
     self.health = self.max_health
     self.max_bullets = 10
     self.bullets = 4
     self.bullet_objects = []
     self.sprint = False
     self.moving = False
     self.gunshot_at = None
     
     props = WindowProperties()
     props.setCursorHidden(True) 
     base.win.requestProperties(props)
     
     # Create player flashlight
     self.slight = Spotlight('slight')
     self.slight.setColor(VBase4(1, 1, 0.6, 1))
     #self.lens = PerspectiveLens()
     #self.slight.setLens(self.lens)
     self.slnp = self.node.attachNewNode(self.slight)
     self.slnp.node().getLens().setFov(88)
     self.slnp.node().getLens().setNearFar(1, 70)
     self.slight.setExponent(10)
     self.slight.setAttenuation(Point3(0.737, 0.134, 0.001))
     render.setLight(self.slnp)
     self.flashlight = True
     
     self.shoot_sound = base.loader.loadSfx("audio/GUN_FIRE-GoodSoundForYou-820112263.wav")
     self.gun_click_sound = base.loader.loadSfx("audio/Dry Fire Gun-SoundBible.com-2053652037.wav")
     self.heart_sound = base.loader.loadSfx("audio/Slow_HeartBeat-Mike_Koenig-1853475164.wav")
     self.heart_sound.setLoop(True)
     self.heart_sound.setVolume(0.6)
     self.heart_sound.play()
     
     self.scratches = loadImageAsPlane('models/scr.png')
     self.scratches.setTransparency(TransparencyAttrib.MAlpha) 
     self.damage_anim = Parallel()
     
     self.keys = {}
     self.keys['forward'] = 0
     self.keys['back'] = 0
     self.keys['strafe_left'] = 0
     self.keys['strafe_right'] = 0
     self.keys['sprint'] = 0
 
     self.setKeyEvents()
 
     self.pause = False
开发者ID:BGCX261,项目名称:zombies-in-the-dark-svn-to-git,代码行数:62,代码来源:player.py

示例5: __init__

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
 def __init__(self):
     
     # INIT Needed things.
     # Inst. for Player Class playership.
     initPlayerShip = PlayerShip()
     self.playershipOB = initPlayerShip.playerShip
     
     
     ### SETUP CONTROL MAPS  ###
     self.controlMap = {"left": 0, "right": 0, "forward": 0, "backward": 0, "wheel-in": 0, "wheel-out": 0}
                        
     self.mousebtn = [0, 0, 0]
     
     
     ### SETUP KEYBOARD ###
     # Setup the control [KEYS] for movement w,a,s,d. | This is basic will have to adjust for advance controls.
     self.accept("escape", sys.exit)
     self.accept("w", self.setControl, ["forward", 1])
     self.accept("a", self.setControl, ["left", 1])
     self.accept("s", self.setControl, ["backward", 1])
     self.accept("d", self.setControl, ["right", 1])
     
     self.accept("w-up", self.setControl, ["forward", 0])
     self.accept("a-up", self.setControl, ["left", 0])
     self.accept("s-up", self.setControl, ["backward", 0])
     self.accept("d-up", self.setControl, ["right", 0])
     
     # Setup mouse [ZOOM].
     self.accept("wheel_up", self.setControl, ["wheel-in", 1])
     self.accept("wheel_down", self.setControl, ["wheel-out", 1])
     
     # Add the "moveTask"
     taskMgr.add(self.move, "moveTask")
     
     # Game State Variable.
     self.IsMoving = False
     ###>
     
     ###  SETUP CAMERA  ###
     # Reparent the -main- Camera to PlayerShip.
     base.camera.reparentTo(self.playershipOB)
     
     # The vertical offset.  To view over ship.
     self.cameraHeight = 0.05
     
     # Camera Distance from playerShip. On Start.
     self.cameraDistance = 0.23
     
     # Camera Pitch.
     self.cameraPitch = 0.04
     
     # Disable the basic camera controls.
     base.disableMouse()
     
     # This should be used together with a right click function, for the camera rotate. Like in wow.
     WinProps = WindowProperties()
     # Hide the cursor. | This will change with the rightClick function. 
     # Giving us the cursor when not rotating. If the player wants to rotate basic [KEYS] left/right can turn while cursor is active.
     WinProps.setCursorHidden(True) 
     base.win.requestProperties(WinProps)
开发者ID:MJ-meo-dmt,项目名称:lost-star,代码行数:62,代码来源:Player.py

