Пример #1
0
 def __init__(self, model, data, cellWidth):
     MazeBase.__init__(self, model, data, cellWidth)
     self._initWaterCoolers()
     self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render)
     self.exitPos = self.maze.find('**/exit_loc').getPos(render)
     self.maze.flattenStrong()
     self._clearColor = VBase4(base.win.getClearColor())
     self._clearColor.setW(1.0)
     base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0))
 def __init__(self,
              mapName,
              mazeData=MazeData.mazeData,
              cellWidth=MazeData.CELL_WIDTH):
     model = loader.loadModel(mapName)
     mData = mazeData[mapName]
     self.treasurePosList = mData['treasurePosList']
     self.numTreasures = len(self.treasurePosList)
     MazeBase.__init__(self, model, mData, cellWidth)
Пример #3
0
 def __init__(self, model, data, cellWidth):
     MazeBase.__init__(self, model, data, cellWidth)
     self._initWaterCoolers()
     self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render)
     self.exitPos = self.maze.find('**/exit_loc').getPos(render)
     self.maze.flattenStrong()
     self._clearColor = VBase4(base.win.getClearColor())
     self._clearColor.setW(1.0)
     base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0))
 def __init__(self, model, data, cellWidth):
     MazeBase.__init__(self, model, data, cellWidth)
     self._initWaterCoolers()
     self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render)
     self.exitPos = self.maze.find('**/exit_loc').getPos(render)
     self.maze.flattenStrong()
     self._clearColor = VBase4(base.win.getClearColor())
     self._clearColor.setW(1.0)
     base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0))
     if __debug__ and base.config.GetBool('cogdomaze-dev', False):
         self._initCollisionVisuals()
Пример #5
0
 def __init__(self, model, data, cellWidth):
     MazeBase.__init__(self, model, data, cellWidth)
     self._initWaterCoolers()
     self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render)
     self.exitPos = self.maze.find('**/exit_loc').getPos(render)
     self.maze.flattenStrong()
     self._clearColor = VBase4(base.win.getClearColor())
     self._clearColor.setW(1.0)
     base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0))
     if 0 and base.config.GetBool('cogdomaze-dev', False):
         self._initCollisionVisuals()