本文整理汇总了Python中toontown.battle.BattleParticles类的典型用法代码示例。如果您正苦于以下问题:Python BattleParticles类的具体用法?Python BattleParticles怎么用?Python BattleParticles使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了BattleParticles类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: unload
def unload(self):
self.unloadBattleAnims()
globalPropPool.unloadProps()
globalBattleSoundCache.clear()
BattleParticles.unloadParticles()
self.parentFSMState.removeChild(self.fsm)
del self.parentFSMState
del self.fsm
del self.streetClass
self.landmarkBlocks.removeNode()
del self.landmarkBlocks
self.hood.dnaStore.resetSuitPoints()
self.hood.dnaStore.resetBattleCells()
del self.hood
del self.nodeDict
del self.zoneDict
del self.fadeInDict
del self.fadeOutDict
del self.nodeList
self.geom.removeNode()
del self.geom
self.townBattle.unload()
self.townBattle.cleanup()
del self.townBattle
del self.battleMusic
del self.music
del self.activityMusic
del self.holidayPropTransforms
self.deleteAnimatedProps()
cleanupDialog('globalDialog')
ModelPool.garbageCollect()
TexturePool.garbageCollect()
开发者ID:ToontownModder101,项目名称:Toontown-Offline-Squirting-Flower-Modded-,代码行数:32,代码来源:TownLoader.py
示例2: createGoonExplosion
def createGoonExplosion(parent, explosionPoint, scale):
BattleParticles.loadParticles()
deathNode = NodePath('goonDeath')
deathNode.setPos(explosionPoint)
explosion = createExplosionTrack(parent, deathNode, scale)
smallGearExplosion = BattleParticles.createParticleEffect(
'GearExplosion', numParticles=10)
bigGearExplosion = BattleParticles.createParticleEffect(
'WideGearExplosion', numParticles=30)
deathSound = base.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')
return Parallel(
explosion,
SoundInterval(deathSound),
ParticleInterval(
smallGearExplosion,
deathNode,
worldRelative=0,
duration=4.3,
cleanup=True),
ParticleInterval(
bigGearExplosion,
deathNode,
worldRelative=0,
duration=1.0,
cleanup=True),
name='gears2MTrack')
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leak,代码行数:26,代码来源:GoonDeath.py
示例3: __init__
def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile, cogdoSuitType, walkAnimName = None):
data = Globals.SuitData[cogdoSuitType]
MazeSuit.__init__(self, serialNum, maze, randomNumGen, data['cellWalkPeriod'], difficulty, data['dnaName'], startTile=startTile, walkSameDirectionProb=Globals.SuitWalkSameDirectionProb, walkTurnAroundProb=Globals.SuitWalkTurnAroundProb, uniqueRandomNumGen=False, walkAnimName=walkAnimName)
FSM.__init__(self, 'CogdoMazeSuit')
CogdoMazeSplattable.__init__(self, self.suit, '%s-%i' % (Globals.SuitCollisionName, self.serialNum), 1.5)
if data.has_key('scale'):
self.suit.setScale(data['scale'])
self.hp = data['hp']
self.type = cogdoSuitType
self.memos = data['memos']
self.deathSuit = self.suit.getLoseActor()
self.deathSuit.pose('lose', 0)
BattleParticles.loadParticles()
self._initSfx()
开发者ID:AdrianF98,项目名称:Toontown-Rewritten,代码行数:14,代码来源:CogdoMazeSuits.py
示例4: __init__
def __init__(self, model, pos, serialNum, gameId, penalty = False):
self.serialNum = serialNum
self.penalty = penalty
center = model.getBounds().getCenter()
center = Point3(0, 0, 0)
self.nodePath = model.copyTo(render)
self.nodePath.setPos(pos[0] - center[0], pos[1] - center[1], pos[2] - center[2])
self.nodePath.setZ(0)
self.notify.debug('newPos = %s' % self.nodePath.getPos())
if self.penalty:
self.sphereName = 'penaltySphere-%s-%s' % (gameId, self.serialNum)
else:
self.sphereName = 'treasureSphere-%s-%s' % (gameId, self.serialNum)
self.collSphere = CollisionSphere(center[0], center[1], center[2], self.RADIUS)
self.collSphere.setTangible(0)
self.collNode = CollisionNode(self.sphereName)
self.collNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
self.collNode.addSolid(self.collSphere)
self.collNodePath = render.attachNewNode(self.collNode)
self.collNodePath.setPos(pos[0] - center[0], pos[1] - center[1], pos[2] - center[2])
self.collNodePath.hide()
self.track = None
if self.penalty:
self.tip = self.nodePath.find('**/fusetip')
sparks = BattleParticles.createParticleEffect(file = 'icetnt')
self.sparksEffect = sparks
sparks.start(self.tip)
self.penaltyGrabSound = loader.loadSfx('phase_4/audio/sfx/MG_cannon_fire_alt.mp3')
self.penaltyGrabSound.setVolume(0.75)
kaboomAttachPoint = self.nodePath.attachNewNode('kaboomAttach')
kaboomAttachPoint.setZ(3)
self.kaboom = loader.loadModel('phase_4/models/minigames/ice_game_kaboom')
self.kaboom.reparentTo(kaboomAttachPoint)
self.kaboom.setScale(2.0)
self.kaboom.setBillboardPointEye()
开发者ID:OldToontown,项目名称:OldToontown,代码行数:35,代码来源:IceTreasure.py
示例5: enterFinaleBrainstormAttack
def enterFinaleBrainstormAttack(self, offset):
if Vec3(base.localAvatar.getPos(self)).length() <= 40:
# Currently, the cloud only forms over the local toon.
# Preferably it would form over all toons in the area, but I'm not sure how to go about doing that.
# That may not be good for performance either.
braincloud = BattleProps.globalPropPool.getProp('stormcloud')
braincloud.reparentTo(base.localAvatar)
braincloud.setScale(0)
braincloud.setZ(6)
brainstorm = BattleParticles.createParticleEffect(name='BrainStorm')
brainstorm.setDepthWrite(False)
def __checkNearCloud(task):
if Vec3(base.localAvatar.getPos(braincloud)).length() <= 5:
self.applyShakeAttack(base.localAvatar, SafezoneInvasionGlobals.FinaleSuitAttackDamage)
self.finaleBrainstormSequence = Sequence(
braincloud.scaleInterval(3, (3.5, 3.5, 2.5)),
Parallel(
Func(base.playSfx, self.brainstormSfx),
Func(braincloud.wrtReparentTo, render),
ParticleInterval(brainstorm, braincloud, worldRelative=0, duration=4.3, cleanup=True)
),
Wait(1),
braincloud.scaleInterval(1, (0.0, 0.0, 0.0)),
)
taskMgr.doMethodLater(4, __checkNearCloud, 'CheckNearBraincloud')
self.finaleBrainstormSequence.setT(offset)
self.finaleBrainstormSequence.start()
self.play('effort')
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leak,代码行数:31,代码来源:DistributedInvasionSuit.py
示例6: createSnow
def createSnow(geom):
snow = BattleParticles.loadParticleFile('snowdisk.ptf')
snow.setPos(0, 0, 5)
snowRender = geom.attachNewNode('snowRender')
snowRender.setDepthWrite(0)
snowRender.setBin('fixed', 1)
return snow, snowRender
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:8,代码来源:SZUtil.py
示例7: __init__
def __init__(self, parent, smokeParent):
NodePath.__init__(self)
notify = DirectNotifyGlobal.directNotify.newCategory('RocketExplosionParticles')
self.effectNode = parent.attachNewNode('RocketExplosion')
self.effectNode.setBin('fixed', 1)
self.effectNode.setDepthWrite(1)
self.smokeEffectNode = smokeParent.attachNewNode('RocketSmoke')
self.smokeEffectNode.setBin('fixed', 1)
self.smokeEffectNode.setDepthWrite(0)
self.effect = BattleParticles.loadParticleFile('tt_p_efx_rocketLaunchFire.ptf')
self.smokeEffect = BattleParticles.loadParticleFile('tt_p_efx_rocketLaunchSmoke.ptf')
ren = self.effect.getParticlesNamed('particles-1').getRenderer()
ren.setTextureFromNode('phase_4/models/props/tt_m_efx_fireball', '**/*')
ren = self.smokeEffect.getParticlesNamed('particles-1').getRenderer()
ren.setTextureFromNode('phase_4/models/props/tt_m_efx_smoke', '**/*')
self.endSeq = None
self.cleanupCompleted = 0
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leak,代码行数:17,代码来源:RocketExplosion.py
示例8: setHillType
def setHillType(self, type):
if self.isUp:
if (self.hillType == MoleFieldBase.HILL_MOLE or type == MoleFieldBase.HILL_BOMB or self.hillType == MoleFieldBase.HILL_BOMB) and type == MoleFieldBase.HILL_MOLE:
return None
self.hillType = type
self.moleHead.remove()
if type == MoleFieldBase.HILL_MOLE:
self.moleHead = loader.loadModel('phase_12/models/bossbotHQ/mole_norm')
self.moleColNodePath.setScale(3.0)
self.moleHead.setH(0)
self.mole.setBillboardAxis(localAvatar, 0)
if type == MoleFieldBase.HILL_BOMB or type == MoleFieldBase.HILL_COGWHACKED:
self.moleHead = loader.loadModel('phase_12/models/bossbotHQ/mole_cog')
self.moleColNodePath.setScale(1.0)
self.mole.setBillboardAxis(localAvatar, 0)
if type == MoleFieldBase.HILL_COGWHACKED:
self.doMoleDown()
BattleParticles.loadParticles()
singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles = 1)
smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles = 10)
bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles = 30)
gears2MTrack = Track((0.0, ParticleInterval(singleGear, self.hill, worldRelative = 1, duration = 5.7000000000000002, cleanup = True)), (0.0, ParticleInterval(smallGearExplosion, self.hill, worldRelative = 0, duration = 1.2, cleanup = True)), (0.29999999999999999, ParticleInterval(bigGearExplosion, self.hill, worldRelative = 0, duration = 1.0, cleanup = True)), name = 'gears2MTrack')
gears2MTrack.start()
self.popIval = Sequence(Parallel(Sequence(LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.28000000000000003, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.23000000000000001, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.28000000000000003)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.34999999999999998, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.28000000000000003, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.31, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.32000000000000001, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.47999999999999998)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.28000000000000003, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.28999999999999998, 0.0)))), LerpPosInterval(self.mole, 0.5, Point3(0, 0, -2.5)), Func(self.setHillType, MoleFieldBase.HILL_BOMB))
self.popIval.start()
else:
self.moleHead.setH(0)
if type == MoleFieldBase.HILL_WHACKED:
self.moleHead = loader.loadModel('phase_12/models/bossbotHQ/mole_hit')
self.mole.setBillboardAxis(0)
self.moleColNodePath.setScale(0.0)
if self.popIval:
self.popIval.finish()
if self.downIval:
self.downIval.finish()
self.mole.setPos(0.0, 0.0, 0.0)
self.popIval = Sequence(Parallel(Sequence(LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.17999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.13, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.17999999999999999)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.14999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.17999999999999999, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.11, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.12, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.17999999999999999)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.17999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.13, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.17999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.14999999999999999, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.17999999999999999)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.16, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.17999999999999999, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.11, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, -0.17999999999999999, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.17000000000000001)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(-0.17999999999999999, 0.0, 0.0)), LerpPosInterval(self.moleHead, 0.050000000000000003, Point3(0.0, 0.0, 0.0))), Sequence(LerpScaleInterval(self.moleHead, 0.5, 3.5), LerpScaleInterval(self.moleHead, 0.5, 1.0))), LerpPosInterval(self.mole, 0.5, Point3(0, 0, -2.5)), Func(self.setHillType, MoleFieldBase.HILL_MOLE))
self.popIval.start()
self.moleHead.reparentTo(self.mole)
开发者ID:OldToontown,项目名称:OldToontown,代码行数:45,代码来源:MoleHill.py
示例9: destroy
def destroy(self):
if self.isDestroyed:
return None
self.isDestroyed = True
if hasattr(self.suit, 'prop') and self.suit.prop:
self.suit.prop.stash()
