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类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()
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()
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()
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
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)
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)
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)
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
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)
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")
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)
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()
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)
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")
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)