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Python BattleParticles.loadParticles方法代码示例

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


在下文中一共展示了BattleParticles.loadParticles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: createGoonExplosion

# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import loadParticles [as 别名]
def createGoonExplosion(parent, explosionPoint, scale):
    BattleParticles.loadParticles()
    deathNode = NodePath('goonDeath')
    deathNode.setPos(explosionPoint)
    explosion = createExplosionTrack(parent, deathNode, scale)
    smallGearExplosion = BattleParticles.createParticleEffect(
        'GearExplosion', numParticles=10)
    bigGearExplosion = BattleParticles.createParticleEffect(
        'WideGearExplosion', numParticles=30)
    deathSound = base.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')
    return Parallel(
        explosion,
        SoundInterval(deathSound),
        ParticleInterval(
            smallGearExplosion,
            deathNode,
            worldRelative=0,
            duration=4.3,
            cleanup=True),
        ParticleInterval(
            bigGearExplosion,
            deathNode,
            worldRelative=0,
            duration=1.0,
            cleanup=True),
        name='gears2MTrack')
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leak,代码行数:28,代码来源:GoonDeath.py

示例2: __init__

# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import loadParticles [as 别名]
 def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile, cogdoSuitType, walkAnimName = None):
     data = Globals.SuitData[cogdoSuitType]
     MazeSuit.__init__(self, serialNum, maze, randomNumGen, data['cellWalkPeriod'], difficulty, data['dnaName'], startTile=startTile, walkSameDirectionProb=Globals.SuitWalkSameDirectionProb, walkTurnAroundProb=Globals.SuitWalkTurnAroundProb, uniqueRandomNumGen=False, walkAnimName=walkAnimName)
     FSM.__init__(self, 'CogdoMazeSuit')
     CogdoMazeSplattable.__init__(self, self.suit, '%s-%i' % (Globals.SuitCollisionName, self.serialNum), 1.5)
     if data.has_key('scale'):
         self.suit.setScale(data['scale'])
     self.hp = data['hp']
     self.type = cogdoSuitType
     self.memos = data['memos']
     self.deathSuit = self.suit.getLoseActor()
     self.deathSuit.pose('lose', 0)
     BattleParticles.loadParticles()
     self._initSfx()
开发者ID:AdrianF98,项目名称:Toontown-Rewritten,代码行数:16,代码来源:CogdoMazeSuits.py

示例3: createExplosionTrack

# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import loadParticles [as 别名]
    def createExplosionTrack(self):
        if self.explodeTrack and self.explodeTrack.isPlaying():
            self.explodeTrack.finish()
        # Our real actor is going to head back and get ready for the next time he is needed,
        # so we need to spawn a "LoseActor" in his place.
        loseActor = self.suit.getLoseActor()
        loseActor.reparentTo(render)
        spinningSound = base.loadSfx('phase_3.5/audio/sfx/Cog_Death.ogg')
        deathSound = base.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')

        # Now for our main interval and soundtrack
        explosionInterval = ActorInterval(loseActor, 'lose', startFrame=0, endFrame=150)
        deathSoundTrack = Sequence(Wait(0.6), SoundInterval(spinningSound, duration=1.2, startTime=1.5, volume=0.2, node=loseActor), SoundInterval(spinningSound, duration=3.0, startTime=0.6, volume=0.8, node=loseActor), SoundInterval(deathSound, volume=0.32, node=loseActor))

        # Next, load the particle effects
        BattleParticles.loadParticles()
        smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall')
        singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1)
        smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10)
        bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30)
        gearPoint = Point3(loseActor.getX(), loseActor.getY(), loseActor.getZ())
        smallGears.setDepthWrite(False)
        singleGear.setDepthWrite(False)
        smallGearExplosion.setDepthWrite(False)
        bigGearExplosion.setDepthWrite(False)
        cleanupTrack = Track((6.5, Func(self.suit.cleanupLoseActor)))

