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Python BitMask32.allOff方法代码示例

本文整理汇总了Python中pandac.PandaModules.BitMask32.allOff方法的典型用法代码示例。如果您正苦于以下问题:Python BitMask32.allOff方法的具体用法?Python BitMask32.allOff怎么用?Python BitMask32.allOff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pandac.PandaModules.BitMask32的用法示例。


在下文中一共展示了BitMask32.allOff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: addDropCollision

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def addDropCollision(self, drop):
     collSph = drop.attachNewNode(CollisionNode('coll_drop'))
     collSph.node().addSolid(CollisionSphere(0, 0, 0, 1))
     collSph.node().setIntoCollideMask(BitMask32.allOff())
     collSph.node().setFromCollideMask(Globals.DropBitmask)
     collGround = drop.attachNewNode(CollisionNode('coll_drop_ground'))
     collGround.node().addSolid(CollisionRay(0, 0, 0, 0, 0, -1))
     collGround.node().setIntoCollideMask(BitMask32.allOff())
     collGround.node().setFromCollideMask(Globals.WallBitmask)
     collGround.show()
     collHdlF.addCollider(collGround, drop)
     base.cTrav.addCollider(collSph, collHdl)
     base.cTrav.addCollider(collGround, collHdlF)
     self.accept("coll_drop-into", self.handleDropCollision)
     self.accept("coll_drop-out", self.completeCollision)
开发者ID:Teku16,项目名称:Doomsday,代码行数:17,代码来源:WorldCollisions.py

示例2: __init__

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
    def __init__(self, parserClass, mainClass, mapLoaderClass, modelLoaderClass):
        self.switchState = False

        # self.t = Timer()

        self.keyMap = {"left": 0, "right": 0, "forward": 0, "backward": 0}
        self.ralph = Actor(
            "data/models/units/ralph/ralph",
            {"run": "data/models/units/ralph/ralph-run", "walk": "data/models/units/ralph/ralph-walk"},
        )
        self.ralph.reparentTo(render)
        # 		self.ralph.setPos(42, 30, 0)
        self.ralph.setPos(6, 10, 0)
        self.ralph.setScale(0.1)

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("arrow_down", self.setKey, ["backward", 1])
        self.accept("arrow_down-up", self.setKey, ["backward", 0])

        self.isMoving = False

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode("ralphRay")
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
        # self.ralphGroundCol.show()

        base.cam.reparentTo(self.ralph)
        base.cam.setPos(0, 9, 7)
        self.floater2 = NodePath(PandaNode("floater2"))
        self.floater2.reparentTo(self.ralph)
        self.floater2.setZ(self.floater2.getZ() + 6)
        base.cam.lookAt(self.floater2)

        # Uncomment this line to see the collision rays
        # 		self.ralphGroundColNp.show()
        # 		self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        # 		self.cTrav.showCollisions(render)

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        taskMgr.add(self.move, "movingTask", extraArgs=[mainClass, parserClass, mapLoaderClass, modelLoaderClass])
开发者ID:croza,项目名称:RR2,代码行数:62,代码来源:fpsTest.py

示例3: addToonCollision

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def addToonCollision(self):
     toon = render.find('**/Toon')
     collTube = toon.attachNewNode(CollisionNode('coll_toon'))
     collTube.node().addSolid(CollisionTube(0, 0, 0.5, 0, 0, 8, 2))
     collTube.node().setIntoCollideMask(Globals.DropBitmask | Globals.ProjBitmask)
     collTube.node().setFromCollideMask(BitMask32.allOff())
     base.cTrav.addCollider(collTube, collHdl)
开发者ID:Teku16,项目名称:Doomsday,代码行数:9,代码来源:WorldCollisions.py

示例4: __init__

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
    def __init__(self, model, run, walk, startPos, scale, select,ralph,saysome):

        self.actor = Actor(model, {"run":run, "walk":walk})
        self.actor.reparentTo(render)
        self.actor.setScale(scale)
        self.actor.setPos(startPos)
        self.actor.setHpr(90,0,0)
        self.playerGUI = saysome
        self.myralph = ralph
        self.setAI()

        self.cTrav = CollisionTraverser()

        self.groundRay = CollisionRay(0,0,1000,0,0,-1)  
        self.groundCol = CollisionNode('dinoRay')
        self.groundCol.addSolid(self.groundRay)
        self.groundCol.setFromCollideMask(BitMask32.bit(1))
        self.groundCol.setIntoCollideMask(BitMask32.allOff())
        self.groundColNp = self.actor.attachNewNode(self.groundCol)
        self.groundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.groundColNp, self.groundHandler)

        self.sphere = CollisionSphere(0,0,5,13)
        self.spherecol = CollisionNode('dinoSphere')
        self.spherecol.addSolid(self.sphere)
        self.spherecol.setCollideMask(BitMask32.bit(1))
        self.dinocolhs = self.actor.attachNewNode(self.spherecol)
开发者ID:meghnatolani,项目名称:RunningRalph,代码行数:29,代码来源:main.py

