本文整理汇总了Python中pandac.PandaModules.CollisionTube.setTangible方法的典型用法代码示例。如果您正苦于以下问题:Python CollisionTube.setTangible方法的具体用法?Python CollisionTube.setTangible怎么用?Python CollisionTube.setTangible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pandac.PandaModules.CollisionTube
的用法示例。
在下文中一共展示了CollisionTube.setTangible方法的8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: loadToonup
# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
def loadToonup(self, toonupIndex):
self.toonupNum += 1
if toonupIndex in self.toonupModelDict:
toonupModel = self.toonupModelDict[toonupIndex]
toonupModel.reparentTo(self.foodNodes[toonupIndex])
colNp = toonupModel.find('**/ToonupCol*')
colNp.setTag('toonupNum', str(self.toonupNum))
else:
toonupModelScale = self.ToonupScales[toonupIndex]
modelName = self.ToonupModels[toonupIndex]
toonupModel = loader.loadModel(modelName)
self.foodNodes[toonupIndex].setZ(self.beltHeight - 0.10000000000000001)
toonupModel.setZ(self.ToonupZOffsets[toonupIndex])
toonupModel.setScale(toonupModelScale)
toonupModel.reparentTo(self.foodNodes[toonupIndex])
target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
target.setTangible(0)
colName = 'ToonupCol-%d-%d' % (self.index, toonupIndex)
targetNode = CollisionNode(colName)
targetNode.addSolid(target)
targetNode.setCollideMask(ToontownGlobals.WallBitmask)
targetNodePath = toonupModel.attachNewNode(targetNode)
targetNodePath.setScale(1.0 / toonupModelScale)
targetNodePath.setTag('toonupIndex', str(toonupIndex))
targetNodePath.setTag('beltIndex', str(self.index))
targetNodePath.setTag('toonupNum', str(self.toonupNum))
targetNodePath.setZ(targetNodePath.getZ() - 1.5 / toonupModelScale)
self.accept('enter' + colName, self.touchedToonup)
self.toonupModelDict[toonupIndex] = toonupModel
示例2: loadFood
# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
def loadFood(self, foodIndex):
self.foodNum += 1
if foodIndex in self.foodModelDict:
foodModel = self.foodModelDict[foodIndex]
foodModel.reparentTo(self.foodNodes[foodIndex])
colNp = foodModel.find('**/FoodCol*')
colNp.setTag('foodNum', str(self.foodNum))
else:
foodModelScale = ToontownGlobals.BossbotFoodModelScale
foodModel = loader.loadModel('phase_12/models/bossbotHQ/canoffood')
foodModel.setScale(foodModelScale)
foodModel.reparentTo(self.foodNodes[foodIndex])
target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
target.setTangible(0)
colName = 'FoodCol-%d-%d' % (self.index, foodIndex)
targetNode = CollisionNode(colName)
targetNode.addSolid(target)
targetNode.setCollideMask(ToontownGlobals.WallBitmask)
targetNodePath = foodModel.attachNewNode(targetNode)
targetNodePath.setScale(1.0 / foodModelScale)
targetNodePath.setTag('foodIndex', str(foodIndex))
targetNodePath.setTag('beltIndex', str(self.index))
targetNodePath.setTag('foodNum', str(self.foodNum))
targetNodePath.setZ(targetNodePath.getZ() - 1.5)
self.accept('enter' + colName, self.touchedFood)
self.foodModelDict[foodIndex] = foodModel
示例3: initGagCollision
# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
def initGagCollision(self, name, radius):
self.gagCollisionName = name
collision = CollisionTube(0, 0, 0, 0, 0, 4, radius)
collision.setTangible(1)
self.gagCollNode = CollisionNode(self.gagCollisionName)
self.gagCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
self.gagCollNode.addSolid(collision)
self.gagCollNodePath = self.object.attachNewNode(self.gagCollNode)