        # Now for the big KAPOW
        def createKapowExplosionTrack(parent):
            explosionTrack = Sequence()
            explosion = loader.loadModel('phase_3.5/models/props/explosion')
            explosion.setBillboardPointEye()
            explosion.setDepthWrite(False)
            explosionPoint = Point3(0, 0, 4.1)
            explosionTrack.append(Func(explosion.reparentTo, parent))
            explosionTrack.append(Func(explosion.setPos, explosionPoint))
            explosionTrack.append(Func(explosion.setScale, 0.4))
            explosionTrack.append(Wait(0.6))
            explosionTrack.append(Func(explosion.removeNode))
            return explosionTrack
        explosionTrack = Sequence()
        explosionTrack.append(Wait(5.4))
        explosionTrack.append(createKapowExplosionTrack(loseActor))

        gears1Track = Sequence(Wait(2.0), ParticleInterval(smallGears, loseActor, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track')
        gears2MTrack = Track((0.0, explosionTrack), (0.7, ParticleInterval(singleGear, loseActor, worldRelative=0, duration=5.7, cleanup=True)), (5.2, ParticleInterval(smallGearExplosion, loseActor, worldRelative=0, duration=1.2, cleanup=True)), (5.4, ParticleInterval(bigGearExplosion, loseActor, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack')

        # Let's tie it all together.
        self.explodeTrack = Sequence(Parallel(explosionInterval, deathSoundTrack, gears1Track, gears2MTrack, cleanupTrack))
        self.explodeTrack.start()
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:52,代码来源:CogThief.py

示例4: enterExplode

# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import loadParticles [as 别名]
    def enterExplode(self, time):
        # Are we exploding?
        self.exploding = True

        # Lets create a specific actor for the explosion and load the explosion stuff
        loseActor = self.getLoseActor()
        loseActor.reparentTo(render)
        spinningSound = base.loadSfx('phase_3.5/audio/sfx/Cog_Death.ogg')
        deathSound = base.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')

        # We're done with this guy
        self.stash()

        # Oh boy, time to load all of our explosion effects!
        explosionInterval = ActorInterval(loseActor, 'lose', startFrame=0, endFrame=150)
        deathSoundTrack = Sequence(Wait(0.6), SoundInterval(spinningSound, duration=1.2, startTime=1.5, volume=0.2, node=loseActor), SoundInterval(spinningSound, duration=3.0, startTime=0.6, volume=0.8, node=loseActor), SoundInterval(deathSound, volume=0.32, node=loseActor))
        
        # Load the particles for the explosion
        BattleParticles.loadParticles()
        smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall')
        singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1)
        smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10)
        bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30)
        gearPoint = Point3(loseActor.getX(), loseActor.getY(), loseActor.getZ())
        smallGears.setDepthWrite(False)
        singleGear.setDepthWrite(False)
        smallGearExplosion.setDepthWrite(False)
        bigGearExplosion.setDepthWrite(False)

        # Create the explosion track
        explosionTrack = Sequence()
        explosionTrack.append(Wait(5.4))
        explosionTrack.append(self.createKapowExplosionTrack(loseActor))

        gears1Track = Sequence(Wait(2.0), ParticleInterval(smallGears, loseActor, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track')
        gears2MTrack = Track((0.0, explosionTrack), (0.7, ParticleInterval(singleGear, loseActor, worldRelative=0, duration=5.7, cleanup=True)), (5.2, ParticleInterval(smallGearExplosion, loseActor, worldRelative=0, duration=1.2, cleanup=True)), (5.4, ParticleInterval(bigGearExplosion, loseActor, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack')
        
        # Cleanup
        
        cleanupTrack = Track((6.5, Func(self.cleanupLoseActor))) # Better delete the poor guy when we're done

        # Blow the sucker up
        self.explodeTrack = Sequence(Parallel(explosionInterval, deathSoundTrack, gears1Track, gears2MTrack))
        self.explodeTrack.delayDelete = DelayDelete(self, 'cleanupExplode')
        self.explodeTrack.append(Func(self.explodeTrack.delayDelete.destroy))
        self.explodeTrack.start()
        self.explodeTrack.setT(time)
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leak,代码行数:49,代码来源:DistributedInvasionSuit.py