示例5: placeItem

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
    def placeItem(self, item):
        # Add ground collision detector to the health item
        self.cTrav1 = CollisionTraverser()

        self.collectGroundRay = CollisionRay()
        self.collectGroundRay.setOrigin(0,0,300)
        self.collectGroundRay.setDirection(0,0,-1)
        self.collectGroundCol = CollisionNode('colRay')
        self.collectGroundCol.addSolid(self.collectGroundRay)
        self.collectGroundCol.setFromCollideMask(BitMask32.bit(1))
        self.collectGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.collectGroundColNp = item.attachNewNode(self.collectGroundCol)
        self.collectGroundHandler = CollisionHandlerQueue()
        base.cTrav1.addCollider(self.collectGroundColNp, self.collectGroundHandler)
        
        placed = False;
        while placed == False:
            # re-randomize position
            item.setPos(-random.randint(-350,300),-random.randint(-100,150),0)
            
            base.cTrav1.traverse(render)
            
            # Get Z position from terrain collision
            entries = []
            for j in range(self.collectGroundHandler.getNumEntries()):
                entry = self.collectGroundHandler.getEntry(j)
                entries.append(entry)
            entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                         x.getSurfacePoint(render).getZ()))
        
            if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
                item.setZ(entries[0].getSurfacePoint(render).getZ()+4)
                placed = True
开发者ID:meghnatolani,项目名称:RunningRalph,代码行数:35,代码来源:main.py

示例6: __init__

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def __init__( self, *args, **kwargs ):
     p3d.SingleTask.__init__( self, *args, **kwargs )
     
     self.fromCollideMask = kwargs.pop( 'fromCollideMask', None )
     
     self.node = None
     self.collEntry = None
     
     # Create collision nodes
     self.collTrav = CollisionTraverser()
     #self.collTrav.showCollisions( render )
     self.collHandler = CollisionHandlerQueue()
     self.pickerRay = CollisionRay()
     
     # Create collision ray
     pickerNode = CollisionNode( self.name )
     pickerNode.addSolid( self.pickerRay )
     pickerNode.setIntoCollideMask( BitMask32.allOff() )
     pickerNp = self.camera.attachNewNode( pickerNode )
     self.collTrav.addCollider( pickerNp, self.collHandler )
     
     # Create collision mask for the ray if one is specified
     if self.fromCollideMask is not None:
         pickerNode.setFromCollideMask( self.fromCollideMask )
     
     # Bind mouse button events
     eventNames = ['mouse1', 'control-mouse1', 'mouse1-up']
     for eventName in eventNames:
         self.accept( eventName, self.FireEvent, [eventName] )
开发者ID:is-blackhole,项目名称:panda3d-editor,代码行数:31,代码来源:mousePicker.py

示例7: __init__

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def __init__( self, name, camera=None, rootNp=None, fromCollideMask=None, pickTag=None ):
     gizmo_core.Object.__init__( self, name, camera, rootNp )
     
     self.fromCollideMask = fromCollideMask
     self.pickTag = pickTag
     
     self.selection = []
     self.node = None
     self.collEntry = None
     
     # Create a marquee
     self.marquee = gizmo_core.Marquee( '%sMarquee' % self.name )
     
     # Create collision nodes
     self.collTrav = CollisionTraverser()
     #self.collTrav.showCollisions( render )
     self.collHandler = CollisionHandlerQueue()
     self.pickerRay = CollisionRay()
     
     # Create collision ray
     pickerNode = CollisionNode( self.name )
     pickerNode.addSolid( self.pickerRay )
     pickerNode.setIntoCollideMask( BitMask32.allOff() )
     pickerNp = camera.attachNewNode( pickerNode )
     self.collTrav.addCollider( pickerNp, self.collHandler )
     