示例6: toggleMouse

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
    def toggleMouse(self):
        print "Toggling mouse visibility"

        self.hideMouse = not self.hideMouse
        
        wp = WindowProperties()
        wp.setCursorHidden(self.hideMouse)
        self.base.win.requestProperties(wp)
开发者ID:AdrianF98,项目名称:Toontown-2-Revised,代码行数:10,代码来源:main.py

示例7: hide_cursor

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
def hide_cursor():
    """set the Cursor invisible"""
    props = WindowProperties()
    props.setCursorHidden(True)
    # somehow the window gets undecorated after hiding the cursor
    # so we reset it here to the value we need
    # props.setUndecorated(settings.fullscreen)
    base.win.requestProperties(props)
开发者ID:fireclawthefox,项目名称:panda3d-tutorial,代码行数:10,代码来源:helper.py

示例8: pause

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
 def pause(self):
   if self._running:
     self._running = False
     props = WindowProperties()
     props.setCursorHidden(False)
     base.win.requestProperties(props)
     if self._revealMouseAt:
       base.win.movePointer(0, self._revealMouseAt[0], self._revealMouseAt[1])
       self._revealMouseAt = None
开发者ID:westmark,项目名称:redpanda,代码行数:11,代码来源:camera.py

示例9: reconnectMouse

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
 def reconnectMouse(self):
     self.mouse_owner = True
     md = base.win.getPointer(0)
     x = md.getX()
     y = md.getY()
     props = WindowProperties()
     props.setCursorHidden(True) 
     base.win.requestProperties(props)
     base.win.movePointer(0, self.centerx, self.centery)
开发者ID:BGCX261,项目名称:zombies-in-the-dark-svn-to-git,代码行数:11,代码来源:player.py

示例10: stop

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
    def stop(self):
        # For now show the mouseCursor
        props = WindowProperties()
        props.setCursorHidden(False)
        base.win.requestProperties(props)
        self.ignoreMouseButtons()

        # App exit temp
        base.ignore("escape")
开发者ID:grimfang,项目名称:rising_reloaded,代码行数:11,代码来源:input.py

示例11: setUpCamera

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
    def setUpCamera(self):
        """ puts camera behind the player in third person """
        
        
        # Set up the camera
        # Adding the camera to actor is a simple way to keep the camera locked
        # in behind actor regardless of actor's movement.
        base.camera.reparentTo(self.actor)
        # We don't actually want to point the camera at actors's feet.
        # This value will serve as a vertical offset so we can look over the actor
        self.cameraTargetHeight = 0.5
        # How far should the camera be from the actor
        self.cameraDistance = 10
        # Initialize the pitch of the camera
        self.cameraPitch = 45
        
        # The mouse moves rotates the camera so lets get rid of the cursor
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)
        
        #set up FOV
        pl =  base.cam.node().getLens()
        pl.setFov(70)
        base.cam.node().setLens(pl)
        
        # A CollisionRay beginning above the camera and going down toward the
        # ground is used to detect camera collisions and the height of the
        # camera above the ground. A ray may hit the terrain, or it may hit a
        # rock or a tree.  If it hits the terrain, we detect the camera's
        # height.  If it hits anything else, the camera is in an illegal
        # position.
        """
TODO::        This will need to be changed to bullet
        """
        self.cTrav = CollisionTraverser()
        self.groundRay = CollisionRay()
        self.groundRay.setOrigin(0,0,1000)
        self.groundRay.setDirection(0,0,-1)
        self.groundCol = CollisionNode('camRay')
        self.groundCol.addSolid(self.groundRay)
        self.groundCol.setFromCollideMask(BitMask32.bit(1))
        self.groundCol.setIntoCollideMask(BitMask32.allOff())
        self.groundColNp = base.camera.attachNewNode(self.groundCol)
        self.groundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.groundColNp, self.groundHandler)
        
        # We will detect anything obstructing the camera's view of the player

        self.cameraRay = CollisionSegment((0,0,self.cameraTargetHeight),(0,5,5))
        self.cameraCol = CollisionNode('cameraRay')
        self.cameraCol.addSolid(self.cameraRay)
        self.cameraCol.setFromCollideMask(BitMask32.bit(0))
        self.cameraCol.setIntoCollideMask(BitMask32.allOff())
        self.cameraColNp = self.actor.attachNewNode(self.cameraCol)
        self.cameraColHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.cameraColNp, self.cameraColHandler)
开发者ID:Wully616,项目名称:Swifter,代码行数:59,代码来源:bulletCamera.py

示例12: start

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
    def start(self):
        # For now hide the mouseCursor
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

