def setCollisionNode(self, collisionNodeName, ID): self.troopColliderNP = self.troopInstance.attachNewNode( CollisionNode(collisionNodeName + '_cnode')) self.troopColliderNP.node().addSolid(CollisionSphere( 0, 0, 3.5, 3.5)) #(Point3(0,0,3.5),2,2,3.5)) self.troopColliderNP.node().setFromCollideMask( self.sourceTroop.sourceTower.enemyBitMask) self.troopColliderNP.setTag("TroopID", ID) collision.addCollider(self.troopColliderNP)
def setCollisionNode (self, collisionNodeName, ID): self.troopColliderNP = self.troopInstance.attachNewNode(CollisionNode(collisionNodeName + '_cnode')) self.troopColliderNP.node().addSolid(CollisionSphere(0,0,3.5,3.5)) #(Point3(0,0,3.5),2,2,3.5)) self.troopColliderNP.node().setFromCollideMask(self.sourceTroop.sourceTower.enemyBitMask) self.troopColliderNP.setTag("TroopID", ID) collision.addCollider(self.troopColliderNP)
import tower import troop from pathfindingMesh import * """File to handle mouse picking, receiving a collision object to add the mouse ray to the collision handler """ pickerNode=CollisionNode('mouseRay_cnode') pickerNP=base.camera.attachNewNode(pickerNode) pickerRay=CollisionRay() pickerNode.addSolid(pickerRay) #pickerNode.setFromCollideMask(BitMask32(0x1)) #pickerNode.setFromCollideMask(BitMask32(0x2)) collision.addCollider(pickerNP) #A struct like to solve reference pass problems class MousePicking: mpos = None pickingEnabled = True towerFollowMouse = False mousePickingOnTower = False mousePickingOnTroop = False collindingNode = None gameHUD = None lastClickedTower = None def collideMouseEventAgainTerrain(entry):
import collision import player import tower import troop from pathfindingMesh import * """File to handle mouse picking, receiving a collision object to add the mouse ray to the collision handler """ pickerNode = CollisionNode('mouseRay_cnode') pickerNP = base.camera.attachNewNode(pickerNode) pickerRay = CollisionRay() pickerNode.addSolid(pickerRay) #pickerNode.setFromCollideMask(BitMask32(0x1)) #pickerNode.setFromCollideMask(BitMask32(0x2)) collision.addCollider(pickerNP) #A struct like to solve reference pass problems class MousePicking: mpos = None pickingEnabled = True towerFollowMouse = False mousePickingOnTower = False mousePickingOnTroop = False collindingNode = None gameHUD = None lastClickedTower = None def collideMouseEventAgainTerrain(entry):