Ejemplo n.º 1
0
    def __init__(self, pos, modelName, maxHealth, maxSpeed, colliderName,
                 size):
        GameObject.__init__(
            self, pos, modelName, None, maxHealth, maxSpeed, colliderName,
            MASK_INTO_ENEMY | MASK_FROM_PLAYER | MASK_FROM_ENEMY, size)
        ArmedObject.__init__(self)

        self.colliderNP.node().setFromCollideMask(MASK_WALLS | MASK_FROM_ENEMY)

        Common.framework.pusher.addCollider(self.colliderNP, self.root)
        Common.framework.traverser.addCollider(self.colliderNP,
                                               Common.framework.pusher)

        colliderNode = CollisionNode("lock sphere")
        solid = CollisionSphere(0, 0, 0, size * 2)
        solid.setTangible(False)
        colliderNode.addSolid(solid)
        self.lockColliderNP = self.root.attachNewNode(colliderNode)
        self.lockColliderNP.setPythonTag(TAG_OWNER, self)
        colliderNode.setFromCollideMask(0)
        colliderNode.setIntoCollideMask(MASK_ENEMY_LOCK_SPHERE)

        self.setFlinchPool(10, 15)

        self.attackAnimsPerWeapon = {}

        self.flinchAnims = []
        self.flinchTimer = 0

        self.shields = []
        self.shieldDuration = 0.5

        self.movementNames = ["walk"]

        self.setupExplosion()
Ejemplo n.º 2
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    def alterHealth(self,
                    dHealth,
                    incomingImpulse,
                    knockback,
                    flinchValue,
                    overcharge=False):
        GameObject.alterHealth(self, dHealth, incomingImpulse, knockback,
                               flinchValue, overcharge)

        self.flinchCounter -= flinchValue
        if self.flinchCounter <= 0:
            self.resetFlinchCounter()
            self.flinch()

        if dHealth < 0 and incomingImpulse is not None:
            shield = Common.framework.showBase.loader.loadModel(
                "../Section2SpaceflightDocking/Models/shield")
            shield.setScale(self.size)
            shield.reparentTo(self.root)
            shield.setAttrib(
                ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                                      ColorBlendAttrib.OIncomingAlpha,
                                      ColorBlendAttrib.OOne))
            shield.lookAt(
                Common.framework.showBase.render,
                self.root.getPos(Common.framework.showBase.render) +
                incomingImpulse)
            shield.setBin("unsorted", 1)
            shield.setDepthWrite(False)
            self.shields.append([shield, 0])
Ejemplo n.º 3
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 def update(self, dt):
     GameObject.update(self, dt, fluid=True)
     if self.range is not None:
         diff = self.root.getPos(
             Common.framework.showBase.render) - self.startPos
         self.currentDistanceSq = diff.lengthSquared()
         if self.currentDistanceSq > self.rangeSq:
             self.health = 0
Ejemplo n.º 4
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    def alterHealth(self,
                    dHealth,
                    incomingImpulse,
                    knockback,
                    flinchValue,
                    overcharge=False):
        GameObject.alterHealth(self, dHealth, incomingImpulse, knockback,
                               flinchValue, overcharge)

        self.updateHealthUI()
Ejemplo n.º 5
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    def cleanup(self):
        if self.blastModel is not None:
            self.blastModel.removeNode()
            self.blastModel = None

        if self.colliderNP is not None and not self.colliderNP.isEmpty():
            self.colliderNP.clearPythonTag(TAG_OWNER)
            self.colliderNP.removeNode()
        self.colliderNP = None

