def announceGenerate(self):
     self.doSetupPhysics()
     DistributedSmoothNode.announceGenerate(self)
     self.activateSmoothing(True, False)
     self.reparentTo(render)
     self.startSmooth()
     self.startWaterCheck()
Beispiel #2
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    def announceGenerate(self):
        DistributedSmoothNode.announceGenerate(self)
        self.activateSmoothing(True, False)
        self.startSmooth()

        self.loadActor()
        self.reparentTo(render)
Beispiel #3
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    def announceGenerate(self):
        DistributedSmoothNode.announceGenerate(self)

        self.reparentTo(render)

        self.model.pose("walk",5)
        if(self.getStanding() == 0): 
            self.b_loop("run")
 def announceGenerate(self):
     DistributedSmoothNode.announceGenerate(self)
     self.name = self.uniqueName('projectile')
     self.posHprBroadcastName = self.uniqueName('projectileBroadcast')
     geom = loader.loadModel('models/smiley')
     self.geom = geom
     self.geom.reparentTo(self)
     self.startSmooth()
     self.reparentTo(render)
Beispiel #5
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 def announceGenerate(self):
     DistributedSmoothNode.announceGenerate(self)
     self.name = self.uniqueName('projectile')
     self.posHprBroadcastName = self.uniqueName('projectileBroadcast')
     geom = loader.loadModel('models/smiley')
     self.geom = geom
     self.geom.reparentTo(self)
     self.startSmooth()
     self.reparentTo(render)
Beispiel #6
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    def announceGenerate(self):
        """ This method is called after generate(), after all of the
        required fields have been filled in.  At the time of this call,
        the distributed object is ready for use. """

        DistributedSmoothNode.announceGenerate(self)

        # Now that the object has been fully manifested, we can parent
        # it into the scene.
        self.reparentTo(render)
 def announceGenerate(self):
     DistributedSmoothNode.announceGenerate(self)
     self.stopSmooth()
     if self.ImpactSoundPath:
         self.impactSound = base.audio3d.loadSfx(self.ImpactSoundPath)
     if self.ModelPath:
         self.model = loader.loadModel(self.ModelPath)
         self.model.reparentTo(self)
         self.model.setPos(self.ModelOrigin)
         self.model.setHpr(self.ModelAngles)
         self.model.setScale(self.ModelScale)
     self.reparentTo(render)
     self.onSpawn()
     self.startWaterCheck()
Beispiel #8
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    def announceGenerate(self):
        DistributedSmoothNode.announceGenerate(self)
        self.name = self.uniqueName('projectile')
        self.posHprBroadcastName = self.uniqueName('projectileBroadcast')

        geom = loader.loadModel("models/smiley")
        self.geom = geom
        self.geom.reparentTo(self)
        self.startSmooth()

        #self.__enableCollisions()

        ###########################################################
        # Add the kart to the scene
        self.reparentTo(render)
 def announceGenerate(self):
     DistributedAvatar.announceGenerate(self)
     DistributedSmoothNode.announceGenerate(self)
     self.loadChar()
     self.startBlink()
     base.taskMgr.add(self.__monitorRange, self.uniqueName('monitorRange'))
     self.sendUpdate('requestStateData')
     if self.charId == SAILOR_DONALD:
         self.disableRay()
         self.stashBodyCollisions()
         boat = self.cr.playGame.hood.loader.geom.find('**/*donalds_boat*')
         boat.find('**/wheel').hide()
         self.setPos(0, -1, 3.95)
         self.reparentTo(boat)
         self.loop('wheel')
     else:
         self.reparentTo(render)
Beispiel #10
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    def announceGenerate(self):
        """ This method is called after generate(), after all of the
        required fields have been filled in.  At the time of this call,
        the distributed object is ready for use. """

        DistributedSmoothNode.announceGenerate(self)

        # We can activate smoothing on this avatar as soon as it's
        # generated.
        self.activateSmoothing(True, False)

        # We also need to start the smooth task, which computes the
        # new smoothed position every frame.  Let's keep this task
        # running as long as the avatar is generated.
        self.startSmooth()

        # Get a pointer to the associated TagPlayer object.  Since
        # there's no guarantee of order between the time TagPlayer and
        # TagAvatar are generated, we might have to wait for it.  The
        # RelatedObjectManager can do that for us.
        self.cr.relatedObjectMgr.requestObjects(
            [self.playerId], allCallback = self.manifestAvatar)
 def announceGenerate(self):
     DistributedAvatar.announceGenerate(self)
     DistributedSmoothNode.announceGenerate(self)
     self.healthLabel.setScale(1.1)
     self.deathEvent = self.uniqueName('DistributedPieTurret-death')
     self.makeTurret()
Beispiel #12
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 def announceGenerate(self):
     DistributedSmoothNode.announceGenerate(self)
     DistributedTargetableObject.announceGenerate(self)
 def announceGenerate(self):
     DistributedSmoothNode.announceGenerate(self)
     AvatarShared.announceGenerate(self)
     self.setPythonTag('avatar', self.doId)
     self.setParent(CIGlobals.SPHidden)
     self.loadAvatar()
 def announceGenerate(self):
     DistributedSmoothNode.announceGenerate(self)
     self.reparentTo(base.render)
Beispiel #15
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 def announceGenerate(self):
     DistributedSmoothNode.announceGenerate(self)
     self.reparentTo(render)
     self.d_getNameForNameTag()
 def announceGenerate(self):
     DistributedSmoothNode.announceGenerate(self)
     self.reparentTo(render)
	def announceGenerate(self):
		DistributedAvatar.announceGenerate(self)
		DistributedSmoothNode.announceGenerate(self)
		self.healthLabel.setScale(1.1)
		self.makeTurret()