Beispiel #1
0
 def __init__(self, species, gender, head, features, torso_size, legs_size, path=""):
     """
     Args:
         species (str): "cat", "dog", "duck", "mouse", "pig", "rabbit",
             "bear", "horse" or "monkey".
         gender (str): "m" (male) or "f" (female).
         head (str): "n" (normal) or "l" (long).
         features (str): "n" (normal) or "l" (long).
         torso_size (str): "s" (small), "m" (medium) or "l" (long).
         legs_size (str): "s" (small), "m" (medium) or "l" (long).
         path (str, optional): The file path to the Toontown phase files.
             Defaults to Panda3D's search path.
     """
     global MODEL_PATH
     if path:
         self.path = pfile.fromOsSpecific("%s/" % path).getFullpath()
     else:
         self.path = pfile.fromOsSpecific("%s/" % MODEL_PATH).getFullpath()
     self.species = species
     self.gender = gender
     self.dimensions = torso_size, legs_size
     self.__make_actor(
         species, gender, head, features, torso_size, legs_size
     )
     Actor.__init__(self, self.parts, self.animation)
     self.__initialize_actor()
Beispiel #2
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 def __init__(self):
     Actor.__init__(self, "arena/elevator/elevator",
                    {"open": "arena/elevator/elevatordooropenanim"})
     self.setScale(1, 1, 1)
     self.setPos(50, -50, 0)
     self.reparentTo(render)
     self.loop("open")
Beispiel #3
0
 def __init__(self,
              species,
              gender,
              head,
              features,
              torso_size,
              legs_size,
              path=""):
     """
     Args:
         species (str): "cat", "dog", "duck", "mouse", "pig", "rabbit",
             "bear", "horse" or "monkey".
         gender (str): "m" (male) or "f" (female).
         head (str): "n" (normal) or "l" (long).
         features (str): "n" (normal) or "l" (long).
         torso_size (str): "s" (small), "m" (medium) or "l" (long).
         legs_size (str): "s" (small), "m" (medium) or "l" (long).
         path (str, optional): The file path to the Toontown phase files.
             Defaults to Panda3D's search path.
     """
     global MODEL_PATH
     if path:
         self.path = pfile.fromOsSpecific("%s/" % path).getFullpath()
     else:
         self.path = pfile.fromOsSpecific("%s/" % MODEL_PATH).getFullpath()
     self.species = species
     self.gender = gender
     self.dimensions = torso_size, legs_size
     self.__make_actor(species, gender, head, features, torso_size,
                       legs_size)
     Actor.__init__(self, self.parts, self.animation)
     self.__initialize_actor()
Beispiel #4
0
    def __init__(self, mat=0):
        try:
            self.Avatar_initialized
            return
        except:
            self.Avatar_initialized = 1

        ToonTalker.ToonTalker.__init__(self)
        Actor.__init__(self, None, None, None, flattenable=0, setFinal=1)#self.setColorOff()
        
        self.mat = mat
        self._name = ''
        self.chat = ''

        self.nametagNodePath = None
        self.__nameVisible = 1
        self.nametag = NametagGroup()
        self.nametag.setAvatar(self)
        font = CIGlobals.getToonFont()
        self.nametag.setFont(font)
        self.nametag.setChatFont(font)
        self.nametag3d = self.attachNewNode('nametag3d')
        self.nametag3d.setTag('cam', 'nametag')
        self.setTwoSided(False)

        self.avatarType = None
        self.charName = None
        self._name = None
        self.tag = None
        self.height = 0
        return
 def __init__(self, defaultAnimation, hasShoes):
     try:
         Actor.__init__(self, 
         {"head":"models/tt_a_chr_dgm_shorts_head_1000.bam",
          "torso":"models/tt_a_chr_dgm_shorts_torso_1000.bam",
          "legs":"models/tt_a_chr_dgm_shorts_legs_1000.bam"},
         {"head":{"neutral":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_neutral.bam",
                  "run":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_run.bam",
                  "runjump":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_leap_zhang.bam",
                  "walk":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_walk.bam",
                  "jump":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_jump-zhang.bam"},
          "torso":{"neutral":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_neutral.bam",
                   "run":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_run.bam",
                   "runjump":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_leap_zhang.bam",
                   "walk":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_walk.bam",
                   "jump":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_jump-zhang.bam"},
          "legs":{"neutral":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_neutral.bam",
                  "run":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_run.bam",
                  "runjump":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_leap_zhang.bam",
                  "walk":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_walk.bam",
                  "jump":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_jump-zhang.bam"}})
         self.loop(defaultAnimation)
         self.attach("head", "torso", "def_head")
         self.attach("torso", "legs", "joint_hips")
     except IOError:
         Log.sendError("err")
         Actor.__init__(self, 'models/err.egg')
     if hasShoes is False:
         self.find("**/shoes").hide()
         self.find("**/boots_short").hide()
         self.find("**/boots_long").hide()
Beispiel #6
0
    def __init__(self, physic_world, config=None):
        logging.info("INIT PLAYER...")
        logging.info("INIT FSM...")
        FSM.__init__(self, "FSM-Player")
        logging.info("INIT CONFIG...")
        Config.__init__(self)
        # additional initial configuration settings set by the outher application
        self.physic_world = physic_world
        logging.info("INIT PHYSICS...")
        Physics.__init__(self)
        logging.info("INIT CONTROLS...")
        Control.__init__(self)
        logging.info("INIT CAMERA...")
        Camera.__init__(self, self.cam_near_clip, self.cam_far_clip,
                        self.cam_fov)
        logging.info("INIT ANIMATOR...")
        Animator.__init__(self)
        logging.info("INIT PLAYER DONE")

        #
        # STATES SETUP
        #
        self.on_ground_states = [
            self.STATE_IDLE, self.STATE_IDLE_TO_WALK, self.STATE_WALK,
            self.STATE_WALK_TO_IDLE, self.STATE_PLANT
        ]
        # set the possible transition in the FSM
        self.defaultTransitions = {
            self.STATE_IDLE: [self.STATE_IDLE_TO_WALK, self.STATE_PLANT],
            self.STATE_IDLE_TO_WALK: [self.STATE_IDLE, self.STATE_WALK],
            self.STATE_WALK: [self.STATE_IDLE, self.STATE_WALK_TO_IDLE],
            self.STATE_WALK_TO_IDLE: [self.STATE_IDLE, self.STATE_WALK],
            self.STATE_PLANT: [self.STATE_IDLE],
        }

