def __init__(self, cr):
        Suit.__init__(self)
        DistributedAvatar.__init__(self, cr)
        DistributedSmoothNode.__init__(self, cr)

        self.anim = None
        self._state = SuitState.ALIVE
        self.dept = None
        self.variant = None
        self.suitPlan = None
        self.level = None
        self.moveIval = None
        self.hpFlash = None

        # For PythonCTMusicManager:
        # Are we in range of the localAvatar?
        self.isInRange = False

        self.chaseTarget = 0

        self.suitFSM = ClassicFSM('DistributedSuit', [
            State('off', self.enterSuitOff, self.exitSuitOff),
            State('walking', self.enterWalking, self.exitWalking),
            State('flyingDown', self.enterFlyingDown, self.exitFlyingDown),
            State('flyingUp', self.enterFlyingUp, self.exitFlyingUp),
            State('lured', self.enterLured, self.exitLured)
        ], 'off', 'off')
        self.stateIndex2suitState = {}
        self.suitFSM.enterInitialState()
        self.makeStateDict()
 def __init__(self, cr):
     DistributedAvatar.__init__(self, cr)
     DistributedSmoothNode.__init__(self, cr)
     self.fsm = ClassicFSM(
         'DistributedPieTurret',
         [
             State('off', self.enterOff, self.exitOff),
             State('scan', self.enterScan, self.exitScan),
             State('shoot', self.enterShoot, self.exitShoot)
          ],
          'off', 'off'
      )
     self.fsm.enterInitialState()
     self.reloadTime = 0.25
     self.cannon = None
     self.track = None
     self.owner = None
     self.gag = None
     self.readyGag = None
     self.hitGag = None
     self.explosion = None
     self.wallCollNode = None
     self.eventCollNode = None
     self.event = None
     self.suit = None
     self.eventId = None
     self.entities = []
     self.upgradeID = None
     self.deathEvent = None
    def __init__(self, cr):
        DistributedAvatar.__init__(self, cr)
        DistributedSmoothNode.__init__(self, cr)

        self.fsm = ClassicFSM('DDisneyChar', [
            State('off', self.enterOff, self.exitOff),
            State('walking', self.enterWalking, self.exitWalking),
            State('neutral', self.enterNeutral, self.exitNeutral)
        ], 'off', 'off')
        self.fsm.enterInitialState()
        self.neutralFSM = ClassicFSM('DDisneyChar-neutral', [
            State('off', self.enterOff, self.exitOff),
            State('turn2target', self.enterTurn2Target, self.exitTurn2Target),
            State('talk2target', self.enterTalk2Target, self.exitTalk2Target)
        ], 'off', 'off')
        self.neutralFSM.enterInitialState()

        self.charId = 0
        self.geoEyes = 0
        self.avatarType = CIGlobals.CChar
        self.isInRange = False
        self.currentPointLetter = "a"
        self.walkIval = None
        self.currentChat = ""
        self.talkEnabled = True
        self.speechSound = None

        self.chatsSinceLastNoise = 0
        self.chatsWithoutNoise = 5

        self.eyes = None
        self.lpupil = None
        self.rpupil = None
        self.eyesOpen = None
        self.eyesClosed = None
示例#4
0
 def __init__(self, cr):
     Actor.__init__(self, "models/ralph", {
         "run": "models/ralph-run",
         "walk": "models/ralph-walk"
     })
     DistributedSmoothNode.__init__(self, cr)
     self.setCacheable(1)
     self.setScale(.2)
    def __init__(self, cr):
        DistributedSmoothNode.__init__(self, cr)
        BaseProjectileShared.__init__(self)
        BasePhysicsObject.__init__(self)
        NodePath.__init__(self, ModelRoot("BaseProjectile"))

        self.model = None
        self.impactSound = None
 def __init__(self, cr):
     self.cr = cr
     Char.Char.__init__(self)
     DistributedSmoothNode.__init__(self, cr)
     self.name = ''
     self.anim = ''
     self.chat = ''
     self.charType = ''
     self.clerk = 0
示例#7
0
 def __init__(self, cr):
     self.cr = cr
     Char.Char.__init__(self)
     DistributedSmoothNode.__init__(self, cr)
     self.name = ''
     self.anim = ''
     self.chat = ''
     self.charType = ''
     self.clerk = 0
示例#8
0
 def __init__(self, cr):
     DistributedSmoothNode.__init__(self, cr)
     DistributedTargetableObject.__init__(self, cr)
     SmoothGridChild.__init__(self)
     self.maxAISpeed = 0
     self.canMove = True
     self.aggroMode = EnemyGlobals.AGGRO_MODE_FORCED
     self.debugName = None
     self.debugNameNP = None
     self.spawnPosIndex = ''
示例#9
0
    def __init__(self, cr):
        self.modelName = ""
        DistributedSmoothNode.__init__(self, cr)

