def generate(self): if base.cr.catalogManager != None: base.cr.catalogManager.delete() base.cr.catalogManager = self DistributedObject.generate(self) if hasattr(base.localAvatar, 'catalogScheduleNextTime') and base.localAvatar.catalogScheduleNextTime == 0: self.d_startCatalog()
def generate(self): DistributedObject.generate(self) self.loader = self.cr.playGame.hood.loader self.np = NodePath('Pillow') self.np.reparentTo(render) for point in DistributedPillow.polygons: orderedPoints = [] for index in point: orderedPoints.append(DistributedPillow.points[index]) self.floorpolys.append(CollisionPolygon(*orderedPoints)) for n, p in enumerate(self.floorpolys): polyNode = CollisionNode("FloorPoly-%d" % n) polyNode.addSolid(p) polyNode.setFromCollideMask(OTPGlobals.FloorBitmask) polyNodePath = self.np.attachNewNode(polyNode) self.npaths.append(polyNodePath) self.accept("enterFloorPoly-%d" % n, self.gravityHigh) self.accept("enterdonalds_dreamland", self.gravityLow) for wall in DistributedPillow.walls: ab = DistributedPillow.points[wall[0]] bb = DistributedPillow.points[wall[1]] cb = Point3(bb.getX(), bb.getY(), bb.getZ() + 20) db = Point3(ab.getX(), ab.getY(), ab.getZ() + 20) self.wallpolys.append(CollisionPolygon(ab, bb, cb, db)) for n, p in enumerate(self.wallpolys): polyNode = CollisionNode("WallPoly-%d" % n) polyNode.addSolid(p) polyNode.setFromCollideMask(OTPGlobals.FloorBitmask) polyNodePath = self.np.attachNewNode(polyNode) self.npaths.append(polyNodePath)
def generate(self): DistributedObject.generate(self) self.soundFogHorn = base.loadSfx(self.fogHorn) self.soundShipBell = base.loadSfx(self.shipBell) self.soundWaterLap = base.loadSfx(self.waterLap) self.soundDockCreak = base.loadSfx(self.dockCreak) self.boat = self.cr.playGame.hood.loader.geom.find('**/' + self.boatPath) self.generated()
def generate(self): if base.cr.catalogManager != None: base.cr.catalogManager.delete() base.cr.catalogManager = self DistributedObject.generate(self) if hasattr(base.localAvatar, 'catalogScheduleNextTime' ) and base.localAvatar.catalogScheduleNextTime == 0: self.d_startCatalog()
def generate(self): self._announcerInterest = None self._siegeTeam = 0 self._siegeTeamUpdater = FunctionCall(self._setSiegeTeam, localAvatar._siegeTeamSV) self._siegeTeamUpdater.pushCurrentState() DistributedObject.generate(self) self._pvpTeamJoinable = { } base.cr.distributedDistrict.siegeManager = self
def generate(self): """ Purpose: The generate Method handles the basic generation of the KartShopInterior object by generating the super class. Params: None Return: None """ DistributedObject.generate(self)
def generate(self): self._announcerInterest = None self._siegeTeam = 0 self._siegeTeamUpdater = FunctionCall(self._setSiegeTeam, localAvatar._siegeTeamSV) self._siegeTeamUpdater.pushCurrentState() DistributedObject.generate(self) self._pvpTeamJoinable = {} base.cr.distributedDistrict.siegeManager = self
def generate(self): DistributedObject.generate(self) self.soundFogHorn = base.loadSfx(self.fogHorn) self.soundShipBell = base.loadSfx(self.shipBell) self.soundWaterLap = base.loadSfx(self.waterLap) self.soundDockCreak = base.loadSfx(self.dockCreak) self.boat = self.cr.playGame.hood.loader.geom.find('**/' + self.boatPath) self.generated()
def generate(self): DistributedObject.generate(self) # Load the TV, and give it a nice idle animation. # This will probably be moved somewhere else once we get it into the scripted sequence self.tv = loader.loadModel('phase_4/models/events/election_tv') self.tv.reparentTo(render) self.tv.setPosHprScale(87.85, -0.25, 40.0, 270.0, 0.0, 0.0, 1.5, 1.5, 1.5) self.tv.hide() self.tvIdle = Sequence( self.tv.posInterval(2.5, (87.85, -0.25, 22.0), blendType='easeInOut'), self.tv.posInterval(2.5, (87.85, -0.25, 21.0), blendType='easeInOut'), ) self.tvFlyIn = Sequence( Func(self.tv.show), Func(self.tv.setTransparency, 1), Parallel( self.tv.colorScaleInterval(1, colorScale=VBase4(1, 1, 1, 1), startColorScale=VBase4(1, 1, 1, 0)), self.tv.posInterval(4, (87.85, -0.25, 