def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'DistributedTunnel') StagedObject.__init__(self, StagedObject.OFF) self.uniqueId = '' self.fakeZoneId = PiratesGlobals.FakeZoneId self.GridLOD = { } self.visNodes = { } self.geom = None self.envEffects = None self._links = { } self.areaWorldZone = [ None, None] self.areaNode = [ None, None] self._DistributedTunnel__loadedArea = None self.areaIndexLoading = None self.pendingAreaUnload = False self.pendingArea = None self.minimapObj = None self.builder = GridAreaBuilder.GridAreaBuilder(self) self.connectorNodes = [ 'portal_connector_1', 'portal_connector_2'] self.connectorNodePosHpr = [] self.ambientNames = [ None, None] self.avatarZoneContext = None self.floorIndex = -1 self._inTransition = False self.ownHandles = []
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'winter_coach') self.cr = cr self.coach = None self.wheelBarrow = None self.coachNP = None
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'DistributedTunnel') StagedObject.__init__(self, StagedObject.OFF) self.uniqueId = '' self.fakeZoneId = PiratesGlobals.FakeZoneId self.GridLOD = {} self.visNodes = {} self.geom = None self.envEffects = None self._links = {} self.areaWorldZone = [None, None] self.areaNode = [None, None] self.__loadedArea = None self.areaIndexLoading = None self.pendingAreaUnload = False self.pendingArea = None self.minimapObj = None self.builder = GridAreaBuilder.GridAreaBuilder(self) self.connectorNodes = ['portal_connector_1', 'portal_connector_2'] self.connectorNodePosHpr = [] self.ambientNames = [None, None] self.avatarZoneContext = None self.floorIndex = -1 self._inTransition = False self.ownHandles = [] return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'GameArea') MappableArea.__init__(self) StagedObject.__init__(self, StagedObject.OFF) self.uniqueId = '' self.geom = None self.funnelDisplayName = None self.previousDisplayName = None self.gameFSM = None self.links = [] self.pendingSetupConnector = {} self.connectors = {} self.connectorInterests = set() self.envEffects = None self.spawnTriggers = [] self.blockerColls = [] self.islandWaterParameters = None self.swamp_water = None self.entryTime = [None, 0] self.timeCheck = 0 self.minimap = None self.footprintNode = None self.popupDialog = None self.minimapArea = 0 self.laMinimapObj = None self.footstepSound = None self.environment = None self.connectorsHereCallback = None return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'GameArea') MappableArea.__init__(self) StagedObject.__init__(self, StagedObject.OFF) self.uniqueId = '' self.geom = None self.funnelDisplayName = None self.previousDisplayName = None self.gameFSM = None self.links = [] self.pendingSetupConnector = { } self.connectors = { } self.connectorInterests = set() self.envEffects = None self.spawnTriggers = [] self.blockerColls = [] self.islandWaterParameters = None self.swamp_water = None self.entryTime = [ None, 0] self.timeCheck = 0 self.minimap = None self.footprintNode = None self.popupDialog = None self.minimapArea = 0 self.laMinimapObj = None self.footstepSound = None self.environment = None self.connectorsHereCallback = None
def __init__(self, cr): # you have to initialize NodePath.__init__() here because it is # not called in DistributedNode.__init__() DistributedNode.__init__(self, cr) NodePath.__init__(self, 'player') self.player = Player(os.getenv('COMPUTERNAME'))
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'shop') self.cr = cr self.items = {} self.inShop = False self.clerk = None self.shopNP = None
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'dggflag') self.flagMdl = None self.team = None self.collNP = None self.flagCollNP = None self.pulseIval = None
def __init__(self, cr): DistributedNode.__init__(self, cr) self.barrel = loader.loadModel('phase_4/models/cogHQ/gagTank.bam') self.barrel.setScale(self.barrelscale) self.barrel.setH(180) self.barrel.reparentTo(self) self.truckId = 0 self.barrelPosIndex = 0