        self.setCacheable(1)
        self.model = None
        self.tagText = None
        self.nameTag = None

        self.acceptOnce("BoardAnimationDone", self.show)
示例#10
0
    def __init__(self, cr):
        DistributedSmoothNode.__init__(self, cr)

        self.actor = None
        self.isMoving = False
        self.name = ''
        self.chat = ''
        self.nameText = None
        self.nameTextNP = None
        self.chatText = None
        self.chatTextNP = None
示例#11
0
    def __init__(self, cr):
        DistributedSmoothNode.__init__(self, cr)
        # you have to initialize NodePath.__init__() here because it is
        # not called in DistributedSmoothNode.__init__()
        NodePath.__init__(self, 'avatar')

        self.avColor = (1, 1, 1)

        # Load up the visible representation of this avatar.
        self.model = loader.loadModel('smiley.egg')
        self.model.reparentTo(self)

        # Create an "into" collision sphere so it becomes tangible.
        cs = CollisionSphere(0, 0, 0, 1)
        cnode = CollisionNode('cnode')
        cnode.addSolid(cs)
        self.cnp = self.attachNewNode(cnode)
    def __init__(self, cr):
        try:
            self.DistributedToon_initialized
            return
        except:
            self.DistributedToon_initialized = 1
        Toon.Toon.__init__(self, cr)
        DistributedAvatar.__init__(self, cr)
        DistributedSmoothNode.__init__(self, cr)
        self.token = -1
        self.ghost = 0
        self.puInventory = []
        self.equippedPU = -1
        self.backpack = Backpack(self)
        self.animState2animId = {}
        self.battleMeter = None
        for index in range(len(self.animFSM.getStates())):
            self.animState2animId[self.animFSM.getStates()
                                  [index].getName()] = index
        self.animId2animState = {
            v: k
            for k, v in self.animState2animId.items()
        }
        self.headMeter = None
        self.firstTimeChangingHP = True
        self.quests = ""
        self.tier = None
        self.questHistory = None
        self.busy = 1
        self.friends = None
        self.tutDone = 0
        self.hoodsDiscovered = []
        self.teleportAccess = []
        self.lastHood = 0
        self.defaultShard = 0
        self.dmgFadeIval = None
        self.tunnelTrack = None
        self.numGagSlots = 0
        self.trackExperience = dict(GagGlobals.DefaultTrackExperiences)

        self.takeDmgSfx = base.audio3d.loadSfx(
            "phase_5/audio/sfx/tt_s_ara_cfg_toonHit.ogg")
        base.audio3d.attachSoundToObject(self.takeDmgSfx, self)

        return
示例#13
0
    def __init__(self, cr):
        try:
            self.DistributedToon_initialized
            return
        except:
            self.DistributedToon_initialized = 1

        Toon.Toon.__init__(self, cr)
        DistributedAvatar.__init__(self, cr)
        DistributedSmoothNode.__init__(self, cr)
        self.questManager = QuestManager.QuestManager()
        self.token = -1
        self.ghost = 0
        self.puInventory = []
        self.equippedPU = -1
        self.backpack = None
        self.animState2animId = {}
        self.battleMeter = None
        for index in range(len(self.animFSM.getStates())):
            self.animState2animId[self.animFSM.getStates()
                                  [index].getName()] = index

        self.animId2animState = {
            v: k
            for k, v in self.animState2animId.items()
        }
        self.headMeter = None
        self.firstTimeChangingHP = True
        self.quests = []
        self.tier = None
        self.questHistory = None
        self.busy = 1
        self.friends = None
        self.tutDone = 0
        self.hoodsDiscovered = []
        self.teleportAccess = []
        self.lastHood = 0
        self.defaultShard = 0
        self.dmgFadeIval = None
        self.tunnelTrack = None
        return
    def __init__(self, cr):
        try:
            self.DistributedSuit_initialized
            return
        except:
            self.DistributedSuit_initialized = 1
        Suit.__init__(self)
        DistributedAvatar.__init__(self, cr)
        DistributedSmoothNode.__init__(self, cr)

        self.suitFSM = ClassicFSM('DistributedSuit',
            [
                State('off', self.enterSuitOff, self.exitSuitOff),
                State('walking', self.enterWalking, self.exitWalking),
                State('flyingDown', self.enterFlyingDown, self.exitFlyingDown),
                State('flyingUp', self.enterFlyingUp, self.exitFlyingUp),
                State('bossFlying', self.enterBossFlying, self.exitBossFlying)
            ],
            'off', 'off'
        )
        self.suitFSM.enterInitialState()
        self.makeStateDict()
        self.makeAnimStateDict()