        GameObject.cleanup(self)
Ejemplo n.º 6
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    def __init__(self,
                 model,
                 mask,
                 range,
                 damage,
                 speed,
                 size,
                 knockback,
                 flinchValue,
                 aoeRadius=0,
                 blastModel=None,
                 pos=None,
                 damageByTime=False):
        GameObject.__init__(self, pos, model, None, 100, speed, None, mask,
                            0.5)
        self.mask = mask
        self.range = range
        if range is None:
            self.rangeSq = 0
        else:
            self.rangeSq = range * range
        self.currentDistanceSq = 0
        self.damage = damage
        self.size = size
        self.knockback = knockback
        self.flinchValue = flinchValue
        if pos is None:
            self.root.detachNode()
            self.startPos = Vec3(0, 0, 0)
        else:
            self.startPos = Vec3(pos)
        self.damageByTime = damageByTime

        self.healthRechargeRate = 0

        self.aoeRadius = aoeRadius

        self.colliderNP = None

        self.noZVelocity = False

        if blastModel is None:
            self.blastModel = None
            self.blastModelFile = None
        else:
            self.blastModel = Common.framework.showBase.loader.loadModel(
                blastModel)
            self.blastModelFile = blastModel
Ejemplo n.º 7
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    def cleanup(self):
        if self.uiRoot is not None:
            self.uiRoot.removeNode()
            self.uiRoot = None
        self.healthBar = None

        if self.lightNP is not None:
            Common.framework.showBase.render.clearLight(self.lightNP)
            self.lightNP.removeNode()
            self.lightNP = None

        for effect in self.updatingEffects:
            effect.cleanup()
        self.updatingEffects = []

        ArmedObject.cleanup(self)
        GameObject.cleanup(self)
Ejemplo n.º 8
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    def update(self, player, dt):
        GameObject.update(self, dt)
        ArmedObject.update(self, dt)

        if self.flinchTimer > 0:
            self.flinchTimer -= dt

        if self.inControl and self.flinchTimer <= 0:
            self.runLogic(player, dt)

        for index, (shield, timer) in enumerate(self.shields):
            timer += dt
            perc = timer / self.shieldDuration
            shield.setTexOffset(TextureStage.getDefault(), perc * 3)
            shield.setAlphaScale(1.0 - perc)
            self.shields[index][1] = timer
        self.shields = [[shield, timer] for shield, timer in self.shields
                        if timer < self.shieldDuration]
Ejemplo n.º 9
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 def cleanup(self):
     self.lockColliderNP.clearPythonTag(TAG_OWNER)
     ArmedObject.cleanup(self)
     GameObject.cleanup(self)
Ejemplo n.º 10
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    def __init__(self, shipSpec):
        GameObject.__init__(self, Vec3(0, 0,
                                       0), None, None, shipSpec.maxShields,
                            shipSpec.maxSpeed, "player", MASK_INTO_PLAYER, 2)
        ArmedObject.__init__(self)

        self.acceleration = shipSpec.acceleration
        self.turnRate = shipSpec.turnRate

        self.numGuns = len(shipSpec.gunPositions)
        self.numMissiles = shipSpec.numMissiles
        self.maxEnergy = shipSpec.maxEnergy
        self.energyRechargeRate = shipSpec.energyRechargeRate
        self.shieldRechargeRate = shipSpec.shieldRechargeRate

        self.energy = shipSpec.maxEnergy

        for gunPos in shipSpec.gunPositions:
            np = self.actor.attachNewNode(PandaNode("gun node"))
            np.setPos(gunPos)

            gun = BlasterWeapon()
            self.addWeapon(gun, 0, np)

        missileSetCounter = 1
        for missilePos in shipSpec.missilePositions:
            np = self.actor.attachNewNode(PandaNode("missile node"))
            np.setPos(missilePos)

            gun = RocketWeapon()
            self.addWeapon(gun, missileSetCounter, np)
            missileSetCounter += 1

        self.numMissileSets = missileSetCounter - 1
        self.missileSetIndex = 0

        light = PointLight("basic light")
        light.setColor(Vec4(1, 1, 1, 1))
        light.setAttenuation((1, 0.01, 0.001))
        self.lightNP = self.root.attachNewNode(light)
        self.lightNP.setZ(1)
        Common.framework.showBase.render.setLight(self.lightNP)

        self.colliderNP.node().setFromCollideMask(MASK_WALLS
                                                  | MASK_FROM_PLAYER)

