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https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 11:42:39 -06:00
Fix FO z fighting and fix maze
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parent
9804328571
commit
67e76cea51
2 changed files with 6 additions and 7 deletions
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@ -559,13 +559,12 @@ class DistributedBuilding(DistributedObject.DistributedObject):
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backgroundNP = loader.loadModel('phase_5/models/cogdominium/field_office_sign')
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backgroundNP.reparentTo(signOrigin)
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backgroundNP.setPosHprScale(0.0, 0.0, -1.2 + textHeight * 0.8 / zScale, 0.0, 0.0, 0.0, 20.0, 8.0, 8.0 * zScale)
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backgroundNP.node().setEffect(DecalEffect.make())
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signTextNodePath = backgroundNP.attachNewNode(textNode.generate())
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signTextNodePath.setPosHprScale(0.0, 0.0, -0.13 + textHeight * 0.1 / zScale, 0.0, 0.0, 0.0, 0.1 * 8.0 / 20.0, 0.1, 0.1 / zScale)
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signTextNodePath.setColor(1.0, 1.0, 1.0, 1.0)
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frontNP = suitBuildingNP.find('**/*_front')
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backgroundNP.wrtReparentTo(frontNP)
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frontNP.node().setEffect(DecalEffect.make())
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signTextNodePath.setAttrib(DepthOffsetAttrib.make(1))
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suitBuildingNP.setName('cb' + str(self.block) + ':_landmark__DNARoot')
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suitBuildingNP.setPosHprScale(nodePath, 15.463, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0)
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suitBuildingNP.setColorScale(0.6, 0.6, 0.6, 1.0)
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@ -1,6 +1,6 @@
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from direct.showbase.PythonUtil import Enum
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from direct.gui.DirectGui import DirectFrame, DGG
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from pandac.PandaModules import Vec2, VBase4D
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from pandac.PandaModules import Vec2, VBase4F
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from pandac.PandaModules import CardMaker, NodePath
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from pandac.PandaModules import Texture, PNMImage
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DEFAULT_MASK_RESOLUTION = 32
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@ -48,7 +48,7 @@ class MazeMapGui(DirectFrame):
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def _createMapTextureCard(self):
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mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
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mapImage.fill(*self._bgColor)
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fgColor = VBase4D(*self._fgColor)
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fgColor = VBase4F(*self._fgColor)
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for x in xrange(self._mazeHeight):
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for y in xrange(self._mazeWidth):
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if self._mazeCollTable[y][x] == 1:
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@ -128,15 +128,15 @@ class MazeMapGui(DirectFrame):
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def _revealSmoothCircle(self, x, y, center):
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length = (Vec2(x, y) - center).length()
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goalAlpha = max(0.0, length / float(self._radius) - 0.5)
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self._maskImage.setXelA(x, y, VBase4D(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))
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self._maskImage.setXelA(x, y, VBase4F(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))
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def _revealHardCircle(self, x, y, center):
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length = (Vec2(x, y) - center).length()
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if length <= self._radius:
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self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))
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self._maskImage.setXelA(x, y, VBase4F(0, 0, 0, 0))
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def _revealSquare(self, x, y, center):
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self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))
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self._maskImage.setXelA(x, y, VBase4F(0, 0, 0, 0))
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def _drawHole(self, x, y):
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center = Vec2(x, y)
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