def __init__(self, cr): DistributedNode.__init__(self, cr) # Let the derived classes instantiate the NodePath self.visAvatar = None self.gridVisContext = None # Do we have grid lines visualized? self._onOffState = False if __debug__: self.haveGridLines = 0
def __init__(self, cr): DistributedNode.__init__(self, cr) self.kart = None self.rope = None self.pod = None self.barrels = [] self.numBarrels = 0 self.triggerNP = None self.mg = None
def __init__(self, cr): DistributedNode.__init__(self, cr) # Let the derived classes instantiate the NodePath self.visAvatar = None self.gridVisContext = None # Do we have grid lines visualized? self._onOffState = False if __debug__: self.haveGridLines = 0
def __init__(self, cr): DistributedNode.__init__(self, cr) InteractiveBase.__init__(self) DistributedLocatableObject.__init__(self, cr) GridChild.__init__(self) self.interactGUI = None self.hideHpMeterFlag = 0 self.userId = 0 self.uniqueId = None
def __init__(self, cr): DistributedNode.__init__(self, cr) self.kart = None self.rope = None self.pod = None self.barrels = [] self.numBarrels = 0 self.triggerNP = None self.mg = None return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'shop') self.cr = cr self.items = {} self.destroyEvent = 'destroyShop-' + str(random.randint(0, 1000)) self.inShop = False self.clerk = None self.shopNP = None return
def __init__(self, cr): ExperimentBarrelBase.__init__(self) DistributedNode.__init__(self, cr) self.barrel = None self.icon = None self.collSphere = None self.collNode = None self.collNodePath = None self.animTrack = None
def __init__(self, cr): self.cr = cr DistributedNode.__init__(self, cr) NodePath.__init__(self, 'trolley') self.destination = '' self.filledSpots = 0 self.leaving = False self.gone = False self.destination_lbl = None self.movingSfx = loader.loadSfx('phase_4/audio/sfx/SZ_trolley_away.ogg') self.bellSfx = loader.loadSfx('phase_4/audio/sfx/SZ_trolley_bell.ogg') return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'ShipDeployer') self.minRadius = 0 self.spacing = 0 self.maxRadius = 0 self.heading = 0 self.minSphere = None self.maxSphereSoft = None self.maxSphereHard = None self.deploySpheres = [] self.lockedMessage = 0 self.outerBarrierState = True
def __init__(self, cr): try: self.DistributedShop_initialized return except: self.DistributedShop_initialized = 1 DistributedNode.__init__(self, cr) NodePath.__init__(self, "shop") self.inShop = False self.snp = None self.clerk = None return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'ShipDeployer') self.minRadius = 0 self.spacing = 0 self.maxRadius = 0 self.heading = 0 self.minSphere = None self.maxSphereSoft = None self.maxSphereHard = None self.deploySpheres = [] self.lockedMessage = 0 self.outerBarrierState = True
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'capture_point') self.capturePoint = None self.captureCircle = None self.aoogahSfx = None self.circleTrack = None self.circleTrackPlayRate = 1.0 self.circleTrackDirection = 0 self.team = None self.collNP = None self.pointCollNode = None self.neutralCapTexture = None self.redCapTexture = None self.blueCapTexture = None self.defCapTexture = None return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'restock_barrel') self.grabSfx = None self.rejectSfx = None self.grabSoundPath = 'phase_4/audio/sfx/SZ_DD_treasure.ogg' self.rejectSoundPath = 'phase_4/audio/sfx/ring_miss.ogg' self.animTrack = None self.barrelScale = 0.5 self.sphereRadius = 3.2 self.playSoundForRemoteToons = 1 self.barrel = None self.gagNode = None self.gagModel = None self.collSphere = None self.collNode = None self.collNodePath = None return