        #
        # ACTOR SETUP
        #
        Actor.__init__(
            self, self.model, {
                self.IDLE: self.anim_idle,
                self.WALK: self.anim_walk,
                self.PLANT: self.anim_plant,
            })
        self.setBlend(frameBlend=self.enable_interpolation)

        alphaSettings = ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                                              ColorBlendAttrib.OIncomingAlpha,
                                              ColorBlendAttrib.OOne,
                                              (0, 0, 0, 0))
        #self.setAttrib(alphaSettings)
        self.setBin("fixed", 15)
        self.setDepthWrite(False)

        #
        # CONTROLS SETUP
        #
        self.isDown = base.mouseWatcherNode.isButtonDown
        self.mainNode = self
Beispiel #7
0
 def __init__(self, tlr):
     DistributedNode.DistributedNode.__init__(self, tlr)
     Actor.__init__(self, 'phase_5/models/char/tt_r_ara_ttc_trashcan', {
         'hiccup':
         'phase_5/models/char/tt_a_ara_ttc_trashcan_idleHiccup0'
     })
     self.waitDuration = self.getDuration('hiccup')
     self.hiccupPlaying = False
Beispiel #8
0
 def __init__(self, cr):
     Actor.__init__(self, "models/ralph", {
         "run": "models/ralph-run",
         "walk": "models/ralph-walk"
     })
     DistributedSmoothNode.__init__(self, cr)
     self.setCacheable(1)
     self.setScale(.2)
    def __init__(self, other=None):
        try:
            self.Avatar_initialized
            return
        except:
            self.Avatar_initialized = 1

        Actor.__init__(self, None, None, other, flattenable=0, setFinal=1)
        self.setBlend(frameBlend=base.wantSmoothAnims)
        self.setLODAnimation(base.lodMaxRange, base.lodMinRange,
                             base.lodDelayFactor)
        ShadowCaster.__init__(self)
        self.name = ''
        self.npcType = None
        self.__font = OTPGlobals.getInterfaceFont()
        self.soundChatBubble = None
        self.avatarType = ''
        self.nametagNodePath = None
        self.__nameVisible = 1
        self.nametag = NametagGroup()
        self.nametag.setAvatar(self)
        interfaceFont = OTPGlobals.getInterfaceFont()
        self.nametag.setFont(interfaceFont)
        self.nametag.setChatFont(interfaceFont)
        self.nametag3d = self.attachNewNode('nametag3d')
        self.nametag3d.setTag('cam', 'nametag')
        self.nametag3d.setLightOff()
        if self.ManagesNametagAmbientLightChanged:
            self.acceptNametagAmbientLightChange()

        OTPRender.renderReflection(False, self.nametag3d, 'otp_avatar_nametag',
                                   None)
        self.getGeomNode().showThrough(OTPRender.ShadowCameraBitmask)
        self.nametag3d.hide(OTPRender.ShadowCameraBitmask)
        self.collTube = None
        self.battleTube = None
        self.scale = 1.0
        self.nametagScale = 1.0
        self.height = 0.0
        self.battleTubeHeight = 0.0
        self.battleTubeRadius = 0.0
        self.style = None
        self.commonChatFlags = 0
        self.understandable = 1
        self.setPlayerType(NametagGlobals.CCNormal)
        self.ghostMode = 0
        self.__chatParagraph = None
        self.__chatMessage = None
        self.__chatFlags = 0
        self.__chatPageNumber = None
        self.__chatAddressee = None
        self.__chatDialogueList = []
        self.__chatSet = 0
        self.__chatLocal = 0
        self.__chatQuitButton = False
        self.__currentDialogue = None
        self.whitelistChatFlags = 0
Beispiel #10
0
    def __init__(self, other=None):
        self._name = ''
        try:
            self.Avatar_initialized
            return
        except:
            self.Avatar_initialized = 1

        Actor.__init__(self, None, None, other, flattenable=0, setFinal=0)
        ShadowCaster.__init__(self)
        self.__font = OTPGlobals.getInterfaceFont()
        self.__speechFont = OTPGlobals.getInterfaceFont()
        self.soundChatBubble = None
        self.avatarType = ''
        self.nametagNodePath = None
        self.__nameVisible = 1
        self.nametag = NametagGroup()
        self.nametag.setAvatar(self)
        self.nametag.setFont(OTPGlobals.getInterfaceFont())
        self.nametag.setSpeechFont(OTPGlobals.getInterfaceFont())
        self.nametag2dContents = Nametag.CName | Nametag.CSpeech
        self.nametag2dDist = Nametag.CName | Nametag.CSpeech
        self.nametag2dNormalContents = Nametag.CName | Nametag.CSpeech
        self.nametag3d = self.attachNewNode('nametag3d')
        self.nametag3d.setTag('cam', 'nametag')
        self.nametag3d.setLightOff()
        if self.ManagesNametagAmbientLightChanged:
            self.acceptNametagAmbientLightChange()
        OTPRender.renderReflection(False, self.nametag3d, 'otp_avatar_nametag',
                                   None)
        self.getGeomNode().showThrough(OTPRender.ShadowCameraBitmask)
        self.nametag3d.hide(OTPRender.ShadowCameraBitmask)
        self.collTube = None
        self.battleTube = None
        self.scale = 1.0
        self.nametagScale = 1.0
        self.height = 0.0
        self.battleTubeHeight = 0.0
        self.battleTubeRadius = 0.0
        self.style = None
        self.commonChatFlags = 0
        self.understandable = 1
        self.setPlayerType(NametagGroup.CCNormal)
        self.ghostMode = 0
        self.__chatParagraph = None
        self.__chatMessage = None
        self.__chatFlags = 0
        self.__chatPageNumber = None
        self.__chatAddressee = None
        self.__chatDialogueList = []
        self.__chatSet = 0
        self.__chatLocal = 0
        self.__currentDialogue = None
        self.whitelistChatFlags = 0
        self.setBlend(
            frameBlend=config.GetBool('interpolate-animations', True))
        return
Beispiel #11
0
 def __init__(self, other=None):
     Actor.__init__(self, None, None, other, flattenable=0, setFinal=1)
     ShadowCaster.__init__(self)
     self.collTube = None
     self.scale = 1.0
     self.height = 0.0
     self.style = None
     self.hpText = None
     self.hpTextGenerator = TextNode('HpTextGenerator')
Beispiel #12
0
 def __init__(self, modelName, animDict, defaultBlendTime, blendTimeDict = { }):
     Actor.__init__(self, modelName, animDict)
     self.enableBlend()
     self.uniqueCounter = BlendActor.counter
     BlendActor.counter += 1
     self.defaultBlendTime = defaultBlendTime
     self.blendTimeDict = blendTimeDict
     self.blendInterval = None
     self.currentAnimation = None
     self.skeletonAnimationNames = animDict.keys()
 def __init__(self, modelName, animDict, defaultBlendTime, blendTimeDict = { }):
     Actor.__init__(self, modelName, animDict)
     self.enableBlend()
     self.uniqueCounter = BlendActor.counter
     BlendActor.counter += 1
     self.defaultBlendTime = defaultBlendTime
     self.blendTimeDict = blendTimeDict
     self.blendInterval = None
     self.currentAnimation = None
     self.skeletonAnimationNames = animDict.keys()
    def __init__(self, other = None):
        self.name = ''
        try:
            self.Avatar_initialized
            return
        except:
            self.Avatar_initialized = 1

