def make_level(render): cube = NodePath(makeCube(inverse=True, hide=set([5]))) for i in range(0,10): for j in range(0,10): c = render.attachNewNode("c") c.setPos((i-5)*3, (j-5)*3, -10 ) cube.instanceTo(c)
def make_level(render): map = make_map() for i in range(0,22,1): x = i * 2.0 for j in range(0,22,1): y = j * 2.0 hideset = set() hideset.add(5) cell = map[i][j] if cell.north == OPEN: hideset.add(2) if cell.west == OPEN: hideset.add(3) if cell.south == OPEN: hideset.add(0) if cell.east == OPEN: hideset.add(1) cube = NodePath(makeCube(inverse=True, hide=hideset)) cube.reparentTo(render) cube.setPos(x, y, 0 )
def render_level(map): from direct.showbase.Loader import Loader tex=Loader("foo").loadTexture("BrickOldSharp0215_2_thumbhuge.jpg") nor=Loader("foo").loadTexture("BrickOldSharp0215_2_thumbhuge-n.jpg") ts = TextureStage('ts') ts.setMode(TextureStage.MNormal) myMaterial = Material() myMaterial.setShininess(0.0) myMaterial.setAmbient(Vec4(0,0,0,1)) myMaterial.setEmission(Vec4(0.0,0.0,0.0,1)) myMaterial.setDiffuse(Vec4(0.2,0.2,0.2,1)) myMaterial.setSpecular(Vec4(0.5,0.5,0.5,1)) level_node = NodePath("level") for i in range(0,22,1): x = i * 2.0 for j in range(0,22,1): y = j * 2.0 hideset = set() cell = map[i][j] if cell.north == OPEN: hideset.add(2) if cell.west == OPEN: hideset.add(3) if cell.south == OPEN: hideset.add(0) if cell.east == OPEN: hideset.add(1) xcube = makeCube(inverse=True, hide=hideset) cube = NodePath(xcube) cube.setTexture(tex) cube.setTexture(ts,nor) cube.reparentTo(level_node) cube.setPos(x, y, 0 ) #cube.setMaterial(myMaterial) return level_node