def new_game(self): Maze.__init__(self, self.total_rooms) self.items = [] self.tiles = defaultdict(Tile) self.root = render.attach_new_node("map_root") self.static = self.root.attach_new_node("map-static") self.unlit = render.attach_new_node("map-unlit") self.backsides = self.root.attach_new_node("map-backsides") self.dynamic = render.attach_new_node("map-dynamic") self.enemies = [] self.rooms = {} self.rooms_visited = 0 self.current_set = 0 self.tile_set = self.tile_sets[self.sets[self.current_set]] self.dynamic.hide(0b001) base.player.root.hide(0b001) for target_np in [ self.static, self.backsides, self.unlit, self.dynamic, ]: target_np.set_attrib( LightRampAttrib.make_single_threshold(0.0, 1.0)) target_np.set_light(base.fov_point_np) base.fov_point_np.reparent_to(base.player.root) base.fov_point.set_scene(self.root) p = self.pos(8) self.rooms[p] = Room(*p) base.player.root.set_pos((p[0] + 4, -p[1] - 4, 0)) base.player.reset()
def __set_toon(): tempnode = NodePath(PandaNode('temp node')) tempnode.setAttrib(LightRampAttrib.make_single_threshold(.5, .4)) tempnode.set_shader_auto() base.cam.node().set_initial_state(tempnode.get_state()) CommonFilters(base.win, base.cam).set_cartoon_ink(separation=1)