Esempio n. 1
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    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)
                    }
Esempio n. 2
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#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)
Esempio n. 3
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 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
Esempio n. 5
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 def setSprite(self, image):
     self.__sprite = Avatar.Avatar(image)
Esempio n. 6
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import Avatar

avatar = Avatar.Avatar('Avatar.png')
avatar.GetNewAvatar('circleflag')