        Common.framework.pusher.addCollider(self.colliderNP, self.root)
        Common.framework.traverser.addCollider(self.colliderNP,
                                               Common.framework.pusher)

        Common.framework.showBase.camera.reparentTo(self.actor)
        Common.framework.showBase.camera.setPos(0, 0, 0)
        Common.framework.showBase.camera.setHpr(0, 0, 0)

        lens = Common.framework.showBase.camLens

        lens.setNear(0.03)

        ratio = lens.getAspectRatio()

        lens.setFov(75 * ratio)

        self.lastMousePos = Vec2(0, 0)
        self.mouseSpeedHori = 50.0
        self.mouseSpeedVert = 30.0
        self.mouseSensitivity = 1.0

        self.targetingRay = CollisionSegment(0, 0, 0, 0, 100, 0)
        self.targetingRayNode = CollisionNode("lock ray")
        self.targetingRayNode.addSolid(self.targetingRay)
        self.targetingRayNode.setFromCollideMask(MASK_ENEMY_LOCK_SPHERE)
        self.targetingRayNode.setIntoCollideMask(0)
        self.targetingRayNP = self.actor.attachNewNode(self.targetingRayNode)
        self.targetingQueue = CollisionHandlerQueue()

        self.prospectiveLockTarget = None
        self.lockTargetTimer = 0
        self.lockDuration = 1

        Common.framework.traverser.addCollider(self.targetingRayNP,
                                               self.targetingQueue)

        #rayNodePath.show()

        self.uiRoot = aspect2d.attachNewNode(PandaNode("player UI"))

        cardMaker = CardMaker("UI maker")
        cardMaker.setFrame(-1, 1, -1, 1)

        self.centreSpot = self.uiRoot.attachNewNode(cardMaker.generate())
        self.centreSpot.setTexture(
            Common.framework.showBase.loader.loadTexture(
                "../Section2SpaceflightDocking/UI/spot.png"))
        self.centreSpot.setTransparency(True)
        self.centreSpot.setPos(0, 0, 0)
        self.centreSpot.setScale(0.01)
        self.centreSpot.setAlphaScale(0.5)

        self.directionIndicator = self.uiRoot.attachNewNode(
            cardMaker.generate())
        self.directionIndicator.setTexture(
            Common.framework.showBase.loader.loadTexture(
                "../Section2SpaceflightDocking/UI/directionIndicator.png"))
        self.directionIndicator.setTransparency(True)
        self.directionIndicator.setScale(0.05)
        self.directionIndicator.hide()

        self.lockMarkerRoot = self.uiRoot.attachNewNode(
            PandaNode("lock marker root"))
        for i in range(4):
            markerRotationNP = self.lockMarkerRoot.attachNewNode(
                PandaNode("lock marker rotation"))
            marker = markerRotationNP.attachNewNode(cardMaker.generate())
            marker.setTexture(
                Common.framework.showBase.loader.loadTexture(
                    "../Section2SpaceflightDocking/UI/lockMarker.png"))
            marker.setTransparency(True)
            markerRotationNP.setScale(0.04)
            markerRotationNP.setR(i * 90)
        self.lockMarkerRoot.hide()

        self.lockBar = Common.framework.showBase.loader.loadModel(
            "../Section2SpaceflightDocking/UI/uiLockBar")
        self.lockBar.reparentTo(self.uiRoot)
        self.lockBar.setScale(0.15)
        #self.lockBar.hide()

        cardMaker.setFrame(-1, 1, 0, 1)

        self.cockpit = Common.framework.showBase.loader.loadModel(
            "../Section2SpaceflightDocking/Models/{0}".format(
                shipSpec.cockpitModelFile))
        self.cockpit.reparentTo(self.actor)

        healthBarRoot = self.cockpit.find("**/healthBar")
        if healthBarRoot is None or healthBarRoot.isEmpty():
            healthBarRoot = self.uiRoot.attachNewNode(
                PandaNode("health bar root"))
            print("No health bar root found!")