示例4: loadModels
# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
def loadModels(self):
self.playArea = loader.loadModel('phase_13/models/parties/partyTugOfWar')
self.playArea.reparentTo(self.root)
self.sign.reparentTo(self.playArea.find('**/TugOfWar_sign_locator'))
self.dockPositions = [[], []]
for i in xrange(4):
self.dockPositions[0].append(Point3(-PartyGlobals.TugOfWarInitialToonPositionsXOffset - PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))
for i in xrange(4):
self.dockPositions[1].append(Point3(PartyGlobals.TugOfWarInitialToonPositionsXOffset + PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))
self.hopOffPositions = [[], []]
for i in xrange(1, 5):
self.hopOffPositions[PartyGlobals.TeamActivityTeams.LeftTeam].append(self.playArea.find('**/leftTeamHopOff%d_locator' % i).getPos())
self.hopOffPositions[PartyGlobals.TeamActivityTeams.RightTeam].append(self.playArea.find('**/rightTeamHopOff%d_locator' % i).getPos())
for i in xrange(1, 5):
pos = self.playArea.find('**/fallenToon%d_locator' % i).getPos()
self.fallenPositions.append(pos)
self.joinCollision = []
self.joinCollisionNodePaths = []
for i in xrange(len(PartyGlobals.TeamActivityTeams)):
collShape = CollisionTube(PartyGlobals.TugOfWarJoinCollisionEndPoints[0], PartyGlobals.TugOfWarJoinCollisionEndPoints[1], PartyGlobals.TugOfWarJoinCollisionRadius)
collShape.setTangible(True)
self.joinCollision.append(CollisionNode('TugOfWarJoinCollision%d' % i))
self.joinCollision[i].addSolid(collShape)
tubeNp = self.playArea.attachNewNode(self.joinCollision[i])
tubeNp.node().setCollideMask(ToontownGlobals.WallBitmask)
self.joinCollisionNodePaths.append(tubeNp)
self.joinCollisionNodePaths[i].setPos(PartyGlobals.TugOfWarJoinCollisionPositions[i])
self.__enableCollisions()
ropeModel = loader.loadModel('phase_4/models/minigames/tug_of_war_rope')
self.ropeTexture = ropeModel.findTexture('*')
ropeModel.removeNode()
for i in xrange(PartyGlobals.TugOfWarMaximumPlayersPerTeam * 2 - 1):
rope = Rope(self.uniqueName('TugRope%d' % i))
if rope.showRope:
rope.ropeNode.setRenderMode(RopeNode.RMBillboard)
rope.ropeNode.setThickness(0.2)
rope.setTexture(self.ropeTexture)
rope.ropeNode.setUvMode(RopeNode.UVDistance)
rope.ropeNode.setUvDirection(1)
rope.setTransparency(1)
rope.setColor(0.89, 0.89, 0.6, 1.0)
rope.reparentTo(self.root)
rope.stash()
self.tugRopes.append(rope)
self.splash = Splash.Splash(self.root)
self.splash.setScale(2.0, 4.0, 1.0)
pos = self.fallenPositions[0]
self.splash.setPos(pos[0], pos[1], PartyGlobals.TugOfWarSplashZOffset)
self.splash.hide()
示例5: loadCollision
# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
def loadCollision(self):
collTube = CollisionTube(0.0, 0.0, 0.0, 0.0, 0.0, 6.0, 5.4)
collTube.setTangible(True)
self.trampolineCollision = CollisionNode(self.uniqueName('TrampolineCollision'))
self.trampolineCollision.addSolid(collTube)
self.trampolineCollision.setCollideMask(OTPGlobals.CameraBitmask | OTPGlobals.WallBitmask)
self.trampolineCollisionNP = self.tramp.attachNewNode(self.trampolineCollision)
collSphere = CollisionSphere(0.0, 0.0, 0.0, 7.0)
collSphere.setTangible(False)
self.trampolineTrigger = CollisionNode(self.uniqueName('TrampolineTrigger'))
self.trampolineTrigger.addSolid(collSphere)
self.trampolineTrigger.setIntoCollideMask(OTPGlobals.WallBitmask)
self.trampolineTriggerNP = self.tramp.attachNewNode(self.trampolineTrigger)