if self.propTrack:
self.propTrack.finish()
self.propTrack = None
if self.suitSound:
self.suitSound.stop()
del self.suitSound
if self.animTrack:
self.animTrack.finish()
self.animTrack = None
if self.shotTrack != None:
self.shotTrack.finish()
self.shotTrack = None
if self.deathTrack != None:
self.deathTrack.finish()
self.deathTrack = None
if self.deathSuit:
self.deathSuit.detachNode()
self.suit.cleanupLoseActor()
self.deathSuit = None
if self.moveIval:
self.moveIval.pause()
del self.moveIval
if self.suit:
self.suit.delete()
self.suit = None
BattleParticles.unloadParticles()
self.ignore(self.game.uniqueName('enter' + self.suitName))
self.game = None
self.enemyMgr = None
开发者ID:ponyboy837,项目名称:Toontown-2003-Server,代码行数:45,代码来源:TwoDEnemy.py
示例10: load
def load(self):
SafeZoneLoader.SafeZoneLoader.load(self)
self.windSound = map(base.loader.loadSfx, ['phase_8/audio/sfx/SZ_TB_wind_1.ogg',
'phase_8/audio/sfx/SZ_TB_wind_2.ogg',
'phase_8/audio/sfx/SZ_TB_wind_3.ogg'])
self.snow = BattleParticles.loadParticleFile('snowdisk.ptf')
self.snow.setPos(0, 0, 5)
self.snowRender = self.geom.attachNewNode('snowRender')
self.snowRender.setDepthWrite(0)
self.snowRender.setBin('fixed', 1)
开发者ID:nate97,项目名称:src,代码行数:10,代码来源:BRSafeZoneLoader.py
示例11: __init__
def __init__(self, parent, renderParent):
NodePath.__init__(self)
notify = DirectNotifyGlobal.directNotify.newCategory('SparkParticles')
self.renderParent = renderParent.attachNewNode('sparkRenderParent')
self.renderParent.setBin('fixed', 0)
self.renderParent.setDepthWrite(0)
self.assign(parent.attachNewNode('sparks'))
self.effect = BattleParticles.loadParticleFile('sparks.ptf')
ren = self.effect.getParticlesNamed('particles-1').getRenderer()
ren.setTextureFromNode('phase_6/models/karting/particleSpark', '**/*')
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:10,代码来源:Sparks.py
示例12: __init__
def __init__(self, enemyMgr, index, suitAttribs):
self.enemyMgr = enemyMgr
self.game = self.enemyMgr.section.sectionMgr.game
self.index = index
self.moveIval = None
self.propTrack = None
self.animTrack = None
self.shotTrack = None
self.deathTrack = None
self.deathSuit = None
self.suitSound = None
self.deleteMeCallback = None
self.isMovingUpDown = False
self.isMovingLeftRight = False
self.showCollSpheres = False
self.isDestroyed = False
self.isGoingUp = False
self.setupEnemy(suitAttribs)
BattleParticles.loadParticles()
开发者ID:ponyboy837,项目名称:Toontown-2003-Server,代码行数:19,代码来源:TwoDEnemy.py
示例13: unload
def unload(self):
self.unloadBattleAnims()
globalPropPool.unloadProps()
globalBattleSoundCache.clear()
BattleParticles.unloadParticles()
self.parentFSMState.removeChild(self.fsm)
del self.parentFSMState
del self.fsm
del self.streetClass
self.landmarkBlocks.removeNode()
del self.landmarkBlocks
self.hood.dnaStore.resetSuitPoints()
self.hood.dnaStore.resetBattleCells()
del self.hood
del self.nodeDict
del self.zoneDict
del self.nodeToZone
del self.fadeInDict
del self.fadeOutDict
del self.nodeList
self.geom.removeNode()
del self.geom
self.townBattle.unload()
self.townBattle.cleanup()
del self.townBattle
del self.battleMusic
del self.music
del self.activityMusic
del self.holidayPropTransforms
self.deleteAnimatedProps()
cleanupDialog('globalDialog')
ModelPool.garbageCollect()
TexturePool.garbageCollect()
if base.config.GetBool('want-april-toons', 0):
self.pianoDropSequence.finish()
self.pianoDropSound.finish()
del self.pianoDropSequence
del self.pianoDropSound
self.piano.removeNode()
del self.pianoSfx
del self.dropSfx