        Actor.__init__(self, None, None, other, flattenable=0, setFinal=0)
        ShadowCaster.__init__(self)
        self.__font = OTPGlobals.getInterfaceFont()
        self.__speechFont = OTPGlobals.getInterfaceFont()
        self.soundChatBubble = None
        self.avatarType = ''
        self.nametagNodePath = None
        self.__nameVisible = 1
        self.nametag = NametagGroup()
        self.nametag.setAvatar(self)
        self.nametag.setFont(OTPGlobals.getInterfaceFont())
        self.nametag.setSpeechFont(OTPGlobals.getInterfaceFont())
        self.nametag2dContents = Nametag.CName | Nametag.CSpeech
        self.nametag2dDist = Nametag.CName | Nametag.CSpeech
        self.nametag2dNormalContents = Nametag.CName | Nametag.CSpeech
        self.nametag3d = self.attachNewNode('nametag3d')
        self.nametag3d.setTag('cam', 'nametag')
        self.nametag3d.setLightOff()
        if self.ManagesNametagAmbientLightChanged:
            self.acceptNametagAmbientLightChange()
        OTPRender.renderReflection(False, self.nametag3d, 'otp_avatar_nametag', None)
        self.getGeomNode().showThrough(OTPRender.ShadowCameraBitmask)
        self.nametag3d.hide(OTPRender.ShadowCameraBitmask)
        self.collTube = None
        self.battleTube = None
        self.scale = 1.0
        self.nametagScale = 1.0
        self.height = 0.0
        self.battleTubeHeight = 0.0
        self.battleTubeRadius = 0.0
        self.style = None
        self.commonChatFlags = 0
        self.understandable = 1
        self.setPlayerType(NametagGroup.CCNormal)
        self.ghostMode = 0
        self.__chatParagraph = None
        self.__chatMessage = None
        self.__chatFlags = 0
        self.__chatPageNumber = None
        self.__chatAddressee = None
        self.__chatDialogueList = []
        self.__chatSet = 0
        self.__chatLocal = 0
        self.__currentDialogue = None
        self.whitelistChatFlags = 0
        self.wantAdminTag = True
        return
 def __init__(self, type):
     model = self.locateModelFile(type)
     animMap = {}
     
     for anim in Cog.anims:
         animMap[anim] = self.locateAnimFile(anim, type)
         
     Actor.__init__(self, model, animMap)
     self.type = type
     self.walkPath = None
     self.speed = Cog.speedMap[self.type]
 def __init__(self, app, model, start, end, shooter):
     Actor.__init__(self, model)
     self.app = app
     self.scene = app.scene
     self.start = start
     self.end = end
     self.shooter = shooter
     self.init_projectile_colors()
     self.reparentTo(self.scene)
     self.init_collision()
     self.make_shot_animation()
Beispiel #17
0
    def __init__(self, name):
        Actor.__init__(self,PUSHY_PATH+"pushy.x",
                        {"charge_start":PUSHY_PATH+"pushy_charge_start.x",
                        "charge":PUSHY_PATH+"pushy_charge.x",
                        "charge_release":PUSHY_PATH+"pushy_charge_release.x",
                        "charge_fly":PUSHY_PATH+"pushy_charge_fly.x",
                        "charge_hit":PUSHY_PATH+"pushy_charge_hit.x",
                        "charge_miss":PUSHY_PATH+"pushy_charge_miss.x",
                        "normal":PUSHY_PATH+"pushy_menu.x",
                        "fall":PUSHY_PATH+"pushy_fall.x",
                        "run":PUSHY_PATH+"pushy_run.x",
                        "run_start":PUSHY_PATH+"pushy_run.x",
                        "standup":PUSHY_PATH+"pushy_standup.x",
                        "stop":PUSHY_PATH+"pushy_stop.x",
                        "walk":PUSHY_PATH+"pushy_walk.x"})
        self.name = name
        self.setName(name)
        self.health = 1.0
        self.setScale(0.4)
        self.setPlayRate(0.05, "fall")
        self.setPlayRate(0.05, "charge_hit")
        self.setPlayRate(0.05, "charge_miss")
        self.setPlayRate(0.03, "standup")
        self.setPlayRate(0.05, "charge_release")
        self.setPlayRate(0.1, "run")   
        self.flyingTime = 0

        self.acFall=self.getAnimControl("fall")
        self.acStandup=self.getAnimControl("standup")

        self.acChargeStart=self.getAnimControl("charge_start")
        self.acCharge=self.getAnimControl("charge")
        self.acChargeRelease=self.getAnimControl("charge_release")
        self.acChargeFly=self.getAnimControl("charge_fly")

        self.acRunStart=self.getAnimControl("run_start")
        self.acRun=self.getAnimControl("run")
        # blender rotation fix
        self.find("**/+GeomNode").setH(180)
        
        self.rotationSpeed = 300
        self.movementSpeed = 25
        self.movementSpeedFlying = 50
        self.movementSpeedFalling = 50

        self.status = PLAYER_STATUS_NORMAL
        self.subStatus = 0
        self.updateAnimation()
        