        # These are just default values, we'll set them later on.
        self.anim = None
        self.state = "alive"
        self.health = None
        self.type = None
        self.team = None
        self.head = None
        self.skeleton = 0
        self.battle = None
        self.suitState = None
        self.startPoint = None
        self.endPoint = None
        self.moveIval = None
        self.walkPaused = None
        self.animIval = None
        self.level = None
        return
 def __init__(self, cr):
     try:
         self.DistributedSuit_initialized
         return
     except:
         self.DistributedSuit_initialized = 1
     Suit.Suit.__init__(self)
     DistributedSmoothNode.__init__(self, cr)
     self.name = ""
     self.anim = "neutral"
     self.state = "alive"
     self.damage = 0
     self.health = 132
     self.type = "A"
     self.team = "c"
     self.head = "bigcheese"
     self.name = "The Big Cheese"
     self.skeleton = 0
     self.dmg_lbl = None
     self.lbl_int = None
     self.bean = None
     return
示例#16
0
    def __init__(self, cr, playerId = None):
        DistributedSmoothNode.__init__(self,cr)
        # you have to initialize NodePath.__init__() here because it is
        # not called in DistributedSmoothNode.__init__()
        NodePath.__init__(self, 'avatar')

        self.playerId = playerId

        self.setTag('paintType', 'avatar')

        # This point is in the middle of the avatar, for determining
        # paint normals and such.
        self.center = self.attachNewNode('center')
        self.center.setZ(0.5)

        self.lastPaintPoint = None
        self.paintDirty = False
        self.flushTask = None
        self.p = None
        self.tex = None

        # A dictionary of player -> count, showing the number of
        # pixels that each player has painted onto this avatar.
        self.players = {}

        self.actor = None
        self.nametag = None
        self.moving = False

        # This is true if this avatar represents the "local avatar",
        # the player at the keyboard, as opposed to a remote player.
        self.localAvatar = False

        # Create an "into" collision sphere so it becomes tangible.
        cs = CollisionSphere(0, 0, 0.5, 0.5)
        cnode = CollisionNode('cnode')
        cnode.addSolid(cs)
        self.cnp = self.attachNewNode(cnode)
        self.cnp.setCollideMask(Globals.AvatarBit)
 def __init__(self, cr):
     Suit.__init__(self)
     DistributedAvatar.__init__(self, cr)
     DistributedSmoothNode.__init__(self, cr)
     self.anim = None
     self.state = SuitState.ALIVE
     self.dept = None
     self.variant = None
     self.suitPlan = None
     self.level = None
     self.moveIval = None
     self.hpFlash = None
     self.suitFSM = ClassicFSM('DistributedSuit', [
      State('off', self.enterSuitOff, self.exitSuitOff),
      State('walking', self.enterWalking, self.exitWalking),
      State('flyingDown', self.enterFlyingDown, self.exitFlyingDown),
      State('flyingUp', self.enterFlyingUp, self.exitFlyingUp),
      State('lured', self.enterLured, self.exitLured)], 'off', 'off')
     self.stateIndex2suitState = {}
     self.suitFSM.enterInitialState()
     self.makeStateDict()
     return
示例#18
0
    def __init__(self, cr):
        try:
            self.DistributedToon_initialized
            return
        except:
            self.DistributedToon_initialized = 1

        Toon.Toon.__init__(self, cr)
        DistributedAvatar.__init__(self, cr)
        DistributedSmoothNode.__init__(self, cr)
        self.questManager = QuestManager.QuestManager()
        self.token = -1
        self.ghost = 0
        self.puInventory = []
        self.equippedPU = -1
        self.backpackId = None
        self.backpack = None
        self.animState2animId = {}
        self.battleMeter = None
        for index in range(len(self.animFSM.getStates())):
            self.animState2animId[self.animFSM.getStates()[index].getName()] = index