20.0), blendType='easeInOut')), Func(self.tv.setTransparency, 0), self.tv.posInterval(2, (87.85, -0.25, 21.0)), Func(self.tvIdle.loop)) self.tvFlyOut = Sequence( Func(self.tv.setTransparency, 1), Parallel( self.tv.colorScaleInterval(1, colorScale=VBase4(1, 1, 1, 0), startColorScale=VBase4(1, 1, 1, 1)), self.tv.posInterval(4, (87.85, -0.25, 40.0))), Func(self.tv.hide)) # Attach a Cog's propeller onto the TV. Foreshadowing! self.prop = BattleProps.globalPropPool.getProp('propeller') propJoint = self.tv.find('**/topSphere') self.prop.reparentTo(propJoint) self.prop.loop('propeller', fromFrame=0, toFrame=8) self.prop.setPos(0, 1, 2) self.prop.setScale(2.0, 1.5, 1.0) self.buffer = base.win.makeTextureBuffer("tv", 512, 256) self.buffer.setSort(-100) self.camera = base.makeCamera(self.buffer) self.camera.reparentTo(render) ts = self.tv.find('**/screen').findTextureStage('*') self.tv.find('**/screen').setTexture(ts, self.buffer.getTexture(), 1) self.tv.find('**/screen').setTexScale(ts, 1.2, 1.2) self.tv.find('**/screen').setTexOffset(ts, -0.09, -0.1) self.tv.find('**/screen').setTexHpr(ts, 1, 0, 0)
def generate(self): # Called when the client loads self.notify.debug("BASE: generate") DistributedObject.generate(self) # listen for requests self.accept("deallocateZoneIdFromPlannedParty", self.deallocateZoneIdFromPlannedParty) # listen for the generate event, which will be thrown after the # required fields are filled in self.announceGenerateName = self.uniqueName("generate")
def generate(self): DistributedObject.generate(self) self.soundFogHorn = base.loadSfx(self.fogHorn) self.soundShipBell = base.loadSfx(self.shipBell) self.soundWaterLap = base.loadSfx(self.waterLap) self.soundDockCreak = base.loadSfx(self.dockCreak) #try: # self.boat = self.cr.playGame.hood.loader.geom.find('**/' + self.boatPath) #except: # base.taskMgr.add(self.__pollBoat, self.uniqueName('__pollBoat')) # return self.boat = self.cr.playGame.hood.loader.geom.find('**/' + self.boatPath) self.generated()
def generate(self): DistributedObject.generate(self) # Load the TV, and give it a nice idle animation. # This will probably be moved somewhere else once we get it into the scripted sequence self.tv = loader.loadModel('phase_4/models/events/election_tv') self.tv.reparentTo(render) self.tv.setPosHprScale(87.85, -0.25, 40.0, 270.0, 0.0, 0.0, 1.5, 1.5, 1.5) self.tv.hide() self.tvIdle = Sequence( self.tv.posInterval(2.5, (87.85, -0.25, 22.0), blendType='easeInOut'), self.tv.posInterval(2.5, (87.85, -0.25, 21.0), blendType='easeInOut'), ) self.tvFlyIn = Sequence( Func(self.tv.show), Func(self.tv.setTransparency, 1), Parallel(self.tv.colorScaleInterval(1, colorScale=VBase4(1, 1, 1, 1), startColorScale=VBase4(1, 1, 1, 0)), self.tv.posInterval(4, (87.85, -0.25, 20.0), blendType='easeInOut')), Func(self.tv.setTransparency, 0), self.tv.posInterval(2, (87.85, -0.25, 21.0)), Func(self.tvIdle.loop) ) # Attach a cog's propeller onto the TV. Foreshadowing! self.prop = BattleProps.globalPropPool.getProp('propeller') propJoint = self.tv.find('**/topSphere') self.prop.reparentTo(propJoint) self.prop.loop('propeller', fromFrame=0, toFrame=8) self.prop.setPos(0, 1, 2) self.prop.setScale(2.0, 1.5, 1.0) self.buffer = base.win.makeTextureBuffer("tv", 512, 256) self.buffer.setSort(-100) self.camera = base.makeCamera(self.buffer) self.camera.reparentTo(render) ts = self.tv.find('**/screen').findTextureStage('*') self.tv.find('**/screen').setTexture(ts, self.buffer.getTexture(), 1) self.tv.find('**/screen').setTexScale(ts, 1.2, 1.2) self.tv.find('**/screen').setTexOffset(ts, -0.09, -0.1) self.tv.find('**/screen').setTexHpr(ts, 1, 0, 0)
def generate(self): DistributedObject.generate(self) self.soundFogHorn = base.audio3d.loadSfx(self.fogHorn) self.soundShipBell = base.audio3d.loadSfx(self.shipBell) self.soundWaterLap = base.audio3d.loadSfx(self.waterLap) self.soundDockCreak = base.audio3d.loadSfx(self.dockCreak) geom = self.cr.playGame.hood.loader.geom self.boatMdl = geom.find('**/*donalds_boat*') self.boat = geom.find("**/ddBoatRoot") self.boatMdl1 = geom.find("**/ddBoatMdl1") base.audio3d.attachSoundToObject(self.soundFogHorn, self.boat) base.audio3d.attachSoundToObject(self.soundShipBell, self.boat) base.audio3d.attachSoundToObject(self.soundWaterLap, self.boat) base.audio3d.attachSoundToObject(self.soundDockCreak, self.boat) self.soundWaterLap.setLoop(True) self.soundWaterLap.play() self.generated()