        #audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0], camera)
        #mySound = audio3d.loadSfx('/audio/1.wav')
        self.chargeSound = base.loader.loadSfx(PUSHY_AUDIO_PATH+"Game Jam - Action - Charging 04.ogg")
        self.boringSound = base.loader.loadSfx(PUSHY_AUDIO_PATH+"Game Jam - Action - Boring 01.ogg")
        base.taskMgr.add(self.updateAnimTask, "update animation task")
Beispiel #18
0
	def __init__(self,showbase,index,num_warlocks):
		# Load warlock model
		Actor.__init__(self,"media/warlock/warlock")
		# Reparent the model to render.
		self.reparentTo(render)
		
		# rotation between each warlock for even spacing
		rotation=360.0/num_warlocks
		# adjust rotation for this warlock
		rotation*=(index+1)
		
		# set its position 10*num_warlocks units from center and face warlock to center
		self.setPos(move_forwards(rotation,-10.0*num_warlocks))
		self.setHpr(Vec3(rotation,0,0))
		
		# destination (will be flag model or something eventually)
		self.destination=(self.getPos())
		self.new_destination=False
		self.dest_node=showbase.loader.loadModel("media/warlock/dest/dest")
		# Reparent the model to render
		self.dest_node.reparentTo(render)
		self.dest_node.setScale(0.25)
		self.dest_node.setZ(-10)
		
		# initialise warlock spell stuff
		self.spell=0
		self.spell_target=Vec3(0,0,0)
		self.casting=False
		
		# physics velocities (one for movement to destination, other for knock around caused by spells)
		self.dest_vel=Vec3(0,0,0)
		self.spell_vel=Vec3(0,0,0)
		# damage taken by warlock affects the friction applied to them, more damage == more slidey
		self.damage=1
		
		# variable to track if warlock is on lava or still on arena
		self.on_lava=False
		
		# hit points of warlock
		self.hp=100.0
		
		# collision sphere for collision detection
		#self.colSphere = CollisionSphere(0, 0, 2.5, 3)
		tube = CollisionTube(0, 0, 1.0, 0, 0, 3.0, 1.25)
		self.colNode = self.attachNewNode(CollisionNode('warlockTube'+str(index)))
		self.colNode.node().addSolid(tube)
		self.colNode.show()
		
		self.ray_str='downRay'+str(index)
		self.down = self.attachNewNode(CollisionNode(self.ray_str))
		# for some reason when the ray is set to 0,0,1 it causes continuous collisions :S
		self.down.node().addSolid(CollisionRay(0.1, 0.1, 1.0, 0, 0, -1))
		self.down.show()
    def __init__(self, app, model, lives, name):
        Actor.__init__(self, model)
        # self.reparentTo(scene)

        self.app = app
        self.name = name
        self.scene = self.app.scene
        self.lives = lives
        self.prof_name = name
        self.init_collision()
        self.init_collision_plane()
        self.setup_life_bar()
Beispiel #20
0
 def __init__(self, xPlayer, yPlayer, theta, time, ammonumber, id):
     Actor.__init__(self, "../model_territory/ammo2")
     self.X = xPlayer + cos(theta) * 1.5
     self.Y = yPlayer + sin(theta) * 1.5
     self.x_origine = self.X
     self.y_origine = self.Y
     self.radius = 0.5
     self.id = id
     self.time = time
     #print(self.X,self.Y,time)
     self.r = 2
     self.theta = theta
     self.number = ammonumber
     self.hit = False
Beispiel #21
0
 def __init__(self, other=None):
     self.name = ''
     try:
         self.Avatar_initialized
         return
     except:
         self.Avatar_initialized = 1
     Actor.__init__(self, None, None, other, flattenable=0, setFinal=1)
     self.__font = getInterfaceFont()
     self.avatarType = ''
     self.collTube = None
     self.scale = 1.0
     self.height = 0.0
     self.style = None
    def __init__(self):
        Actor.__init__(self, None, None, None, flattenable=0, setFinal=1)
        FSM.__init__(self, 'ExperimentBlimp')

        self.loadModel('phase_4/models/events/blimp_mod.bam')
        self.loadAnims({'flying': 'phase_4/models/events/blimp_chan_flying.bam'})

        self.television = ExperimentTelevision()
        self.television.reparentTo(self)

        self.flyTrack = Sequence(
            self.hprInterval(3.5, (140, 0, -5), blendType='easeInOut'),
            self.hprInterval(3.5, (140, 0, 5), blendType='easeInOut')
        )
    def __init__(self):
        Actor.__init__(self, None, None, None, flattenable=0, setFinal=1)
        FSM.__init__(self, 'ExperimentBlimp')

        self.loadModel('phase_4/models/events/blimp_mod.bam')
        self.loadAnims(
            {'flying': 'phase_4/models/events/blimp_chan_flying.bam'})

        self.television = ExperimentTelevision()
        self.television.reparentTo(self)

        self.flyTrack = Sequence(
            self.hprInterval(3.5, (140, 0, -5), blendType='easeInOut'),
            self.hprInterval(3.5, (140, 0, 5), blendType='easeInOut'))
    def __init__(self):
        Actor.__init__(self, 'phase_5/models/props/birthday-cake-mod.bam')

        self.flames = []
        numFlames = 6
        for flameNum in xrange(numFlames):
            joint = self.controlJoint(
                None, "modelRoot", "joint_scale_flame{0}".format(flameNum + 1))
            data = {
                'joint': joint,
                'lastPos': Point3(0, 0, 0),
                'lastHpr': Vec3(0, 0, 0),
                'idealHpr': joint.getHpr()
            }
            self.flames.append(data)

        taskMgr.add(self.__animateFlames, "animateFlamesTask")
Beispiel #25
0
 def __init__(self, modelStr, driveStr, world):
     Actor.__init__(self, modelStr, {"drive": driveStr})
     self.world = world
     self.setScale(0.005)
     self.setH(180)
     self.reparentTo(render)
     self.prevtime = 0
     # some movement stats
     self.accel = 40.0
     self.deccel = -40.0
     self.bkwdsAccel = -10.0
     self.speed = 0.0
     self.maxSpeed = 100.0
     self.maxBkwdsSpeed = -40.0
     self.direction = Vehicle.STOPPED
     self.isTurning = False
     self.turnFactor = 4.0
Beispiel #26
0
    def __init__(self, model, location, hp=50, team=3):
        Actor.__init__(self)
        #load model into world with specified health at location
        self.loadModel(model)
        self.renderer = base.render
        self.reparentTo(self.renderer)
        self.setPos(location)