self.accept('enter%s' % self.uniqueName('TrampolineTrigger'), self.onTrampolineTrigger)
示例6: CogdoMazeDrop
# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
class CogdoMazeDrop(NodePath, DirectObject):
def __init__(self, game, id, x, y):
NodePath.__init__(self, 'dropNode%s' % id)
self.game = game
self.id = id
self.reparentTo(hidden)
self.setPos(x, y, 0)
shadow = loader.loadModel('phase_3/models/props/square_drop_shadow')
shadow.setZ(0.2)
shadow.setBin('ground', 10)
shadow.setColor(1, 1, 1, 1)
shadow.reparentTo(self)
self.shadow = shadow
drop = CogdoUtil.loadMazeModel('cabinetSmFalling')
roll = random.randint(-15, 15)
drop.setHpr(0, 0, roll)
drop.setZ(Globals.DropHeight)
self.collTube = CollisionTube(0, 0, 0, 0, 0, 4, Globals.DropCollisionRadius)
self.collTube.setTangible(0)
name = Globals.DropCollisionName
self.collNode = CollisionNode(name)
self.collNode.addSolid(self.collTube)
self.collNodePath = drop.attachNewNode(self.collNode)
self.collNodePath.hide()
self.collNodePath.setTag('isFalling', str('True'))
drop.reparentTo(self)
self.drop = drop
self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop', volume=0.6)
def disableCollisionDamage(self):
self.collTube.setTangible(1)
self.collTube.setRadius(Globals.DroppedCollisionRadius)
self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
self.collNodePath.setTag('isFalling', str('False'))
def getDropIval(self):
shadow = self.shadow
drop = self.drop
id = self.id
hangTime = Globals.ShadowTime
dropTime = Globals.DropTime
dropHeight = Globals.DropHeight
targetShadowScale = 0.5
targetShadowAlpha = 0.4
shadowScaleIval = LerpScaleInterval(shadow, dropTime, targetShadowScale, startScale=0)
shadowAlphaIval = LerpColorScaleInterval(shadow, hangTime, Point4(1, 1, 1, targetShadowAlpha), startColorScale=Point4(1, 1, 1, 0))
shadowIval = Parallel(shadowScaleIval, shadowAlphaIval)
startPos = Point3(0, 0, dropHeight)
drop.setPos(startPos)
dropIval = LerpPosInterval(drop, dropTime, Point3(0, 0, 0), startPos=startPos, blendType='easeIn')
dropSoundIval = self._dropSfx
dropSoundIval.node = self
self.drop.setTransparency(1)
def _setRandScale(t):
self.drop.setScale(self, 1 - random.random() / 16, 1 - random.random() / 16, 1 - random.random() / 4)
scaleChange = 0.4 + random.random() / 4
dropShakeSeq = Sequence(LerpScaleInterval(self.drop, 0.25, Vec3(1.0 + scaleChange, 1.0 + scaleChange / 2, 1.0 - scaleChange), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.25, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), Func(self.disableCollisionDamage), LerpScaleInterval(self.drop, 0.2, Vec3(1.0 + scaleChange / 8, 1.0 + scaleChange / 8, 1.0 - scaleChange / 8), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.2, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.15, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 16, 1.0 - scaleChange / 16), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.15, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.1, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 8, 1.0 - scaleChange / 16), blendType='easeInOut'), LerpColorScaleInterval(self.drop, Globals.DropFadeTime, Vec4(1.0, 1.0, 1.0, 0.0)))
ival = Sequence(Func(self.reparentTo, render), Parallel(Sequence(WaitInterval(hangTime), dropIval), shadowIval), Parallel(Func(self.game.dropHit, self, id), dropSoundIval, dropShakeSeq), Func(self.game.cleanupDrop, id), name='drop%s' % id)
