def __init__(self, trackGroup, ringModel, posScale, colorIndices): NodePath.__init__(self) self.assign(hidden.attachNewNode(\ base.localAvatar.uniqueName('ring-group'))) self.__period = trackGroup.period self.__reverseFlag = trackGroup.reverseFlag self.__tOffset = trackGroup.tOffset self.__numRings = len(trackGroup.tracks) self.__rings = [] self.__ringModels = [] for i in range(0,self.__numRings): track = trackGroup.tracks[i] tOffset = trackGroup.trackTOffsets[i] ring = Ring.Ring(track, tOffset, posScale) ring.reparentTo(self) model = ringModel.copyTo(ring) model.setColor(RingGameGlobals.ringColors[colorIndices[i]][1]) self.__rings.append(ring) self.__ringModels.append(model)
def __init__(self, serialNum, model, triggerRadius, triggerOffset=(0, 0, 0), animate=True, animDuration=0.2, instanceModel=True, name='CogdoGameGatherable'): NodePath.__init__(self, '%s-%d' % (name, serialNum)) self.serialNum = serialNum self._animate = animate if instanceModel: model.instanceTo(self) self._model = self else: self._model = model self._model.reparentTo(self) self._model.setPosHpr(0, 0, 0, 0, 0, 0) self._animDuration = animDuration self._animSeq = None self._initCollisions(triggerRadius, triggerOffset) self._update = None self._wasPickedUp = False return
def __init__(self, game, id, x, y): NodePath.__init__(self, 'dropNode%s' % id) self.game = game self.id = id self.reparentTo(hidden) self.setPos(x, y, 0) shadow = loader.loadModel('phase_3/models/props/square_drop_shadow') shadow.setZ(0.2) shadow.setBin('ground', 10) shadow.setColor(1, 1, 1, 1) shadow.reparentTo(self) self.shadow = shadow drop = CogdoUtil.loadMazeModel('cabinetSmFalling') roll = random.randint(-15, 15) drop.setHpr(0, 0, roll) drop.setZ(Globals.DropHeight) self.collTube = CollisionTube(0, 0, 0, 0, 0, 4, Globals.DropCollisionRadius) self.collTube.setTangible(0) name = Globals.DropCollisionName self.collNode = CollisionNode(name) self.collNode.addSolid(self.collTube) self.collNodePath = drop.attachNewNode(self.collNode) self.collNodePath.hide() self.collNodePath.setTag('isFalling', str('True')) drop.reparentTo(self) self.drop = drop self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop', volume=0.6)
def __init__(self, moveTrack, tOffset, posScale=1.): NodePath.__init__(self) self.assign(hidden.attachNewNode(\ base.localAvatar.uniqueName('ring'))) self.setMoveTrack(moveTrack) self.setTOffset(tOffset) self.setPosScale(posScale) self.setT(0.)
def __init__(self, serialNum, model): NodePath.__init__(self, 'CogdoMazeWaterCooler-%i' % serialNum) self.serialNum = serialNum self._model = model self._model.reparentTo(self) self._model.setPosHpr(0, 0, 0, 0, 0, 0) self._initCollisions() self._initArrow() self._update = None self.__startUpdateTask() return
def __init__(self, parent, pos=None, scale =None): """Create a new indicator object.""" NodePath.__init__(self, 'DinerStatusIndicator') if parent: self.reparentTo(parent) if pos: self.setPos(pos) if scale: self.setScale(scale) self.loadAssets() FSM.FSM.__init__(self,'DinerStatusIndicator') self.activeIval = None
def __init__(self, x, y, z, moleField, index): """Construct the mole hill.""" NodePath.__init__(self, 'MoleHill-%d' % index) self.moleField= moleField self.index = index self.loadModel() self.setPos(x, y, z) self.schedule = [] self.popIval = None self.downIval = None self.popupNum = 0 # how many times has this hill popped up self.hillType = None self.isUp = 0
def __init__(self, openSfx=None, closeSfx=None): NodePath.__init__(self, 'CogdoGameExit') self._model = CogdoUtil.loadModel('exitDoor') self._model.reparentTo(self) self._leftDoor = self._model.find('**/left_door') self._rightDoor = self._model.find('**/right_door') self._openSfx = openSfx or base.loadSfx( 'phase_9/audio/sfx/CHQ_VP_door_open.mp3') self._closeSfx = closeSfx or base.loadSfx( 'phase_9/audio/sfx/CHQ_VP_door_close.mp3') self._elevatorPoints = [] for point in ElevatorConstants.ElevatorPoints: self._elevatorPoints.append(point[0]) self._currentSlot = 0 self._ival = None self._open = True self._toon2track = {} self.close(animate=False) return
def __init__(self, cr): DistributedNode.DistributedNode.__init__(self, cr) NodePath.__init__(self, "decor") ShadowCaster.ShadowCaster.__init__(self, False) self.plantPath = NodePath('plantPath') self.plantPath.reparentTo(self) #self.defaultModel = 'phase_9/models/cogHQ/square_stomper' self.defaultModel = 'phase_9/models/cogHQ/woodCrateB' self.messageName = None self.model = None self.colSphereNode = None self.rotateNode = None self.collSphereOffset = 0.0 self.collSphereRadius = 1.0 self.stickUp = 0.0 self.movieNode = None self.shadowJoint = None self.shadowScale = 1 self.expectingReplacement = 0 self.movie = None
def initNodePath(self): # call this in the __init__ of any derived class that # doesn't already derive from NodePath node = hidden.attachNewNode('DistributedNodePathEntity') NodePath.__init__(self, node)