del self.npc
开发者ID:gamerdave54321,项目名称:Toontown-House-Code,代码行数:42,代码来源:TownLoader.py
示例14: load
def load(self):
SafeZoneLoader.SafeZoneLoader.load(self)
self.wind1Sound = base.loadSfx('phase_8/audio/sfx/SZ_TB_wind_1.mp3')
self.wind2Sound = base.loadSfx('phase_8/audio/sfx/SZ_TB_wind_2.mp3')
self.wind3Sound = base.loadSfx('phase_8/audio/sfx/SZ_TB_wind_3.mp3')
self.snow = BattleParticles.loadParticleFile('snowdisk.ptf')
self.snow.setPos(0, 0, 5)
self.snowRender = self.geom.attachNewNode('snowRender')
self.snowRender.setDepthWrite(0)
self.snowRender.setBin('fixed', 1)
self.snowFade = None
开发者ID:ponyboy837,项目名称:Toontown-2003-Server,代码行数:11,代码来源:BRSafeZoneLoader.py
示例15: doDeathTrack
def doDeathTrack(self):
def removeDeathSuit(suit, deathSuit):
if not deathSuit.isEmpty():
deathSuit.detachNode()
suit.cleanupLoseActor()
self.deathSuit.reparentTo(self.suit.getParent())
self.deathSuit.setScale(self.suit.getScale())
self.deathSuit.setPos(render, self.suit.getPos(render))
self.deathSuit.setHpr(render, self.suit.getHpr(render))
self.suit.hide()
self.collNodePath.reparentTo(self.deathSuit)
gearPoint = Point3(0, 0, self.suit.height / 2.0 + 2.0)
smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall')
singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1)
smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10)
bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30)
smallGears.setPos(gearPoint)
singleGear.setPos(gearPoint)
smallGearExplosion.setPos(gearPoint)
bigGearExplosion.setPos(gearPoint)
smallGears.setDepthWrite(False)
singleGear.setDepthWrite(False)
smallGearExplosion.setDepthWrite(False)
bigGearExplosion.setDepthWrite(False)
suitTrack = Sequence(Func(self.collNodePath.stash), ActorInterval(self.deathSuit, 'lose', startFrame=80, endFrame=140), Func(removeDeathSuit, self.suit, self.deathSuit, name='remove-death-suit'))
explosionTrack = Sequence(Wait(1.5), MovieUtil.createKapowExplosionTrack(self.deathSuit, explosionPoint=gearPoint))
gears1Track = Sequence(ParticleInterval(smallGears, self.deathSuit, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track')
gears2MTrack = Track((0.0, explosionTrack), (0.7, ParticleInterval(singleGear, self.deathSuit, worldRelative=0, duration=5.7, cleanup=True)), (5.2, ParticleInterval(smallGearExplosion, self.deathSuit, worldRelative=0, duration=1.2, cleanup=True)), (5.4, ParticleInterval(bigGearExplosion, self.deathSuit, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack')
def removeParticle(particle):
if particle and hasattr(particle, 'renderParent'):
particle.cleanup()
del particle
removeParticles = Sequence(Func(removeParticle, smallGears), Func(removeParticle, singleGear), Func(removeParticle, smallGearExplosion), Func(removeParticle, bigGearExplosion))
self.deathTrack = Sequence(Parallel(suitTrack, gears2MTrack, gears1Track, self._deathSoundIval), removeParticles)
self.deathTrack.start()
开发者ID:Teku16,项目名称:ToontownPlanet,代码行数:39,代码来源:CogdoMazeSuits.py
示例16: load
def load(self, zoneId):
TownLoader.TownLoader.load(self, zoneId)
Suit.loadSuits(3)
dnaFile = 'phase_8/dna/the_burrrgh_' + str(self.canonicalBranchZone) + '.pdna'
self.createHood(dnaFile)
self.windSound = map(base.loadSfx, ['phase_8/audio/sfx/SZ_TB_wind_1.ogg',
'phase_8/audio/sfx/SZ_TB_wind_2.ogg',
'phase_8/audio/sfx/SZ_TB_wind_3.ogg'])
self.snow = BattleParticles.loadParticleFile('snowdisk.ptf')
self.snow.setPos(0, 0, 5)
self.snowRender = self.geom.attachNewNode('snowRender')
self.snowRender.setDepthWrite(0)
