def change_game_state(self, **state): import BigWorld, Avatar, Account assert self.mod_tessumod, "Mod must be loaded first before changing game state" if state["mode"] == "battle": BigWorld.player(Avatar.Avatar()) if "players" in state: for player in state["players"]: vehicle_id = random.randint(0, 1000000) dbid = random.randint(0, 1000000) BigWorld.player().arena.vehicles[vehicle_id] = { "accountDBID": dbid, "name": player["name"], "isAlive": True } if vehicle_id not in BigWorld.entities: BigWorld.entities[vehicle_id] = BigWorld.Entity() if "position" in player: BigWorld.player( ).arena.positions[vehicle_id] = player["position"] BigWorld.entities[ vehicle_id].position = BigWorld.Vector( *player["position"]) if "camera" in state: if "position" in state["camera"]: BigWorld.camera().position = BigWorld.Vector( *state["camera"]["position"]) if "direction" in state["camera"]: BigWorld.camera().direction = BigWorld.Vector( *state["camera"]["direction"]) elif state["mode"] == "lobby": BigWorld.player(Account.PlayerAccount()) if "players" in state: for id, player in enumerate(state["players"]): BigWorld.player().prebattle.rosters[0][id] = { "name": player["name"], "dbID": random.randint(0, 1000000) }
#Cajas caja1 = Textura(caja1Im, 45, 45) bolaExtra = Textura(bolaExtraIm, 25, 25) randomThrow = Textura(randomThIm, 25, 25) blFila = Textura(blowFilaIm, 25, 25) blCol = Textura(blowColIm, 25, 25) #Bolas pokebola = Textura(pokeIm, 10, 10) pong = Textura(pongIm, 15, 15) paty = Textura(patyIm, 30, 30) todasLasBolas = [pong, pokebola] #Flecha flecha = Textura(flechaIm, 120, 120) #Botones playTex = [Textura(playIm, 57 * 4, 80), Textura(playIm2, 57 * 4, 80)] restartTex = [Textura(restartIm, 57 * 4, 80), Textura(restartIm2, 57 * 4, 80)] pausaTex = [Textura(pausaIm, 50, 50), Textura(pausaIm2, 50, 50)] quitTex = [Textura(quitIm, 57 * 4, 80), Textura(quitIm2, 57 * 4, 80)] cambioDerTex = [Textura(cambioDerIm, 60, 60), Textura(cambioDerIm2, 60, 60)] cambioIzqTex = [Textura(cambioIzqIm, 60, 60), Textura(cambioIzqIm2, 60, 60)] backTex = [Textura(backIm, 57 * 4, 80), Textura(backIm2, 57 * 4, 80)] customTex = [Textura(customIm, 57 * 4, 80), Textura(customIm2, 57 * 4, 80)] #Avatares cisnerosIm = pygame.image.load('images/avatarCisneros275.png') avatarCisneros = Avatar(cisnerosIm, 60.5, 57.75)
def setSprite(self): self.__sprite = Avatar.Avatar('/path/to/picture')
def my_constructor(self, USER, DISPLAY_GROUP, VIEW_TRANSFORM_NODE, VIRTUAL_USER_REPR_DISPLAY_INDEX=-1, HEAD_NODE_NAME='head', COMPLEX_SETUP=True): ## @var USER # Reference to the user to be represented. self.USER = USER ## @var DISPLAY_GROUP # Reference to the display group this user representation is responsible for. self.DISPLAY_GROUP = DISPLAY_GROUP ## @var view_transform_node # Transform node to be filled by one navigation of the display group. self.view_transform_node = VIEW_TRANSFORM_NODE ## @var screens # List of screen nodes for each display of the display group. self.screens = [] ## @var dependent_nodes # Placeholder for scenegraph nodes which are relevant for the transformation policy. self.dependent_nodes = [] ## @var execute_transformation_policy # Boolean indicating if the transformation policy is evaluated every frame. self.execute_transformation_policy = True ## create user representation nodes ## ## @var stereo_display_group # Boolean saying if this DisplayGroup contains of only stereo displays. self.stereo_display_group = True for _display in DISPLAY_GROUP.displays: if _display.stereo == False: self.stereo_display_group = False break ## @var head # Head node of the user. self.head = avango.gua.nodes.TransformNode(Name=HEAD_NODE_NAME) self.view_transform_node.Children.value.append(self.head) ## @var left_eye # Left eye node of the user. self.left_eye = avango.gua.nodes.TransformNode(Name="eyeL") self.head.Children.value.append(self.left_eye) ## @var right_eye # Right eye node of the user. self.right_eye = avango.gua.nodes.TransformNode(Name="eyeR") self.head.Children.value.append(self.right_eye) # assign correct transformations to nodes if COMPLEX_SETUP: self.make_complex_viewing_setup() else: self.make_default_viewing_setup() ## @var connected_navigation_id # Navigation ID within the display group that is currently used. self.connected_navigation_id = -1 ## @var avatar # Avatar instance belonging to this UserRepresentation. self.avatar = Avatar() self.avatar.my_constructor(self) ## @var virtual_user_repr_display_index # If this is a portal user representation, ID giving the display index within the display group. -1 otherwise. self.virtual_user_repr_display_index = VIRTUAL_USER_REPR_DISPLAY_INDEX ## @var frame_trigger # Triggers framewise evaluation of frame_callback method. self.frame_trigger = avango.script.nodes.Update( Callback=self.frame_callback, Active=True) ## @var thumbnail_mode # Boolean indicating if the portal if a default viewing setup is activated although the portal might suggest it differently. self.thumbnail_mode = False
def setSprite(self, image): self.__sprite = Avatar.Avatar(image)
import Avatar avatar = Avatar.Avatar('Avatar.png') avatar.GetNewAvatar('circleflag')