        self.animId2animState = {v:k for k, v in self.animState2animId.items()}
        self.initAmmo = []
        self.initGagIds = []
        self.headMeter = None
        self.firstTimeChangingHP = True
        self.gagBPData = []
        self.quests = []
        self.tier = None
        self.questHistory = None
        self.busy = 1
        self.friends = None
        self.tutDone = 0
        self.hoodsDiscovered = []
        self.teleportAccess = []
        self.lastHood = 0
        return
	def __init__(self, cr):
		DistributedAvatar.__init__(self, cr)
		DistributedSmoothNode.__init__(self, cr)
		self.fsm = ClassicFSM(
			'DistributedPieTurret',
			[
				State('off', self.enterOff, self.exitOff),
				State('scan', self.enterScan, self.exitScan),
				#State('lockOn', self.enterLockOn, self.exitLockOn),
				State('shoot', self.enterShoot, self.exitShoot)
			],
			'off', 'off'
		)
		self.fsm.enterInitialState()
		self.cannon = None
		self.track = None
		self.avatar = None
		self.readyPie = None
		self.explosion = None
		self.wallCollNode = None
		self.eventCollNode = None
		self.event = None
		self.piesInFlight = []
示例#20
0
    def __init__(self, cr):
        self.legsAnimDict = {'right-hand-start': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_right-hand-start.bam', 'firehose': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_firehose.bam', 'rotateL-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_rotateL-putt.bam', 'slip-forward': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_slip-forward.bam', 'catch-eatnrun': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_eatnrun.bam', 'tickle': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_tickle.bam', 'water-gun': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_water-gun.bam', 'leverNeutral': 'phase_10/models/char/tt_a_chr_dgs_shorts_legs_leverNeutral.bam', 'swim': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_swim.bam', 'catch-run': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_gamerun.bam', 'sad-neutral': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_sad-neutral.bam', 'pet-loop': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_petloop.bam', 'jump-squat': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_jump-zstart.bam', 'wave': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_wave.bam', 'reel-neutral': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_reelneutral.bam', 'pole-neutral': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_poleneutral.bam', 'bank': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_jellybeanJar.bam', 'scientistGame': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_scientistGame.bam', 'right-hand': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_right-hand.bam', 'lookloop-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_lookloop-putt.bam', 'victory': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_victory-dance.bam', 'lose': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_lose.bam', 'cringe': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_cringe.bam', 'right': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_right.bam', 'headdown-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_headdown-putt.bam', 'conked': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_conked.bam', 'jump': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_jump.bam', 'into-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_into-putt.bam', 'fish-end': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_fishEND.bam', 'running-jump-land': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_leap_zend.bam', 'shrug': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_shrug.bam', 'sprinkle-dust': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_sprinkle-dust.bam', 'hold-bottle': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_hold-bottle.bam', 'takePhone': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_takePhone.bam', 'melt': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_melt.bam', 'pet-start': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_petin.bam', 'look-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_look-putt.bam', 'loop-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_loop-putt.bam', 'good-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_good-putt.bam', 'juggle': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_juggle.bam', 'run': 'phase_3/models/char/tt_a_chr_dgs_shorts_legs_run.bam', 'pushbutton': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_press-button.bam', 'sidestep-right': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_jump-back-right.bam', 'water': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_water.bam', 'right-point-start': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_right-point-start.bam', 'bad-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_bad-putt.bam', 'struggle': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_struggle.bam', 'running-jump': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_running-jump.bam', 'callPet': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_callPet.bam', 'throw': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_pie-throw.bam', 