def generate(self): DistributedObject.generate(self) self.accept('suitCreate', self.__handleSuitCreate) self.accept('suitDelete', self.__handleSuitDelete) base.localAvatar.setBattleZone(self) self.lastCameraIndex = base.localAvatar.smartCamera.cameraIndex # Change to over the shoulder mode #base.localAvatar.smartCamera.setCameraPositionByIndex(base.localAvatar.smartCamera.OTSIndex) base.localAvatar.battleControls = True from src.coginvasion.szboss import AmbientGeneric, FuncWater, Ropes, InfoPlayerRelocate, EnvLightGlow, EnvParticleSystem, PointSpotlight #base.bspLoader.linkEntityToClass("ambient_generic", AmbientGeneric.AmbientGeneric) base.bspLoader.linkEntityToClass("func_water", FuncWater.FuncWater) base.bspLoader.linkEntityToClass("rope_begin", Ropes.RopeBegin) base.bspLoader.linkEntityToClass("rope_keyframe", Ropes.RopeKeyframe) base.bspLoader.linkEntityToClass("info_player_relocate", InfoPlayerRelocate.InfoPlayerRelocate) base.bspLoader.linkEntityToClass("env_lightglow", EnvLightGlow.EnvLightGlow) base.bspLoader.linkEntityToClass("env_particlesystem", EnvParticleSystem.EnvParticleSystem) base.bspLoader.linkEntityToClass("point_spotlight", PointSpotlight.PointSpotlight)
def generate(self): self.notify.debug('BASE: generate') DistributedObject.generate(self)
def generate(self): self.notify.debug('BASE: generate') DistributedObject.generate(self)
def generate(self): self.cr.gameStatManager = self DistributedObject.generate(self)
def generate(self): self.cr.timeOfDayManager = self DistributedObject.generate(self)
def generate(self): DistributedObject.generate(self) localAvatar.guiMgr.createSiegeStatus(self) self.accept("`", localAvatar.guiMgr.showSiegeStatus) self.accept("`-up", localAvatar.guiMgr.hideSiegeStatus)
def generate(self): self.notify.debug('BASE: generate') DistributedObject.generate(self) self.accept('deallocateZoneIdFromPlannedParty', self.deallocateZoneIdFromPlannedParty) self.announceGenerateName = self.uniqueName('generate')
def generate(self): DistributedObject.generate(self) self.childInterest = None print('DistributedInterestOpener.generate')
def generate(self): DistributedObject.generate(self)
def generate(self): DistributedObject.generate(self) base.cr.PirateBandManager = self
def generate(self): DistributedObject.generate(self) localAvatar.guiMgr.createSiegeStatus(self) self.accept('`', localAvatar.guiMgr.showSiegeStatus) self.accept('`-up', localAvatar.guiMgr.hideSiegeStatus)
def generate(self): DistributedObject.generate(self) self.accept('deallocateZoneIdFromPlannedLobby', self.deallocateZoneIdFromPlannedLobby)
def generate(self): self.notify.debug('BASE: generate') DistributedObject.generate(self) self.accept('deallocateZoneIdFromPlannedParty', self.deallocateZoneIdFromPlannedParty) self.announceGenerateName = self.uniqueName('generate')
def generate(self): DistributedObject.generate(self) self.mode = 'toon' self.townTopLevel = self.cr.playGame.hood.loader.geom
def generate(self): DistributedObject.generate(self) base.cr.PirateBandManager = self
def generate(self): DistributedObject.generate(self) self.accept('clock_error', self.handleClockError) if self.updateFreq > 0: self.startTask()
def generate(self): self.cr.gameStatManager = self DistributedObject.generate(self)
def generate(self): DistributedObject.generate(self)
def generate(self): # Called when the client loads self.notify.debug("BASE: generate") DistributedObject.generate(self)
def generate(self): self.cr.timeOfDayManager = self DistributedObject.generate(self)
def generate(self): DistributedObject.generate(self) self.accept('deallocateZoneIdFromPlannedLobby', self.deallocateZoneIdFromPlannedLobby)