        energyBarRoot = self.cockpit.find("**/energyBar")
        if energyBarRoot is None or energyBarRoot.isEmpty():
            energyBarRoot = self.uiRoot.attachNewNode(
                PandaNode("energy bar root"))
            print("No energy bar root found!")

        missileCounterRoot = self.cockpit.find("**/missileCounter")
        if missileCounterRoot is None or missileCounterRoot.isEmpty():
            missileCounterRoot = self.uiRoot.attachNewNode(
                PandaNode("missile counter root"))
            print("No missile counter root found!")

        radarRoot = self.cockpit.find("**/radar")
        if radarRoot is None or radarRoot.isEmpty():
            radarRoot = self.uiRoot.attachNewNode(PandaNode("radar root"))
            print("No radar root found!")

        speedometerRoot = self.cockpit.find("**/speedometer")
        if speedometerRoot is None or speedometerRoot.isEmpty():
            speedometerRoot = self.uiRoot.attachNewNode(
                PandaNode("speedometer root"))
            print("No speedometer root found!")

        self.radarDrawer = MeshDrawer()
        self.radarDrawer.setBudget(4096)

        self.radarDrawerNP = self.radarDrawer.getRoot()
        self.radarDrawerNP.reparentTo(radarRoot)
        self.radarDrawerNP.setTwoSided(True)
        self.radarDrawerNP.setLightOff()
        self.radarDrawerNP.setDepthWrite(False)
        self.radarDrawerNP.setTransparency(True)

        self.healthBar = healthBarRoot.attachNewNode(cardMaker.generate())
        self.healthBar.setSx(0.05)

        self.energyBar = energyBarRoot.attachNewNode(cardMaker.generate())
        self.energyBar.setSx(0.05)

        self.healthBarScalar = 0.00175
        self.energyBarScalar = 0.00175

        self.missileCounter = DirectLabel(text="",
                                          text_mayChange=True,
                                          scale=0.09,
                                          relief=None,
                                          parent=missileCounterRoot)

        self.maxRadarRange = 700
        self.radarSize = 0.3

        self.speedometer = DirectLabel(text="",
                                       text_mayChange=True,
                                       scale=0.09,
                                       relief=None,
                                       parent=speedometerRoot)

        self.updateHealthUI()
        self.updateEnergyUI()
        self.updateMissileUI()
        self.updateRadar()
        self.updateSpeedometer()

        self.updatingEffects = []
Ejemplo n.º 11
0
    def update(self, keys, dt):
        GameObject.update(self, dt)

        self.updateSpeedometer()

        self.walking = False

        quat = self.root.getQuat(Common.framework.showBase.render)
        forward = quat.getForward()
        right = quat.getRight()
        up = quat.getUp()

        if keys["up"]:
            self.walking = True
            self.velocity += forward * self.acceleration * dt
        if keys["down"]:
            self.walking = True
            self.velocity -= forward * self.acceleration * dt
        if keys["left"]:
            self.walking = True
            self.velocity -= right * self.acceleration * dt
        if keys["right"]:
            self.walking = True
            self.velocity += right * self.acceleration * dt
        if self.walking:
            self.inControl = True

        mouseWatcher = base.mouseWatcherNode
        if mouseWatcher.hasMouse():
            xSize = base.win.getXSize()
            ySize = base.win.getYSize()
            xPix = float(xSize % 2) / xSize
            yPix = float(ySize % 2) / ySize
            mousePos = Vec2(base.mouseWatcherNode.getMouse())
            mousePos.addX(-xPix)
            mousePos.addY(-yPix)
            if abs(mousePos.x) < xPix:
                mousePos.x = 0
            if abs(mousePos.y) < yPix:
                mousePos.y = 0

        else:
            mousePos = self.lastMousePos

        if mousePos.length() > 0.01:
            axis = right * (mousePos.y) + up * (-mousePos.x)
            axis.normalize()
            angle = mousePos.length() * self.turnRate * dt

            rotQuat = Quat()
            rotQuat.setFromAxisAngle(angle, axis)

            self.root.setQuat(quat * rotQuat)

        if not self.weaponSets[0][0].active:
            self.alterEnergy(
                math.sin(1.071 * self.energy / self.maxEnergy + 0.5) *
                self.energyRechargeRate * dt)

        self.updateEnergyUI()
        self.updateHealthUI()
        self.updateRadar()

