def __init__(self): self.line_dir = NodePath() base.cTrav = CollisionTraverser() self.col_handler = CollisionHandlerEvent() picker_node = CollisionNode("mouseRayNode") pickerNPos = base.camera.attachNewNode(picker_node) self.pickerRay = CollisionRay() picker_node.addSolid(self.pickerRay) plane_node = CollisionNode("base_plane") plane = base.render.attachNewNode(plane_node) self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))) picker_node.addSolid(self.pickerRay) picker_node.setTag("rays", "mray") base.cTrav.addCollider(pickerNPos, self.col_handler) self.col_handler.addInPattern("%(rays)ft-into-%(type)it") self.col_handler.addOutPattern("%(rays)ft-out-%(type)it") self.col_handler.addAgainPattern("ray_again_all%(" "rays" ")fh%(" "type" ")ih") self.model = loader.loadModel("../models/chest.egg") self.model_node = NodePath("sdfafd") self.model.reparentTo(self.model_node) self.model_node.reparentTo(render) # # self.text_node = TextNode("battle_text") # self.text_node.setText("TEXTYTEXTYTEXTTEXT") # self.text_node_path = render.attachNewNode(self.text_node) # self.text_node_path.reparentTo(render) # self.text_node_path.setPos(0,0,4) # self.text_node_path.setHpr(0,0,0) # self.text_node_path.setScale(1) # #self.text_node_path.setTransparency(TransparencyAttrib.MAlpha) # self.text_node.setTextColor((1,1,1,1)) # self.text_node.setAlign(TextNode.ALeft) self.placement_ghost = EditorObjects.PlacementGhost( 0, "tower", base.object_scale) z = 0 self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z)) taskMgr.add(self.ray_update, "updatePicker") taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane") taskMgr.add(self.task_mouse_press_check, "checkMousePress") self.input_init() self.pickable = None
def load(self): CogdoGameMovie.load(self) self.toonDNA = ToonDNA.ToonDNA() self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2, 1, 8, 1, 8, 1, 14) self.toonHead = Toon.Toon() self.toonHead.setDNA(self.toonDNA) self.makeSuit('sc') self.toonHead.getGeomNode().setDepthWrite(1) self.toonHead.getGeomNode().setDepthTest(1) self.toonHead.loop('neutral') self.toonHead.setPosHprScale(-0.73, 0, -1.27, 180, 0, 0, 0.18, 0.18, 0.18) self.toonHead.reparentTo(hidden) self.toonHead.startBlink() self.cogHead = Suit.Suit() self.cogDNA = SuitDNA.SuitDNA() self.cogDNA.newSuit('le') self.cogHead.setDNA(self.cogDNA) self.cogHead.getGeomNode().setDepthWrite(1) self.cogHead.getGeomNode().setDepthTest(1) self.cogHead.loop('neutral') self.cogHead.setPosHprScale(-0.74, 0, -1.79, 180, 0, 0, 0.12, 0.14, 0.14) self.cogHead.reparentTo(hidden) self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip')) self.clipPlane.node().setPlane(Plane(0, 0, 1, 0)) self.clipPlane.setPos(0, 0, 2.45) audioMgr = base.cogdoGameAudioMgr self._cogDialogueSfx = audioMgr.createSfx('cogDialogue') self._toonDialogueSfx = audioMgr.createSfx('toonDialogue') def start(): camera.wrtReparentTo(render) self._startUpdateTask() def end(): self._stopUpdateTask() introDuration = Globals.Gameplay.IntroDurationSeconds dialogue = TTLocalizer.CogdoFlyingIntroMovieDialogue waitDur = introDuration / len(dialogue) flyDur = introDuration - waitDur * 0.5 flyThroughIval = Parallel( camera.posInterval(flyDur, self._exit.getPos(render) + Point3(0, -22, 1), blendType='easeInOut'), camera.hprInterval(flyDur, Point3(0, 5, 0), blendType='easeInOut')) self._ival = Sequence( Func(start), Parallel( flyThroughIval, Sequence( Func(self.displayLine, 'cog', self._getRandomLine(dialogue[0])), Wait(waitDur), Func(self.displayLine, 'toon', self._getRandomLine(dialogue[1])), Wait(waitDur), Func(self.displayLine, 'cog', self._getRandomLine(dialogue[2])), Wait(waitDur))), Func(end))