        #collision stuff for bullets
        minimum, maximum = self.getTightBounds()
        # make sure all numbers are positive for best (any) results
        self.bounds = [abs(num) for num in (minimum - maximum)]
        self.width, self.length, self.height = self.bounds[0], self.bounds[
            1], self.bounds[2]

        #now specify health and team
        self.team = team
        self.health = hp
 def __init__(self, cr, objectId, parent=render):
     Actor.__init__(self, 'phase_5/models/char/tt_r_ara_ttc_trashcan',
                   {'hiccup':'phase_5/models/char/tt_a_ara_ttc_trashcan_idleHiccup0'})
     self.waitDuration = self.getDuration('hiccup')
     self.persistenceFields = []
     self.bothFields = ['requestHiccup']
     self.reparentTo(parent)
     self.objectId = objectId
     self.doId = self.objectId
     self.triggerName = self.uniqueName('trigger')
     self.triggerEvent_enter = 'enter%s' % self.triggerName
     cs = CollisionSphere(0.0, 0.0, -1.4, 3.0)
     cs.setTangible(0)
     cn = CollisionNode(self.triggerName)
     cn.addSolid(cs)
     cn.setIntoCollideMask(OTPGlobals.WallBitmask)
     trigger = self.attachNewNode(cn)
     self.status = ESClosed
     self.accept(self.triggerEvent_enter, self.b_requestHiccup)
Beispiel #28
0
    def __init__(self, mat = 0):
        self.mat = mat
        self.name = ''
        self.chat = ''
        try:
            self.Avatar_initialized
            return
        except:
            self.Avatar_initialized = 1

        ToonTalker.ToonTalker.__init__(self)
        Actor.__init__(self, None, None, None, flattenable=0, setFinal=1)
        self.nameTag = None
        self.setTwoSided(False)
        self.avatarType = None
        self.charName = None
        self.name = None
        self.tag = None
        self.height = 0
        return
 def __init__(self, cr, objectId, parent=render):
     Actor.__init__(self, 'phase_5/models/char/tt_r_ara_ttc_trashcan', {
         'hiccup':
         'phase_5/models/char/tt_a_ara_ttc_trashcan_idleHiccup0'
     })
     self.waitDuration = self.getDuration('hiccup')
     self.persistenceFields = []
     self.bothFields = ['requestHiccup']
     self.reparentTo(parent)
     self.objectId = objectId
     self.doId = self.objectId
     self.triggerName = self.uniqueName('trigger')
     self.triggerEvent_enter = 'enter%s' % self.triggerName
     cs = CollisionSphere(0.0, 0.0, -1.4, 3.0)
     cs.setTangible(0)
     cn = CollisionNode(self.triggerName)
     cn.addSolid(cs)
     cn.setIntoCollideMask(OTPGlobals.WallBitmask)
     trigger = self.attachNewNode(cn)
     self.status = ESClosed
     self.accept(self.triggerEvent_enter, self.b_requestHiccup)
Beispiel #30
0
    def __init__(self, X, Y, Z, id, type):

        self.seconde_between_shoot = 0
        self.distance_of_shoot = 0
        self.min_damage = 0
        self.max_damage = 0
        self.id_gun = id
        self.id_player = -1
        self.type = 0
        self.collider = None

        if type == 1:
            Actor.__init__(self, "model_territory/AK-47")
            self.setPos(X, Y, Z)
            self.setHpr(0, 90, 0)
            self.type = 1
            self.seconde_between_shoot = 0.15
            self.distance_of_shoot = 30
            self.min_damage = 10
            self.max_damage = 17
            self.setScale(0.8)
            self.collider = self.attach_new_node(CollisionNode('Gun/'+'AK-47'+"/"+str(self.id_gun)))
            self.collider.node().addSolid(CollisionSphere(0, 0, 0, 5))
            self.collider.show()


        elif type == 2:
            Actor.__init__(self, "model_territory/Fusil_a_pompe")
            self.setPos(X, Y, Z)
            self.setHpr(0, 90, 0)
            self.type = 2
            self.seconde_between_shoot = 0.8
            self.distance_of_shoot = 10
            self.min_damage = 25
            self.max_damage = 40
            self.collider = self.attach_new_node(CollisionNode('Gun/'+'Fusil_a_pompe'+"/"+str(self.id_gun)))
            self.collider.node().addSolid(CollisionSphere(0, 0, 0, 1))
            self.collider.show()
            self.setScale(4)

        elif type == 3:
            Actor.__init__(self, "model_territory/ColtPython")
            self.setPos(X, Y, Z)
            self.setHpr(0, 90, 0)
            self.type = 3
            self.seconde_between_shoot = 0.4
            self.distance_of_shoot = 20
            self.min_damage = 8
            self.max_damage = 14
            self.collider = self.attach_new_node(CollisionNode('Gun/'+'ColtPython'+"/"+str(self.id_gun)))
            self.collider.node().addSolid(CollisionSphere(0, 0, 0, 1))
            self.collider.show()
            self.setScale(2)

        else:
            self.type = 4
            self.seconde_between_shoot = 0.4
            self.distance_of_shoot = 20
            self.min_degat = 8
            self.max_degat = 14
Beispiel #31
0
 def __init__(self, modelStr, driveStr, world, plyr):
     Actor.__init__(self, modelStr, {"drive":driveStr})
     self.world = world
     self.setH(180)
     self.reparentTo(render)
     self.prevtime = 0
     #some movement stats
     self.accel = 30.0
     self.brake = -200.0
     self.deccel = -50.0
     self.bkwdsAccel = -17.5
     self.speed = 0.0
     self.maxSpeed = 260.0
     self.maxBkwdsSpeed = -40.0
     self.direction = Vehicle.STOPPED
     self.isTurning = False
     self.blinkStart = 0
     self.turnFactor = 2.0
     self.loc = ""
     self.rampHprInterval = LerpFunc(self.rampInterval,
                                     fromData=0,
                                     toData=100,
                                     duration=RAMP_INTERVAL_DURATION,
                                     blendType='noBlend',
                                     extraArgs=[(0,0),(0,0)],
                                     name="rampInterval")
     self.health = 8
     self.dead = False
     self.lastCollision = 0.0
     
