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Python BitMask32.allOn方法代码示例

本文整理汇总了Python中pandac.PandaModules.BitMask32.allOn方法的典型用法代码示例。如果您正苦于以下问题:Python BitMask32.allOn方法的具体用法?Python BitMask32.allOn怎么用?Python BitMask32.allOn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.allOn方法的5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: __init__

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOn [as 别名]
    def __init__(self, x, y, z):

        self.model = loader.loadModel("models/circle")
        self.model.reparentTo(render)
        self.model.setPos(x, y, z)
        self.model.setHpr(0, 0, 0)
        self.model.setColor(1, 1, 1, 1)
        self.model.setTexture(loader.loadTexture('textures/spiral.png'))

        self.glow = loader.loadModel("models/tube")
        self.glow.reparentTo(render)
        self.glow.setShaderOff()
        self.glow.setLightOff()
        self.glow.hide(BitMask32.allOn())
        self.glow.show(BitMask32(0x01))
        self.glow.setPos(x, y, z + 0.05)
        self.glow.setHpr(0, 0, 0)
        self.glow.setColor(1, 1, 1, 1)
        texture = loader.loadTexture('textures/green_glow.png')
        texture.setWrapU(Texture.WMClamp)
        texture.setWrapV(Texture.WMClamp)
        self.glow.setTexture(texture)
        self.glow.setTransparency(TransparencyAttrib.MAlpha)
        self._active = False
        self.visibility = 0

        taskMgr.add(self._update_task, "AcceleratorUpdateTask")
开发者ID:Katrin92,项目名称:gyro,代码行数:29,代码来源:accelerator.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 allOn [as 别名]
	def __init__(self, render, world, base, originMap, hopper, idNum, strength = 1, size = 1.2):
		self.render = render
		self.world = world
		self.base = base
		self.originMap = originMap
		self.hopper = hopper
		self.idNum = idNum
		self.strength = strength 
		self.size = size
	
		self.volume = 1
		self.turned = False
		self.isAttacking = False
		self.mult = 1

		self.attackSound = self.base.loader.loadSfx("sounds/bloodSquirt.mp3")
		self.attackSound.setVolume(1) 
		self.damageSound = self.base.loader.loadSfx("sounds/swordSlash.mp3")
		self.damageSound.setVolume(0.5) 

		self.freeze = False

		#----- Setup Enemy -----
		h = 2.75
		w = self.size + 0.2
		
		enemyShape = BulletCapsuleShape(w, h - 2 * w, ZUp)

		self.enemyBulletNode = BulletCharacterControllerNode(enemyShape, 0.4, "Enemy")
		self.enemyNP = self.render.attachNewNode(self.enemyBulletNode)
		self.enemyNP.setPos(originMap)
		self.enemyNP.setH(90)
		self.enemyNP.setCollideMask(BitMask32.allOn())
		self.world.attachCharacter(self.enemyBulletNode)

		self.enemyModel = Actor("models/art/monster/bvw-f2004--monster/monster1.egg", {
				 'idle' : 'models/art/monster/bvw-f2004--monster/monster1-idle.egg',
				 'explode' : 'models/art/monster/bvw-f2004--monster/monster1-explode.egg',
				 'attackL' : 'models/art/monster/bvw-f2004--monster/monster1-pincer-attack-left.egg',
				 'attackR' : 'models/art/monster/bvw-f2004--monster/monster1-pincer-attack-right.egg',
				 'attackT' : 'models/art/monster/bvw-f2004--monster/monster1-tentacle-attack.egg',
				 'attackLR' : 'models/art/monster/bvw-f2004--monster/monster1-pincer-attack-both.egg'})

		self.enemyModel.reparentTo(self.enemyNP)
		self.enemyModel.setScale(0.42 * self.size)
		self.enemyModel.setH(180)
		self.enemyModel.setPos(0, 0, 1)
		self.enemyModel.loop("idle")
		#self.setupPoison()

		self.enemyCollider = self.enemyModel.attachNewNode(CollisionNode('enemyNode'))
		self.enemyCollider.node().addSolid(CollisionSphere(0, 0, 0, 1))
		self.enemyCollider.setTag("id", str(self.idNum))
开发者ID:kbiesiadecki141,项目名称:Hopper,代码行数:55,代码来源:enemy.py

示例3: __setupEnvironment

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOn [as 别名]
 def __setupEnvironment(self):
     cm = CardMaker("ground")
     size = 200
     cm.setFrame(-size, size, -size, size)
     environment = render.attachNewNode(cm.generate())
     environment.lookAt(0, 0, -1)
     environment.setPos(100, -100, 0)
     environment.setCollideMask(BitMask32.allOn())
     environment.reparentTo(render)
     
     texture = loader.loadTexture("textures/ground.png")
     
     # This is so the textures can look better from a distance
     texture.setMinfilter(Texture.FTLinearMipmapLinear)
     
     environment.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldPosition) 
     environment.setTexScale(TextureStage.getDefault(), 0.02, 0.02)
     environment.setTexture(texture, 1)
开发者ID:Babi-Wan,项目名称:robotic-agent-path-planning-project,代码行数:20,代码来源:world.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 allOn [as 别名]

#.........这里部分代码省略.........
        # else, we rule that the move is illegal.

