def __init__(self): KBEngine.Entity.__init__(self) KBEngine.addSpaceGeometryMapping(self.spaceID,None,"spaces/mjRoom") KBEngine.globalData["Room_%i" % self.spaceID] = self self.roomInfo = roomInfo(self.roomKey,self.playerMaxCount) self.game = None self.clearPublicRoomInfo()
def __init__(self): KBEngine.Entity.__init__(self) # 把自己移动到一个不可能触碰陷阱的地方 self.position = (999999.0, 0.0, 0.0) # 这个房间中所有的玩家 self.avatars = {} # 这个房间中产生的所有粮食 self.foods = [] # 这个房间中产生的所有粉碎球 self.smashs = [] # 告诉客户端加载地图 KBEngine.addSpaceGeometryMapping(self.spaceID, None, "spaces/gameMap") DEBUG_MSG('created space[%d] entityID = %i, res = %s.' % (self.roomKeyC, self.id, "spaces/gameMap")) # 让baseapp和cellapp都能够方便的访问到这个房间的mailbox KBEngine.globalData["Room_%i" % self.spaceID] = self.base # 设置房间必要的数据,客户端可以获取之后做一些显示和限制 KBEngine.setSpaceData(self.spaceID, "GAME_MAP_SIZE", str(GameConfigs.GAME_MAP_SIZE)) KBEngine.setSpaceData(self.spaceID, "ROOM_MAX_PLAYER", str(GameConfigs.ROOM_MAX_PLAYER)) KBEngine.setSpaceData(self.spaceID, "GAME_ROUND_TIME", str(GameConfigs.GAME_ROUND_TIME)) # 开始记录一局游戏时间, 时间结束后将玩家踢出空间同时销毁自己和空间 self._destroyTimer = self.addTimer(GameConfigs.GAME_ROUND_TIME, 0, TIMER_TYPE_DESTROY) # 开启一个timer周期性的平衡粮食和粉碎球的数量 self.addTimer(0.1, GameConfigs.GAME_BALANCE_MASS_TIME, TIMER_TYPE_BALANCE_MASS)
def __init__(self): KBEngine.Entity.__init__(self) # 把自己移动到一个不可能触碰陷阱的地方 self.position = (0.0, 0.0, 0.0) self.avatars = {} self.frameBegin = False self.roomFarmeId = 1 operation = TEntityFrame().createFromDict({"entityid":0,"cmd_type":0,"datas":b''}) self.emptyFrame = TFrameData().createFromDict({"frameid":0,"operation":[operation]}) self.currFrame = copy.deepcopy(self.emptyFrame) # 告诉客户端加载地图 KBEngine.addSpaceGeometryMapping(self.spaceID, None, "spaces/gameMap") DEBUG_MSG('created space[%d] entityID = %i, res = %s.' % (self.roomKeyC, self.id, "spaces/gameMap")) # 让baseapp和cellapp都能够方便的访问到这个房间的entityCall KBEngine.globalData["Room_%i" % self.spaceID] = self.base self.addTimer(1,0.00001,TIMER_TYPE_ROOM_TICK) self.addTimer(600,0,TIMER_TYPE_DESTORY)
def __init__(self): GameObject.__init__(self) DEBUG_MSG('created space[%d] entityID = %i.' % (self.spaceUType, self.id)) KBEngine.addSpaceGeometryMapping(self.spaceID, None, "../../res/Media/Scenes/Scene1") KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): KBEngine.Entity.__init__(self) KBEngine.addSpaceGeometryMapping(self.spaceID, None, "spaces/rowingGameRoom") KBEngine.globalData["Room_%i" % self.spaceID] = self self.roomInfo = roomInfo(self.roomKey, self.MaxPlayerCount) self.gameState = None self.countDown = 0 self.finishGameCount = 0 self.endTime = COUNT_DOWN_TIME_GAME_END print("cell room init")