'catch-eatneutral': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_eat_neutral.bam', 'tug-o-war': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_tug-o-war.bam', 'bow': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_bow.bam', 'swing': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_swing.bam', 'climb': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_climb.bam', 'scientistWork': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_scientistWork.bam', 'think': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_think.bam', 'catch-intro-throw': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_gameThrow.bam', 'walk': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_walk.bam', 'down': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_down.bam', 'pole': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_pole.bam', 'periscope': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_periscope.bam', 'duck': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_duck.bam', 'curtsy': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_curtsy.bam', 'jump-land': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_jump-zend.bam', 'loop-dig': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_loop_dig.bam', 'angry': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_angry.bam', 'bored': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_bored.bam', 'swing-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_swing-putt.bam', 'pet-end': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_petend.bam', 'spit': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_spit.bam', 'right-point': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_right-point.bam', 'start-dig': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_into_dig.bam', 'castlong': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_castlong.bam', 'confused': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_confused.bam', 'neutral': 'phase_3/models/char/tt_a_chr_dgs_shorts_legs_neutral.bam', 'jump-idle': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_jump-zhang.bam', 'reel': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_reel.bam', 'slip-backward': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_slip-backward.bam', 'sound': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_shout.bam', 'sidestep-left': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_sidestep-left.bam', 'up': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_up.bam', 'fish-again': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_fishAGAIN.bam', 'cast': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_cast.bam', 'phoneBack': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_phoneBack.bam', 'phoneNeutral': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_phoneNeutral.bam', 'scientistJealous': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_scientistJealous.bam', 'battlecast': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_fish.bam', 'sit-start': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_intoSit.bam', 'toss': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_toss.bam', 'happy-dance': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_happy-dance.bam', 'running-jump-squat': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_leap_zstart.bam', 'teleport': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_teleport.bam', 'sit': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_sit.bam', 'sad-walk': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_losewalk.bam', 'give-props-start': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_give-props-start.bam', 'book': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_book.bam', 'running-jump-idle': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_leap_zhang.bam', 'scientistEmcee': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_scientistEmcee.bam', 'leverPull': 'phase_10/models/char/tt_a_chr_dgs_shorts_legs_leverPull.bam', 'tutorial-neutral': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_tutorial-neutral.bam', 'badloop-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_badloop-putt.bam', 'give-props': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_give-props.bam', 'hold-magnet': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_hold-magnet.bam', 'hypnotize': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_hypnotize.bam', 'left-point': 'phase_3.5/models/char/tt_a_chr_dgs_shorts_legs_left-point.bam', 'leverReach': 'phase_10/models/char/tt_a_chr_dgs_shorts_legs_leverReach.bam', 'feedPet': 'phase_5.5/models/char/tt_a_chr_dgs_shorts_legs_feedPet.bam', 'reel-H': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_reelH.bam', 'applause': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_applause.bam', 'smooch': 'phase_5/models/char/tt_a_chr_dgs_shorts_legs_smooch.bam', 'rotateR-putt': 'phase_6/models/char/tt_a_chr_dgs_shorts_legs_rotateR-putt.bam', 'fish-neutral': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_fishneutral.bam', 'push': 'phase_9/models/char/tt_a_chr_dgs_shorts_legs_push.bam', 'catch-neutral': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_gameneutral.bam', 'left': 'phase_4/models/char/tt_a_chr_dgs_shorts_legs_left.bam'}
         