         
     
     self.speedClass = Vehicle.LOW
     #Deal with car sounds
     if plyr == "player":
         self.loadSounds()
         self.lowSound.play()
     
     self.totalGas = 150
Beispiel #32
0
 def __init__(self, other = None):
     Actor.__init__(self, None, None, other, flattenable=0, setFinal=1)
     ShadowCaster.__init__(self)
     self.__font = OTPGlobals.getInterfaceFont()
     self.name = ''
     self.soundChatBubble = None
     self.avatarType = ''
     self.nametagNodePath = None
     self.__nameVisible = 1
     self.nametag = NametagGroup()
     self.nametag.setAvatar(self)
     self.nametag.setFont(OTPGlobals.getInterfaceFont())
     self.nametag.setSpeechFont(OTPGlobals.getInterfaceFont())
     self.nametag2dContents = Nametag.CName | Nametag.CSpeech
     self.nametag2dDist = Nametag.CName | Nametag.CSpeech
     self.nametag2dNormalContents = Nametag.CName | Nametag.CSpeech
     self.nametag3d = self.attachNewNode('nametag3d')
     self.nametag3d.setTag('cam', 'nametag')
     self.nametag3d.setLightOff()
     self.getGeomNode().showThrough(OTPRender.ShadowCameraBitmask)
     self.nametag3d.hide(OTPRender.ShadowCameraBitmask)
     self.collTube = None
     self.scale = 1.0
     self.height = 0.0
     self.style = None
     self.understandable = 1
     self.setPlayerType(NametagGroup.CCNormal)
     self.ghostMode = 0
     self.__chatParagraph = None
     self.__chatMessage = None
     self.__chatFlags = 0
     self.__chatPageNumber = None
     self.__chatAddressee = None
     self.__chatDialogueList = []
     self.__chatSet = 0
     self.__chatLocal = 0
     self.__currentDialogue = None
     self.wantAdminTag = True
Beispiel #33
0
    def __init__(self, X, Y, Z, id):
        #sys.path.append('/Users/anthonnyolime/Git-Projet/2020_5A_IABD_DRL_Gym/environments/battle_royale/game')
        Actor.__init__(self, "model_territory/Android")
        self.setPos(X, Y, Z)
        self.X_decision = 0
        self.Y_decision = 0
        self.shoot_decision = 0
        self.shoot_or_not_decision = 0
        self.setScale(2)
        self.text = None
        self.textstr = None
        self.max_distance = 50
        #print(self.getTightBounds())
        self.shoot = []
        self.shootTimeDelay = 0.5
        # AK-45 : 0.15 | 30
        # coltPython : 0.4 | 20
        # fusil_a_pompe : 0.8 | 10
        # main nue : 0.5 | 3
        self.time_delay_pick = 10
        self.time_pick = 0
        self.guntype = 0
        self.has_a_gun = False
        self.gun = None

        self.player_hit_me = -1
        self.shootTimeDelayNow = 0
        self.id = id
        # self.health = 50
        self.health = 25
        self.ammonumber = 0
        self.ammo_hit = 0
        self.ammo_miss = 0
        self.kill = 0

        self.score = 0

        self.discovery = []
 def __init__(self,
              app,
              model,
              rightArm=None,
              leftArm=None,
              leftArmBook=None,
              lives=9):
     Actor.__init__(self, model)
     self.app = app
     self.scene = app.scene
     self.lives = lives
     self.last_x = 0
     self.last_y = 0
     # self.charged = True
     self.block = False
     self.setHpr(180, 0, 0)
     if leftArm: self.leftArm = self.app.loader.loadModel(leftArm)
     if rightArm: self.rightArm = self.app.loader.loadModel(rightArm)
     if leftArmBook:
         self.leftArmBook = self.app.loader.loadModel(leftArmBook)
     self.set_up_arms()
     self.init_collision()
     self.load_HUD()
     self.init_mouse_control_event()
Beispiel #35
0
    def __init__(self, other=None):
        """
        Create the toon, suit, or char specified by the dna array
        """
        self.name = "" # name is used in debugPrint.
        assert self.debugPrint("Avatar()")
        try:
            self.Avatar_initialized
            return
        except:
            self.Avatar_initialized = 1

        # create an empty actor to add parts to
        Actor.__init__(self, None, None, other, flattenable = 0, setFinal = 1)
        ShadowCaster.__init__(self)

        # The default font.
        self.__font = OTPGlobals.getInterfaceFont()

        self.soundChatBubble = None

        # Holds Type of Avatar
        self.avatarType = ""

        self.nametagNodePath = None

        # Set up a nametag (actually, a group of nametags,
        # including a Nametag2d and a Nametag3d) for the avatar.
        # The nametag won't be visible until it is managed, which
        # will happen during addActive().
        self.__nameVisible = 1
        self.nametag = NametagGroup()
        self.nametag.setAvatar(self)
        self.nametag.setFont(OTPGlobals.getInterfaceFont())
        self.nametag2dContents = Nametag.CName | Nametag.CSpeech
        # nametag2dDist is changed only by DistributedAvatar.
        self.nametag2dDist = Nametag.CName | Nametag.CSpeech
        self.nametag2dNormalContents = Nametag.CName | Nametag.CSpeech

        self.nametag3d = self.attachNewNode('nametag3d')
        self.nametag3d.setTag('cam', 'nametag')
        self.nametag3d.setLightOff()

        #Accept ambient lighting changes
        if self.ManagesNametagAmbientLightChanged:
            self.acceptNametagAmbientLightChange()

        # do not display in reflections
        OTPRender.renderReflection (False, self.nametag3d, 'otp_avatar_nametag', None)

        # But do show in shadows, except for the nametag.
        self.getGeomNode().showThrough(OTPRender.ShadowCameraBitmask)
        self.nametag3d.hide(OTPRender.ShadowCameraBitmask)

        self.collTube = None
        self.battleTube = None

        # set some initial values
        self.scale = 1.0
        self.nametagScale = 1.0
        self.height = 0.0
        self.battleTubeHeight = 0.0
        self.battleTubeRadius = 0.0
        self.style = None

