示例#1
0
 def __init__(self, parent, model):
     PhysicalNode.__init__(self, parent, model, "scenario")
     
     self.addCollisionGeometry(model)
     
     self._forces = {}
     self._angularVelocity = 0.01
示例#2
0
    def __init__(self, parent, model):
        PhysicalNode.__init__(self, parent, model, "scenario")

        self.addCollisionGeometry(model)

        self._forces = {}
        self._angularVelocity = 0.01
示例#3
0
 def __init__(self, parent, model):
     PhysicalNode.__init__(self, parent, model, "equismo")
     
     self.mass = 500.0
     
     self.addCollisionSphere(1.2)
     
     self._impulseIncrement = 4.0
     self._speedLimit = 5.0
     self._turningSpeed = 0.2
     
     self._hit = False
     self._currentDirection = Vec3.forward()
     self._currentAngle = 0
     
     self.setScale(0.8)
     
     # Little "hack" to fix orientation
     # Seems that the model has its eyes in the back?!
     self.actor.setH(180)
     
     #-----------------------------------------------------------------------
     # KeyboardEventHandler initialization
     #-----------------------------------------------------------------------
     self.keys = dict.fromkeys("left right up down".split(), 0)
     set_key = self.keys.__setitem__
     self.bindings = (
         ("w", set_key, ["up", 1]),
         ("a", set_key, ["left", 1]),
         ("s", set_key, ["down", 1]),
         ("d", set_key, ["right", 1]),
         
         ("w-up", set_key, ["up", 0]),
         ("a-up", set_key, ["left", 0]),
         ("s-up", set_key, ["down", 0]),
         ("d-up", set_key, ["right", 0]),
         
         ("arrow_up", set_key, ["up", 1]),
         ("arrow_left", set_key, ["left", 1]),
         ("arrow_down", set_key, ["down", 1]),
         ("arrow_right", set_key, ["right", 1]),
         
         ("arrow_up-up", set_key, ["up", 0]),
         ("arrow_left-up", set_key, ["left", 0]),
         ("arrow_down-up", set_key, ["down", 0]),
         ("arrow_right-up", set_key, ["right", 0]),
     )
示例#4
0
 def __init__(self, parent, model, name,
                    ai_world, mass, movt_force, max_force):
     PhysicalNode.__init__(self, parent, model, name)
     
     self.mass = mass
     self.addCollisionSphere(1.25)
     
     self.toggleWalkAnimation()
     
     #-----------------------------------------------------------------------
     # Initialize Artificial Intelligence
     #-----------------------------------------------------------------------
     self.ai_char = AICharacter("ai_%s" % name, self.actor, mass, movt_force, max_force)
     ai_world.addAiChar(self.ai_char)
     aiBehaviors = self.ai_char.getAiBehaviors()
     equismo = base.gameState.currentState.objects['equismo']
     aiBehaviors.pursue(equismo.actor)
示例#5
0
    def __init__(self, parent, model, name, ai_world, mass, movt_force,
                 max_force):
        PhysicalNode.__init__(self, parent, model, name)

        self.mass = mass
        self.addCollisionSphere(1.25)

        self.toggleWalkAnimation()

        #-----------------------------------------------------------------------
        # Initialize Artificial Intelligence
        #-----------------------------------------------------------------------
        self.ai_char = AICharacter("ai_%s" % name, self.actor, mass,
                                   movt_force, max_force)
        ai_world.addAiChar(self.ai_char)
        aiBehaviors = self.ai_char.getAiBehaviors()
        equismo = base.gameState.currentState.objects['equismo']
        aiBehaviors.pursue(equismo.actor)
示例#6
0
    def __init__(self, parent, model):
        PhysicalNode.__init__(self, parent, model, "equismo")

        self.mass = 500.0

        self.addCollisionSphere(1.2)

        self._impulseIncrement = 4.0
        self._speedLimit = 5.0
        self._turningSpeed = 0.2

        self._hit = False
        self._currentDirection = Vec3.forward()
        self._currentAngle = 0

        self.setScale(0.8)

        # Little "hack" to fix orientation
        # Seems that the model has its eyes in the back?!
        self.actor.setH(180)

        #-----------------------------------------------------------------------
        # KeyboardEventHandler initialization
        #-----------------------------------------------------------------------
        self.keys = dict.fromkeys("left right up down".split(), 0)
        set_key = self.keys.__setitem__
        self.bindings = (
            ("w", set_key, ["up", 1]),
            ("a", set_key, ["left", 1]),
            ("s", set_key, ["down", 1]),
            ("d", set_key, ["right", 1]),
            ("w-up", set_key, ["up", 0]),
            ("a-up", set_key, ["left", 0]),
            ("s-up", set_key, ["down", 0]),
            ("d-up", set_key, ["right", 0]),
            ("arrow_up", set_key, ["up", 1]),
            ("arrow_left", set_key, ["left", 1]),
            ("arrow_down", set_key, ["down", 1]),
            ("arrow_right", set_key, ["right", 1]),
            ("arrow_up-up", set_key, ["up", 0]),
            ("arrow_left-up", set_key, ["left", 0]),
            ("arrow_down-up", set_key, ["down", 0]),
            ("arrow_right-up", set_key, ["right", 0]),
        )