def load(self): self.notify.debug('load()') CogdoGameMovie.load(self) backgroundGui = loader.loadModel('phase_5/models/cogdominium/tt_m_gui_csa_flyThru') # Dialogue Box self.bg = backgroundGui.find('**/background') self.chatBubble = backgroundGui.find('**/chatBubble') self.chatBubble.setScale(6.5, 6.5, 7.2999999999999998) self.chatBubble.setPos(0.32000000000000001, 0, -0.78000000000000003) self.bg.setScale(5.2000000000000002) self.bg.setPos(0.14000000000000001, 0, -0.66669999999999996) self.bg.reparentTo(aspect2d) self.chatBubble.reparentTo(aspect2d) self.frame = DirectFrame(geom = self.bg, relief = None, pos = (0.20000000000000001, 0, -0.66669999999999996)) self.bg.wrtReparentTo(self.frame) self.gameTitleText = DirectLabel(parent = self.frame, text = TTLocalizer.CogdoExecutiveSuiteTitle, scale = TTLocalizer.MRPgameTitleText * 0.80000000000000004, text_align = TextNode.ACenter, text_font = getSignFont(), text_fg = (1.0, 0.33000000000000002, 0.33000000000000002, 1.0), pos = TTLocalizer.MRgameTitleTextPos, relief = None) self.chatBubble.wrtReparentTo(self.frame) self.frame.hide() backgroundGui.removeNode() self.toonDNA = ToonDNA.ToonDNA() self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2, 1, 8, 1, 8, 1, 14) # Lowdens DNA self.toonHead = Toon.Toon() self.toonHead.setDNA(self.toonDNA) self.makeSuit('sc') self.toonHead.getGeomNode().setDepthWrite(1) self.toonHead.getGeomNode().setDepthTest(1) self.toonHead.loop('neutral') self.toonHead.setPosHprScale(-0.72999999999999998, 0, -1.27, 180, 0, 0, 0.17999999999999999, 0.17999999999999999, 0.17999999999999999) self.toonHead.reparentTo(hidden) self.toonHead.startBlink() self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip')) self.clipPlane.node().setPlane(Plane(0, 0, 1, 0)) self.clipPlane.setPos(0, 0, 2.4500000000000002) self._toonDialogueSfx = loader.loadSfx('phase_3.5/audio/dial/AV_dog_long.mp3') # Dog speech self._camHelperNode = NodePath('CamHelperNode') self._camHelperNode.reparentTo(render) dialogue = TTLocalizer.CogdoExecutiveSuiteIntroMessage def start(): self.frame.show() base.setCellsAvailable(base.bottomCells + base.leftCells + base.rightCells, 0) def showShopOwner(): self._setCamTarget(self._shopOwner, -10, offset = Point3(0, 0, 5)) def end(): self._dialogueLabel.reparentTo(hidden) self.toonHead.reparentTo(hidden) self.frame.hide() base.setCellsAvailable(base.bottomCells + base.leftCells + base.rightCells, 1) self._stopUpdateTask() self._ival = Sequence(Func(start), Func(self.displayLine, dialogue), Func(showShopOwner), ParallelEndTogether(camera.posInterval(self.cameraMoveDuration, Point3(8, 0, 13), blendType = 'easeInOut'), camera.hprInterval(0.5, self._camHelperNode.getHpr(), blendType = 'easeInOut')), Wait(self.introDuration), Func(end)) self._startUpdateTask()
def __init__(self, tileMap): self._tileMap = tileMap self._groundPlane = Plane(Point3(0, 0, 1), Point3(0, 0, 1)) self._hoveredCoord = None # The coordinates we are hovering over. self._highlightMode = None # Targeter reference self._highlightModeParams = None # Targeter params dict self._highlightedTiles = list() # List of tile highlighted by pointer. self._previewTiles = list() # List of tiles highlighted by preview. # Perform mouse raycasting every frame: taskMgr.add(self._updateHovered, "mouseScanning")
