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main.py
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main.py
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# main tutorial taken from https://www.youtube.com/channel/UC4L3JyeL7TXQM1f3yD6iVQQ/videos
# left of on video #
# from panda3d.core import loadPrcFile
# loadPrcFile("config/conf.prc")
# bender files can be converted to .bam( non-human readable extension of .egg) using YABEE
# conf.prc variables are found in panda3d config documentation
# can also use: " from panda3d.core import loadPrcFile
# loadPrcFile("config/conf.prc") "
# and have a custom prc text file where the vars are stored in the file itself
# ConfigVariableManager.getGlobalPtr().listVariables() will also list all config variables
from panda3d.core import loadPrcFileData
from direct.showbase.ShowBase import ShowBase
from direct.interval.IntervalGlobal import *
from panda3d.core import CollisionTraverser
from panda3d.core import CollisionHandlerEvent
from panda3d.core import CollisionHandlerPusher
from panda3d.core import CollisionSphere, CollisionNode, CollisionPlane
from panda3d.core import Plane
confVars = """
win-size 1280 720
window-title My Game
show-frame-rate-meter True
show-scene-graph-analyzer-meter False
"""
loadPrcFileData("", confVars)
keyMap = {
"up": False,
"down": False,
"left": False,
"right": False,
"weapon": False
}
def updateKeyMap(key, state):
keyMap[key] = state
class MyGame(ShowBase):
def __init__(self):
super().__init__()
# disables the default mouse camera controls
# self.disableMouse()
self.cam.setPos(0, -150, 35)
self.cTrav = CollisionTraverser()
# pusher used to keep player in frame
self.pusher = CollisionHandlerPusher()
# self.pusher.setHorizontal(True)
# used to detect collisions and deal with them
self.collisionEventHandler = CollisionHandlerEvent()
# example of how to load multiple models into a list
# self.teapots = []
# for i in range(10):
# self.teapots.append(self.loader.loadModel("models/teapot"))
# self.teapots[i].setColor(0.6, 0.6, 1.0, 1.0)
# self.teapots[i].setPos(5 * i, 0, 0)
# self.teapots[i].reparentTo(self.render)
self.player = self.loader.loadModel("my-models/X-WING")
self.player.setColor(0.6, 0.6, 1.0, 1.0)
self.player.setHpr(90, 180, 90)
self.player.reparentTo(self.render)
self.playerColliderNode = CollisionNode("player")
self.playerColliderNode.addSolid(CollisionSphere(2, -0.6, 0, 3))
self.playerCollider = self.player.attachNewNode(self.playerColliderNode)
base.pusher.addCollider(self.playerCollider, self.player)
base.cTrav.addCollider(self.playerCollider, self.pusher)
# self.playerCollider.show()
leftPlane = CollisionPlane(Plane((1, 0, 0), (0, 0, 0)))
self.wallNode = CollisionNode("wall")
self.wallNode.addSolid(leftPlane)
wall = self.render.attachNewNode(self.wallNode)
wall.setX(-72)
wall.show()
rightPlane = CollisionPlane(Plane((1, 0, 0), (0, 0, 0)))
rightPlane.flip()
self.wallNode = CollisionNode("wall")
self.wallNode.addSolid(rightPlane)
wall = self.render.attachNewNode(self.wallNode)
wall.setX(72)
wall.show()
lowerPlane = CollisionPlane(Plane((0, 0, 1), (0, 0, 0)))
self.wallNode = CollisionNode("wall")
self.wallNode.addSolid(lowerPlane)
wall = self.render.attachNewNode(self.wallNode)
wall.setZ(-6)
wall.show()
upperPlane = CollisionPlane(Plane((0, 0, 1), (0, 0, 0)))
upperPlane.flip()
self.wallNode = CollisionNode("wall")
self.wallNode.addSolid(upperPlane)
wall = self.render.attachNewNode(self.wallNode)
wall.setZ(80)
wall.show()
self.accept("w", updateKeyMap, ["up", True])
self.accept("w-up", updateKeyMap, ["up", False])
self.accept("s", updateKeyMap, ["down", True])
self.accept("s-up", updateKeyMap, ["down", False])
self.accept("a", updateKeyMap, ["left", True])
self.accept("a-up", updateKeyMap, ["left", False])
self.accept("d", updateKeyMap, ["right", True])
self.accept("d-up", updateKeyMap, ["right", False])
self.accept("space", updateKeyMap, ["weapon", True])
self.accept("space-up", updateKeyMap, ["weapon", False])
self.speed = 30
self.angle = 90
self.taskMgr.add(self.keyBindupdate, "keyBindupdate")
def keyBindupdate(self, task):
dt = globalClock.getDt()
pos = self.player.getPos()
if keyMap["left"]:
pos.x -= self.speed * dt
if self.angle > 45:
self.angle -= 4
self.player.setH(self.angle)
if not keyMap["left"]:
if self.angle < 90:
self.angle += 3
self.player.setH(self.angle)
if keyMap["right"]:
pos.x += self.speed * dt
if self.angle < 135:
self.angle += 4
self.player.setH(self.angle)
if not keyMap["right"]:
if self.angle > 90:
self.angle -= 3
self.player.setH(self.angle)
if keyMap["up"]:
pos.z += self.speed * dt
if keyMap["down"]:
pos.z -= self.speed * dt
if keyMap["weapon"]:
self.projectile = self.loader.loadModel("models/misc/sphere")
self.projectile.setScale(0.5, 0.5, 1)
self.projectile.setPos(self.player.getPos())
self.projectile.reparentTo(self.render)
self.playerProjectileColliderNode = CollisionNode("player_projectile")
self.playerProjectileColliderNode.addSolid(CollisionSphere(0.5, 0, 0.2, 1))
self.projectileCollider = self.projectile.attachNewNode(self.playerProjectileColliderNode)
base.pusher.addCollider(self.projectileCollider, self.projectile)
base.cTrav.addCollider(self.projectileCollider, self.pusher)
# self.projectileCollider.show()
self.trajectory = ProjectileInterval(self.projectile, duration=1, startPos=(pos.x - 1, pos.y + 3, pos.z),
startVel=(0, 0, 115))
self.trajectory.start()
keyMap["weapon"] = False
self.player.setPos(pos)
return task.cont
game = MyGame()
game.run()