示例5: setHillType

# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import loadParticles [as 别名]
 def setHillType(self, type):
     if self.isUp:
         if (self.hillType == MoleFieldBase.HILL_MOLE or type == MoleFieldBase.HILL_BOMB or self.hillType == MoleFieldBase.HILL_BOMB) and type == MoleFieldBase.HILL_MOLE:
             return None
         
     self.hillType = type
     self.moleHead.remove()
     if type == MoleFieldBase.HILL_MOLE:
         self.moleHead = loader.loadModel('phase_12/models/bossbotHQ/mole_norm')
         self.moleColNodePath.setScale(3.0)
         self.moleHead.setH(0)
         self.mole.setBillboardAxis(localAvatar, 0)
     
     if type == MoleFieldBase.HILL_BOMB or type == MoleFieldBase.HILL_COGWHACKED:
         self.moleHead = loader.loadModel('phase_12/models/bossbotHQ/mole_cog')
         self.moleColNodePath.setScale(1.0)
         self.mole.setBillboardAxis(localAvatar, 0)
         if type == MoleFieldBase.HILL_COGWHACKED:
             self.doMoleDown()
             BattleParticles.loadParticles()
             singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles = 1)
             smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles = 10)
             bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles = 30)
             gears2MTrack = Track((0.0, ParticleInterval(singleGear, self.hill, worldRelative = 1, duration = 5.7000000000000002, cleanup = True)), (0.0, ParticleInterval(smallGearExplosion, self.hill, worldRelative = 0, duration = 1.2, cleanup = True)), (0.29999999999999999, ParticleInterval(bigGearExplosion, self.hill, worldRelative = 0, duration = 1.0, cleanup = True)), name = 'gears2MTrack')
             gears2MTrack.start()
             self.popIval = Sequence(Parallel(Sequence(LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.28000000000000003, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.23000000000000001, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.28000000000000003)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.34999999999999998, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.28000000000000003, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.31, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.32000000000000001, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.47999999999999998)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.28000000000000003, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.28999999999999998, 0.0)))), LerpPosInterval(self.mole, 0.5, Point3(0, 0, -2.5)), Func(self.setHillType, MoleFieldBase.HILL_BOMB))
             self.popIval.start()
         else:
             self.moleHead.setH(0)
     
     if type == MoleFieldBase.HILL_WHACKED:
         self.moleHead = loader.loadModel('phase_12/models/bossbotHQ/mole_hit')
         self.mole.setBillboardAxis(0)
         self.moleColNodePath.setScale(0.0)
         if self.popIval:
             self.popIval.finish()
         
         if self.downIval:
             self.downIval.finish()
         
         self.mole.setPos(0.0, 0.0, 0.0)
         self.popIval = Sequence(Parallel(Sequence(LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.17999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.13, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.17999999999999999)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.14999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.17999999999999999, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.11, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.12, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.17999999999999999)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.17999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.13, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.17999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.14999999999999999, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.17999999999999999)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.16, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.17999999999999999, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.11, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.17999999999999999, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.17000000000000001)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.17999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.0))), Sequence(LerpScaleInterval(self.moleHead, 0.5, 3.5), LerpScaleInterval(self.moleHead, 0.5, 1.0))), LerpPosInterval(self.mole, 0.5, Point3(0, 0, -2.5)), Func(self.setHillType, MoleFieldBase.HILL_MOLE))
         self.popIval.start()
     
     self.moleHead.reparentTo(self.mole)
开发者ID:OldToontown,项目名称:OldToontown,代码行数:47,代码来源:MoleHill.py

示例6: __init__

# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import loadParticles [as 别名]
 def __init__(self, enemyMgr, index, suitAttribs):
     self.enemyMgr = enemyMgr
     self.game = self.enemyMgr.section.sectionMgr.game
     self.index = index
     self.moveIval = None
     self.propTrack = None
     self.animTrack = None
     self.shotTrack = None
     self.deathTrack = None
     self.deathSuit = None
     self.suitSound = None
     self.deleteMeCallback = None
     self.isMovingUpDown = False
     self.isMovingLeftRight = False
     self.showCollSpheres = False
     self.isDestroyed = False
     self.isGoingUp = False
     self.setupEnemy(suitAttribs)
     BattleParticles.loadParticles()
开发者ID:ponyboy837,项目名称:Toontown-2003-Server,代码行数:21,代码来源:TwoDEnemy.py