        # commonChatFlags is a bitmask that may include the CommonChat
        # and SuperChat bits.
        self.commonChatFlags = 0

        # This is either CCNonPlayer, CCSuit, or CCNormal,
        # according to whether there's a human behind the avatar
        # or not.  This determines the color nametag that is
        # assigned, as well as whether chat messages from this
        # avatar will be garbled.
        self.understandable = 1
        self.setPlayerType(NametagGroup.CCNormal)

        self.ghostMode = 0

        # Page chat private vars
        self.__chatParagraph = None
        self.__chatMessage = None
        self.__chatFlags = 0
        self.__chatPageNumber = None
        self.__chatAddressee = None
        self.__chatDialogueList = []
        self.__chatSet = 0
        self.__chatLocal = 0
        # Record current dialogue so it can be interrupted the
        # next time the avatar talks
        self.__currentDialogue = None

        # since whiteListChatFlags is not a required field, init it just in case
        self.whitelistChatFlags = 0
	def __init__(self, models = None, anims = None, damages = false):
		Actor.__init__(self, models, anims)
Beispiel #37
0
    def __init__(self, model: str, base: ShowBase, pos: tuple, physics=True):
        '''
        constructor for entity. attaches model to calling instance renderer
        also stores size definitions and creates basic collision object
        '''
        Actor.__init__(self)
        DEFAULT_HEALTH = 50

        #reference base for later
        self.base = base

        # set health
        self.health = DEFAULT_HEALTH
        self.damagedSound = base.loader.loadSfx("sounds/oof.ogg")

        # speed
        self.speed = 10
        self.turnSpeed = 5
        # gravity -- is touching ground?
        self.isGrounded = False
        # creates actor object using constructor and parents to passed renderer
        self.loadModel(model)
        self.renderer = base.render
        self.reparentTo(self.renderer)
        # put at specified location
        self.setPos(pos)
        # store dimensions for later
        # https://discourse.panda3d.org/t/getting-the-height-width-and-length-of-models-solved/6504
        # Post describes the output of the Nodepath class's getTightBounds() method. Using this
        # I am able to get an approximation of the dimensions of an object in the global coordinate space
        minimum, maximum = self.getTightBounds()
        # make sure all numbers are positive for best (any) results
        self.bounds = [abs(num) for num in (minimum - maximum)]
        self.width, self.length, self.height = self.bounds[0], self.bounds[
            1], self.bounds[2]

        # COLLISION PROPERTIES
        # create collision ray that is height of model pointing down (will detect ground collisions)

        if physics:
            self.groundRay = CollisionRay()
            self.groundRay.setOrigin(0, 0, 1000)
            self.groundRay.setDirection(0, 0, -1)
            self.groundCol = CollisionNode('groundRay')
            self.groundCol.addSolid(self.groundRay)
            self.groundCol.setFromCollideMask(BitMask32.bit(0))
            self.groundCol.setIntoCollideMask(BitMask32.allOff())
            self.groundColNode = self.attachNewNode(self.groundCol)
            base.cTrav.addCollider(self.groundColNode, base.groundHandler)

            #and another one for everything else
            self.mainCol = CollisionNode('actorCollision' + str(id(self)))
            # create collision sphere as solid for this collision node
            self.mainCol.addSolid(
                CollisionSphere(0, 0, self.height / 2, self.height / 2))
            # specify valid collisions for collision node
            self.mainCol.setFromCollideMask(CollideMask.bit(0))
            self.mainCol.setIntoCollideMask(CollideMask.bit(
                1))  # accepts incoming objects with collideMask bit(1)
            # attach collision node to actor
            self.cNode = self.attachNewNode(self.mainCol)
            # show
            #self.cNode.show()
            # make instance collision traverser aware of this collision node, tell it how to handle (with pusher)
            base.cTrav.addCollider(self.cNode, base.pusher)
            # add collision to pusher collision handler; tell pusher which node to associate with which actor IOT push
            base.pusher.addCollider(self.cNode, self, base.drive.node())

        # add to base.entities (since all allies/enemies created through this constructor, makes sense
        base.entities.append(self)
        # add as client of entity collision handler
        # base.cTrav.addCollider(self.cNode,base.entityCollisionHandler)

        #add to cleanup for deletion later
        base.cleanup.append(self)

        #store reference to self
        #https://discourse.panda3d.org/t/inheriting-from-nodepath/10886/4
        #post describes how to set up a reference from nodepath to itself to retrieve custom properties
        #I use python tags to distinguish collision volume owners
        self.mainCol.setPythonTag("owner", self)
Beispiel #38
0
    def __init__(self, physic_world, config=None):
        logging.info("INIT PLAYER...")
        logging.info("INIT FSM...")
        FSM.__init__(self, "FSM-Player")
        logging.info("INIT CONFIG...")
        Config.__init__(self)
        # additional initial configuration settings set by the outher application
        self.physic_world = physic_world
        logging.info("INIT PHYSICS...")
        Physics.__init__(self)
        logging.info("INIT CONTROLS...")
        Control.__init__(self)
        logging.info("INIT CAMERA...")
        Camera.__init__(
            self,
            self.cam_near_clip,
            self.cam_far_clip,
            self.cam_fov)
        logging.info("INIT ANIMATOR...")
        Animator.__init__(self)
        logging.info("INIT PLAYER DONE")

        #
        # STATES SETUP
        #
        self.on_ground_states = [
            self.STATE_IDLE,
            self.STATE_IDLE_TO_WALK,
            self.STATE_WALK,
            self.STATE_WALK_TO_IDLE,
            self.STATE_PLANT]
        # set the possible transition in the FSM
        self.defaultTransitions = {
            self.STATE_IDLE: [self.STATE_IDLE_TO_WALK, self.STATE_PLANT],
            self.STATE_IDLE_TO_WALK: [self.STATE_IDLE, self.STATE_WALK],
            self.STATE_WALK: [self.STATE_IDLE, self.STATE_WALK_TO_IDLE],
            self.STATE_WALK_TO_IDLE: [self.STATE_IDLE, self.STATE_WALK],
            self.STATE_PLANT: [self.STATE_IDLE],
            }

