本文整理汇总了Python中toontown.minigame.OrthoWalk.OrthoWalk.stop方法的典型用法代码示例。如果您正苦于以下问题:Python OrthoWalk.stop方法的具体用法?Python OrthoWalk.stop怎么用?Python OrthoWalk.stop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toontown.minigame.OrthoWalk.OrthoWalk
的用法示例。
在下文中一共展示了OrthoWalk.stop方法的6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: DistributedPartyCatchActivity
# 需要导入模块: from toontown.minigame.OrthoWalk import OrthoWalk [as 别名]
# 或者: from toontown.minigame.OrthoWalk.OrthoWalk import stop [as 别名]
#.........这里部分代码省略.........
self.__textGen.setAlign(TextNode.ACenter)
self.activityFSM.request('Idle')
def __loadDropModels(self):
for objType in PartyGlobals.DropObjectTypes:
model = loader.loadModel(objType.modelPath)
self.dropObjModels[objType.name] = model
modelScales = {'apple': 0.7,
'orange': 0.7,
'pear': 0.5,
'coconut': 0.7,
'watermelon': 0.6,
'pineapple': 0.45}
if modelScales.has_key(objType.name):
model.setScale(modelScales[objType.name])
if objType == PartyGlobals.Name2DropObjectType['pear']:
model.setZ(-.6)
if objType == PartyGlobals.Name2DropObjectType['coconut']:
model.setP(180)
if objType == PartyGlobals.Name2DropObjectType['watermelon']:
model.setH(135)
model.setZ(-.5)
if objType == PartyGlobals.Name2DropObjectType['pineapple']:
model.setZ(-1.7)
if objType == PartyGlobals.Name2DropObjectType['anvil']:
model.setZ(-self.ObjRadius)
model.flattenStrong()
def unload(self):
DistributedPartyCatchActivity.notify.debug('unload')
self.finishAllDropIntervals()
self.destroyOrthoWalk()
DistributedPartyActivity.unload(self)
self.stopDropTask()
del self.activityFSM
del self.__textGen
for avId in self.toonSDs.keys():
if self.toonSDs.has_key(avId):
toonSD = self.toonSDs[avId]
toonSD.unload()
del self.toonSDs
self.treesAndFence.removeNode()
del self.treesAndFence
self.dropShadow.removeNode()
del self.dropShadow
base.cr.parentMgr.unregisterParent(self._avatarNodePathParentToken)
for model in self.dropObjModels.values():
model.removeNode()
del self.dropObjModels
del self.sndGoodCatch
del self.sndOof
del self.sndAnvilLand
del self.sndPerfect
def setStartTimestamp(self, timestamp32):
self.notify.info('setStartTimestamp(%s)' % (timestamp32,))
self._startTimestamp = globalClockDelta.networkToLocalTime(timestamp32, bits=32)
def getCurrentCatchActivityTime(self):
return globalClock.getFrameTime() - self._startTimestamp
def getObjModel(self, objName):
return self.dropObjModels[objName].copyTo(hidden)
示例2: DistributedCogThiefGame
# 需要导入模块: from toontown.minigame.OrthoWalk import OrthoWalk [as 别名]
# 或者: from toontown.minigame.OrthoWalk.OrthoWalk import stop [as 别名]
#.........这里部分代码省略.........
self.removeChildGameFSM(self.gameFSM)
del self.gameFSM
self.gameBoard.removeNode()
del self.gameBoard
for barrel in self.barrels:
barrel.removeNode()
del self.barrels
for avId in self.toonSDs.keys():
toonSD = self.toonSDs[avId]
toonSD.unload()
del self.toonSDs
self.timer.destroy()
del self.timer
self.rewardPanel.destroy()
del self.rewardPanel
self.jarImage.removeNode()
del self.jarImage
del self.sndRewardTick
def onstage(self):
self.notify.debug('onstage')
DistributedMinigame.onstage(self)
self.gameBoard.reparentTo(render)
lt = base.localAvatar
lt.reparentTo(render)
self.__placeToon(self.localAvId)
lt.setSpeed(0, 0)
self.moveCameraToTop()
toonSD = self.toonSDs[self.localAvId]
toonSD.enter()
toonSD.fsm.request('normal')
self.stopGameWalk()
for cogIndex in xrange(self.getNumCogs()):
suit = self.cogInfo[cogIndex]['suit'].suit
pos = self.cogInfo[cogIndex]['pos']
suit.reparentTo(self.gameBoard)
suit.setPos(pos)
for avId in self.avIdList:
self.toonHitTracks[avId] = Wait(0.1)
self.toonRNGs = []
for i in xrange(self.numPlayers):
self.toonRNGs.append(RandomNumGen.RandomNumGen(self.randomNumGen))
self.sndTable = {'hitBySuit': [None] * self.numPlayers,
'falling': [None] * self.numPlayers}
for i in xrange(self.numPlayers):
self.sndTable['hitBySuit'][i] = base.loadSfx('phase_4/audio/sfx/MG_Tag_C.ogg')
self.sndTable['falling'][i] = base.loadSfx('phase_4/audio/sfx/MG_cannon_whizz.ogg')
base.playMusic(self.music, looping=1, volume=0.8)
self.introTrack = self.getIntroTrack()
self.introTrack.start()
return
def offstage(self):
self.notify.debug('offstage')
self.gameBoard.hide()
self.music.stop()
for barrel in self.barrels:
barrel.hide()
for avId in self.toonSDs.keys():
示例3: CogdoFlyingLocalPlayer
# 需要导入模块: from toontown.minigame.OrthoWalk import OrthoWalk [as 别名]
# 或者: from toontown.minigame.OrthoWalk.OrthoWalk import stop [as 别名]
#.........这里部分代码省略.........