def load(self): self.notify.debug('load()') CogdoGameMovie.load(self) backgroundGui = loader.loadModel('phase_5/models/cogdominium/tt_m_gui_csa_flyThru') self.bg = backgroundGui.find('**/background') self.chatBubble = backgroundGui.find('**/chatBubble') self.chatBubble.setScale(6.5, 6.5, 7.3) self.chatBubble.setPos(0.32, 0, -0.78) self.bg.setScale(5.2) self.bg.setPos(0.14, 0, -0.6667) self.bg.reparentTo(aspect2d) self.chatBubble.reparentTo(aspect2d) self.frame = DirectFrame(geom=self.bg, relief=None, pos=(0.2, 0, -0.6667)) self.bg.wrtReparentTo(self.frame) self.gameTitleText = DirectLabel(parent=self.frame, text=TTLocalizer.CogdoBarrelRoomTitle, scale=TTLocalizer.MRPgameTitleText * 0.8, text_align=TextNode.ACenter, text_font=getSignFont(), text_fg=(1.0, 0.33, 0.33, 1.0), pos=TTLocalizer.MRgameTitleTextPos, relief=None) self.chatBubble.wrtReparentTo(self.frame) self.frame.hide() backgroundGui.removeNode() self.toonDNA = ToonDNA.ToonDNA() self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2, 1, 8, 1, 8, 1, 14) self.toonHead = Toon.Toon() self.toonHead.setDNA(self.toonDNA) self.makeSuit('sc') self.toonHead.getGeomNode().setDepthWrite(1) self.toonHead.getGeomNode().setDepthTest(1) self.toonHead.loop('neutral') self.toonHead.setPosHprScale(-0.73, 0, -1.27, 180, 0, 0, 0.18, 0.18, 0.18) self.toonHead.reparentTo(hidden) self.toonHead.startBlink() self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip')) self.clipPlane.node().setPlane(Plane(0, 0, 1, 0)) self.clipPlane.setPos(0, 0, 2.45) self._toonDialogueSfx = loader.loadSfx('phase_3.5/audio/dial/AV_dog_long.ogg') self._camHelperNode = NodePath('CamHelperNode') self._camHelperNode.reparentTo(render) dialogue = TTLocalizer.CogdoBarrelRoomIntroDialog def start(): self.frame.show() base.setCellsActive(base.bottomCells + base.leftCells + base.rightCells, 0) def end(): self._dialogueLabel.reparentTo(hidden) self.toonHead.reparentTo(hidden) self.frame.hide() base.setCellsActive(base.bottomCells + base.leftCells + base.rightCells, 1) self._stopUpdateTask() self._ival = Sequence(Func(start), Func(self.displayLine, dialogue), Wait(CogdoBarrelRoomConsts.BarrelRoomIntroTimeout), Func(end)) self._startUpdateTask() return
def load(self): CogdoGameMovie.load(self) self.toonDNA = ToonDNA.ToonDNA() self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2, 1, 8, 1, 8, 1, 14) self.toonHead = Toon.Toon() self.toonHead.setDNA(self.toonDNA) self.makeSuit('sc') self.toonHead.getGeomNode().setDepthWrite(1) self.toonHead.getGeomNode().setDepthTest(1) self.toonHead.loop('neutral') self.toonHead.setPosHprScale(-0.73, 0, -1.27, 180, 0, 0, 0.18, 0.18, 0.18) self.toonHead.reparentTo(hidden) self.toonHead.startBlink() self.cogHead = Suit.Suit() self.cogDNA = SuitDNA.SuitDNA() self.cogDNA.newSuit('ms') self.cogHead.setDNA(self.cogDNA) self.cogHead.getGeomNode().setDepthWrite(1) self.cogHead.getGeomNode().setDepthTest(1) self.cogHead.loop('neutral') self.cogHead.setPosHprScale(-0.73, 0, -1.46, 180, 0, 0, 0.14, 0.14, 0.14) self.cogHead.reparentTo(hidden) self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip')) self.clipPlane.node().setPlane(Plane(0, 0, 1, 0)) self.clipPlane.setPos(0, 0, 2.45) audioMgr = base.cogdoGameAudioMgr self._cogDialogueSfx = audioMgr.createSfx('cogDialogue') self._toonDialogueSfx = audioMgr.createSfx('toonDialogue') suitData = Globals.SuitData[Globals.SuitTypes.Boss] bossSuit = Suit.Suit() d = SuitDNA.SuitDNA() d.newSuit(suitData['dnaName']) bossSuit.setDNA(d) bossSuit.setScale(suitData['scale']) bossSuit.loop('neutral') bossSuit.reparentTo(render) bossSuit.setPos(self._exit, -5, -5, 0) bossSuit.lookAt(self._exit) self._suits.append(bossSuit) self._camHelperNode = NodePath('CamHelperNode') self._camHelperNode.reparentTo(render) dialogue = TTLocalizer.CogdoMazeIntroMovieDialogue introDuration = Globals.IntroDurationSeconds waitDuration = introDuration / len(dialogue) def start(): camera.wrtReparentTo(render) self._exit.open(animate=False) def showBoss(): self._setCamTarget(bossSuit, 20, offset=Point3(0, 0, 7), angle=Point3(0, 15, 0)) bossSuit.loop('victory') self._state = 1 def showExit(): self._setCamTarget(self._exit, 10, offset=Point3(0, 0, 0), angle=Point3(0, 60, 0)) self._exit.close() self._state = 2 showExitIval = Parallel( camera.posInterval(waitDuration * 0.5, (10, -25, 20), other=self._exit, blendType='easeInOut'), Sequence( Wait(waitDuration * 0.25), Func(bossSuit.play, 'effort'), camera.hprInterval(waitDuration * 0.25, (30, -30, 0), blendType='easeInOut'), Func(self._exit.close), Wait(waitDuration * 0.5))) def showWaterCooler(): wc = self._maze.getWaterCoolers()[0] self._setCamTarget(wc, 25, angle=Point3(-30, 60, 0)) camera.wrtReparentTo(self._camHelperNode) self._state = 3 def end(): self._stopUpdateTask() self._ival = Sequence( Func(start), Func(self.displayLine, 'toon', self._getRandomLine(dialogue[0])), showExitIval, Func(showWaterCooler), Func(self.displayLine, 'toon', self._getRandomLine(dialogue[1])), Wait(waitDuration), Func(showBoss), bossSuit.hprInterval(1.0, bossSuit.getHpr() + Point3(180, 0, 0), blendType='easeInOut'), Func(self.displayLine, 'toon', self._getRandomLine(dialogue[2])), Wait(waitDuration - 1.0), Func(end)) self._startUpdateTask()
def initMouseRayCollision(self): z = 0 self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))
class Utils(): LAST_ASSIGNED_ID = 0 STARTJSON = None # Node NODE_SCALE = LVecBase3f(7, 9, 1) VERT_DEPTH_DIST = 20 VERT_BREADTH_DIST = 30 HORT_DEPTH_DIST = 25 HORT_BREADTH_DIST = 10 VERTICAL_DEPTH = False CURRENT_NODE_DATA_LIST = None TEXT_INPUT = None @staticmethod def convertToNodes( jsonData): # Needed to be able to assign parentId(Proof?) # Utils.test(jsonData) nodeList = {} allNodeJsons = [copy.deepcopy(jsonData)] depth = 0 while len(allNodeJsons) > 0: nodeJsonsInCurrentDepth = allNodeJsons allNodeJsons = [] while len(nodeJsonsInCurrentDepth) > 0: currentJson = nodeJsonsInCurrentDepth[0] nodeJsonsInCurrentDepth.remove(currentJson) id = Utils.getIdOrAssignUnique(currentJson) node = Utils.getNode(currentJson, depth) nodeList[id] = node Utils.placeToParentsChildrenList(node, nodeList) nodeChildren = node.get('children') if nodeChildren is not None: allNodeJsons.extend(nodeChildren) for child in nodeChildren: child['parentId'] = id depth += 1 return nodeList @staticmethod def placeToParentsChildrenList(node, nodeList): parentId = node.get("parentId") if parentId is not None: nodeJsonSiblings = nodeList[parentId].get("children") for index, sibling in enumerate(nodeJsonSiblings): if sibling.get("x") is None: nodeJsonSiblings.remove(sibling) nodeJsonSiblings.insert(index, node) nodeList[parentId]["children"] = nodeJsonSiblings break @staticmethod def getNode(nodeJson, y): name = nodeJson.get('name') nodeId = nodeJson.get('id') parentId = nodeJson.get('parentId') children = nodeJson.get('children') node = { "name": name, "id": nodeId, "parentId": parentId, "children": children, "x": -1.0, "y": y, "mod": 0 } return node @staticmethod def showNodes(nodeList): for key in nodeList: node = nodeList[key] print( node.get('name') + " id " + str(node.get('id')) + " parentId " + str(node.get('parentId')) + " x " + str(node.get("x")) + " y " + str(node.get("y"))) @staticmethod def getIdOrAssignUnique(nodeJson): id = nodeJson.get('id') if id is None: Utils.LAST_ASSIGNED_ID += 1 id = Utils.LAST_ASSIGNED_ID nodeJson['id'] = id return id @staticmethod def