     # Create collision mask for the ray if one is specified
     if self.fromCollideMask is not None:
         pickerNode.setFromCollideMask( self.fromCollideMask )
     
     # Bind mouse button events
     eventNames = ['mouse1', 'control-mouse1', 'mouse1-up']
     for eventName in eventNames:
         self.accept( eventName, self.FireEvent, [eventName] )
开发者ID:MJ-meo-dmt,项目名称:RisingEditor,代码行数:36,代码来源:mousePicker.py

示例8: addAttackCollision

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def addAttackCollision(self, proj):
     collSph = proj.attachNewNode(CollisionNode('coll_attack'))
     collSph.node().addSolid(CollisionSphere(0, 0, 0, 1))
     collSph.node().setIntoCollideMask(BitMask32.allOff())
     collSph.node().setFromCollideMask(Globals.ProjBitmask)
     base.cTrav.addCollider(collSph, collHdl)
     self.accept("coll_attack-into", self.handleAttackCollision)
     self.accept("coll_attack-out", self.completeAttackCollision)
开发者ID:Teku16,项目名称:Doomsday,代码行数:10,代码来源:WorldCollisions.py

示例9: setCollisions

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
    def setCollisions(self):
        # Add physical collision object to player
        self.playerCollider = self.player.attachNewNode(CollisionNode('playercnode'))
        self.playerCollider.node().addSolid(CollisionSphere(0, 0, 0, 1))
        # Adding to trav turns it into a from object( moving object )
        #base.cTrav.addCollider(self.playerCollider, self.collisionHandler)
        self.playerCollider.node().setFromCollideMask(WALL_MASK)
        self.playerCollider.node().setIntoCollideMask(BitMask32.allOff())

        # Sensor collision
        self.playerSensor = self.player.attachNewNode(CollisionNode('playersensor'))
        cs=CollisionSphere(0, 0, 0, 1.2)
        self.playerSensor.node().addSolid(cs)
        self.playerSensor.node().setFromCollideMask(DOOR_MASK)
        self.playerSensor.node().setIntoCollideMask(BitMask32.allOff())
        # as said above, to act correctly we need to make clear to the system that this is just a sensor, with no solid parts
        cs.setTangible(0)
开发者ID:nate97,项目名称:Adventure,代码行数:19,代码来源:player.py

示例10: addCogGroundCollision

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def addCogGroundCollision(self, cog = None, ent = None):
     if ent == None:
         ent = cog.getCog()
     collGround = ent.attachNewNode(CollisionNode('coll_ground'))
     collGround.node().addSolid(CollisionRay(0, 0, 2, 0, 0, -1))
     collGround.node().setIntoCollideMask(BitMask32.allOff())
     collGround.node().setFromCollideMask(Globals.WallBitmask)
     collHdlF.addCollider(collGround, ent)
     base.cTrav.addCollider(collGround, collHdlF)
开发者ID:Teku16,项目名称:Doomsday,代码行数:11,代码来源:WorldCollisions.py

示例11: addGagCollision

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def addGagCollision(self, gag):
     collNode = gag.attachNewNode(CollisionNode('coll_gag'))
     collNode.node().addSolid(CollisionSphere(0, 0, 0, 2))
     collNode.node().setIntoCollideMask(BitMask32.allOff())
     collNode.node().setFromCollideMask(Globals.GagBitmask | Globals.WallBitmask | Globals.FloorBitmask)
     base.cTrav.addCollider(collNode, collHdl)
     collHdl.addInPattern('%fn-into')
     collHdl.addOutPattern('%fn-out')
     self.accept("coll_gag-into", self.handleInCollisions)
     self.accept("coll_gag-out", self.completeCollision)
开发者ID:Teku16,项目名称:Doomsday,代码行数:12,代码来源:WorldCollisions.py

示例12: __init__

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def __init__(self):
     self.picker         = CollisionTraverser()            
     self.pickerQ        = CollisionHandlerQueue()         
     pickerCollN         = CollisionNode('heightChecker')       
     self.pickerNode     = render.attachNewNode(pickerCollN) 
     pickerCollN.setFromCollideMask(BitMask32.bit(1))         
     pickerCollN.setIntoCollideMask(BitMask32.allOff())         
     self.pickerRay      = CollisionRay(0,0,300,0,0,-1)                
     pickerCollN.addSolid(self.pickerRay)      
     self.picker.addCollider(self.pickerNode, self.pickerQ)
开发者ID:Nikobraz,项目名称:panda-rpg-tutorial,代码行数:12,代码来源:control.py