self.request('OutOfTime')
def ready(self):
self.resetToon(resetFuel=False)
self._cameraMgr.enable()
self._cameraMgr.update()
def start(self):
CogdoFlyingPlayer.start(self)
self.toon.collisionsOff()
self.flyerCollisions.setAvatar(self.toon)
self.flyerCollisions.setCollisionsActive(1)
self._levelBounds = self._level.getBounds()
self.introGuiSeq.start()
self.request('Running')
def exit(self):
self.request('Inactive')
CogdoFlyingPlayer.exit(self)
self._cameraMgr.disable()
self.flyerCollisions.setCollisionsActive(0)
self.flyerCollisions.setAvatar(None)
taskMgr.remove('delayedLandOnFuelPlatform')
taskMgr.remove('delayedLandOnWinPlatform')
self.ignoreAll()
return
def unload(self):
self.toon.showName()
self.toon.collisionsOn()
self._destroyEventIval()
self._destroyEnemyHitIval()
CogdoFlyingPlayer.unload(self)
self._fanSfx.stop()
self.flyerCollisions.deleteCollisions()
del self.flyerCollisions
self.ignoreAll()
taskMgr.remove('delayedLandOnPlatform')
taskMgr.remove('delayedLandOnWinPlatform')
self.checkpointPlatform = None
self._cameraMgr.disable()
del self._cameraMgr
del self.game
self._inputMgr.destroy()
del self._inputMgr
self.introGuiSeq.clearToInitial()
del self.introGuiSeq
if self.goSadSequence:
self.goSadSequence.clearToInitial()
del self.goSadSequence
if self.coolDownAfterHitInterval:
self.coolDownAfterHitInterval.clearToInitial()
del self.coolDownAfterHitInterval
if self.deathInterval:
self.deathInterval.clearToInitial()
del self.deathInterval
if self.spawnInterval:
self.spawnInterval.clearToInitial()
del self.spawnInterval
if self.outOfTimeInterval:
self.outOfTimeInterval.clearToInitial()
del self.outOfTimeInterval
if self.winInterval:
self.winInterval.clearToInitial()
del self.winInterval
if self.waitingForWinInterval:
示例4: CogdoMazeLocalPlayer
# 需要导入模块: from toontown.minigame.OrthoWalk import OrthoWalk [as 别名]
# 或者: from toontown.minigame.OrthoWalk.OrthoWalk import stop [as 别名]
class CogdoMazeLocalPlayer(CogdoMazePlayer):
notify = directNotify.newCategory('CogdoMazeLocalPlayer')
def __init__(self, id, toon, game, guiMgr):
CogdoMazePlayer.__init__(self, id, toon)
self.disableGagCollision()
self.game = game
self.maze = self.game.maze
self._guiMgr = guiMgr
self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render)
self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius
orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True)
self.orthoWalk = OrthoWalk(orthoDrive)
self._audioMgr = base.cogdoGameAudioMgr
self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon)
self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon)
self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon)
self._winSfx = self._audioMgr.createSfx('win')
self._loseSfx = self._audioMgr.createSfx('lose')
self.enabled = False
self.pickupCount = 0
self.numEntered = 0
self.throwPending = False
self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId)
self.invulnerable = False
self.gagHandler = CollisionHandlerEvent()
self.gagHandler.addInPattern('%fn-into-%in')
self.exited = False
self.hints = {'find': False,
'throw': False,
'squashed': False,
'boss': False,
'minion': False}
self.accept('control', self.controlKeyPressed)
def destroy(self):
self.toon.showName()
self.ignoreAll()
self.coolDownAfterHitInterval.clearToInitial()
del self.coolDownAfterHitInterval
del self._getMemoSfx