self.snowRender.setBin('fixed', 1)
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:13,代码来源:BRTownLoader.py
示例17: enter
def enter(self, requestStatus):
self.fsm.enterInitialState()
messenger.send('enterPlayground')
self.accept('doorDoneEvent', self.handleDoorDoneEvent)
self.accept('DistributedDoor_doorTrigger', self.handleDoorTrigger)
base.playMusic(self.loader.music, looping=1, volume=0.8)
self.loader.geom.reparentTo(render)
for i in self.loader.nodeList:
self.loader.enterAnimatedProps(i)
self._telemLimiter = TLGatherAllAvs('Playground', RotationLimitToH)
def __lightDecorationOn__():
geom = base.cr.playGame.hood.loader.geom
self.loader.hood.eventLights = geom.findAllMatches('**/*light*')
self.loader.hood.eventLights += geom.findAllMatches('**/*lamp*')
self.loader.hood.eventLights += geom.findAllMatches('**/prop_snow_tree*')
self.loader.hood.eventLights += geom.findAllMatches('**/prop_tree*')
self.loader.hood.eventLights += geom.findAllMatches('**/*christmas*')
for light in self.loader.hood.eventLights:
light.setColorScaleOff(0)
if base.cr.newsManager.isHolidayRunning(ToontownGlobals.HALLOWEEN) and self.loader.hood.spookySkyFile:
lightsOff = Sequence(LerpColorScaleInterval(base.cr.playGame.hood.loader.geom, 0.1, Vec4(0.55, 0.55, 0.65, 1)), Func(self.loader.hood.startSpookySky), Func(__lightDecorationOn__))
lightsOff.start()
elif base.cr.newsManager.isHolidayRunning(ToontownGlobals.CHRISTMAS) and self.loader.hood.snowySkyFile:
lightsOff = Sequence(LerpColorScaleInterval(base.cr.playGame.hood.loader.geom, 0.1, Vec4(0.7, 0.7, 0.8, 1)), Func(self.loader.hood.startSnowySky), Func(__lightDecorationOn__))
lightsOff.start()
self.snowEvent = BattleParticles.loadParticleFile('snowdisk.ptf')
self.snowEvent.setPos(0, 30, 10)
self.snowEventRender = base.cr.playGame.hood.loader.geom.attachNewNode('snowRender')
self.snowEventRender.setDepthWrite(2)
self.snowEventRender.setBin('fixed', 1)
self.snowEventFade = None
self.snowEvent.start(camera, self.snowEventRender)
else:
self.loader.hood.startSky()
lightsOn = LerpColorScaleInterval(base.cr.playGame.hood.loader.geom, 0.1, Vec4(1, 1, 1, 1))
lightsOn.start()
NametagGlobals.setMasterArrowsOn(1)
self.zoneId = requestStatus['zoneId']
self.tunnelOriginList = base.cr.hoodMgr.addLinkTunnelHooks(self, self.loader.nodeList)
how = requestStatus['how']
if how == 'teleportIn':
how = 'deathAck'
self.fsm.request(how, [requestStatus])
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:49,代码来源:Playground.py
示例18: makeSynergyTrack
def makeSynergyTrack(self):
particleEffect = BattleParticles.createParticleEffect('Synergy')
waterfallEffect = BattleParticles.createParticleEffect(file='synergyWaterfall')
soundTrack = Sequence(
Wait(0.9),
SoundInterval(self.synergySfx, node=self.virtualSuit)
)
track = Sequence(
Parallel(
ActorInterval(self.virtualSuit, 'magic3'),
Track(
(0.0, Func(self.sayFaceoffTaunt)),
(0.1, ParticleInterval(waterfallEffect, self.virtualSuit, worldRelative=0, duration=1.9, cleanup=True)),
(0.2, ParticleInterval(particleEffect, self.virtualSuit, worldRelative=0, duration=1.9, cleanup=True)),
(0.5, Func(self.synergyColl.unstash)),
),
soundTrack
),
Func(self.synergyColl.stash),
Func(self.virtualSuit.setHpr, 0, 0, 0),
Func(self.virtualSuit.loop, 'walk', 0),
)
return track
开发者ID:NostalgicTTR,项目名称:Toontown-Infinite-2016-Leak,代码行数:24,代码来源:DistributedVirtualGoon.py
示例19: createExplosionTrack
def createExplosionTrack(self):
if self.explodeTrack and self.explodeTrack.isPlaying():
self.explodeTrack.finish()