        self.torsoAnimDict = {'right-hand-start': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_right-hand-start.bam', 'firehose': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_firehose.bam', 'rotateL-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_rotateL-putt.bam', 'slip-forward': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_slip-forward.bam', 'catch-eatnrun': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_eatnrun.bam', 'tickle': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_tickle.bam', 'water-gun': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_water-gun.bam', 'leverNeutral': 'phase_10/models/char/tt_a_chr_dgl_shorts_torso_leverNeutral.bam', 'swim': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_swim.bam', 'catch-run': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_gamerun.bam', 'sad-neutral': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_sad-neutral.bam', 'pet-loop': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_petloop.bam', 'jump-squat': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_jump-zstart.bam', 'wave': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_wave.bam', 'reel-neutral': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_reelneutral.bam', 'pole-neutral': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_poleneutral.bam', 'bank': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_jellybeanJar.bam', 'scientistGame': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_scientistGame.bam', 'right-hand': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_right-hand.bam', 'lookloop-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_lookloop-putt.bam', 'victory': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_victory-dance.bam', 'lose': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_lose.bam', 'cringe': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_cringe.bam', 'right': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_right.bam', 'headdown-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_headdown-putt.bam', 'conked': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_conked.bam', 'jump': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_jump.bam', 'into-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_into-putt.bam', 'fish-end': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_fishEND.bam', 'running-jump-land': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_leap_zend.bam', 'shrug': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_shrug.bam', 'sprinkle-dust': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_sprinkle-dust.bam', 'hold-bottle': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_hold-bottle.bam', 'takePhone': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_takePhone.bam', 'melt': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_melt.bam', 'pet-start': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_petin.bam', 'look-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_look-putt.bam', 'loop-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_loop-putt.bam', 'good-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_good-putt.bam', 'juggle': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_juggle.bam', 'run': 'phase_3/models/char/tt_a_chr_dgl_shorts_torso_run.bam', 'pushbutton': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_press-button.bam', 'sidestep-right': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_jump-back-right.bam', 'water': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_water.bam', 'right-point-start': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_right-point-start.bam', 'bad-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_bad-putt.bam', 'struggle': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_struggle.bam', 'running-jump': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_running-jump.bam', 'callPet': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_callPet.bam', 'throw': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_pie-throw.bam', 'catch-eatneutral': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_eat_neutral.bam', 'tug-o-war': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_tug-o-war.bam', 'bow': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_bow.bam', 'swing': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_swing.bam', 'climb': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_climb.bam', 'scientistWork': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_scientistWork.bam', 'think': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_think.bam', 'catch-intro-throw': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_gameThrow.bam', 'walk': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_walk.bam', 'down': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_down.bam', 'pole': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_pole.bam', 'periscope': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_periscope.bam', 'duck': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_duck.bam', 'curtsy': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_curtsy.bam', 'jump-land': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_jump-zend.bam', 'loop-dig': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_loop_dig.bam', 'angry': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_angry.bam', 'bored': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_bored.bam', 'swing-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_swing-putt.bam', 'pet-end': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_petend.bam', 'spit': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_spit.bam', 'right-point': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_right-point.bam', 'start-dig': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_into_dig.bam', 'castlong': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_castlong.bam', 'confused': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_confused.bam', 'neutral': 'phase_3/models/char/tt_a_chr_dgl_shorts_torso_neutral.bam', 'jump-idle': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_jump-zhang.bam', 'reel': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_reel.bam', 'slip-backward': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_slip-backward.bam', 'sound': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_shout.bam', 'sidestep-left': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_sidestep-left.bam', 'up': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_up.bam', 'fish-again': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_fishAGAIN.bam', 'cast': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_cast.bam', 'phoneBack': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_phoneBack.bam', 'phoneNeutral': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_phoneNeutral.bam', 'scientistJealous': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_scientistJealous.bam', 'battlecast': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_fish.bam', 'sit-start': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_intoSit.bam', 'toss': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_toss.bam', 'happy-dance': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_happy-dance.bam', 'running-jump-squat': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_leap_zstart.bam', 'teleport': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_teleport.bam', 'sit': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_sit.bam', 'sad-walk': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_losewalk.bam', 'give-props-start': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_give-props-start.bam', 'book': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_book.bam', 'running-jump-idle': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_leap_zhang.bam', 'scientistEmcee': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_scientistEmcee.bam', 'leverPull': 'phase_10/models/char/tt_a_chr_dgl_shorts_torso_leverPull.bam', 'tutorial-neutral': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_tutorial-neutral.bam', 'badloop-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_badloop-putt.bam', 'give-props': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_give-props.bam', 'hold-magnet': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_hold-magnet.bam', 'hypnotize': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_hypnotize.bam', 'left-point': 'phase_3.5/models/char/tt_a_chr_dgl_shorts_torso_left-point.bam', 'leverReach': 'phase_10/models/char/tt_a_chr_dgl_shorts_torso_leverReach.bam', 'feedPet': 'phase_5.5/models/char/tt_a_chr_dgl_shorts_torso_feedPet.bam', 'reel-H': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_reelH.bam', 'applause': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_applause.bam', 'smooch': 'phase_5/models/char/tt_a_chr_dgl_shorts_torso_smooch.bam', 'rotateR-putt': 'phase_6/models/char/tt_a_chr_dgl_shorts_torso_rotateR-putt.bam', 'fish-neutral': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_fishneutral.bam', 'push': 'phase_9/models/char/tt_a_chr_dgl_shorts_torso_push.bam', 'catch-neutral': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_gameneutral.bam', 'left': 'phase_4/models/char/tt_a_chr_dgl_shorts_torso_left.bam'}
        DistributedSmoothNode.__init__(self,cr)
        NodePath.__init__(self, 'avatar')
        
