gui: Fix aspect2d positioning for GUI elements in the maze minigame.
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7d0150b4bb
commit
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2 changed files with 9 additions and 4 deletions
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@ -35,13 +35,16 @@ class OTPTimer(DirectFrame):
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return OTPTimer.ClockImage
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def posInTopRightCorner(self):
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self.setPos(1.16, 0, 0.83)
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self.reparentTo(base.a2dTopRight)
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self.setPos(-0.173, 0, -0.17)
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def posBelowTopRightCorner(self):
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self.setPos(1.16, 0, 0.58)
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self.reparentTo(base.a2dTopRight)
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self.setPos(-0.173, 0, -0.42)
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def posAboveShtikerBook(self):
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self.setPos(1.16, 0, -.63)
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self.reparentTo(base.a2dBottomRight)
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self.setPos(-0.173, 0, 0.37)
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def setTime(self, time):
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time = bound(time, 0, 999)
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@ -694,7 +694,8 @@ class DistributedMazeGame(DistributedMinigame):
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avId = self.avIdList[i]
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avName = self.getAvatarName(avId)
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scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(avId, avName)
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scorePanel.setPos(1.12, 0.0, 0.5 - 0.28 * i)
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scorePanel.reparentTo(base.a2dTopRight)
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scorePanel.setPos(-0.213, 0.0, -0.5 - 0.28 * i)
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self.scorePanels.append(scorePanel)
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self.goalBar.show()
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@ -1087,6 +1088,7 @@ class DistributedMazeGame(DistributedMinigame):
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for i in xrange(self.numPlayers):
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panel = self.scorePanels[i]
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pos = scorePanelLocs[i]
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panel.wrtReparentTo(aspect2d)
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lerpTrack.append(Parallel(LerpPosInterval(panel, lerpDur, Point3(pos[0], 0, pos[1]), blendType='easeInOut'), LerpScaleInterval(panel, lerpDur, Vec3(panel.getScale()) * 2.0, blendType='easeInOut')))
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self.showScoreTrack = Parallel(lerpTrack, Sequence(Wait(MazeGameGlobals.SHOWSCORES_DURATION), Func(self.gameOver)))
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