        #
        # ACTOR SETUP
        #
        Actor.__init__(
            self,
            self.model,
            {
                self.IDLE: self.anim_idle,
                self.WALK: self.anim_walk,
                self.PLANT: self.anim_plant,
            })
        self.setBlend(frameBlend=self.enable_interpolation)

        alphaSettings = ColorBlendAttrib.make(
            ColorBlendAttrib.MAdd,
            ColorBlendAttrib.OIncomingAlpha,
            ColorBlendAttrib.OOne,
            (0, 0, 0, 0))
        #self.setAttrib(alphaSettings)
        self.setBin("fixed", 15)
        self.setDepthWrite(False)

        #
        # CONTROLS SETUP
        #
        self.isDown = base.mouseWatcherNode.isButtonDown
        self.mainNode = self
Beispiel #39
0
    def __init__(self, mat=0):
        try:
            self.Avatar_initialized
            return
        except:
            self.Avatar_initialized = 1

        ToonTalker.ToonTalker.__init__(self)
        #BasePhysicsObject.__init__(self)
        AvatarShared.__init__(self)
        Actor.__init__(self, None, None, None, flattenable=0, setFinal=1)

        # All avatars should be ambient boosted to help them stand out more in BSP levels.
        self.setAmbientBoost()

        self.shapeGroup = CIGlobals.WallGroup | CIGlobals.CharacterGroup

        #self.getGeomNode().showThrough(CIGlobals.ShadowCameraBitmask)

        self.usedAnims = []

        self.moveAnimProperties = {}

        self.mat = mat
        self.chat = ''

        self.nametagNodePath = None
        self.__nameVisible = 1
        self.nametag = NametagGroup()
        self.nametag.setAvatar(self)
        font = CIGlobals.getToonFont()
        self.nametag.setFont(font)
        self.nametag.setChatFont(font)
        self.nametag3d = self.attachNewNode('nametag3d')
        self.nametag3d.setTag('cam', 'nametag')

        self.setTwoSided(False)

        self.forwardSpeed = 0.0
        self.rotateSpeed = 0.0
        self.strafeSpeed = 0.0
        self.currentSpeed = 0.0
        self.standWalkRunReverse = None
        self.currentMoveAction = None

        self.enableBlend()

        self.showNametagInMargins = True
        self.avatarType = None
        self.charName = None
        self.tag = None

        self.splashEffect = None
        self.splashSound = None

        self.shadow = None

        self.prevPos = Point3(0)
        self.wake = None
        self.lastWakeTime = 0.0

        self.thoughtInProg = False

        self.shadowFloorToggle = False
        self.avatarFloorToggle = False
        self.floorTask = taskMgr.add(self.__keepOnFloorTask,
                                     "Avatar.keepOnFloor",
                                     sort=30)

        self.ragdoll = None
        self.ragdollMode = False

        self.healthLabel = None
        self.healthLabelTrack = None
        self.dmgFadeIval = None

        self.forcedTorsoAnim = None
        self.lastForcedTorsoAnim = None

        self.activityTrack = None
        self.wasDoingActivity = False

        self.fadeTrack = None

        self.playedAnims = None

        self.chatSoundTable = {}

        return
Beispiel #40
0
	def __init__(self, models = None, anims = None, sphereString = "**/CollisionSphere", game = None, xStart = 0, yStart = 0, zStart = 0, radius = 3):
		Actor.__init__(self, models, anims)
		
		self.game = game
		
		self.health = 10
		self.heightOffset = 3
		
		#set up the position
		self.setPos(xStart, yStart, zStart)
		self.prevPosition = self.getPos()
		#self.lastPosition = Point3()
		self.vel = Vec3()
		self.accel = Vec3(0, 0, -Unit.gravity)
		#define the position that will be treated as the center of the map
		self.wCenter = Point3(0, 0, 0)
		
		#the radius of the sphere around this
		self.radius = 3.5
		
		#the base damage this unit deals upon collision
		self.collisionAttackPower = 2.5
		
		#set up Panda's collisions
		#first the pusher
		
		cSphere = CollisionSphere((0, 0, 1), 2)
		cNode = CollisionNode("unit")
		cNode.addSolid(cSphere)
		cNode.setIntoCollideMask(BitMask32(PLAYER_ENEMY_OBJECTS))
		cNode.setFromCollideMask(BitMask32(PLAYER_ENEMY_OBJECTS))
		self.collisionNodePath = self.attachNewNode(cNode)
		#self.collisionNodePath.show()
		
		#set pattern for event sent on collision
		# "%in" is substituted with the name of the into object, "%fn" is substituted with the name of the from object
		#do the collision pusher
		self.collisionPusher = CollisionHandlerPusher()
		self.collisionPusher.addCollider(self.collisionNodePath, self)
		self.collisionPusher.addInPattern("%fn-into-%in")
		self.collisionPusher.addOutPattern("fn-out-%in")
		game.cTrav.addCollider(self.collisionNodePath, self.collisionPusher)
		
		#check for colllisions with the ground
		self.groundRay = CollisionRay()
		self.groundRay.setOrigin(0, 0, 4000)
		self.groundRay.setDirection(0, 0, -1)
		self.groundCol = CollisionNode('unitRay')
		self.groundCol.addSolid(self.groundRay)
		self.groundCol.setFromCollideMask(BitMask32(TERRAIN_RAY_MASK))
		self.groundCol.setIntoCollideMask(BitMask32.allOff())
		self.groundColNode = self.attachNewNode(self.groundCol)
		self.groundHandler = CollisionHandlerQueue()
		game.cTrav.addCollider(self.groundColNode, self.groundHandler)
		
		#can be thought of as the inverse of the unit's mass
		self.accelMultiplier = 45
		self.friction = 1.7
		self.disableFriction = False
		
		self.nodePath = None
		self.shootable = True
		
		#finally set the python tag
		self.setPythonTag("unit", self)
Beispiel #41
0
 def __init__(self):
     Actor.__init__(self, "models/man")
     self.setScale(0.5, 0.5, 0.5)
Beispiel #42
0
 def __init__(self, other=None):
     Actor.__init__(self, None, None, other, flattenable=0, setFinal=1)
     ToonHead.__init__(self)
     self.scale = 1
     self.height = 0.0
     self.style = None
Beispiel #43
0
 def __init__(self):
     Actor.__init__(self,"arena/elevator/elevator",{"open":"arena/elevator/elevatordooropenanim"})
     self.setScale(1,1,1)
     self.setPos(50,-50,0)
     self.reparentTo(render)
     self.loop("open")