def privInitialize(self, t): self.__initialize() if self.collNode: self.collNode.clearSolids() csolid = CollisionParabola(self.parabola, 0, 0) self.collNode.addSolid(csolid) Interval.privInitialize(self, t)
def privInitialize(self, t): if self.state != CInterval.SPaused: self.__softStart() if self.particleEffect: self.particleEffect.clearToInitial() self.currT = 0 if self.particleEffect: for forceGroup in self.particleEffect.getForceGroupList(): forceGroup.enable() Interval.privInitialize(self, t)
def privInitialize(self, t): if self.state != CInterval.SPaused: # Restarting from a hard stop or just interrupting the # current play self.__softStart() if self.particleEffect: self.particleEffect.clearToInitial() self.currT = 0 if self.particleEffect: for forceGroup in self.particleEffect.getForceGroupList(): forceGroup.enable() Interval.privInitialize(self,t)
def privInitialize(self, t): if self.state != CInterval.SPaused: # Restarting from a hard stop or just interrupting the # current play self.__softStart() if self.particleEffect: self.particleEffect.clearToInitial() self.currT = 0 if self.particleEffect: for forceGroup in self.particleEffect.getForceGroupList(): forceGroup.enable() Interval.privInitialize(self, t)
def privInitialize(self, t): self.__initialize() Interval.privInitialize(self, t)
def privInitialize(self, t): self._ProjectileInterval__initialize() Interval.privInitialize(self, t)