Exemplo n.º 1
0
class Splash(NodePath):
    splashCount = 0

    def __init__(self, parent = hidden, wantParticles = 1):
        NodePath.__init__(self, parent)
        self.assign(parent.attachNewNode('splash'))
        self.splashdown = globalPropPool.getProp('splashdown')
        self.splashdown.reparentTo(self)
        self.splashdown.setZ(-0.01)
        self.splashdown.setScale(0.4)
        ta = TransparencyAttrib.make(TransparencyAttrib.MBinary)
        self.splashdown.node().setAttrib(ta, 1)
        self.splashdown.setBin('fixed', 130, 1)
        self.ripples = Ripples(self)
        self.ripples.setBin('fixed', 120, 1)
        self.wantParticles = 1
        if self.wantParticles:
            self.pSystem = BattleParticles.createParticleEffect('SplashLines')
            self.pSystem.setScale(0.4)
            self.pSystem.setBin('fixed', 150, 1)
            self.particles = self.pSystem.particlesDict.get('particles-1')
        self.track = None
        self.trackId = Splash.splashCount
        Splash.splashCount += 1
        self.setBin('fixed', 100, 1)
        self.hide()
        return

    def createTrack(self, rate = 1):
        self.ripples.createTrack(rate)
        self.splashdown.setPlayRate(rate, 'splashdown')
        animDuration = self.splashdown.getDuration('splashdown') * 0.65
        rippleSequence = Sequence(Func(self.splashdown.show), Func(self.splashdown.play, 'splashdown'), Wait(animDuration), Func(self.splashdown.hide))
        if self.wantParticles:
            particleSequence = Sequence(Func(self.pSystem.show), Func(self.particles.induceLabor), Func(self.pSystem.start, self), Wait(2.2), Func(self.pSystem.hide), Func(self.pSystem.disable))
        else:
            particleSequence = Sequence()
        self.track = Sequence(Func(self.show), Parallel(self.ripples.track, rippleSequence, particleSequence), Func(self.hide), name='splashdown-%d-track' % self.trackId)

    def play(self, rate = 1):
        self.stop()
        self.createTrack(rate)
        self.track.start()

    def loop(self, rate = 1):
        self.stop()
        self.createTrack(rate)
        self.track.loop()

    def stop(self):
        if self.track:
            self.track.finish()

    def destroy(self):
        self.stop()
        del self.track
        self.ripples.destroy()
        del self.ripples
        if self.wantParticles:
            self.pSystem.cleanup()
            del self.pSystem
            del self.particles
        self.removeNode()
Exemplo n.º 2
0
class Splash(NodePath):
    splashCount = 0

    def __init__(self, parent=hidden, wantParticles=1):
        """__init()"""
        # Initialize the superclass
        NodePath.__init__(self, parent)
        # Create a toplevel node to hold splash effects
        self.assign(parent.attachNewNode('splash'))
        # Load up a copy of the splash actor
        self.splashdown = globalPropPool.getProp('splashdown')
        self.splashdown.reparentTo(self)
        self.splashdown.setZ(-0.01)
        self.splashdown.setScale(0.4)
        # Adjust transparency of splash to use MBinary
        ta = TransparencyAttrib.make(TransparencyAttrib.MBinary)
        self.splashdown.node().setAttrib(ta, 1)
        self.splashdown.setBin('fixed', 130, 1)
        # Add in a ripple effect
        self.ripples = Ripples(self)
        self.ripples.setBin('fixed', 120, 1)
        # Add some particles
        self.wantParticles = wantParticles
        if self.wantParticles:
            self.pSystem = BattleParticles.createParticleEffect('SplashLines')
            self.pSystem.setScale(0.4)
            self.pSystem.setBin('fixed', 150, 1)
            self.particles = self.pSystem.particlesDict.get('particles-1')
        # Track for playing back splash effect
        self.track = None
        self.trackId = Splash.splashCount
        Splash.splashCount += 1
        self.setBin('fixed', 100, 1)
        # Start out hidden
        self.hide()

    def createTrack(self, rate=1):
        # Init ripple track
        self.ripples.createTrack(rate)
        # Compute anim duration
        self.splashdown.setPlayRate(rate, 'splashdown')
        # Cut off the very end of the splash anim
        animDuration = self.splashdown.getDuration('splashdown') * 0.65

        rippleSequence = Sequence(
            Func(self.splashdown.show),
            Func(self.splashdown.play, 'splashdown'),
            Wait(animDuration),
            Func(self.splashdown.hide),
        )

        if self.wantParticles:
            particleSequence = Sequence(
                Func(self.pSystem.show),
                Func(self.particles.induceLabor),
                Func(self.pSystem.start, self),
                Wait(2.2),
                Func(self.pSystem.hide),
                Func(self.pSystem.disable),
            )
        else:
            particleSequence = Sequence()