# Our real actor is going to head back and get ready for the next time he is needed,
# so we need to spawn a "LoseActor" in his place.
loseActor = self.suit.getLoseActor()
loseActor.reparentTo(render)
spinningSound = base.loadSfx('phase_3.5/audio/sfx/Cog_Death.ogg')
deathSound = base.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')
# Now for our main interval and soundtrack
explosionInterval = ActorInterval(loseActor, 'lose', startFrame=0, endFrame=150)
deathSoundTrack = Sequence(Wait(0.6), SoundInterval(spinningSound, duration=1.2, startTime=1.5, volume=0.2, node=loseActor), SoundInterval(spinningSound, duration=3.0, startTime=0.6, volume=0.8, node=loseActor), SoundInterval(deathSound, volume=0.32, node=loseActor))
# Next, load the particle effects
BattleParticles.loadParticles()
smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall')
singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1)
smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10)
bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30)
gearPoint = Point3(loseActor.getX(), loseActor.getY(), loseActor.getZ())
smallGears.setDepthWrite(False)
singleGear.setDepthWrite(False)
smallGearExplosion.setDepthWrite(False)
bigGearExplosion.setDepthWrite(False)
cleanupTrack = Track((6.5, Func(self.suit.cleanupLoseActor)))
# Now for the big KAPOW
def createKapowExplosionTrack(parent):
explosionTrack = Sequence()
explosion = loader.loadModel('phase_3.5/models/props/explosion')
explosion.setBillboardPointEye()
explosion.setDepthWrite(False)
explosionPoint = Point3(0, 0, 4.1)
explosionTrack.append(Func(explosion.reparentTo, parent))
explosionTrack.append(Func(explosion.setPos, explosionPoint))
explosionTrack.append(Func(explosion.setScale, 0.4))
explosionTrack.append(Wait(0.6))
explosionTrack.append(Func(explosion.removeNode))
return explosionTrack
explosionTrack = Sequence()
explosionTrack.append(Wait(5.4))
explosionTrack.append(createKapowExplosionTrack(loseActor))
gears1Track = Sequence(Wait(2.0), ParticleInterval(smallGears, loseActor, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track')
gears2MTrack = Track((0.0, explosionTrack), (0.7, ParticleInterval(singleGear, loseActor, worldRelative=0, duration=5.7, cleanup=True)), (5.2, ParticleInterval(smallGearExplosion, loseActor, worldRelative=0, duration=1.2, cleanup=True)), (5.4, ParticleInterval(bigGearExplosion, loseActor, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack')
# Let's tie it all together.
self.explodeTrack = Sequence(Parallel(explosionInterval, deathSoundTrack, gears1Track, gears2MTrack, cleanupTrack))
self.explodeTrack.start()
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:50,代码来源:CogThief.py
示例20: enterExplode
def enterExplode(self, time):
# Are we exploding?
self.exploding = True
# Lets create a specific actor for the explosion and load the explosion stuff
loseActor = self.getLoseActor()
loseActor.reparentTo(render)
spinningSound = base.loadSfx('phase_3.5/audio/sfx/Cog_Death.ogg')
deathSound = base.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')
# We're done with this guy
self.stash()
# Oh boy, time to load all of our explosion effects!
explosionInterval = ActorInterval(loseActor, 'lose', startFrame=0, endFrame=150)
deathSoundTrack = Sequence(Wait(0.6), SoundInterval(spinningSound, duration=1.2, startTime=1.5, volume=0.2, node=loseActor), SoundInterval(spinningSound, duration=3.0, startTime=0.6, volume=0.8, node=loseActor), SoundInterval(deathSound, volume=0.32, node=loseActor))
# Load the particles for the explosion
BattleParticles.loadParticles()
smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall')
singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1)
smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10)
bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30)
gearPoint = Point3(loseActor.getX(), loseActor.getY(), loseActor.getZ())
smallGears.setDepthWrite(False)
singleGear.setDepthWrite(False)
smallGearExplosion.setDepthWrite(False)
bigGearExplosion.setDepthWrite(False)
# Create the explosion track
explosionTrack = Sequence()
explosionTrack.append(Wait(5.4))
explosionTrack.append(self.createKapowExplosionTrack(loseActor))
gears1Track = Sequence(Wait(2.0), ParticleInterval(smallGears, loseActor, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track')
gears2MTrack = Track((0.0, explosionTrack), (0.7, ParticleInterval(singleGear, loseActor, worldRelative=0, duration=5.7, cleanup=True)), (5.2, ParticleInterval(smallGearExplosion, loseActor, worldRelative=0, duration=1.2, cleanup=True)), (5.4, ParticleInterval(bigGearExplosion, loseActor, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack')
# Cleanup
cleanupTrack = Track((6.5, Func(self.cleanupLoseActor))) # Better delete the poor guy when we're done
# Blow the sucker up
self.explodeTrack = Sequence(Parallel(explosionInterval, deathSoundTrack, gears1Track, gears2MTrack))
self.explodeTrack.delayDelete = DelayDelete(self, 'cleanupExplode')
self.explodeTrack.append(Func(self.explodeTrack.delayDelete.destroy))
self.explodeTrack.start()
self.explodeTrack.setT(time)
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leak,代码行数:47,代码来源:DistributedInvasionSuit.py
注:本文中的toontown.battle.BattleParticles类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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