示例7: makeCrunchTrack

# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import loadParticles [as 别名]
    def makeCrunchTrack(self):
        toonId = self.toon

        toon = base.cr.doId2do.get(toonId)
        if not toon:
            return

        self.virtualSuit.lookAt(toon)

        if self.virtualSuit.style.body in ['a', 'b']:
            throwDelay = 3
        elif self.virtualSuit.style.body == 'c':
            throwDelay = 2.3
        else:
            throwDelay = 2

        numberNames = ['one',
         'two',
         'three',
         'four',
         'five',
         'six']
        BattleParticles.loadParticles()
        numberSpill1 = BattleParticles.createParticleEffect(file='numberSpill')
        numberSpill2 = BattleParticles.createParticleEffect(file='numberSpill')
        spillTexture1 = random.choice(numberNames)
        spillTexture2 = random.choice(numberNames)
        BattleParticles.setEffectTexture(numberSpill1, 'audit-' + spillTexture1)
        BattleParticles.setEffectTexture(numberSpill2, 'audit-' + spillTexture2)
        numberSpillTrack1 = getPartTrack(numberSpill1, 1.1, 2.2, [numberSpill1, self.virtualSuit, 0])
        numberSpillTrack2 = getPartTrack(numberSpill2, 1.5, 1.0, [numberSpill2, self.virtualSuit, 0])
        numberSprayTracks = Parallel()
        numOfNumbers = random.randint(5, 9)
        for i in xrange(0, numOfNumbers - 1):
            nextSpray = BattleParticles.createParticleEffect(file='numberSpray')
            nextTexture = random.choice(numberNames)
            BattleParticles.setEffectTexture(nextSpray, 'audit-' + nextTexture)
            nextStartTime = random.random() * 0.6 + 3.03
            nextDuration = random.random() * 0.4 + 1.4
            nextSprayTrack = getPartTrack(nextSpray, nextStartTime, nextDuration, [nextSpray, self.virtualSuit, 0])
            numberSprayTracks.append(nextSprayTrack)

        def throwProp(prop):
            if not self.virtualSuit:
                return

            toon = self.cr.doId2do.get(toonId)
            if not toon:
                self.cleanupProp(prop, False)
                self.finishPropAttack()
                return

            self.virtualSuit.lookAt(toon)

            prop.wrtReparentTo(render)

            hitPos = toon.getPos() + Vec3(0, 0, 2.5)
            distance = (prop.getPos() - hitPos).length()
            speed = 50.0

            throwSequence = Sequence(
                prop.posInterval(distance / speed, hitPos),
                Func(self.cleanupProp, prop, False)
            )

            throwSequence.start()

        numberTracks = Parallel()
        for i in xrange(0, numOfNumbers):
            texture = random.choice(numberNames)
            next = copyProp(BattleParticles.getParticle('audit-' + texture))
            next.reparentTo(self.virtualSuit.getRightHand())
            next.setScale(0.01, 0.01, 0.01)
            next.setColor(Vec4(0.0, 0.0, 0.0, 1.0))
            next.setPos(random.random() * 0.6 - 0.3, random.random() * 0.6 - 0.3, random.random() * 0.6 - 0.3)
            next.setHpr(VBase3(-1.15, 86.58, -76.78))

            # Make prop virtual:
            next.setColorScale(1.0, 0.0, 0.0, 0.8)
            next.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd))

            # Prop collisions:
            colNode = CollisionNode(self.uniqueName('SuitAttack'))
            colNode.setTag('damage', str(self.attackInfo[1]))

            bounds = next.getBounds()
            center = bounds.getCenter()
            radius = bounds.getRadius()
            sphere = CollisionSphere(center.getX(), center.getY(), center.getZ(), radius)
            sphere.setTangible(0)
            colNode.addSolid(sphere)
            colNode.setIntoCollideMask(WallBitmask)
            next.attachNewNode(colNode)

            numberTrack = Sequence(
                Wait(throwDelay),
                Parallel(
                    LerpScaleInterval(next, 0.6, Point3(1.0, 1.0, 1.0)),
                    Func(throwProp, next),
                ),
#.........这里部分代码省略.........
开发者ID:NostalgicTTR,项目名称:Toontown-Infinite-2016-Leak,代码行数:103,代码来源:DistributedVirtualGoon.py

