def __init__(self, name="MayaSpotLight", enabled = True, color = (1,1,1), intensity = 1.0, decayRate = 0, coneAngle = 40, penumbraAngle = 0, dropoff = 0, useDepthMapShadows = False, dmapResolution = 512, useMidDistDmap = True, useDmapAutoFocus = True, dmapFocus = 90.0, dmapFilterSize = 1, dmapBias = 0.001, target=vec3(0,0,0), # spot **params ): LightSource.__init__(self, name=name, **params) # target = vec3(target) # Target # self.target_slot = Vec3Slot(target) # self.addSlot("target", self.target_slot) self.enabled = enabled self.color = vec3(color) self.intensity = float(intensity) self.decayRate = int(decayRate) self.coneAngle = float(coneAngle) self.penumbraAngle = float(penumbraAngle) self.dropoff = float(dropoff) self.useDepthMapShadows = bool(useDepthMapShadows) self.dmapResolution = int(dmapResolution) self.useMidDistDmap = bool(useMidDistDmap) self.useDmapAutoFocus = bool(useDmapAutoFocus) self.dmapFocus = float(dmapFocus) self.dmapFilterSize = float(dmapFilterSize) self.dmapBias = float(dmapBias)
def __init__( self, name="SpotLight3DS", enabled=True, # off intensity=1.0, # multiplier see_cone=False, roll=0.0, outer_range=0, inner_range=0, attenuation=0, rectangular_spot=0, shadowed=False, shadow_bias=0, shadow_filter=4.0, shadow_size=256, spot_aspect=0, use_projector=False, projector=0, overshoot=False, ray_shadows=False, ray_bias=False, hotspot=43, falloff=45, color=(1, 1, 1), target=vec3(0, 0, 0), # spot # transform = None, # pos = None, rot = None, scale = None, # pivot= None, # offsetTransform = None, # auto_insert=True, **params ): LightSource.__init__(self, name=name, **params) target = vec3(target) # Target self.target_slot = Vec3Slot(target) self.addSlot("target", self.target_slot) self.enabled = enabled self.intensity = intensity self.attenuation = attenuation self.attenuation = attenuation self.inner_range = inner_range self.outer_range = outer_range self.falloff = falloff self.hotspot = hotspot self.overshoot = overshoot self.color = color self.shadowed = shadowed self.cast_shadow = shadowed self.shadow_filter = shadow_filter self.shadow_bias = shadow_bias self.shadow_size = shadow_size # Create the internal LookAt component self._lookat = lookat.LookAt() self._lookat.name = "SpotLight3DS_LookAt" self._lookat.output_slot.connect(self.rot_slot) self.pos_slot.connect(self._lookat.pos_slot) self.target_slot.connect(self._lookat.target_slot)
room["foyer"].n_to = room["overlook"] room["foyer"].e_to = room["narrow"] room["overlook"].s_to = room["foyer"] room["narrow"].w_to = room["foyer"] room["narrow"].n_to = room["treasure"] room["treasure"].s_to = room["narrow"] room["streets"].s_to = room["city"] room["streets"].n_to = room["outside"] room["city"].n_to = room["streets"] room["outside"].items.append(Item("sword", "Long Sword")) room["outside"].items.append(Item("coins", "Gold Coins")) # Gets random room and puts the torch there key, random_room = random.choice(list(room.items())) random_room.items.append(LightSource("torch", "Torch")) # # Main # # Make a new player object that is currently in the 'outside' room. player = Player("Rodrigo", room["outside"]) # Write a loop that: # # * Prints the current room name # * Prints the current description (the textwrap module might be useful here). # * Waits for user input and decides what to do. #
def __init__( self, name="SpotLight3DS", enabled=True, # off intensity=1.0, # multiplier see_cone=False, roll=0.0, outer_range=0, inner_range=0, attenuation=0, rectangular_spot=0, shadowed=False, shadow_bias=0, shadow_filter=4.0, shadow_size=256, spot_aspect=0, use_projector=False, projector=0, overshoot=False, ray_shadows=False, ray_bias=False, hotspot=43, falloff=45, color=(1, 1, 1), target=vec3(0, 0, 0), # spot # transform = None, # pos = None, rot = None, scale = None, # pivot= None, # offsetTransform = None, # auto_insert=True, **params): LightSource.__init__(self, name=name, **params) target = vec3(target) # Target self.target_slot = Vec3Slot(target) self.addSlot("target", self.target_slot) self.enabled = enabled self.intensity = intensity self.attenuation = attenuation self.attenuation = attenuation self.inner_range = inner_range self.outer_range = outer_range self.falloff = falloff self.hotspot = hotspot self.overshoot = overshoot self.color = color self.shadowed = shadowed self.cast_shadow = shadowed self.shadow_filter = shadow_filter self.shadow_bias = shadow_bias self.shadow_size = shadow_size # Create the internal LookAt component self._lookat = lookat.LookAt() self._lookat.name = "SpotLight3DS_LookAt" self._lookat.output_slot.connect(self.rot_slot) self.pos_slot.connect(self._lookat.pos_slot) self.target_slot.connect(self._lookat.target_slot)
# I keep forgetting to branch at the start import textwrap from room import Room from item import Item from lightsource import LightSource from player import Player wrapper = textwrap.TextWrapper(width=50) play = True # Declare all the rooms amulet = Item("Amulet", "Revives the wearer's beloved") trident = Item("Trident", "King Triton's prized posession") torch = LightSource("Torch", "a wooden torch", True) room = { 'outside': Room("Outside Cave Entrance", "North of you, the cave mount beckons"), 'foyer': Room( "Foyer", """Dim light filters in from the south. Dusty passages run north and east.""", [torch]), 'overlook': Room( "Grand Overlook", """A steep cliff appears before you, falling into the darkness. Ahead to the north, a light flickers in the distance, but there is no way across the chasm."""), 'narrow': Room( "Narrow Passage", """The narrow passage bends here from west
import printing import commandparser as parser # Declare the items items = { 'jewel': Treasure(100, "jewel", ["glittering"], "It is a deep red hue and seems to pulse to an unheard rhythm."), 'locket': Item("locket", ["battered", "silver"], "Opening it reveals a faded photograph of two lovers."), 'dagger': Weapon(10, "dagger", ["thin"], "It looks like it could be used to stab somebody."), 'lantern': LightSource("lantern", ["spooky"], "It flickers gently as if spurred by an unfelt breeze.") } monsters = { 'demon': Monster( "demon", "Its festering skin appears to be falling off with every movement", 10, 5), 'dragon': Monster( "dragon", "It fills the room with its presence, and the air with the choking fumes of its breath", 100, 20) }