self.ival = ival
return ival
def destroy(self):
self.ival.pause()
self.ival = None
self._dropSfx.pause()
self._dropSfx = None
self.collTube = None
self.collNode = None
self.collNodePath.removeNode()
self.collNodePath = None
self.removeNode()
return
示例7: CogThief
# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
class CogThief(DirectObject):
notify = directNotify.newCategory('CogThief')
DefaultSpeedWalkAnim = 4.0
CollisionRadius = 1.25
MaxFriendsVisible = 4
Infinity = 100000.0
SeparationDistance = 6.0
MinUrgency = 0.5
MaxUrgency = 0.75
def __init__(self, cogIndex, suitType, game, cogSpeed):
self.cogIndex = cogIndex
self.suitType = suitType
self.game = game
self.cogSpeed = cogSpeed
suit = Suit.Suit()
d = SuitDNA.SuitDNA()
d.newSuit(suitType)
suit.setDNA(d)
suit.pose('walk', 0)
self.suit = suit
self.goal = CTGG.NoGoal
self.goalId = CTGG.InvalidGoalId
self.lastLocalTimeStampFromAI = 0
self.lastPosFromAI = Point3(0, 0, 0)
self.lastThinkTime = 0
self.doneAdjust = False
self.barrel = CTGG.NoBarrelCarried
self.signalledAtReturnPos = False
self.defaultPlayRate = 1.0
self.netTimeSentToStartByHit = 0
self.velocity = Vec3(0, 0, 0)
self.oldVelocity = Vec3(0, 0, 0)
self.acceleration = Vec3(0, 0, 0)
self.bodyLength = self.CollisionRadius * 2
self.cruiseDistance = 2 * self.bodyLength
self.maxVelocity = self.cogSpeed
self.maxAcceleration = 5.0
self.perceptionRange = 6
self.notify.debug('cogSpeed=%s' % self.cogSpeed)
self.kaboomSound = loader.loadSfx('phase_4/audio/sfx/MG_cannon_fire_alt.mp3')
self.kaboom = loader.loadModel('phase_4/models/minigames/ice_game_kaboom')
self.kaboom.setScale(2.0)
self.kaboom.setBillboardPointEye()
self.kaboom.hide()
self.kaboomTrack = None
splatName = 'splat-creampie'
self.splat = globalPropPool.getProp(splatName)
self.splat.setBillboardPointEye()
self.splatType = globalPropPool.getPropType(splatName)
self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.mp3')
def destroy(self):
self.ignoreAll()
self.suit.delete()
self.game = None
def uniqueName(self, baseStr):
return baseStr + '-' + str(self.game.doId)
def handleEnterSphere(self, collEntry):
intoNp = collEntry.getIntoNodePath()
self.notify.debug('handleEnterSphere suit %d hit %s' % (self.cogIndex, intoNp))
if self.game:
self.game.handleEnterSphere(collEntry)
def gameStart(self, gameStartTime):
self.gameStartTime = gameStartTime
self.initCollisions()
self.startWalkAnim()
def gameEnd(self):
self.moveIval.pause()
del self.moveIval
self.shutdownCollisions()
self.suit.loop('neutral')
def initCollisions(self):
self.collSphere = CollisionSphere(0, 0, 0, 1.25)
self.collSphere.setTangible(1)
name = 'CogThiefSphere-%d' % self.cogIndex
self.collSphereName = self.uniqueName(name)
self.collNode = CollisionNode(self.collSphereName)
self.collNode.setIntoCollideMask(CTGG.BarrelBitmask | ToontownGlobals.WallBitmask)
self.collNode.addSolid(self.collSphere)
self.collNodePath = self.suit.attachNewNode(self.collNode)
self.accept('enter' + self.collSphereName, self.handleEnterSphere)
self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4, self.CollisionRadius)
self.pieCollSphere.setTangible(1)
name = 'CogThiefPieSphere-%d' % self.cogIndex
self.pieCollSphereName = self.uniqueName(name)
self.pieCollNode = CollisionNode(self.pieCollSphereName)
self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
#.........这里部分代码省略.........
