Example #1
0
 def setCollisionNode(self, collisionNodeName, ID):
     self.troopColliderNP = self.troopInstance.attachNewNode(
         CollisionNode(collisionNodeName + '_cnode'))
     self.troopColliderNP.node().addSolid(CollisionSphere(
         0, 0, 3.5, 3.5))  #(Point3(0,0,3.5),2,2,3.5))
     self.troopColliderNP.node().setFromCollideMask(
         self.sourceTroop.sourceTower.enemyBitMask)
     self.troopColliderNP.setTag("TroopID", ID)
     collision.addCollider(self.troopColliderNP)
Example #2
0
	def setCollisionNode (self, collisionNodeName, ID):
		self.troopColliderNP = self.troopInstance.attachNewNode(CollisionNode(collisionNodeName + '_cnode'))
		self.troopColliderNP.node().addSolid(CollisionSphere(0,0,3.5,3.5)) #(Point3(0,0,3.5),2,2,3.5))
		self.troopColliderNP.node().setFromCollideMask(self.sourceTroop.sourceTower.enemyBitMask)
		self.troopColliderNP.setTag("TroopID", ID)
		collision.addCollider(self.troopColliderNP)
Example #3
0
import tower
import troop
from pathfindingMesh import *


"""File to handle mouse picking, receiving a collision object 
to add the mouse ray to the collision handler
"""

pickerNode=CollisionNode('mouseRay_cnode')
pickerNP=base.camera.attachNewNode(pickerNode)
pickerRay=CollisionRay()
pickerNode.addSolid(pickerRay)
#pickerNode.setFromCollideMask(BitMask32(0x1))
#pickerNode.setFromCollideMask(BitMask32(0x2))
collision.addCollider(pickerNP)

#A struct like to solve reference pass problems
class MousePicking:	
	mpos = None
	pickingEnabled = True
	towerFollowMouse = False
	mousePickingOnTower = False
	mousePickingOnTroop = False
	collindingNode = None
	gameHUD = None
	lastClickedTower = None
	

        
def collideMouseEventAgainTerrain(entry):
Example #4
0
import collision
import player
import tower
import troop
from pathfindingMesh import *
"""File to handle mouse picking, receiving a collision object 
to add the mouse ray to the collision handler
"""

pickerNode = CollisionNode('mouseRay_cnode')
pickerNP = base.camera.attachNewNode(pickerNode)
pickerRay = CollisionRay()
pickerNode.addSolid(pickerRay)
#pickerNode.setFromCollideMask(BitMask32(0x1))
#pickerNode.setFromCollideMask(BitMask32(0x2))
collision.addCollider(pickerNP)


#A struct like to solve reference pass problems
class MousePicking:
    mpos = None
    pickingEnabled = True
    towerFollowMouse = False
    mousePickingOnTower = False
    mousePickingOnTroop = False
    collindingNode = None
    gameHUD = None
    lastClickedTower = None


def collideMouseEventAgainTerrain(entry):