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gameMain.py
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gameMain.py
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from direct.showbase.DirectObject import DirectObject
from pandac.PandaModules import AmbientLight, DirectionalLight, VBase4, VBase3, TextNode, PointLight
import direct.directbase.DirectStart
from direct.gui.OnscreenText import OnscreenText
from direct.task.Task import Task
from pandac.PandaModules import Point2
from direct.interval.IntervalGlobal import *
import modelLoader
import unitHandler
import copy
import random
import sys
def addInstructions(pos, msg):
return OnscreenText(text=msg, style=1, fg=(1,1,1,1), font = loader.loadFont("cmss12"),
pos=(-1.3, pos), align=TextNode.ALeft, scale = .1)
class world(DirectObject):
def __init__(self, parserClass, mapLoaderClass, modelLoaderClass):
self.tileSelected = (0,0)
taskMgr.add(self.tskCheckWalls, "Wall checking", extraArgs = [mapLoaderClass, parserClass, modelLoaderClass])
self.loadLight()
self.mapX = mapLoaderClass.mapConfigParser.getint("map", "width")
self.mapY = mapLoaderClass.mapConfigParser.getint("map", "height")
self.accept("escape", sys.exit)
## p = loader.loadModel('data/models/units/HS/HS2')
# p.reparentTo(render)
# p.setPos(10,10,10)
# plight = PointLight('plight')
# plight.setColor(VBase4(0.8, 0.8, 0.8, 1))
# plnp = render.attachNewNode(plight)
# plnp.setPos(10, 20, 0)
# render.setLight(plnp)
print 'END OF GAMEMAIN.PY!'
def tskCheckWalls(self, mapLoaderClass, parserClass, modelLoaderClass):
for row in mapLoaderClass.tileArray:
for tile in row:
if (tile.solid == True):
if ((tile.solidMap[1] == True and
tile.solidMap[3] == False and
tile.solidMap[5] == False and
tile.solidMap[7] == False) or
(tile.solidMap[1] == False and
tile.solidMap[3] == True and
tile.solidMap[5] == False and
tile.solidMap[7] == False) or
(tile.solidMap[1] == False and
tile.solidMap[3] == False and
tile.solidMap[5] == True and
tile.solidMap[7] == False) or
(tile.solidMap[1] == False and
tile.solidMap[3] == False and
tile.solidMap[5] == False and
tile.solidMap[7] == True) or
(tile.solidMap[1] == True and
tile.solidMap[3] == False and
tile.solidMap[5] == False and
tile.solidMap[7] == True) or
(tile.solidMap[1] == False and
tile.solidMap[3] == True and
tile.solidMap[5] == True and
tile.solidMap[7] == False)):
# (tile.modelName[0:13] == 'solid no work')):
self.changeTile(tile, 0, parserClass, modelLoaderClass, mapLoaderClass)
return Task.cont
# def changeTile(self, firstTile, finalTileNumber, parserClass, modelLoaderClass, mapLoaderClass):
# def changer(firstTile, finalTileNumber, parserClass, modelLoaderClass, mapLoaderClass):
# firstTile.model.detachNode()
#
# posX = firstTile.posX # Setting up values to be transferred to the next tile
# posY = firstTile.posY
# posZ = firstTile.posZ
# cornerMap = firstTile.cornerMap
# solidMap = firstTile.solidMap
#
# finalTileData = parserClass.wall[parserClass.main['wall_types'][finalTileNumber]]
#
# if (finalTileData.solid == False):
# solidMap[4] == False
#
# elif (finalTileData.solid == True):
# solidMap[4] == True
#
# finalTile = copy.copy(finalTileData)
# finalTile.posX = posX
# finalTile.posY = posY
# finalTile.posZ = posZ
# finalTile.cornerMap = cornerMap
# finalTile.solidMap = solidMap
#
# finalTile.model = modelLoaderClass.makeModel(finalTile)#, mapLoaderClass) # From here on is reparenting and positioning the tile to the right place
#
# finalTile.model.reparentTo(render)
# finalTile.model.setPos(finalTile.posX, finalTile.posY, 0)
# finalTile.model.setCollideMask(0x1)
#
# tex = loader.loadTexture(finalTile.texture)
# finalTile.model.setTexture(tex, 1)
#
# print finalTile.solid
# return finalTile
#
mapLoaderClass.tileArray[firstTile.posY/4][firstTile.posX/4] = changer(firstTile, finalTileNumber, parserClass, modelLoaderClass, mapLoaderClass)