getUniqueId(nodeDataList, recheckLastId=False): Utils.LAST_ASSIGNED_ID = Utils.getLastAssignedId( nodeDataList, recheckLastId) Utils.LAST_ASSIGNED_ID += 1 return Utils.LAST_ASSIGNED_ID @staticmethod def getLastAssignedId(nodeDataList, recheckLastId): highestIdAssigned = Utils.LAST_ASSIGNED_ID if Utils.CURRENT_NODE_DATA_LIST != nodeDataList or recheckLastId: Utils.CURRENT_NODE_DATA_LIST = nodeDataList for key in nodeDataList: if key >= highestIdAssigned: highestIdAssigned = key return highestIdAssigned @staticmethod def showNode(node): print("name " + str(node.get("name")) + " x " + str(node.get("x")) + " y " + str(node.get("y"))) @staticmethod def showDict(argDict): for key in argDict: print(str(key) + " " + str(argDict[key])) @staticmethod def dictLen(argDict): if argDict is None: return 0 return len(argDict) @staticmethod def getJson(name): # Deprecated jsonPath = path.abspath(path.join(__file__, "../../../assets/" + name)) return json.load(open(jsonPath)) @staticmethod def getAssetPath(fileName): return path.abspath(path.join(__file__, "../../../assets/" + fileName)) @staticmethod def getChildren(node, nodeList): childrenIds = node.get("childrenIds") if childrenIds is None: return None children = [] for id in childrenIds: children.append(nodeList[id]) return children @staticmethod def getChildrenDict(node, nodeList): childrenIds = node.get("childrenIds") if childrenIds is None: return None children = {} for id in childrenIds: children[id] = nodeList[id] return children @staticmethod def createTextInput(pos, onEnterTextCb): Utils.TEXT_INPUT = TextInput(pos, onEnterTextCb) @staticmethod def closeTextInput(): if Utils.TEXT_INPUT is not None: Utils.TEXT_INPUT.entry.destroy() Utils.TEXT_INPUT = None @staticmethod def getNodePosition(depth, breadth): if Utils.VERTICAL_DEPTH: x = breadth * Utils.VERT_BREADTH_DIST y = float(depth) * Utils.VERT_DEPTH_DIST else: y = breadth * Utils.HORT_BREADTH_DIST x = float(depth) * Utils.HORT_DEPTH_DIST z = 0 # Should be addressed later on return LVecBase3f(x, y, z) @staticmethod def getNodeDataPointt(nodeData): depth = nodeData.get("depth") breadth = nodeData.get("x") return Utils.getNodePosition(depth, breadth) # Have to find another way to organize functions @staticmethod def removeSelectedField(nodeId, nodeDataSettings): nodeSettings = nodeDataSettings.get(nodeId) if nodeSettings is not None: nodeDataSettings.pop(nodeId, None) return nodeDataSettings # Mouse helpers PLANE = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)) CT = CollisionTraverser() CHQ = CollisionHandlerQueue() CN = CollisionNode('mouseRay') NEW_CN = None CR = CollisionRay() @staticmethod def getMousePosition(showBase): Utils.initMouseFields(showBase) return Utils.getMouseCollisionToPlane(showBase, Utils.PLANE) @staticmethod def initMouseFields(showBase): if Utils.NEW_CN is None: Utils.NEW_CN = showBase.camera.attachNewNode(Utils.CN) Utils.CN.setFromCollideMask(BitMask32.bit(1)) Utils.CN.addSolid(Utils.CR) Utils.CT.addCollider(Utils.NEW_CN, Utils.CHQ) @staticmethod def getMouseCollisionToPlane(showBase, plane): mouseWatcherNode = showBase.mouseWatcherNode if mouseWatcherNode.hasMouse(): mpos = mouseWatcherNode.getMouse() pos3d = LPoint3() nearPoint = LPoint3() farPoint = LPoint3() showBase.camLens.extrude(mpos, nearPoint, farPoint) render = showBase.render camera = showBase.camera if plane.intersectsLine(pos3d, render.getRelativePoint(camera, nearPoint), render.getRelativePoint(camera, farPoint)): return pos3d return None @staticmethod def getDistSqr2D(point3d1, point3d2): dx = point3d2.x - point3d1.x dy = point3d2.y - point3d1.y return (dx * dx) + (dy * dy) @staticmethod def isInRange(sqrDist, rangeDist): if sqrDist < (rangeDist * rangeDist): return True return False @staticmethod def collidesRect(p1, p2, width, height): r1 = Rect(p1.x, p1.y, width, height) r2 = Rect(p2.x, p2.y, width, height) result = r1.collidesWith(r2) # print(str(result)) return result