        # Create track
        self.track = Sequence(
            Func(self.show),
            Parallel(
                # Ripples sequence
                self.ripples.track,
                # Splashdown actor sequence
                rippleSequence,
                particleSequence,
            ),
            Func(self.hide),
            name='splashdown-%d-track' % self.trackId)

    def play(self, rate=1):
        # Stop existing track, if one exists
        self.stop()
        # Create new track at given rate
        self.createTrack(rate)
        # Play back track
        self.track.start()

    def loop(self, rate=1):
        # Stop existing track, if one exists
        self.stop()
        # Create new track at given rate
        self.createTrack(rate)
        # Loop track
        self.track.loop()

    def stop(self):
        if self.track:
            self.track.finish()

    def destroy(self):
        self.stop()
        del self.track
        self.ripples.destroy()
        del self.ripples
        if self.wantParticles:
            self.pSystem.cleanup()
            del self.pSystem
            del self.particles
        self.removeNode()
Exemplo n.º 3
0
class Splash(NodePath):
    splashCount = 0

    def __init__(self, parent=hidden, wantParticles=1):
        NodePath.__init__(self, parent)
        self.assign(parent.attachNewNode('splash'))
        self.splashdown = globalPropPool.getProp('splashdown')
        self.splashdown.reparentTo(self)
        self.splashdown.setZ(-0.01)
        self.splashdown.setScale(0.4)
        ta = TransparencyAttrib.make(TransparencyAttrib.MBinary)
        self.splashdown.node().setAttrib(ta, 1)
        self.splashdown.setBin('fixed', 130, 1)
        self.ripples = Ripples(self)
        self.ripples.setBin('fixed', 120, 1)
        self.wantParticles = 1
        if self.wantParticles:
            self.pSystem = BattleParticles.createParticleEffect('SplashLines')
            self.pSystem.setScale(0.4)
            self.pSystem.setBin('fixed', 150, 1)
            self.particles = self.pSystem.particlesDict.get('particles-1')
        self.track = None
        self.trackId = Splash.splashCount
        Splash.splashCount += 1
        self.setBin('fixed', 100, 1)
        self.hide()
        return

    def createTrack(self, rate=1):
        self.ripples.createTrack(rate)
        self.splashdown.setPlayRate(rate, 'splashdown')
        animDuration = self.splashdown.getDuration('splashdown') * 0.65
        rippleSequence = Sequence(Func(self.splashdown.show),
                                  Func(self.splashdown.play, 'splashdown'),
                                  Wait(animDuration),
                                  Func(self.splashdown.hide))
        if self.wantParticles:
            particleSequence = Sequence(Func(self.pSystem.show),
                                        Func(self.particles.induceLabor),
                                        Func(self.pSystem.start, self),
                                        Wait(2.2), Func(self.pSystem.hide),
                                        Func(self.pSystem.disable))
        else:
            particleSequence = Sequence()
        self.track = Sequence(Func(self.show),
                              Parallel(self.ripples.track, rippleSequence,
                                       particleSequence),
                              Func(self.hide),
                              name='splashdown-%d-track' % self.trackId)

    def play(self, rate=1):
        self.stop()
        self.createTrack(rate)
        self.track.start()

    def loop(self, rate=1):
        self.stop()
        self.createTrack(rate)
        self.track.loop()

    def stop(self):
        if self.track:
            self.track.finish()

    def destroy(self):
        self.stop()
        del self.track
        self.ripples.destroy()
        del self.ripples
        if self.wantParticles:
            self.pSystem.cleanup()
            del self.pSystem
            del self.particles
        self.removeNode()
class Splash(NodePath):
    splashCount = 0

    def __init__(self, parent=hidden, wantParticles=1, tint=(1, 1, 1, 1)):
        NodePath.__init__(self, parent)
        self.assign(parent.attachNewNode('splash'))
        self.splashdown = Actor(
            'phase_4/models/props/SZ_splashdown-mod.bam',
            {'splashdown': 'phase_4/models/props/SZ_splashdown-chan.bam'})
        self.setLightOff()
        self.splashdown.reparentTo(self)
        self.splashdown.setZ(-0.01)
        self.splashdown.setScale(0.4)
        self.setColorScale(tint)
        ta = TransparencyAttrib.make(TransparencyAttrib.MBinary)
        self.splashdown.node().setAttrib(ta, 1)
        self.splashdown.setBin('fixed', 130, 1)
        self.ripples = Ripples(self)
        self.ripples.setBin('fixed', 120, 1)
        self.wantParticles = wantParticles
        if self.wantParticles:
            self.pSystem = ParticleLoader.loadParticleEffect(
                "phase_4/etc/splashlines.ptf")
            self.pSystem.setScale(0.40000000000000002)
            self.pSystem.setBin('fixed', 150, 1)
            self.pSystem.setColorScale(tint)
            self.particles = self.pSystem.particlesDict.get('particles-1')

        self.track = None
        self.trackId = Splash.splashCount
        Splash.splashCount += 1
        self.setBin('fixed', 100, 1)
        self.hide()

    def createTrack(self, rate=1):
        self.ripples.createTrack(rate)
        self.splashdown.setPlayRate(rate, 'splashdown')
        animDuration = self.splashdown.getDuration('splashdown') * 0.65
        rippleSequence = Sequence(Func(self.splashdown.show),
                                  Func(self.splashdown.play, 'splashdown'),
                                  Wait(animDuration),
                                  Func(self.splashdown.hide))
        if self.wantParticles:
            particleSequence = Sequence(Func(self.pSystem.show),
                                        Func(self.particles.induceLabor),
                                        Func(self.pSystem.start, self),
                                        Wait(2.2), Func(self.pSystem.hide),
                                        Func(self.pSystem.disable))
        else:
            particleSequence = Sequence()
        self.track = Sequence(Func(self.show),
                              Parallel(self.ripples.track, rippleSequence,
                                       particleSequence),
                              Func(self.hide),
                              name='splashdown-%d-track' % self.trackId)

    def play(self, rate=1):
        self.stop()
        self.createTrack(rate)
        self.track.start()

    def loop(self, rate=1):
        self.stop()
        self.createTrack(rate)
        self.track.loop()

    def stop(self):
        if self.track:
            self.track.finish()

    def destroy(self):
        self.stop()
        del self.track
        self.ripples.destroy()
        del self.ripples
        if self.wantParticles:
            self.pSystem.cleanup()
            del self.pSystem
            del self.particles

        self.removeNode()