def __init__(self, cr): DistributedEntity.__init__(self, cr) DistributedNode.__init__(self, cr) NodePath.__init__(self, 'restock_barrel') self.grabSfx = None self.rejectSfx = None self.grabSoundPath = 'phase_4/audio/sfx/SZ_DD_treasure.ogg' self.rejectSoundPath = 'phase_4/audio/sfx/ring_miss.ogg' self.animTrack = None self.barrelScale = 0.5 self.radius = 1.5 self.height = 4.275 self.playSoundForRemoteToons = 1 self.barrel = None self.gagNode = None self.gagModel = None # Collision nodes self.collSphere = None self.collNode = None self.collNodePath = None
def __init__(self, cr): DistributedNode.__init__(self, cr) ####################################################### # The below attributes are required at generation time. ####################################################### # The site id is the unique id associated with the data # for the inspection site. ####################################################### self.siteId = -1 self.zoneId = -1 ####################################################### self.siteData = None self.distanceTask = None self.interactCollSphereNP = None self.interactCollSphere = None self.identifierIcon = None self.floorMarker = None self.iconSequence = None self.fadeSequence = None self.text = None
def __init__(self, cr): DistributedNode.__init__(self, cr) self.fsm = ClassicFSM('DistributedCityCart', [State('off', self.enterOff, self.exitOff), State('pathFollow', self.enterPathFollow, self.exitPathFollow), State('collision', self.enterCollision, self.exitCollision)], 'off', 'off') self.fsm.enterInitialState() self.suitInCar = None self.cart = None self.honkSfxPath = 'phase_14/audio/sfx/cogtropolis_citycar_driveby_horn.mp3' self.cartModelPath = 'phase_12/models/bossbotHQ/Coggolf_cart3.bam' self.moPaths = ['phase_14/models/paths/ct-citycar-drivepath-1.egg', 'phase_14/models/paths/ct-citycar-drivepath-2.egg', 'phase_14/models/paths/ct-citycar-drivepath-3.egg', 'phase_14/models/paths/ct-citycar-drivepath-4.egg', 'phase_14/models/paths/ct-citycar-drivepath-5.egg', 'phase_14/models/paths/ct-citycar-drivepath-6.egg'] self.moPath = None self.soundEngineLoop = None self.soundDriveByHorn = None self.ivalTDisplace = None self.pathIndex = None self.wheelSpinTrack = None self.collNodePath = None self.soundDriveBy = None return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'signpost') # Eventually we will assign a unique string to this, so that # all signposts have a unique collision event. self.collName = 'collName' # We want to be able to render the backside of the sign, too. self.setTwoSided(1) self.text = TextNode('text') self.text.setTextColor(0, 0, 1, 1) self.text.setCardAsMargin(0.1, 0.1, 0.1, 0.1) self.text.setCardColor(1, 1, 1, 1) self.text.setCardDecal(True) self.text.setShadowColor(0, 0, 0, 1) self.text.setShadow(0.03, 0.03) self.text.setAlign(TextNode.ACenter) self.ival = None self.geom = None self.assignText()
def __init__(self, cr): DistributedNode.__init__(self, cr) self.fsm = ClassicFSM('DistributedCityCart', [State('off', self.enterOff, self.exitOff), State('pathFollow', self.enterPathFollow, self.exitPathFollow), State('collision', self.enterCollision, self.exitCollision)], 'off', 'off') self.fsm.enterInitialState() self.suitInCar = None self.cart = None self.honkSfxPath = 'phase_14/audio/sfx/cogtropolis_citycar_driveby_horn.ogg' self.cartModelPath = 'phase_12/models/bossbotHQ/Coggolf_cart3.bam' self.moPaths = ['phase_14/models/paths/ct-citycar-drivepath-1.egg', 'phase_14/models/paths/ct-citycar-drivepath-2.egg', 'phase_14/models/paths/ct-citycar-drivepath-3.egg', 'phase_14/models/paths/ct-citycar-drivepath-4.egg', 'phase_14/models/paths/ct-citycar-drivepath-5.egg', 'phase_14/models/paths/ct-citycar-drivepath-6.egg'] self.moPath = None self.soundEngineLoop = None self.soundDriveByHorn = None self.ivalTDisplace = None self.pathIndex = None self.wheelSpinTrack = None self.collNodePath = None self.soundDriveBy = None
