def __init__(self, type=None):
     PooledEffect.__init__(self)
     EffectController.__init__(self)
     self.rotDummy = self.attachNewNode('rotDummy')
     self.knifeModel = loader.loadModel('models/handheld/dagger_high')
     self.knifeModel.reparentTo(self.rotDummy)
     self.knifeModel.setY(-0.6)
     self.knifeModel.setR(180)
     self.motion_color = [
         Vec4(0.5, 0.6, 0.8, 1.0),
         Vec4(0.5, 0.6, 0.8, 1.0)
     ]
     vertex_list = [Vec4(0.0, 1.0, 0.0, 1.0), Vec4(0.0, -1.0, 0.0, 1.0)]
     self.motion_trail = PolyTrail.PolyTrail(None, vertex_list,
                                             self.motion_color)
     self.motion_trail.reparentTo(self)
     vertex_list = [Vec4(0.3, 0.0, 0.0, 1.0), Vec4(-0.3, 0.0, 0.0, 1.0)]
     self.motion_trail2 = PolyTrail.PolyTrail(None, vertex_list,
                                              self.motion_color)
     self.motion_trail2.reparentTo(self)
     self.motion_trail.node().setAttrib(
         ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                               ColorBlendAttrib.OIncomingAlpha,
                               ColorBlendAttrib.OOne))
     self.motion_trail2.node().setAttrib(
         ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                               ColorBlendAttrib.OIncomingAlpha,
                               ColorBlendAttrib.OOne))
     return
Exemplo n.º 2
0
 def __init__(self):
     PooledEffect.__init__(self)
     EffectController.__init__(self)
     self.target = None
     self.initialVelocity = Vec3(1, 1, 1)
     self.targetOffset = Vec3(0, 0, 0)
     self.duration = 3.0
     self.wantTrail = 1
     self.particleEffect = None
     self.motion_color = [
         Vec4(0.5, 0.59999999999999998, 0.80000000000000004, 1.0),
         Vec4(0.5, 0.59999999999999998, 0.80000000000000004, 1.0)
     ]
     vertex_list = [Vec4(0.0, 1.0, 0.0, 1.0), Vec4(0.0, -1.0, 0.0, 1.0)]
     self.motion_trail = PolyTrail.PolyTrail(None, vertex_list,
                                             self.motion_color, 1.5)
     self.motion_trail.reparentTo(self)
     vertex_list = [Vec4(1.0, 0.0, 0.0, 1.0), Vec4(-1.0, 0.0, 0.0, 1.0)]
     self.motion_trail2 = PolyTrail.PolyTrail(None, vertex_list,
                                              self.motion_color, 1.5)
     self.motion_trail2.reparentTo(self)
     self.motion_trail.node().setAttrib(
         ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                               ColorBlendAttrib.OIncomingColor,
                               ColorBlendAttrib.OOneMinusIncomingAlpha))
     self.motion_trail2.node().setAttrib(
         ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                               ColorBlendAttrib.OIncomingColor,
                               ColorBlendAttrib.OOneMinusIncomingAlpha))
Exemplo n.º 3
0
 def __init__(self, type=None):
     PooledEffect.__init__(self)
     EffectController.__init__(self)
     self.motion_color = [
         Vec4(0.5, 0.6, 0.8, 1.0),
         Vec4(0.5, 0.6, 0.8, 1.0),
         Vec4(0.5, 0.6, 0.8, 1.0),
         Vec4(0.5, 0.6, 0.8, 1.0),
         Vec4(0.5, 0.6, 0.8, 1.0)
     ]
     r = 0.2
     vertex_list = [
         Vec4(r, 0.0, r, 1.0),
         Vec4(r, 0.0, -r, 1.0),
         Vec4(-r, 0.0, -r, 1.0),
         Vec4(-r, 0.0, r, 1.0),
         Vec4(r, 0.0, r, 1.0)
     ]
     self.motion_trail = PolyTrail.PolyTrail(None, vertex_list,
                                             self.motion_color)