del self._waterCoolerFillSfx
del self._hitByDropSfx
del self._winSfx
self.orthoWalk.stop()
self.orthoWalk.destroy()
del self.orthoWalk
CogdoMazePlayer.destroy(self)
def __initCollisions(self):
collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius)
collSphere.setTangible(0)
self.mazeCollisionName = Globals.LocalPlayerCollisionName
collNode = CollisionNode(self.mazeCollisionName)
collNode.addSolid(collSphere)
collNodePath = self.toon.attachNewNode(collNode)
collNodePath.hide()
handler = CollisionHandlerEvent()
handler.addInPattern('%fn-into-%in')
base.cTrav.addCollider(collNodePath, handler)
self.handler = handler
self._collNodePath = collNodePath
def clearCollisions(self):
self.handler.clear()
def __disableCollisions(self):
self._collNodePath.removeNode()
del self._collNodePath
def _isNearPlayer(self, player):
return self.toon.getDistance(player.toon) <= self._proximityRadius
def update(self, dt):
if self.getCurrentOrNextState() != 'Off':
self._updateCamera(dt)
def _updateCamera(self, dt):
numPlayers = 0.0
for player in self.game.players:
if player != self and player.toon and self._isNearPlayer(player):
numPlayers += 1
d = clamp(Globals.CameraMinDistance + numPlayers / (CogdoGameConsts.MaxPlayers - 1) * (Globals.CameraMaxDistance - Globals.CameraMinDistance), Globals.CameraMinDistance, Globals.CameraMaxDistance)
self.cameraMgr.setCameraTargetDistance(d)
self.cameraMgr.update(dt)
def enterOff(self):
CogdoMazePlayer.enterOff(self)
def exitOff(self):
CogdoMazePlayer.exitOff(self)
self.toon.hideName()
def enterReady(self):
CogdoMazePlayer.enterReady(self)
self.cameraMgr.enable()
def exitReady(self):
CogdoMazePlayer.enterReady(self)
#.........这里部分代码省略.........
示例5: DistributedPartyDanceActivityBase
# 需要导入模块: from toontown.minigame.OrthoWalk import OrthoWalk [as 别名]
# 或者: from toontown.minigame.OrthoWalk.OrthoWalk import stop [as 别名]
#.........这里部分代码省略.........
def getTitle(self):
self.notify.warning('define title for this dance activity')
return TTLocalizer.PartyDanceActivityTitle
def getInstructions(self):
self.notify.warning('define instructions for this dance activity')
return TTLocalizer.PartyDanceActivityInstructions
def startActive(self):
self.accept('enter' + DANCE_FLOOR_COLLISION, self.__handleEnterDanceFloor)
self.accept('exit' + DANCE_FLOOR_COLLISION, self.__handleExitDanceFloor)
self.danceFloorSequence.loop()
self.discoBallSequence.loop()
def finishActive(self):
pass
def startDisabled(self):
self.ignore('enter' + DANCE_FLOOR_COLLISION)
self.ignore('exit' + DANCE_FLOOR_COLLISION)
self.discoBallSequence.pause()
self.danceFloorSequence.pause()
def finishDisabled(self):
pass
def __initOrthoWalk(self):
self.notify.debug('Initialize Ortho Walk')
orthoDrive = OrthoDrive(9.778)
self.orthoWalk = OrthoWalk(orthoDrive, broadcast=True)
def __destroyOrthoWalk(self):
self.notify.debug('Destroy Ortho Walk')
self.orthoWalk.stop()
self.orthoWalk.destroy()
del self.orthoWalk
def __disableLocalControl(self):
self.orthoWalk.stop()
self.keyCodes.disable()
self.keyCodesGui.disable()
def __enableLocalControl(self):
self.orthWalk.start()
self.keyCodes.enable()
self.keyCodesGui.enable()
self.keyCodesGui.hideAll()
def __handleEnterDanceFloor(self, collEntry):
if not self.isLocalToonInActivity() and not self.localToonDancing:
self.notify.debug('Toon enters dance floor collision area.')