        self.cTrav = CollisionTraverser()

        self.playerGroundRay = CollisionRay()
        self.playerGroundRay.setOrigin(0,0,1000)
        self.playerGroundRay.setDirection(0,0,-1)
        self.playerGroundCol = CollisionNode('playerRay')
        self.playerGroundCol.addSolid(self.playerGroundRay)
        self.playerGroundCol.setFromCollideMask(BitMask32.bit(3))
        self.playerGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.playerGroundColNp = self.player.attachNewNode(self.playerGroundCol)
        self.playerGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.playerGroundColNp, self.playerGroundHandler)

        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0,0,1000)
        self.camGroundRay.setDirection(0,0,-1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(3))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Uncomment this line to see the collision rays
        #self.playerGroundColNp.show()
        #self.camGroundColNp.show()
       
        #Uncomment this line to show a visual representation of the 
        #collisions occuring
        #self.cTrav.showCollisions(render)
        
        #Code for Enemy player
        self.enemyGroundRay = CollisionRay()
        self.enemyGroundRay.setOrigin(0,0,1000)
        self.enemyGroundRay.setDirection(0,0,-1)
        self.enemyGroundCol = CollisionNode('enemyRay')
        self.enemyGroundCol.addSolid(self.enemyGroundRay)
        self.enemyGroundCol.setFromCollideMask(BitMask32.bit(3))
        self.enemyGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.enemyGroundColNp = self.enemy.attachNewNode(self.enemyGroundCol)
        self.enemyGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.enemyGroundColNp, self.enemyGroundHandler)
        
        self.cRocketHandler = CollisionHandlerQueue()
        
        self.worldEdge = CollisionInvSphere(0, 0, 0, 50)
        
        cNode = CollisionNode("worldEdge")
        cNode.addSolid(self.worldEdge)
        cNode.setFromCollideMask(BitMask32.allOff())
        cNode.setIntoCollideMask(BitMask32.allOn())
        self.worldEdgeNp=self.environ.attachNewNode(cNode)
        #self.cTrav.addCollider(self.worldEdgeNp, self.cRocketHandler)
        #cNP = render.attachNewNode(cNode)
        
        cNode2 = CollisionNode("wall")
        cNode2.addSolid(CollisionPlane(Plane(Vec3(-1,0,0), Point3(22.5,0,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(1,0,0), Point3(-22.5,0,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(0,-1,0), Point3(0,22.5,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(0,1,0), Point3(0,-22.5,0))))
        cNode2.setFromCollideMask(BitMask32.allOff())
        cNode2.setIntoCollideMask(BitMask32.allOn())
        cNP2=self.environ.attachNewNode(cNode2)
        
        self.picker = CollisionTraverser()            #Make a traverser
        self.pq     = CollisionHandlerQueue()         #Make a handler
        #Make a collision node for our picker ray
        self.pickerNode = CollisionNode('mouseRay')
        #Attach that node to the camera since the ray will need to be positioned
        #relative to it
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        #Everything to be picked will use bit 1. This way if we were doing other
        #collision we could seperate it
        self.pickerNode.setFromCollideMask(BitMask32.allOn())
        self.pickerRay = CollisionRay()               #Make our ray
        self.pickerNode.addSolid(self.pickerRay)      #Add it to the collision node
        #Register the ray as something that can cause collisions
        self.picker.addCollider(self.pickerNP, self.pq)
        
        self.playerrocket = None
        self.enemyrocket = None
        
        self.enemyTurn = 0
        self.enemyDestAng = 180

        
        self.enemyHp = 3
        self.playerHp = 3
        
        #Collisions
        self.setupCollisions()
        
        self.playermoving = False
        
        
        #setup hud
        self.drawHud()
开发者ID:LordPaido,项目名称:RPIPortfolio,代码行数:104,代码来源:game.py

示例5: PathFinder

# 需要导入模块: from pandac.PandaModules import BitMask32 [as 别名]
# 或者: from pandac.PandaModules.BitMask32 import allOn [as 别名]
from pandac.PandaModules import CollisionRay
from pandac.PandaModules import CollisionHandlerQueue
from pandac.PandaModules import CollisionTraverser
from pandac.PandaModules import GeomNode
from pandac.PandaModules import LineSegs
from pandac.PandaModules import NodePath
from pandac.PandaModules import Point3
from pandac.PandaModules import Vec3

import math
from math import sqrt

wallRayNP = render.attachNewNode(CollisionNode("wall ray collision node"))
wallRayNP.node().addSolid(CollisionRay(0,0,0,0,1,0))
wallRayNP.node().setIntoCollideMask(BitMask32.allOff())
wallRayNP.node().setFromCollideMask(BitMask32.allOn() & ~GeomNode.getDefaultCollideMask())
wallRayNP.node().setFromCollideMask(wallRayNP.node().getFromCollideMask() & ~BitMask32.bit(1))
#wallRayNP.show()

collisionHandler = CollisionHandlerQueue()
collisionTraverser = CollisionTraverser("pathfinder's collisionTraverser")
collisionTraverser.addCollider(wallRayNP, collisionHandler)
collisionTraverser.setRespectPrevTransform(True)

class PathFinder():
    
##    def __init__(self, position, ID = -1):
##        NodePath.__init__(self, "Waypoint")
##        self.position = position
##        self.texture = loader.loadTexture("textures/blue.jpg")
##        self.costToThisNode = 0
开发者ID:Babi-Wan,项目名称:robotic-agent-path-planning-project,代码行数:33,代码来源:pathFinder.py


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