     self.motion_trail.reparentTo(self)
     self.motion_trail.node().setAttrib(
         ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                               ColorBlendAttrib.OIncomingAlpha,
                               ColorBlendAttrib.OOne))
     return
 def createTrail(self, target):
     if not self.motion_trail:
         self.motion_trail = PolyTrail.PolyTrail(target, self.vertex_list, self.motion_color)
         self.motion_trail.reparentTo(self)
         self.motion_trail.setUseNurbs(1)
         card = loader.loadModel('models/effects/swordtrail_effects')
         tex = card.find('**/swordtrail_lines').findTexture('*')
         self.motion_trail.setTexture(tex)
         card.removeNode()
 def __init__(self):
     NodePath.__init__(self, 'RoundshotProjectile')
     EffectController.__init__(self)
     self.shot = loader.loadModel('models/ammunition/cannonball')
     self.shot.reparentTo(self)
     self.shot.setScale(0.35)
     self.motion_trail = PolyTrail.PolyTrail(None, self.vertex_list, self.motion_color)
     self.motion_trail.setUnmodifiedVertexColors(self.motion_color)
     self.motion_trail.motion_trail.geom_node_path.setTwoSided(False)
     self.motion_trail.reparentTo(self)
     self.motion_trail.node().setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOne))
     return
Exemplo n.º 6
0
 def createTrail(self, target):
     if self.isEmpty():
         return
     if not self.motion_trail:
         self.motion_trail = PolyTrail.PolyTrail(
             target, self.vertex_list, self.motion_color.get(self.itemId))
         self.motion_trail.reparentTo(self)
         self.motion_trail.setUseNurbs(1)
         card = loader.loadModel('models/effects/swordtrail_effects')
         tex = card.find('**/swordtrail_lines').findTexture('*')
         self.motion_trail.setTexture(tex)
         self.motion_trail.setBlendModeOn()
         if self.itemId == InventoryType.CutlassWeaponL6:
             self.motion_trail.setBlendModeOff()
         card.removeNode()
Exemplo n.º 7
0
 def createTrail(self, target):
     if self.isEmpty():
         return
     if not self.motion_trail:
         colorId = ItemGlobals.getVfxType1(self.itemId)
         motion_trail_color = self.motion_color.get(colorId)
         if not motion_trail_color:
             motion_trail_color = self.motion_color.get(ItemGlobals.MotionBlurDefault)
         self.motion_trail = PolyTrail.PolyTrail(target, self.vertex_list, motion_trail_color)
         self.motion_trail.reparentTo(self)
         self.motion_trail.setUseNurbs(1)
         card = loader.loadModel('models/effects/swordtrail_effects')
         tex = card.find('**/swordtrail_lines').findTexture('*')
         self.motion_trail.setTexture(tex)
         self.motion_trail.setBlendModeOn()
         if colorId == ItemGlobals.MotionBlurDark:
             self.motion_trail.setBlendModeOff()
         card.removeNode()
 def __init__(self, type=None):
     PooledEffect.__init__(self)
     EffectController.__init__(self)
     model = loader.loadModel('models/effects/particleMaps')
     self.card = model.find('**/particleDarkSmoke')
     if not VoodooProjectile.particleDummy:
         VoodooProjectile.particleDummy = render.attachNewNode(
             ModelNode('VoodooProjectileParticleDummy'))
         VoodooProjectile.particleDummy.setDepthWrite(0)
         VoodooProjectile.particleDummy.setLightOff()
         VoodooProjectile.particleDummy.setColorScaleOff()
         VoodooProjectile.particleDummy.setFogOff()