        self.ToonSpeedFactor = 1.25
        self.ToonForwardSpeed = 16.0 * self.ToonSpeedFactor
        self.ToonJumpForce = 24.0
        self.ToonReverseSpeed = 8.0 * self.ToonSpeedFactor
        self.ToonRotateSpeed = 80.0 * self.ToonSpeedFactor
        
        self.moveKeyList = [
            'arrow_left', 'arrow_right', 'arrow_up', 'arrow_down'
            ]

        self.moveKeys = {}
        for key in self.moveKeyList:
            self.moveKeys[key] = False
            self.accept(key, self.moveKeyStateChanged, extraArgs = [key, True])
            self.accept(key + '-up', self.moveKeyStateChanged, extraArgs = [key, False])



        
        self.access = 0

        self.avColor = (1, 1, 1)
        
        self.legs = loader.loadModel('phase_3/models/char/tt_a_chr_dgs_shorts_legs_1000.bam')
        otherParts = self.legs.findAllMatches('**/boots*')+self.legs.findAllMatches('**/shoes')
        for partNum in range(0, otherParts.getNumPaths()):
            otherParts.getPath(partNum).removeNode()
        self.torso = loader.loadModel('phase_3/models/char/tt_a_chr_dgl_shorts_torso_1000.bam')
        self.headList = ['cat', 'duck', 'monkey', 'horse', 'rabbit', 'bear']
        self.bear = loader.loadModel('phase_3/models/char/bear-heads-1000.bam')
        otherParts = self.bear.findAllMatches('**/*long*')
        for partNum in range(0, otherParts.getNumPaths()):
            otherParts.getPath(partNum).removeNode()
        ntrlMuzzle = self.bear.find('**/*muzzle*neutral')
        otherParts = self.bear.findAllMatches('**/*muzzle*')
        for partNum in range(0, otherParts.getNumPaths()):
            part = otherParts.getPath(partNum)
            if part != ntrlMuzzle:
                otherParts.getPath(partNum).removeNode()
        self.rabbit = loader.loadModel('phase_3/models/char/rabbit-heads-1000.bam')
        otherParts = self.rabbit.findAllMatches('**/*long*')
        for partNum in range(0, otherParts.getNumPaths()):
            otherParts.getPath(partNum).removeNode()
        ntrlMuzzle = self.rabbit.find('**/*muzzle*neutral')
        otherParts = self.rabbit.findAllMatches('**/*muzzle*')
        for partNum in range(0, otherParts.getNumPaths()):
            part = otherParts.getPath(partNum)
            if part != ntrlMuzzle:
                otherParts.getPath(partNum).removeNode()
        self.monkey = loader.loadModel('phase_3/models/char/monkey-heads-1000.bam')
        otherParts = self.monkey.findAllMatches('**/*long*')
        for partNum in range(0, otherParts.getNumPaths()):
            otherParts.getPath(partNum).removeNode()
        ntrlMuzzle = self.monkey.find('**/*muzzle*neutral')
        otherParts = self.monkey.findAllMatches('**/*muzzle*')
        for partNum in range(0, otherParts.getNumPaths()):
            part = otherParts.getPath(partNum)
            if part != ntrlMuzzle:
                otherParts.getPath(partNum).removeNode()
        self.duck = loader.loadModel('phase_3/models/char/duck-heads-1000.bam')
        otherParts = self.duck.findAllMatches('**/*long*')
        for partNum in range(0, otherParts.getNumPaths()):
            otherParts.getPath(partNum).removeNode()
        ntrlMuzzle = self.duck.find('**/*muzzle*neutral')
        otherParts = self.duck.findAllMatches('**/*muzzle*')
        for partNum in range(0, otherParts.getNumPaths()):
            part = otherParts.getPath(partNum)
            if part != ntrlMuzzle:
                otherParts.getPath(partNum).removeNode()
        self.cat = loader.loadModel('phase_3/models/char/cat-heads-1000.bam')
        otherParts = self.cat.findAllMatches('**/*long*')
        for partNum in range(0, otherParts.getNumPaths()):
            otherParts.getPath(partNum).removeNode()
        ntrlMuzzle = self.cat.find('**/*muzzle*neutral')
        otherParts = self.cat.findAllMatches('**/*muzzle*')
        for partNum in range(0, otherParts.getNumPaths()):
            part = otherParts.getPath(partNum)
            if part != ntrlMuzzle:
                otherParts.getPath(partNum).removeNode()
        self.horse = loader.loadModel('phase_3/models/char/horse-heads-1000.bam')
        otherParts = self.horse.findAllMatches('**/*long*')
        for partNum in range(0, otherParts.getNumPaths()):
            otherParts.getPath(partNum).removeNode()
        ntrlMuzzle = self.horse.find('**/*muzzle*neutral')
        otherParts = self.horse.findAllMatches('**/*muzzle*')
        for partNum in range(0, otherParts.getNumPaths()):
            part = otherParts.getPath(partNum)
            if part != ntrlMuzzle:
                otherParts.getPath(partNum).removeNode()
        self.model = Actor({'torso':self.torso, 'legs':self.legs},
                {'torso':self.torsoAnimDict, 'legs':self.legsAnimDict})
        self.head_np = self.model.find('**/def_head')
        self.bear.reparentTo(self.head_np)
        self.rabbit.reparentTo(self.head_np)
        self.monkey.reparentTo(self.head_np)
        self.duck.reparentTo(self.head_np)
        self.cat.reparentTo(self.head_np)
        self.horse.reparentTo(self.head_np)
        self.cat.hide()
        self.bear.hide()
        self.rabbit.hide()
        self.monkey.hide()
        self.duck.hide()
        self.horse.hide()
        self.model.attach('torso', 'legs', 'joint_hips')
        self.model.reparentTo(self)

        cs = CollisionSphere(0, 0, 0, 1)
        cnode = CollisionNode('cnode')
        cnode.addSolid(cs)
        self.cnp = self.attachNewNode(cnode)

        self.still = True
        self.isMoving = False
        self.standing = 1
        self.standTime = 0
        self.previousPos = 0
        self.previousHpr = 0