示例13: getFlyBallBubble

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def getFlyBallBubble(self):
     if self.__flyBallBubble == None:
         bubble = CollisionSphere(0, 0, 0, GolfGlobals.GOLF_BALL_RADIUS)
         node = CollisionNode('flyBallBubble')
         node.addSolid(bubble)
         node.setFromCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.CameraBitmask | ToontownGlobals.FloorBitmask)
         node.setIntoCollideMask(BitMask32.allOff())
         self.__flyBallBubble = NodePath(node)
         self.flyBallHandler = CollisionHandlerEvent()
         self.flyBallHandler.addInPattern('flyBallHit-%d' % self.index)
     return self.__flyBallBubble
开发者ID:Keithybub,项目名称:ToonTownReviveOld,代码行数:13,代码来源:DistributedGolfSpot.py

示例14: __init__

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
    def __init__(self, model, run, walk, startPos, scale):        
        """Initialise the character. 
        
        Arguments: 
        model -- The path to the character's model file (string) 
           run : The path to the model's run animation (string) 
           walk : The path to the model's walk animation (string) 
           startPos : Where in the world the character will begin (pos) 
           scale : The amount by which the size of the model will be scaled 
                   (float) 
                    
           """ 

        self.controlMap = {"left":0, "right":0, "up":0, "down":0} 

        self.actor = Actor(Config.MYDIR+model, 
                                 {"run":Config.MYDIR+run, 
                                  "walk":Config.MYDIR+walk})        
        self.actor.reparentTo(render) 
        self.actor.setScale(scale) 
        self.actor.setPos(startPos) 

        self.controller = Controller.LocalController(self)
        
        taskMgr.add(self.move,"moveTask") # Note: deriving classes DO NOT need 
                                          # to add their own move tasks to the 
                                          # task manager. If they override 
                                          # self.move, then their own self.move 
                                          # function will get called by the 
                                          # task manager (they must then 
                                          # explicitly call Character.move in 
                                          # that function if they want it). 
        self.prevtime = 0 
        self.isMoving = False 

        # We will detect the height of the terrain by creating a collision 
        # ray and casting it downward toward the terrain.  One ray will 
        # start above ralph's head, and the other will start above the camera. 
        # A ray may hit the terrain, or it may hit a rock or a tree.  If it 
        # hits the terrain, we can detect the height.  If it hits anything 
        # else, we rule that the move is illegal. 

        self.cTrav = CollisionTraverser() 

        self.groundRay = CollisionRay() 
        self.groundRay.setOrigin(0,0,1000) 
        self.groundRay.setDirection(0,0,-1) 
        self.groundCol = CollisionNode('ralphRay') 
        self.groundCol.addSolid(self.groundRay) 
        self.groundCol.setFromCollideMask(BitMask32.bit(1)) 
        self.groundCol.setIntoCollideMask(BitMask32.allOff()) 
        self.groundColNp = self.actor.attachNewNode(self.groundCol)
        self.groundHandler = CollisionHandlerQueue() 
        self.cTrav.addCollider(self.groundColNp, self.groundHandler) 
开发者ID:pivot,项目名称:nexus,代码行数:56,代码来源:Character.py

示例15: setupFloorEventSphere

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOff [as 别名]
 def setupFloorEventSphere(self, avatarNodePath, bitmask, avatarRadius):
     cSphere = CollisionSphere(0.0, 0.0, 0.0, 0.75)
     cSphereNode = CollisionNode('Flyer.cFloorEventSphere')
     cSphereNode.addSolid(cSphere)
     cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
     cSphereNode.setFromCollideMask(bitmask)
     cSphereNode.setIntoCollideMask(BitMask32.allOff())
     self.floorCollisionEvent = CollisionHandlerEvent()
     self.floorCollisionEvent.addInPattern('%fn-enter-%in')
     self.floorCollisionEvent.addAgainPattern('%fn-again-%in')
     self.floorCollisionEvent.addOutPattern('%fn-exit-%in')
     base.cTrav.addCollider(cSphereNodePath, self.floorCollisionEvent)
     self.cFloorEventSphereNodePath = cSphereNodePath
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leak,代码行数:15,代码来源:CogdoFlyingCollisions.py


注:本文中的pandac.PandaModules.BitMask32.allOff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。