class Explosion: def __init__(self, base): self.base = base self.p = Particles() self.p.setFactory("PointParticleFactory") self.p.setRenderer("LineParticleRenderer") self.p.setEmitter("SphereSurfaceEmitter") self.p.setPoolSize(256) self.p.setBirthRate(0.01) self.p.setLitterSize(256) self.p.setSystemLifespan(2) self.p.factory.setLifespanBase(5.0000) self.p.renderer.setTailColor(Vec4(1.0, 1.0, 0.0, 1.0)) self.p.renderer.setHeadColor(Vec4(1.0, 0.0, 0.0, 1.0)) self.p.renderer.setAlphaMode(BaseParticleRenderer.PRALPHAOUT) self.p.renderer.setUserAlpha(1.00) self.p.renderer.setLineScaleFactor(32.00) self.p.emitter.setRadius(2.0000) self.p.setRenderParent(base.render) self.p.enable() self.pn = base.render.attachNewNode("particleExpNode") # self.pn.setDepthWrite(False) # self.pn.setBin("fixed", 0) self.pe = ParticleEffect("exp-effect", self.p) self.pe.reparentTo(self.pn) self.pe.enable()
def setParticleConfig(self, filepath): if filepath is not None: # check if model file is in pandaModelPath filepath = str(Filename.fromOsSpecific(filepath)) # add the model path to the panda-path pandaPath = None from pandac.PandaModules import getModelPath for searchPath in str(getModelPath()).split(): if searchPath == filepath: pandaPath = searchPath if pandaPath is None: pandaPath = '/'.join(filepath.split('/')[:-1]) from pandac.PandaModules import getModelPath getModelPath().appendPath(pandaPath) self.particleFilename = filepath try: #Start of the code from steam.ptf self.particleSystem.loadConfig(Filename(filepath)) self.setFilepath(filepath) except: print "W: particleSystemWrapper.setParticleConfig: Error loading file" print " -", filepath traceback.print_exc() print " - Creating dummy particle Effect" # create new one if loading failed (particlepanel requires at least one particle) particles = Particles() particles.setBirthRate(0.02) particles.setLitterSize(10) particles.setLitterSpread(0) particles.setFactory("PointParticleFactory") particles.setRenderer("PointParticleRenderer") particles.setEmitter("SphereVolumeEmitter") particles.enable() self.particleSystem.addParticles(particles) self.clearFilepath() #Sets particles to birth relative to the teapot, but to render at toplevel self.particleSystem.start(self.getNodepath()) # a bugfix, somewhere must be some color assigned to most nodes, i dont know why # this looks very bad on particle systems self.getNodepath().setColorOff(0)
def setParticleConfig(self, filepath): if filepath is not None: # check if model file is in pandaModelPath filepath = str(Filename.fromOsSpecific(filepath)) # add the model path to the panda-path pandaPath = None from pandac.PandaModules import getModelPath for searchPath in str(getModelPath()).split(): if searchPath == filepath: pandaPath = searchPath if pandaPath is None: pandaPath = '/'.join(filepath.split('/')[:-1]) from pandac.PandaModules import getModelPath getModelPath().appendPath( pandaPath ) self.particleFilename = filepath try: #Start of the code from steam.ptf self.particleSystem.loadConfig(Filename(filepath)) self.setFilepath(filepath) except: print "W: particleSystemWrapper.setParticleConfig: Error loading file" print " -", filepath traceback.print_exc() print " - Creating dummy particle Effect" # create new one if loading failed (particlepanel requires at least one particle) particles = Particles() particles.setBirthRate(0.02) particles.setLitterSize(10) particles.setLitterSpread(0) particles.setFactory("PointParticleFactory") particles.setRenderer("PointParticleRenderer") particles.setEmitter("SphereVolumeEmitter") particles.enable() self.particleSystem.addParticles(particles) self.clearFilepath() #Sets particles to birth relative to the teapot, but to render at toplevel self.particleSystem.start(self.getNodepath()) # a bugfix, somewhere must be some color assigned to most nodes, i dont know why # this looks very bad on particle systems self.getNodepath().setColorOff(0)
def buildMainMenu(self): self.toggleCursor(False) start_game_button = DirectButton(text="Start", scale=.1, command=None) select_level_button = DirectButton(text="Select Level", scale=.1, command=None) game_options_button = DirectButton(text="Settings", scale=.1, command=None) exit_button = DirectButton(text="Exit", scale=.1, command=exit) BUTTON_SPACING = .2 BUTTON_HEIGHT = start_game_button.getSy() button_positions = self.evenButtonPositions(BUTTON_SPACING, BUTTON_HEIGHT, 4) start_game_button.setPos(Vec3(0, 0, button_positions[0])) select_level_button.setPos(Vec3(0, 0, button_positions[1])) game_options_button.setPos(Vec3(0, 0, button_positions[2])) exit_button.setPos(Vec3(0, 0, button_positions[3])) self.guiElements.append(start_game_button) self.guiElements.append(select_level_button) self.guiElements.append(game_options_button) self.guiElements.append(exit_button) particles = Particles() particles.setPoolSize(1000) particles.setBirthRate(.1) particles.setLitterSize(10) particles.setLitterSpread(3) particles.setFactory("PointParticleFactory") particles.setRenderer("PointParticleRenderer") particles.setEmitter("SphereVolumeEmitter") particles.enable() self.effect = ParticleEffect("peffect", particles) self.effect.reparentTo(render) #self.effect.setPos(self.avatar.objectNP.getX(), self.avatar.objectNP.getY(), self.avatar.objectNP.getZ() + 5) self.effect.setPos(-1, 0, 0) self.effect.enable()
def __init__(self): ShowBase.__init__(self) self.enableParticles() particles = Particles() particles.setPoolSize(1000) particles.setBirthRate(0.1) particles.setLitterSize(10) particles.setLitterSpread(3) particles.setFactory("PointParticleFactory") particles.setRenderer("GeomParticleRenderer") particles.setEmitter("SphereVolumeEmitter") smiley = loader.loadModel("smiley") smiley.setScale(0.1) particles.getRenderer().setGeomNode(smiley.node()) particles.enable() self.effect = ParticleEffect("peffect", particles) self.effect.reparentTo(render) self.effect.enable() self.cam.setPos(0, -10, 0)