def __init__(self): base.cTrav = CollisionTraverser() self.col_handler = CollisionHandlerEvent() self.selected = -1 self.selected_node = None self.selecteds = [] self.multi_select = False self.multi_selecting = False self.select_box = NodePath() picker_node = CollisionNode("mouseRayNode") pickerNPos = base.camera.attachNewNode(picker_node) self.pickerRay = CollisionRay() picker_node.addSolid(self.pickerRay) plane_node = CollisionNode("base_plane") plane = base.render.attachNewNode(plane_node) self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))) picker_node.addSolid(self.pickerRay) picker_node.setTag("rays", "mray") base.cTrav.addCollider(pickerNPos, self.col_handler) self.col_handler.addInPattern("%(rays)ft-into-%(type)it") self.col_handler.addOutPattern("%(rays)ft-out-%(type)it") self.col_handler.addAgainPattern("ray_again_all%(" "rays" ")fh%(" "type" ")ih") self.DO = DirectObject() self.DO.accept('mray-into-army', self.col_in_object) self.DO.accept('mray-out-army', self.col_out_object) self.DO.accept('mray-into-battle', self.col_in_object) self.DO.accept('mray-out-battle', self.col_out_object) self.DO.accept('mray-into-tower', self.col_in_object) self.DO.accept('mray-out-tower', self.col_out_object) self.DO.accept('ray_again_all', self.col_against_object) if base.client == False: self.col_handler.addInPattern("%(player)ft-into-%(player)it") self.col_handler.addInPattern("%(type)ft-into-%(type)it") self.DO.accept('army-into-battle', self.col_army_against_battle) self.DO.accept('army-into-tower', self.col_army_against_tower) self.DO.accept('1-into-2', self.col_p1_into_p2) self.pickable = None self.DO.accept('mouse1', self.mouse_click, ["down"]) self.DO.accept('mouse1-up', self.mouse_click, ["up"]) self.DO.accept('mouse3-up', self.mouse_order) taskMgr.add(self.ray_update, "updatePicker") taskMgr.add(self.task_select_check, "updatePicker") taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane") z = 0 self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z)) self.model = loader.loadModel("models/chest.egg") self.model.reparentTo(render) self.model.hide() cm = CardMaker("blah") cm.setFrame(-100, 100, -100, 100) pnode = render.attachNewNode(cm.generate()) #.lookAt(0, 0, -1) pnode.hide()
def __init__(self, framework, *args, **kwargs): self.bullets = [] self.environment = {} self.colliders = {} self.task_manager = [] self.bullet_colliders = [] self.remove_bullet_indices = [] super().__init__(*args, **kwargs) self.f = framework self.controller = Controller(self.f.accept, self) self.f.set_background_color(0.2, 0.2, 0.2, 0.6) if settings.ALLOW_FILTERS: self.filter = CommonFilters(self.f.win, self.f.cam) self.filter.set_bloom(mintrigger=0.99, size="small") # self.filter.set_blur_sharpen(amount=0.99) self.base_node = NodePath("base") self.base_node.reparent_to(self.f.render) # floor self.plane = self.create_model(settings.egg / "plane", self.base_node, "ground-zero", color=(1, 1, 1, 1)) self.create_model(settings.egg / "house_01", self.base_node, "house-01", position=(20, 50, 0), scale=1.5) self.create_model(settings.egg / "house_02", self.base_node, "house-02", position=(-50, 10, 0), scale=1.5) self.sun_light_model = self.create_model("models/misc/sphere", self.base_node, "sun", position=(0, -150, 