示例8: PartyCog
# 需要导入模块: from pandac.PandaModules import CollisionTube [as 别名]
# 或者: from pandac.PandaModules.CollisionTube import setTangible [as 别名]
class PartyCog(FSM):
notify = directNotify.newCategory('PartyCog')
HpTextGenerator = TextNode('HpTextGenerator')
hpText = None
height = 7
def __init__(self, parentNode, id, bounceSpeed = 3, bounceHeight = 1, rotateSpeed = 1, heightShift = 1, xMoveSpeed = 0, xMoveDistance = 0, bounceOffset = 0):
self.id = id
FSM.__init__(self, 'PartyCogFSM-%d' % self.id)
self.showFacingStatus = False
self.xMoveSpeed = xMoveSpeed
self.xMoveDistance = xMoveDistance
self.heightShift = heightShift
self.bounceSpeed = bounceSpeed
self.bounceHeight = bounceHeight
self.rotateSpeed = rotateSpeed
self.parentNode = parentNode
self.bounceOffset = bounceOffset
self.hitInterval = None
self.kaboomTrack = None
self.resetRollIval = None
self.netTimeSentToStartByHit = 0
self.load()
self.request('Down')
return
def load(self):
self.root = NodePath('PartyCog-%d' % self.id)
self.root.reparentTo(self.parentNode)
path = 'phase_13/models/parties/cogPinata_'
self.actor = Actor(path + 'actor', {'idle': path + 'idle_anim',
'down': path + 'down_anim',
'up': path + 'up_anim',
'bodyHitBack': path + 'bodyHitBack_anim',
'bodyHitFront': path + 'bodyHitFront_anim',
'headHitBack': path + 'headHitBack_anim',
'headHitFront': path + 'headHitFront_anim'})
self.actor.reparentTo(self.root)
self.temp_transform = Mat4()
self.head_locator = self.actor.attachNewNode('temphead')
self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
self.bodyColl.setTangible(1)
self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' % self.id)
self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
self.bodyCollNode.addSolid(self.bodyColl)
self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
self.headColl.setTangible(1)
self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' % self.id)
self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
self.headCollNode.addSolid(self.headColl)
self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
self.arm1Coll.setTangible(1)
self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' % self.id)
self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
self.arm1CollNode.addSolid(self.arm1Coll)
self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
self.arm2Coll.setTangible(1)
self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' % self.id)
self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
self.arm2CollNode.addSolid(self.arm2Coll)
self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
splatName = 'splat-creampie'
self.splat = globalPropPool.getProp(splatName)
self.splat.setBillboardPointEye()
self.splatType = globalPropPool.getPropType(splatName)
self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg')
self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
self.hole.setTransparency(True)
self.hole.setP(-90.0)
self.hole.setScale(3)
self.hole.setBin('ground', 3)
self.hole.reparentTo(self.parentNode)
def unload(self):
self.request('Off')
self.clearHitInterval()
if self.hole is not None:
self.hole.removeNode()
self.hole = None
if self.actor is not None:
self.actor.cleanup()
self.actor.removeNode()
self.actor = None
if self.root is not None:
self.root.removeNode()
self.root = None
if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
self.kaboomTrack.finish()
self.kaboomTrack = None
if self.resetRollIval is not None and self.resetRollIval.isPlaying():
self.resetRollIval.finish()
self.resetRollIval = None
if self.hitInterval is not None and self.hitInterval.isPlaying():
self.hitInterval.finish()
self.hitInterval = None
del self.upSound
#.........这里部分代码省略.........