     self.effectColor = Vec4(0.5, 0.2, 1, 1)
     self.f = ParticleEffect.ParticleEffect('VoodooProjectile')
     self.f.reparentTo(self)
     self.p0 = Particles.Particles('particles-1')
     self.p0.setFactory('ZSpinParticleFactory')
     self.p0.setRenderer('SpriteParticleRenderer')
     self.p0.setEmitter('DiscEmitter')
     self.f.addParticles(self.p0)
     self.motion_color = [
         Vec4(0.5, 0.2, 1.0, 1.0),
         Vec4(0.5, 0.2, 1.0, 1.0),
         Vec4(0.5, 0.2, 1.0, 1.0),
         Vec4(0.5, 0.2, 1.0, 1.0),
         Vec4(0.5, 0.2, 1.0, 1.0)
     ]
     r = 0.2
     vertex_list = [
         Vec4(r, 0.0, r, 1.0),
         Vec4(r, 0.0, -r, 1.0),
         Vec4(-r, 0.0, -r, 1.0),
         Vec4(-r, 0.0, r, 1.0),
         Vec4(r, 0.0, r, 1.0)
     ]
     self.motion_trail = PolyTrail.PolyTrail(None, vertex_list,
                                             self.motion_color)
     self.motion_trail.reparentTo(self)
     self.motion_trail.node().setAttrib(
         ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                               ColorBlendAttrib.OIncomingAlpha,
                               ColorBlendAttrib.OOne))
     self.p0.setPoolSize(256)
     self.p0.setBirthRate(0.01)
     self.p0.setLitterSize(1)
     self.p0.setLitterSpread(0)
     self.p0.setSystemLifespan(0.0)
     self.p0.setLocalVelocityFlag(1)
     self.p0.setSystemGrowsOlderFlag(0)
     self.p0.factory.setLifespanBase(0.5)
     self.p0.factory.setLifespanSpread(0.15)
     self.p0.factory.setMassBase(1.0)
     self.p0.factory.setMassSpread(0.0)
     self.p0.factory.setTerminalVelocityBase(400.0)
     self.p0.factory.setTerminalVelocitySpread(0.0)
     self.p0.factory.setInitialAngle(0.0)
     self.p0.factory.setInitialAngleSpread(90.0)
     self.p0.factory.enableAngularVelocity(1)
     self.p0.factory.setFinalAngle(1080.0)
     self.p0.factory.setFinalAngleSpread(0.0)
     self.p0.factory.setAngularVelocity(500.0)
     self.p0.factory.setAngularVelocitySpread(100.0)
     self.p0.renderer.setAlphaMode(BaseParticleRenderer.PRALPHAINOUT)
     self.p0.renderer.setUserAlpha(1.0)
     self.p0.renderer.setFromNode(self.card)
     self.p0.renderer.setColor(Vec4(1.0, 1.0, 1.0, 1.0))
     self.p0.renderer.setXScaleFlag(1)
     self.p0.renderer.setYScaleFlag(1)
     self.p0.renderer.setAnimAngleFlag(1)
     self.p0.renderer.setInitialXScale(0.01 * self.cardScale)
     self.p0.renderer.setInitialYScale(0.01 * self.cardScale)
     self.p0.renderer.setFinalXScale(0.025 * self.cardScale)
     self.p0.renderer.setFinalYScale(0.025 * self.cardScale)
     self.p0.renderer.setNonanimatedTheta(0.0)
     self.p0.renderer.setAlphaBlendMethod(
         BaseParticleRenderer.PPBLENDLINEAR)
     self.p0.renderer.setAlphaDisable(0)
     self.p0.renderer.setColorBlendMode(ColorBlendAttrib.MAdd,
                                        ColorBlendAttrib.OIncomingAlpha,
                                        ColorBlendAttrib.OOne)
     self.p0.renderer.getColorInterpolationManager().addLinear(
         0.0, 1.0, Vec4(1.0, 1.0, 1.0, 1.0), Vec4(0.5, 0.2, 1.0, 0.25), 1)
     self.p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE)
     self.p0.emitter.setAmplitude(-0.25)
     self.p0.emitter.setAmplitudeSpread(0.25)
     self.p0.emitter.setOffsetForce(Vec3(0.0, 0.0, -2.0))
     self.p0.emitter.setExplicitLaunchVector(Vec3(1.0, 0.0, 0.0))
     self.p0.emitter.setRadiateOrigin(Point3(0.0, 0.0, 0.0))
     self.p0.emitter.setRadius(0.1)
     return