        self.tag = OnscreenText(scale=.30,font=loader.loadFont('phase_3/models/fonts/ImpressBT.ttf'),pos=(0,3.25),text='Toon',bg=(.9,.9,.9,.3),fg=(0,0,1,1),wordwrap=7,decal=True,parent=self.model)
        self.tag.setBillboardAxis(2)
        
        self.playground = loader.loadModel('phase_6/models/golf/golf_outdoor_zone.bam')
        self.playground.reparentTo(render)
 def __init__(self, cr):
     DistributedSmoothNode.__init__(self, cr)
     PhysicsNodePath.__init__(self, ModelRoot('physEntity'))
示例#22
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 def __init__(self, cr):
     DistributedSmoothNode.__init__(self, cr)
     NodePath.__init__(self, "Model")
     self.model = base.loader.loadModel('smiley.egg')
     self.model.reparentTo(self)
示例#23
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 def __init__(self, cr):
     ShadowCaster.__init__(self)
     DistributedSmoothNode.__init__(self, cr)
     NodePath.__init__(self, "Projectile")
 def __init__(self, cr):
     Avatar.__init__(self)
     DistributedSmoothNode.__init__(self, cr)
示例#25
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 def __init__(self, cr):
     ShadowCaster.__init__(self)
     DistributedSmoothNode.__init__(self, cr)
     NodePath.__init__(self, 'Projectile')
示例#26
0
    def __init__(self, cr):
        self.cr = cr
        DistributedSmoothNode.__init__(self, cr)
        NodePath.__init__(self, 'Mickey')
        self.name = "Mickey"
        self.anim = ""
        self.chat = ""

        self.mickey = Actor(
            "phase_3/models/char/mickey-1200.bam", {
                "neutral": "phase_3/models/char/mickey-wait.bam",
                "walk": "phase_3/models/char/mickey-walk.bam",
                "run": "phase_3/models/char/mickey-run.bam",
                "left-start": "phase_3.5/models/char/mickey-left-start.bam",
                "left": "phase_3.5/models/char/mickey-left.bam",
                "right-start": "phase_3.5/models/char/mickey-right-start.bam",
                "right": "phase_3.5/models/char/mickey-right.bam"
            })
        self.mickeyEye = self.mickey.controlJoint(None, "modelRoot",
                                                  "joint_pupilR")
        self.mickeyEye.setY(0.025)
        self.mickey.reparentTo(self)
        self.mickey.setScale(1.25)

        for bundle in self.mickey.getPartBundleDict().values():
            bundle = bundle['modelRoot'].getBundle()
            earNull = bundle.findChild('sphere3')
            if not earNull:
                earNull = bundle.findChild('*sphere3')
            earNull.clearNetTransforms()

        for bundle in self.mickey.getPartBundleDict().values():
            charNodepath = bundle['modelRoot'].partBundleNP
            bundle = bundle['modelRoot'].getBundle()
            earNull = bundle.findChild('sphere3')
            if not earNull:
                earNull = bundle.findChild('*sphere3')
            ears = charNodepath.find('**/sphere3')
            if ears.isEmpty():
                ears = charNodepath.find('**/*sphere3')
            ears.clearEffect(CharacterJointEffect.getClassType())
            earRoot = charNodepath.attachNewNode('earRoot')
            earPitch = earRoot.attachNewNode('earPitch')
            earPitch.setP(40.0)
            ears.reparentTo(earPitch)
            earNull.addNetTransform(earRoot.node())
            ears.clearMat()
            ears.node().setPreserveTransform(ModelNode.PTNone)
            ears.setP(-40.0)
            ears.flattenMedium()
            ears.setBillboardAxis()

        self.shadow = loader.loadModel("phase_3/models/props/drop_shadow.bam")
        self.shadow.setScale(0.55)
        self.shadow.flattenMedium()
        self.shadow.setBillboardAxis(4)
        try:
            self.shadowPlacer = ShadowPlacer(base.cTrav, self.shadow,
                                             base.wall_mask, base.floor_mask)
            self.shadowPlacer.on()
        except:
            pass
        self.shadow.reparentTo(self)

        cs = CollisionSphere(0, 0, 0, 2)
        cnode = CollisionNode('mickeyCNode')
        cnode.addSolid(cs)
        rs = CollisionRay(0, 0, 2, 0, 0, -1)
        rnode = CollisionNode('mickeyRNode')
        rnode.addSolid(rs)
        self.cnp = self.attachNewNode(cnode)
        self.cnp.setZ(0.75)
        self.rnp = self.attachNewNode(rnode)