示例8: makeWriteOffTrack

# 需要导入模块: from toontown.battle import BattleParticles [as 别名]
# 或者: from toontown.battle.BattleParticles import loadParticles [as 别名]
    def makeWriteOffTrack(self):
        pad = BattleProps.globalPropPool.getProp('pad')
        pad.setScale(1.89)
        pencil = BattleProps.globalPropPool.getProp('pencil')
        BattleParticles.loadParticles()
        checkmark = copyProp(BattleParticles.getParticle('checkmark'))
        checkmark.setBillboardPointEye()

        # Make prop virtual:
        pad.setColorScale(1.0, 0.0, 0.0, 0.8)
        pad.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd))
        pencil.setColorScale(1.0, 0.0, 0.0, 0.8)
        pencil.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd))
        checkmark.setColorScale(1.0, 0.0, 0.0, 0.8)
        checkmark.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd))

        # Prop collisions:
        colNode = CollisionNode(self.uniqueName('SuitAttack'))
        colNode.setTag('damage', str(self.attackInfo[1]))

        bounds = checkmark.getBounds()
        center = bounds.getCenter()
        radius = bounds.getRadius()
        sphere = CollisionSphere(center.getX(), center.getY(), center.getZ(), radius)
        sphere.setTangible(0)
        colNode.addSolid(sphere)
        colNode.setIntoCollideMask(WallBitmask)
        checkmark.attachNewNode(colNode)

        toonId = self.toon

        toon = base.cr.doId2do.get(toonId)
        if not toon:
            return

        self.virtualSuit.lookAt(toon)

        if self.virtualSuit.style.body in ['a', 'b']:
            throwDelay = 3
        elif self.virtualSuit.style.body == 'c':
            throwDelay = 2.3
        else:
            throwDelay = 2

        def throwProp():
            if not self.virtualSuit:
                return

            toon = self.cr.doId2do.get(toonId)
            if not toon:
                self.cleanupProp(checkmark, False)
                self.finishPropAttack()
                return

            self.virtualSuit.lookAt(toon)

            checkmark.wrtReparentTo(render)

            hitPos = toon.getPos() + Vec3(0, 0, 2.5)
            distance = (checkmark.getPos() - hitPos).length()
            speed = 50.0

            if self.attackProp == 'teeth':
                throwSequence = Sequence(
                    Parallel(
                        checkmark.posInterval(distance / speed, hitPos),
                        ActorInterval(checkmark, 'teeth', duration=distance / speed),
                    ),
                    Func(self.cleanupProp, checkmark, False),
                )
            else:
                throwSequence = Sequence(
                    checkmark.posInterval(distance / speed, hitPos),
                    Func(self.cleanupProp, checkmark, False)
                )

            throwSequence.start()

        pencilTrack = Sequence(
            Wait(0.5),
            Func(pencil.setPosHpr, -0.47, 1.08, 0.28, 21.045, 12.702, -176.374),
            Func(pencil.reparentTo, self.virtualSuit.getRightHand()),
            LerpScaleInterval(pencil, 0.5, Point3(1.5, 1.5, 1.5),
                              startScale=Point3(0.01)),
            Wait(throwDelay),
            Func(checkmark.reparentTo, render),
            Func(checkmark.setScale, 1.6),
            Func(checkmark.setPosHpr, pencil, 0, 0, 0, 0, 0, 0),
            Func(checkmark.setP, 0),
            Func(checkmark.setR, 0),
            Func(throwProp),
            Wait(0.3),
            LerpScaleInterval(pencil, 0.5, Point3(0.01, 0.01, 0.01)),
            Func(pencil.removeNode),
        )

        suitTrack = Sequence(
            ActorInterval(self.virtualSuit, 'hold-pencil'),
            Func(self.virtualSuit.loop, 'neutral', 0),
        )
#.........这里部分代码省略.........
开发者ID:NostalgicTTR,项目名称:Toontown-Infinite-2016-Leak,代码行数:103,代码来源:DistributedVirtualGoon.py


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