コード例 #1
0
    def __init__(self, inputManager, track, startPos, name, ai=None):
        self.inputManager = inputManager
        # Stores a reference to the InputManager to access user input.

        self.setupVarsNPs(startPos, name)
        self.setupCollisions()
        # Sets up initial variables, NodePaths, and collision objects.

        self.track = track
        # Stores a reference to the track.

        self.lanes = self.track.trackLanes.lanes
        # gets a reference to the lanes on the track, to shorten the variable name.

        startingLane = self.track.trackLanes.getNearestMarker(self).lane
        # Gets the lane for the closest marker to the cycle.

        self.uc1 = self.lanes[startingLane][0]
        self.uc2 = self.lanes[startingLane][1]
        self.uc3 = self.lanes[startingLane][2]
        # Sets up 3 variables to store references to the 3 up-coming markers on the
        # track, ahead of the cycle. These are used by the AI to steer, and by player
        # cycles to measure progress along the track.

        if (ai == True):
            self.ai = CycleAI(self)
        # if the ai input is passed anything, it won't default to None, and the cycle will create
        # an AI to control itself.
        elif (ai == None):
            self.ai = None
            taskMgr.add(self.cycleControl, "Cycle Control")
        # If the cycle isn't using an AI, activate player control.
        # With this set up, if AI == False, the cycle will be completely uncontrolled.

        self.setupLight()
コード例 #2
0
    def __init__(self, inputManager, track, startPos, name, ai=None):
        self.inputManager = inputManager
        # Stores a reference to the InputManager to access user input.

        self.setupVarsNPs(startPos, name)
        self.setupCollisions()
        # Sets up initial variables, NodePaths, and collision objects.

        self.track = track
        # Stores a reference to the track.

        self.lanes = self.track.trackLanes.lanes
        # gets a reference to the lanes on the track, to shorten the variable name.

        startingLane = self.track.trackLanes.getNearestMarker(self).lane
        # Gets the lane for the closest marker to the cycle.

        self.uc1 = self.lanes[startingLane][0]
        self.uc2 = self.lanes[startingLane][1]
        self.uc3 = self.lanes[startingLane][2]
        # Sets up 3 variables to store references to the 3 up-coming markers on the
        # track, ahead of the cycle. These are used by the AI to steer, and by player
        # cycles to measure progress along the track.

        if (ai == True):
            self.ai = CycleAI(self)
        # if the ai input is passed anything, it won't default to None, and the cycle will create
        # an AI to control itself.
        elif (ai == None):
            self.ai = None
            taskMgr.add(self.cycleControl,
                        "Cycle Control",
                        sort=int(self.root.getY() + 100))
        # If the cycle isn't using an AI, activate player control. The cycle is also given a unique
        # sort value based on it's distance from the finish line. The unique sort value fixes a bug
        # in the AI aim code that can cause jittering in the aim when the tasks that control the
        # cycles don't execute in the same order every frame.
        # With this set up, if AI == False, the cycle will be completely uncontrolled.

        self.setupLight()
コード例 #3
0
    def __init__(self, inputManager, track, ai=None):
        self.inputManager = inputManager
        self.setupVarsNPs()
        self.track = track
        # Stores a reference to the track.
        self.lanes = self.track.trackLanes.lanes
        # gets a reference to the lanes on the track, to shorten the variable name.

        startingLane = self.track.trackLanes.getNearestMarker(self).lane
        # Gets the lane for the closest marker to the cycle.

        self.uc1 = self.lanes[startingLane][0]
        self.uc2 = self.lanes[startingLane][1]
        self.uc3 = self.lanes[startingLane][2]
        # Sets up 3 variables to store references to the 3 up-coming markers on the
        # track, ahead of the cycle. These are used by the AI to steer, and by player
        # cycles to measure progress along the track.
        if (ai != None):
            self.ai = CycleAI(self)
        # if the ai input is passed anything, it won't default to None, and the cycle will create
        # an AI to control itself.
        else:
            taskMgr.add(self.cycleControl, "Cycle Control")