def __init__(self, cr): DistributedNode.__init__(self, cr) # Load up the visible representation of this avatar. self.model = loader.loadModel('smiley.egg') self.model.reparentTo(self)
def __init__(self, cr): DistributedNode.__init__(self, cr) self.cannon = None self.avatarInTurret = None self.owner = None
def __init__(self, cr): DistributedNode.__init__(self, cr) self._name = '' self.winCount = 0 self.beltLevel = 0 self.dnaString = ''
def __init__(self, cr): DistributedNode.__init__(self, cr) Char.Char.__init__(self) self.fsm = ClassicFSM.ClassicFSM('DistributedDisneyChar', [State.State('off', self.enterOff, self.exitOff), State.State('walking', self.enterWalking, self.exitWalking), State.State('')])
def __init__(self, cr): NodePath.__init__(self, 'DistributedCardJitsu') DistributedNode.__init__(self, cr) self.reparentTo(render) self.localDeck = [None] * NUM_CARDS self.dummyDeck = [None] * NUM_CARDS self.cardButtons = {} self.roundResults = {} self.winIndicators = [] self.turnPlayed = None self.leaveButton = None self.screenText = None self.wantTimer = True self.targetCard = None self.otherCard = None self.otherTrack = 0 self.otherReturnPos = None self.ourFrame = None self.ourDot = None self.opponentFrame = None self.opponentSkillDot = None self.revealSequence = None self.bgm = loader.loadMusic('phase_audio/bgm/game_bgm.ogg') self.textDisplay = TextDisplay(FONT) self.buttonModels = loader.loadModel( 'phase_3.5/models/gui/inventory_gui') self.upButton = self.buttonModels.find('**//InventoryButtonUp') self.downButton = self.buttonModels.find('**/InventoryButtonDown') self.rolloverButton = self.buttonModels.find( '**/InventoryButtonRollover') particles = loader.loadModel('phase_3.5/models/props/suit-particles') snowModel = loader.loadModel('phase_13/models/props/ice_icon') invModel = loader.loadModel('phase_3.5/models/gui/inventory_icons') self.trackIcons = { TRACK_FIRE: particles.find('**/fire'), TRACK_WATER: invModel.find('**/inventory_geyser'), TRACK_ICE: snowModel.find('**/g1') } invModel.removeNode() particles.removeNode() snowModel.removeNode() self.clockNode = Timer(FONT) self.clockNode.setPos(1.16, 0, -.63) self.clockNode.setScale(0.5) self.clockNode.hide() self.fsm = ClassicFSM.ClassicFSM('CardJitsu', [ State.State('WaitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['Playing', 'GameOver']), State.State('Playing', self.enterPlaying, self.exitPlaying, ['GameOver']), State.State('GameOver', self.enterGameOver, self.exitGameOver, ['WaitingToBegin']) ], 'WaitingToBegin', 'WaitingToBegin') self.fsm.enterInitialState()
def __init__(self, cr): DistributedNode.__init__(self, cr) Char.Char.__init__(self) self.fsm = ClassicFSM.ClassicFSM('DistributedDisneyChar', [State.State('off', self.enterOff, self.exitOff), State.State('walking', self.enterWalking, self.exitWalking), State.State('')])
def __init__(self, cr): DistributedNode.__init__(self, cr) self.visAvatar = None self.gridVisContext = None self._onOffState = False
def __init__(self, cr): DistributedNode.__init__(self, cr) self.model = None self.acceptOnce("BoardAnimationDone", self.show)
def __init__(self, cr): DistributedNode.__init__(self, cr) self.visAvatar = None self.gridVisContext = None self._onOffState = False return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'droppableCollectableObject') self.collSensorNodePath = None self.collRayNodePath = None
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self)
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'd_unoTable') self.table = None
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self, 'droppableCollectableObject') self.collSensorNodePath = None self.collRayNodePath = None return
def __init__(self, cr): DistributedNode.__init__(self, cr) NodePath.__init__(self)
def __init__(self, cr): DistributedNode.__init__(self, cr) self.cannon = None self.avatarInTurret = None return