self.reloadSurround(mapLoaderClass.tileArray[firstTile.posY/4][firstTile.posX/4], mapLoaderClass, modelLoaderClass, parserClass)
def mineWall(self, firstTile, parserClass, modelLoaderClass, mapLoaderClass):
def changer(firstTile, finalTileNumber, parserClass, modelLoaderClass, mapLoaderClass):
firstTile.model.detachNode()
# posX = firstTile.posX # Setting up values to be transferred to the next tile
# posY = firstTile.posY
# posZ = firstTile.posZ
# cornerMap = firstTile.cornerMap
# solidMap = firstTile.solidMap
# reda = firstTile.reda
# renu = firstTile.renu
finalTileData = parserClass.wall[parserClass.main['wall_types'][finalTileNumber]]
# finalTile = copy.copy(finalTileData)
# finalTile.posX = posX
# finalTile.posY = posY
# finalTile.posZ = posZ
# finalTile.cornerMap = cornerMap
# finalTile.solidMap = solidMap
finalTile = copy.copy(parserClass.wall[parserClass.main['wall_types'][finalTileNumber]])
finalTile.posX = firstTile.posX
finalTile.posY = firstTile.posY
finalTile.posZ = firstTile.posZ
finalTile.cornerMap = firstTile.cornerMap
finalTile.solidMap = firstTile.solidMap
finalTile.reda = 0
finalTile.renu = 0
if (finalTileData.solid == False):
finalTile.solidMap[4] == False
elif (finalTileData.solid == True):
finalTile.solidMap[4] == True
finalTile.model = modelLoaderClass.makeModel(finalTile)#, mapLoaderClass) # From here on is reparenting and positioning the tile to the right place
finalTile.model.reparentTo(render)
finalTile.model.setPos(finalTile.posX, finalTile.posY, 0)
finalTile.model.setCollideMask(0x1)
tex = loader.loadTexture(finalTile.texture)
finalTile.model.setTexture(tex, 1)
# if (firstTile.cror % 2 == 1):
# print str((firstTile.cror + 1)/2)+' energy crystals'
# else:
# print str(firstTile.cror / 2)+' ore'
#
print parserClass.main['objects'][firstTile.reda], firstTile.renu
# print parserClass.object[parserClass.main['objects'][firstTile.reda]]
return finalTile
mapLoaderClass.tileArray[firstTile.posY/4][firstTile.posX/4] = changer(firstTile, 0, parserClass, modelLoaderClass, mapLoaderClass)
self.reloadSurround(mapLoaderClass.tileArray[firstTile.posY/4][firstTile.posX/4], mapLoaderClass, modelLoaderClass, parserClass)
def reloadSurround(self, tileChanged, mapLoaderClass, modelLoaderClass, parserClass):
aroundInfo = []
yBehind = tileChanged.posY/4 - 1
yInfront = tileChanged.posY/4 +1
xBehind = tileChanged.posX/4 - 1
xInfront = tileChanged.posX/4 + 1
if (yInfront >= self.mapY-1):
yInfront = self.mapY-1
if (yBehind <= 0):
yBehind = 0
if (xInfront >= self.mapX-1):
xInfront = self.mapX-1
if (xBehind <= 0):
xBehind = 0
aroundInfo.append(mapLoaderClass.tileArray[yBehind][xBehind]) # BL
aroundInfo.append(mapLoaderClass.tileArray[yBehind][tileChanged.posX/4]) # BC
aroundInfo.append(mapLoaderClass.tileArray[yBehind][xInfront]) # BR
aroundInfo.append(mapLoaderClass.tileArray[tileChanged.posY/4][xBehind]) # L
aroundInfo.append(mapLoaderClass.tileArray[tileChanged.posY/4][tileChanged.posX/4-1])
aroundInfo.append(mapLoaderClass.tileArray[tileChanged.posY/4][xInfront]) # R
aroundInfo.append(mapLoaderClass.tileArray[yInfront][xBehind]) # TL
aroundInfo.append(mapLoaderClass.tileArray[yInfront][tileChanged.posX/4]) # TC
aroundInfo.append(mapLoaderClass.tileArray[yInfront][xInfront]) # TR
name = mapLoaderClass.tileArray[tileChanged.posY/4+1][tileChanged.posX/4+1].modelName
for around in aroundInfo:
around.solidMap = modelLoaderClass.reloadSolidMap(mapLoaderClass, around.posX/4, around.posY/4)
around.model.remove()
around.model = modelLoaderClass.makeModel(around)
around.model.setCollideMask(0x01)
around.model.reparentTo(render)
around.model.setPos(around.posX, around.posY, 0)
tex = loader.loadTexture(around.texture)
around.model.setTexture(tex, 1)
def loadLight(self): #Sets the lights
plight = AmbientLight('my plight')
plight.setColor(VBase4(1.0,1.0,1.0,0.5))
plnp = render.attachNewNode(plight)
render.setLight(plnp)