Example #1
0
 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
Example #2
0
 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
Example #3
0
    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
Example #4
0
 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
Example #5
0
 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
Example #6
0
    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
Example #8
0
 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
Example #9
0
 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
Example #10
0
 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
Example #11
0
 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