        #self.root.setH(self.root.getH() - mousePos.x*self.mouseSpeedHori*self.mouseSensitivity)
        #self.actor.setP(self.actor.getP() + mousePos.y*self.mouseSpeedVert*self.mouseSensitivity)

        if keys["shoot"]:
            self.startFiringSet(0)
        else:
            self.ceaseFiringSet(0)

        if keys["shootSecondary"]:
            self.startFiringSet(self.missileSetIndex + 1)
        else:
            for i in range(self.numMissileSets):
                self.ceaseFiringSet(i + 1)

        [effect.update(self, dt) for effect in self.updatingEffects]
        [
            effect.cleanup() for effect in self.updatingEffects
            if not effect.active
        ]
        self.updatingEffects = [
            effect for effect in self.updatingEffects if effect.active
        ]

        if self.targetingQueue.getNumEntries() > 0:
            self.targetingQueue.sortEntries()
            entry = self.targetingQueue.getEntry(0)
            intoNP = entry.getIntoNodePath()
            if intoNP.hasPythonTag(TAG_OWNER):
                other = intoNP.getPythonTag(TAG_OWNER)
                if other is self.prospectiveLockTarget and other is not self.lockedTarget:
                    self.lockTargetTimer += dt
                    if self.lockTargetTimer >= self.lockDuration:
                        self.lockedTarget = other
                else:
                    self.lockTargetTimer = 0
                self.prospectiveLockTarget = other
            else:
                self.lockTargetTimer = 0
        else:
            self.lockTargetTimer = 0

        perc = self.lockTargetTimer / self.lockDuration
        self.lockBar.setTexOffset(TextureStage.getDefault(), 0, -perc * 1.1)

        if self.lockedTarget is not None:
            if self.lockedTarget.health <= 0:
                self.lockedTarget = None
            else:
                relPos = self.lockedTarget.root.getPos(self.root)
                planarVec = relPos.getXz()
                relDist = relPos.length()

                if relDist == 0:
                    angle = 0
                else:
                    angle = math.acos(relPos.y / relDist)

                if relDist > 200 or angle > 1.7453:
                    self.lockedTarget = None
                else:

                    if self.lockMarkerRoot.isHidden():
                        self.lockMarkerRoot.show()

                    camPt = Point2()
                    convertedPt = Common.framework.showBase.cam.getRelativePoint(
                        Common.framework.showBase.render,
                        self.lockedTarget.root.getPos(
                            Common.framework.showBase.render))
                    if Common.framework.showBase.camLens.project(
                            convertedPt, camPt):
                        self.lockMarkerRoot.setPos(
                            Common.framework.showBase.render2d, camPt.x, 0,
                            camPt.y)
                        if self.lockMarkerRoot.isHidden():
                            self.lockMarkerRoot.show()
                        for child in self.lockMarkerRoot.getChildren():
                            child.getChild(0).setZ(
                                (1.0 - min(1, relDist / 100)) * 5 + 0.2)
                    elif not self.lockMarkerRoot.isHidden():
                        self.lockMarkerRoot.hide()

                    if relPos.y < 0 or angle > 0.6:
                        planarVec.normalize()

                        self.directionIndicator.setPos(planarVec.x * 0.4, 0,
                                                       planarVec.y * 0.4)

                        angle = math.degrees(
                            math.atan2(planarVec.x, planarVec.y))
                        self.directionIndicator.setR(angle)

                        if self.directionIndicator.isHidden():
                            self.directionIndicator.show()
                    elif not self.directionIndicator.isHidden():
                        self.directionIndicator.hide()
        else:
            if not self.directionIndicator.isHidden():
                self.directionIndicator.hide()
            if not self.lockMarkerRoot.isHidden():
                self.lockMarkerRoot.hide()