250), scale=5.0, color=(1, 1, 1, 1), _store=False) tank = self.create_model(settings.egg / "tank", self.base_node, "player", scale=3.0, position=(0.0, 0.0, 1e-3)) gun = self.create_model("models/misc/sphere", tank, "player-gun", position=(0.0, 4.5, 1.755), scale=0.1, _store=False) self.tank = Tank(tank, gun, framework=self.f) self._tank = self.tank.tank enemy = self.create_model(settings.egg / "enemy", self.base_node, "enemy", scale=0.8, position=(-80.0, 80.0, 1e-3)) self.enemy = EnemyTank(enemy, None, framework=self.f) # point light for shadows sun_light = PointLight("sun-light") sun_light.set_color((0.4, 0.4, 0.4, 1)) self.sun_light_node = self.base_node.attach_new_node(sun_light) self.sun_light_node.reparent_to(self.sun_light_model) self.redistribute_light(self.sun_light_node) self.plane.set_light(self.sun_light_node) # daylight if settings.ALLOW_DAYLIGHT: day_light = DirectionalLight("day-light") day_light.set_color((1, 1, 1, 1)) self.daylight_node = self.f.render.attach_new_node(day_light) self.daylight_node.set_p(-20) self.daylight_node.set_h(10) self.daylight_node.reparent_to(self.sun_light_model) self.redistribute_light(self.daylight_node) # shadows if settings.ALLOW_SHADOWS: sun_light.set_shadow_caster(True, 2048, 2048) self.f.render.set_shader_auto() # 3rd person camera lock if settings.TRD_PERSON_CAM: self.f.camera.reparent_to(self.tank.tank) self.f.cam.set_pos(0, -25, 10) self.f.cam.lookAt(self.tank.tank) self.f.cam.setP(self.f.camera.getP() - 20) if settings.ALLOW_AMBIENT: amblight = AmbientLight("ambient-light") amblight.set_color((0.2, 0.2, 0.2, 1)) self.amblight_node = self.f.render.attach_new_node(amblight) self.redistribute_light(self.amblight_node) # colliders tank_collider = self.environment["player"].attachNewNode( CollisionNode('player-collider')) tank_collider.node().addSolid( CollisionBox(Point3(-1.5, -3, 0), Point3(1.5, 3, 2.25))) self.colliders['player-collider'] = tank_collider enemy_collider = self.environment["enemy"].attachNewNode( CollisionNode('enemy-collider')) enemy_collider.node().addSolid( CollisionBox(Point3(-6.5, -13.5, 0), Point3(6.5, 13, 10))) self.colliders['enemy-collider'] = enemy_collider house_01_collider = self.environment["house-01"].attachNewNode( CollisionNode('house-01-collider')) house_01_collider.node().addSolid( CollisionBox(Point3(0, 2, 0), Point3(14.5, 16, 17))) self.colliders['house-01'] = house_01_collider house_02_collider = self.environment["house-02"].attachNewNode( CollisionNode('house-02-collider')) house_02_collider.node().addSolid( CollisionBox(Point3(0, 0, 0), Point3(21, 27, 37))) self.colliders['house-02'] = house_02_collider floor_collider = self.environment["ground-zero"].attachNewNode( CollisionNode('ground-zero-collider')) floor_collider.node().addSolid( CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))) self.colliders['ground-zero-collider'] = floor_collider self.f.pusher.addCollider(tank_collider, self.environment["player"]) self.f.cTrav.addCollider(tank_collider, self.f.pusher) # show.hide all colliders if settings.SHOW_COLLIDERS: for key, value in self.colliders.items(): logger.info(f"collider for {key} is visible") value.show() self.f.cTrav.showCollisions(self.f.render) # uppdate self.f.cHandler.addInPattern('%fn') self.f.accept('bullet-collider', self.handle_collision) self.task_manager.append(self.f.task_mgr.add(self.update)) self.task_manager.append(self.f.task_mgr.add(self.update_bullets))