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) resPath = d_spaces.datas.get(self.spaceUType)['resPath'] KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) DEBUG_MSG('created space[%d] entityID = %i, res = %s.' % (self.spaceUType, self.id, resPath)) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) # 一个space代表的是一个抽象的空间,这里向这个抽象的空间添加了几何资源数据,如果数据是3D场景的 # 该space中使用navigate寻路使用的是3D的API,如果是2D的几何数据navigate使用的是astar寻路 resPath = d_spaces.datas.get(self.spaceUType)['resPath'] KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) DEBUG_MSG('created space[%d] entityID = %i, res = %s.' % (self.spaceUType, self.id, resPath)) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) # 一个space代表的是一个抽象的空间,这里向这个抽象的空间添加了几何资源数据,如果数据是3D场景的 # 该space中使用navigate寻路使用的是3D的API,如果是2D的几何数据navigate使用的是astar寻路 resPath = d_spaces.datas.get(self.spaceUType)['resPath'] #KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath, True, {0 : "srv_xinshoucun_1.navmesh", 1 : "srv_xinshoucun.navmesh"}) KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) DEBUG_MSG('created space[%d] entityID = %i, res = %s.' % (self.spaceUType, self.id, resPath)) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): GameObject.__init__(self) resPath = d_spaces.datas.get(self.spaceUType)["resPath"] if resPath == "": resPath = "../../res/Media/Scenes/Scene1" KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) else: KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) DEBUG_MSG("created space[%d] entityID = %i, res = %s." % (self.spaceUType, self.id, resPath)) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): KBEngine.Space.__init__(self) KBEngine.addSpaceGeometryMapping(self.spaceID, None, "spaces/MmoMapOne") # KBEngine.addSpaceGeometryMapping(self.spaceID, None, "spaces/MmoMapTwo") #随机创建多个Monster for i in range(random.randint(5, 8)): MonsterProps = { "Name": "怪物_" + str(i), "HP": 500, } KBEngine.createEntity( "PtMonster", self.spaceID, Math.Vector3(random.randint(-7, 7), 0.7, random.randint(-7, 7)), Math.Vector3(0, 0, random.randint(0, 360)), MonsterProps)
def __init__(self): KBEngine.Entity.__init__(self) KBEngine.addSpaceGeometryMapping(self.spaceID, None, "spaces/gameMap") #告诉客户端加载地图 KBEngine.globalData["Room_%i" % self.spaceID] = self self.playerEntityList = [0, 0, 0] #玩家列表 self.landlordPoker = [] #地主牌 self.electQueue = Queue(3) #叫地主玩家队列 self.funcDict = {} #函数的字典映射 self.lastPlayPokerData = { "poker": 0, "type": 0, "count": 0 } #上一个玩家打牌的数据:卡牌和类型 self.round = 0 self.landlord = 0 #地主 self.nextPlayer = 0 #轮到谁出牌 self.readyNum = 0 #已准备游戏的玩家数量 self.lastPlayer = 0 #上一个出牌的玩家
def __init__(self): KBEngine.Entity.__init__(self) # 把自己移动到一个不可能触碰陷阱的地方 self.position = (0.0, 0.0, 0.0) self.avatars = {} self.state = GameConfigs.ENTITY_STATE_UNKNOW self.onStateChange(GameConfigs.ROOM_STATE_FREE) # 告诉客户端加载地图 KBEngine.addSpaceGeometryMapping(self.spaceID, None, "spaces/gameMap") DEBUG_MSG('created space[%d] entityID = %i, res = %s.' % (self.roomKeyC, self.id, "spaces/gameMap")) # 让baseapp和cellapp都能够方便的访问到这个房间的entityCall KBEngine.globalData["Room_%i" % self.spaceID] = self.base
def __init__(self): KBEngine.Space.__init__(self) KBEngine.addSpaceGeometryMapping(self.spaceID, None, "spaces/MmoMapOne")
def __init__(self): GameObject.__init__(self) DEBUG_MSG('created space[%d] res=%s, entityID = %i.' % (self.spaceUType, d_spaces.datas[self.spaceUType].get("resPath", ""), self.id)) KBEngine.addSpaceGeometryMapping(self.spaceID, None, d_spaces.datas[self.spaceUType].get("resPath", "")) KBEngine.globalData["space_%i" % self.spaceID] = self.base