place = base.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
place.fsm.request('activity')
self.d_toonJoinRequest()
place = base.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
place.fsm.request('activity')
def joinRequestDenied(self, reason):
DistributedPartyActivity.joinRequestDenied(self, reason)
self.showMessage(TTLocalizer.PartyActivityDefaultJoinDeny)
place = base.cr.playGame.getPlace()
if place and hasattr(place, 'fsm'):
place.fsm.request('walk')
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:69,代码来源:DistributedPartyDanceActivityBase.py
示例6: PartyCogActivityLocalPlayer
# 需要导入模块: from toontown.minigame.OrthoWalk import OrthoWalk [as 别名]
# 或者: from toontown.minigame.OrthoWalk.OrthoWalk import stop [as 别名]
class PartyCogActivityLocalPlayer(PartyCogActivityPlayer):
def __init__(self, activity, position, team, exitActivityCallback = None):
PartyCogActivityPlayer.__init__(self, activity, base.localAvatar, position, team)
self.input = PartyCogActivityInput(exitActivityCallback)
self.gui = PartyCogActivityGui()
self.throwPiePrevTime = 0
self.lastMoved = 0
if base.localAvatar:
self.prevPos = base.localAvatar.getPos()
self.cameraManager = None
self.control = None
self.consecutiveShortThrows = 0
return
def destroy(self):
if self.enabled:
self.disable()
if self.cameraManager is not None:
self.cameraManager.setEnabled(False)
self.cameraManager.destroy()
del self.cameraManager
del self.gui
del self.input
if self.control is not None:
self.control.destroy()
del self.control
PartyCogActivityPlayer.destroy(self)
return
def _initOrthoWalk(self):
orthoDrive = OrthoDrive(9.778, customCollisionCallback=self.activity.view.checkOrthoDriveCollision)
self.orthoWalk = OrthoWalk(orthoDrive, broadcast=True)
def _destroyOrthoWalk(self):
self.orthoWalk.stop()
self.orthoWalk.destroy()
del self.orthoWalk
def getPieThrowingPower(self, time):
elapsed = max(time - self.input.throwPiePressedStartTime, 0.0)
w = 1.0 / PartyGlobals.CogActivityPowerMeterTime * 2.0 * math.pi
power = int(round(-math.cos(w * elapsed) * 50.0 + 50.0))
return power
def isShortThrow(self, time):
elapsed = max(time - self.input.throwPiePressedStartTime, 0.0)
return elapsed <= PartyGlobals.CogActivityShortThrowTime
def checkForThrowSpam(self, time):
if self.isShortThrow(time):
self.consecutiveShortThrows += 1
else:
self.consecutiveShortThrows = 0
return self.consecutiveShortThrows >= PartyGlobals.CogActivityShortThrowSpam
def _startUpdateTask(self):
task = Task(self._updateTask)
task.lastPositionBroadcastTime = 0.0
self.throwPiePrevTime = 0
taskMgr.add(task, UPDATE_TASK_NAME)
def _stopUpdateTask(self):
taskMgr.remove(UPDATE_TASK_NAME)
def _updateTask(self, task):
self._update()
if base.localAvatar.getPos() != self.prevPos:
self.prevPos = base.localAvatar.getPos()
self.lastMoved = self.activity.getCurrentActivityTime()
if max(self.activity.getCurrentActivityTime() - self.lastMoved, 0) > PartyGlobals.ToonMoveIdleThreshold:
self.gui.showMoveControls()
if max(self.activity.getCurrentActivityTime() - self.throwPiePrevTime, 0) > PartyGlobals.ToonAttackIdleThreshold:
self.gui.showAttackControls()
if self.input.throwPieWasReleased:
if self.checkForThrowSpam(globalClock.getFrameTime()):
self.gui.showSpamWarning()
self.input.throwPieWasReleased = False
self.throwPie(self.getPieThrowingPower(globalClock.getFrameTime()))
return Task.cont
def throwPie(self, piePower):
if not self.activity.isState('Active'):
return
if self.activity.getCurrentActivityTime() - self.throwPiePrevTime > THROW_PIE_LIMIT_TIME:
self.throwPiePrevTime = self.activity.getCurrentActivityTime()
self.activity.b_pieThrow(self.toon, piePower)
def _update(self):
self.control.update()
def getLookat(self, whosLooking, refNode = None):
if refNode is None:
refNode = render
dist = 5.0
oldParent = self.tempNP.getParent()
self.tempNP.reparentTo(whosLooking)
self.tempNP.setPos(0.0, dist, 0.0)
pos = self.tempNP.getPos(refNode)
self.tempNP.reparentTo(oldParent)
#.........这里部分代码省略.........