def __init__(self): ShowBase.__init__(self) self.disableMouse() self.camera.setPos(40, -100, 160) self.camera.lookAt(40,-44.5,0) self.rows, self.cols = 9, 8 #Start tile & end tile self.start, self.end = (0, 0), (8, 7) self.cellSize = 10 #Plane used for intersection of mouseLine #To get coords of mouse self.mousePlane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)) #No click has been made self.mousePressed = False self.displayTextObject = None #Holds the model for all tiles self.tiles = [] for row in xrange(self.rows): self.tiles += [[0]*self.cols] #Holds the texture for the grass tiles self.grass = loader.loadTexture("models/textures/sponge.jpg") #Holds the models for all the towers self.towerModels = [] for row in xrange(self.rows): self.towerModels += [[0]*self.cols] #Holds the G value of each tile for pathing self.tileNodes = [] for row in xrange(self.rows): self.tileNodes += [[0]*self.cols] for row in xrange(self.rows): for col in xrange(self.cols): self.tileNodes[row][col] = Tile(self) #Holds the towers in a 2d array self.towers = [] for row in xrange(self.rows): self.towers += [[0]*self.cols] self.board = [ ['s', 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0, 0], [ 0, 0, 0, 0, 0, 0, 0,'e'] ] self.drawBoard() self.drawBoardLines() self.drawBackground() #Stores all center points of each tile self.midPoints= [] startX = 5 #X Coordinate of first Square's center startY = -5 #Y Coordinate of first Square's center for row in xrange(self.rows): self.midPoints += [[Point3(0,0,0)]*self.cols] for row in xrange(self.rows): for col in xrange(self.cols): self.midPoints[row][col] = Point3( startX+col*self.cellSize, startY-row*self.cellSize, 0) self.createPath(self.start, self.end) #Board Information #Towers self.arrowTowerModel = loader.loadModel( "models/towers/arrowTowerFolder/arrowTower") self.fireTowerModel = loader.loadModel( "models/towers/fireTowerFolder/fireTower") self.iceTowerModel = loader.loadModel( "models/towers/iceTowerFolder/iceTower") #Main Menu self.mainFrame = DirectFrame(frameColor=(0, 0, 0, 1), frameSize=(-2, 2, -2, 2), pos=(0, 0, 0)) instructionsText = " Stefan Dasbach's Tower Defense\n\n\n"+\ "Monsters move accross the screen\n" +\ "from the green square to the red\nsquare."+\ " Choose and build from among a \nrange" +\ " of towers including Arrow, Fire,\nand" +\ " Ice. Waves of monsters come in \n10 and" +\ " will spawn every 15 seconds. You\ncan" +\ " only build towers when creeps are\nnot" +\ " alive.\n\nPress 'P' to play!" self.instructionsNode = OnscreenText( text=instructionsText, pos = (-0.9, 0.55), scale = (0.1), bg = (209/255.0, 168/255.0, 132/255.0, 1), frame = (1, 0, 0, 1), align = TextNode.ALeft ) # self.fireProjectileModel = loader.loadModel( # "models/projectiles/fireProjectileFolder/fireProjectile") # self.iceProjectileModel = loader.loadModel( # "models/projectiles/iceProjectileFolder/iceProjectile") # # self.iceProjectileModel.setScale(0.03,0.03,0.03) # self.iceProjectileModel.setPos(12,-5,0) # # self.iceProjectileModel.lookAt(15, -5, 0) # self.iceProjectileModel.reparentTo(self.render) #Level information self.level = 1 self.gold = 20 self.lives = 20 self.totalHp = 0 self.arrowTowerCost = 10 self.fireTowerCost = 25 self.iceTowerCost = 30 #Building period, True at beginning of game self.buildTime = True #Spawning/killing of creeps period, False at beginning self.fireTime = False self.displayGameInfoNode = None self.displayGameInfoNode1 = None #Spawn Creeps self.numberOfCreeps = 10 #Time for building self.waveTime = 15 self.creeps = [] self.hasSpawnedWave = False #Delay between spawning of each creep self.delayTime = 0 self.interval = 0 self.buildTimeDuration = 0 self.alreadyInitedGame = False self.accept("p", self.initGame)