        # App exit temp
        base.accept("escape", self.engine.stop)
        self.setMouseButtons()
开发者ID:grimfang,项目名称:rising_reloaded,代码行数:11,代码来源:input.py

示例13: start

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
    def start(self):
        self.gameApp.disableMouse()
        self.camera.setP(self.refNode, 0)
        self.camera.setR(self.refNode, 0)
        # hide mouse cursor, comment these 3 lines to see the cursor
        props = WindowProperties()
        props.setCursorHidden(True)
        self.gameApp.win.requestProperties(props)
        # reset mouse to start position:
        self.gameApp.win.movePointer(0, self.centX, self.centY)
        self.gameApp.taskMgr.add(self.cameraTask, 'HxMouseLook::cameraTask')
        # Task for changing direction/position
        self.accept("w", setattr, [self, "forward", True])
        self.accept("shift-w", setattr, [self, "forward", True])
        self.accept("w-up", setattr, [self, "forward", False])
        self.accept("s", setattr, [self, "backward", True])
        self.accept("shift-s", setattr, [self, "backward", True])
        self.accept("s-up", setattr, [self, "backward", False])
        self.accept("a", setattr, [self, "left", True])
        self.accept("shift-a", setattr, [self, "left", True])
        self.accept("a-up", setattr, [self, "left", False])
        self.accept("d", setattr, [self, "right", True])
        self.accept("shift-d", setattr, [self, "right", True])
        self.accept("d-up", setattr, [self, "right", False])
        self.accept("r", setattr, [self, "up", True])
        self.accept("shift-r", setattr, [self, "up", True])
        self.accept("r-up", setattr, [self, "up", False])
        self.accept("f", setattr, [self, "down", True])
        self.accept("shift-f", setattr, [self, "down", True])
        self.accept("f-up", setattr, [self, "down", False])
        self.accept("q", setattr, [self, "rollLeft", True])
        self.accept("q-up", setattr, [self, "rollLeft", False])
        self.accept("e", setattr, [self, "rollRight", True])
        self.accept("e-up", setattr, [self, "rollRight", False])
        self.accept("shift", setattr, [self, "fast", 10.0])
        self.accept("shift-up", setattr, [self, "fast", 1.0])
        # setup collisions
        # setup collisions
        if self.collisionHandler != None:
            # setup collisions
            nearDist = self.camera.node().getLens().getNear()
            # Create a collision node for this camera.
            # and attach it to the camera.
            self.collisionNP = self.camera.attachNewNode(
                CollisionNode("firstPersonCamera"))
            # Attach a collision sphere solid to the collision node.
            self.collisionNP.node().addSolid(
                CollisionSphere(0, 0, 0, nearDist * 1.1))
#            self.collisionNP.show()
            # setup camera "from" bit-mask
            self.collisionNP.node().setFromCollideMask(self.collideMask)
            # add to collisionHandler (Pusher)
            self.collisionHandler.addCollider(self.collisionNP, self.camera)
            # add camera to collision system
            self.gameApp.cTrav.addCollider(
                self.collisionNP, self.collisionHandler)
开发者ID:cesarmarinhorj,项目名称:RenderPipeline,代码行数:58,代码来源:FirstPersonController.py

示例14: setMouseLook

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
    def setMouseLook(self, mouseLook):
        self.mouseLook = mouseLook
        self.mouseGrabbed = mouseLook   # for now

        wp = WindowProperties()
        wp.setMouseMode(mouseLook and WindowProperties.MConfined or WindowProperties.MAbsolute)
        wp.setCursorHidden(mouseLook)
        self.base.win.requestProperties(wp)
       
        self.base.taskMgr.doMethodLater(0, self.resolveMouse, "resolve mouse")
开发者ID:eswartz,项目名称:panda3d-stuff,代码行数:12,代码来源:fpscontroller.py

示例15: enterGameOver

# 需要导入模块: from panda3d.core import WindowProperties [as 别名]
# 或者: from panda3d.core.WindowProperties import setCursorHidden [as 别名]
    def enterGameOver(self, n):

        properties = WindowProperties()
        properties.setCursorHidden(False)
        base.win.requestProperties(properties)
        self.gm = gameover.init(n)
        if n == 1:
            base.taskMgr.add(base.menusTasks, "menu", extraArgs=["gameover1"], appendTask=True)
        else:
            base.taskMgr.add(base.menusTasks, "menu", extraArgs=["gameover2"], appendTask=True)
开发者ID:NicholasMarasco,项目名称:TerminalZone,代码行数:12,代码来源:TerminalZoneFSM.py


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