def createEnt(self, entType, pos = Vector3(0,0,0)): ent = entType(self.engine, self.nEnts, pos = pos) print "EntMgr created: ", ent.uiname, ent.eid, self.nEnts ent.init() self.ents[self.nEnts] = ent; self.nEnts = self.nEnts + 1 return ent
def createMissile(self, missileType, source): ent = missileType(self.engine, self.nMissiles, source) ent.init() ent.unitai.addCommand( command.Ram(ent, self.player) ) self.missiles[ent.uiname] = ent; self.nMissiles = self.nMissiles + 1 ent.renderer.oEnt.setMaterialName ('Angst/Missile') return ent
def createEnt(self, entType, pos=MyVector(0, 0, 0), yaw=0): ent = entType(self.engine, self.nEnts, pos=pos, yaw=yaw) ent.init() self.entities[self.nEnts] = ent self.selectedEnt = ent self.selectedEntIndex = self.nEnts self.nEnts = self.nEnts + 1 return ent
def createEnt(self, entType, pos = Vector3(0,0,0), orientation = Quaternion(0,0,0,1)): ent = entType(self.engine, self.nEnts, pos = pos, orientation = orientation) print "EntMgr created: ", ent.uiname, ent.eid, self.nEnts ent.init() self.ents[self.nEnts] = ent; self.nEnts = self.nEnts + 1 if ent.isPlayerControlled: self.playerObject = ent return ent
def createEnemy(self, enemyType, pos = None, speed = None): if pos == None: x = self.randomizer.randint(-5000, 5000) y = self.randomizer.randint(-500, 2500) z = self.randomizer.randint(-5000, 5000) pos = self.player.pos + Vector3(x,y,z) if speed == None: speed = self.player.speed + 10 ent = enemyType(self.engine, self.nEnems, pos, 0, speed) ent.init() ent.unitai.addCommand( command.OffsetFollow(ent, self.player, self.createRandomOffset()) ) self.enemies[ent.uiname] = ent; self.nEnems = self.nEnems + 1 ent.renderer.oEnt.setMaterialName ('Angst/Enemy') return ent
def createEnt(self, entType, pos=MyVector(0, 0, 0), yaw=0, team=0): ent = entType(self.engine, self.nEnts, pos=pos, yaw=yaw, team=team) ent.init() self.entities[self.nEnts] = ent self.selectedEnt = ent self.selectedEntIndex = self.nEnts self.nEnts = self.nEnts + 1 if (team == 1): print ent self.team1[self.nP1] = ent ent.team = 1 self.nP1 += 1 elif (team == 2): self.team2[self.nP2] = ent self.nP2 += 1 ent.team = 2 if (ent.mesh == "sphere.mesh"): self.ball = ent return ent
def createEnt(self, entType, pos = MyVector(0,0,0), yaw = 0, heading = 0, scale = (1,1,1)): # player if entType == self.entTypes[1]: if self.nplayers == 0: self.player = entType(self.engine, self.nplayers, pos = pos, yaw = yaw, heading = heading) self.player.init() else: self.player2 = entType(self.engine, self.nplayers, pos = pos, yaw = yaw, heading = heading) self.player2.init() self.nplayers = self.nplayers + 1 # bullet elif entType == self.entTypes[3]: if scale == (1,1,1): scale = (.02,.02,.02) if self.playerNum == 1: bullet = entType(self.engine, self.nBullets, pos = pos, yaw = yaw, heading = heading, scale = scale) bullet.init() self.bullets.append(bullet) elif self.playerNum == 2: bullet = entType(self.engine, self.nBullets, pos = pos, yaw = yaw, heading = heading, scale = scale) bullet.init() self.bullets2.append(bullet) self.nBullets = self.nBullets + 1 return bullet # cube wall elif entType == self.entTypes[2]: ent = entType(self.engine, self.nEnts, pos = pos, yaw = yaw, heading = heading, scale = scale) ent.init() self.ents.append(ent); self.nEnts = self.nEnts + 1 return ent # lobster elif entType == self.entTypes[4]: ent = entType(self.engine, self.nEnts, pos = pos, yaw = yaw, heading = heading, scale = scale) ent.init() self.ents.append(ent); self.nEnts = self.nEnts + 1 return ent # robots elif entType == self.entTypes[0]: enem = entType(self.engine, self.nEnems, pos = pos, yaw = yaw, heading = heading) enem.init() self.enems.append(enem); self.nEnems = self.nEnems + 1 return enem # shields elif entType == self.entTypes[5]: shield = entType(self.engine, self.nShields, pos = pos, yaw = yaw, heading = heading, scale = scale) shield.init() self.shields.append(shield); self.nShields = self.nShields + 1 return shield # ship elif entType == self.entTypes[6]: ent = entType(self.engine, self.nEnts, pos = pos, yaw = yaw, heading = heading, scale = scale) ent.init() self.ents.append(ent); self.nEnts = self.nEnts + 1 return ent #pick up elif entType == self.entTypes[7]: ent = entType(self.engine, self.nEnts, pos = pos, yaw = yaw, heading = heading, scale = scale) ent.init() self.pickups.append(ent); self.nPickups = self.nPickups + 1 return ent
def createObstacle(self, entType, pos = Vector3(0,0,0)): ent = entType(self.engine, self.nObstacles, pos = pos) ent.init() self.obstacles[self.nObstacles] = ent; self.nObstacles += 1 return ent
def createProjectile(self, entType, pos = Vector3(0,0,0)): ent = entType(self.engine, self.nProjectiles, pos = pos) ent.init() self.projectiles[self.nProjectiles] = ent; self.nProjectiles += 1 return ent
def createEnt(self, entType, pos=Vector3(0, 0, 0)): ent = entType(self.engine, self.numEnts, pos=pos) ent.init() self.entList.append(ent) self.numEnts = self.numEnts + 1 return ent
def createEnt(self, entType, pos = Vector3(0,0,0)): ent = entType(self.engine, self.numEnts, pos = pos) ent.init() self.entList.append(ent) self.numEnts = self.numEnts + 1 return ent