def leftClick(self): self.mouse1Down = True #Collision traversal pickerNode = CollisionNode('mouseRay') pickerNP = base.camera.attachNewNode(pickerNode) pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) pickerRay = CollisionRay() pickerNode.addSolid(pickerRay) myTraverser = CollisionTraverser() myHandler = CollisionHandlerQueue() myTraverser.addCollider(pickerNP, myHandler) if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) myTraverser.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if myHandler.getNumEntries() > 0: # This is so we get the closest object myHandler.sortEntries() pickedObj = myHandler.getEntry(0).getIntoNodePath() objTag = pickedObj.findNetTag('mouseCollisionTag').getTag('mouseCollisionTag') if objTag and len(objTag)>0: messenger.send('object_click',[objTag]) pickerNP.remove()
def leftClick(self): self.mouse1Down = True #Collision traversal pickerNode = CollisionNode('mouseRay') pickerNP = base.camera.attachNewNode(pickerNode) pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) pickerRay = CollisionRay() pickerNode.addSolid(pickerRay) myTraverser = CollisionTraverser() myHandler = CollisionHandlerQueue() myTraverser.addCollider(pickerNP, myHandler) if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) myTraverser.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if myHandler.getNumEntries() > 0: # This is so we get the closest object myHandler.sortEntries() pickedObj = myHandler.getEntry(0).getIntoNodePath() objTag = pickedObj.findNetTag('mouseCollisionTag').getTag( 'mouseCollisionTag') if objTag and len(objTag) > 0: messenger.send('object_click', [objTag]) pickerNP.remove()
class RepairMousePicker: def __init__(self): self.pickerNode = CollisionNode('RepairMousePicker.pickerNode') self.pickerNP = base.cam2d.attachNewNode(self.pickerNode) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.collisionTraverser = CollisionTraverser() self.collisionHandler = CollisionHandlerQueue() self.collisionTraverser.addCollider(self.pickerNP, self.collisionHandler) self.clearCollisionMask() self.orthographic = True def destroy(self): del self.pickerNode self.pickerNP.removeNode() del self.pickerNP del self.pickerRay del self.collisionTraverser del self.collisionHandler def setOrthographic(self, ortho): self.orthographic = ortho def setCollisionMask(self, mask): self.pickerNode.setFromCollideMask(mask) def clearCollisionMask(self): self.pickerNode.setFromCollideMask(BitMask32.allOff()) def getCollisions(self, traverseRoot, useIntoNodePaths = False): if not base.mouseWatcherNode.hasMouse(): return [] mpos = base.mouseWatcherNode.getMouse() if self.orthographic: self.pickerRay.setFromLens(base.cam2d.node(), 0, 0) self.pickerNP.setPos(mpos.getX(), 0.0, mpos.getY()) else: self.pickerRay.setFromLens(base.cam2d.node(), mpos.getX(), mpos.getY()) self.pickerNP.setPos(0.0, 0.0, 0.0) self.collisionTraverser.traverse(traverseRoot) pickedObjects = [] if useIntoNodePaths: for i in range(self.collisionHandler.getNumEntries()): pickedObjects.append(self.collisionHandler.getEntry(i).getIntoNodePath()) else: for i in range(self.collisionHandler.getNumEntries()): pickedObjects.append(self.collisionHandler.getEntry(i)) return pickedObjects
class RepairMousePicker: def __init__(self): self.pickerNode = CollisionNode('RepairMousePicker.pickerNode') self.pickerNP = base.cam2d.attachNewNode(self.pickerNode) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.collisionTraverser = CollisionTraverser() self.collisionHandler = CollisionHandlerQueue() self.collisionTraverser.addCollider(self.pickerNP, self.collisionHandler) self.clearCollisionMask() self.orthographic = True def destroy(self): del self.pickerNode self.pickerNP.removeNode() del self.pickerNP del self.pickerRay del self.collisionTraverser del self.collisionHandler def setOrthographic(self, ortho): self.orthographic = ortho def setCollisionMask(self, mask): self.pickerNode.setFromCollideMask(mask) def clearCollisionMask(self): self.pickerNode.setFromCollideMask(BitMask32.allOff()) def getCollisions(self, traverseRoot, useIntoNodePaths=False): if not base.mouseWatcherNode.hasMouse(): return [] mpos = base.mouseWatcherNode.getMouse() if self.orthographic: self.pickerRay.setFromLens(base.cam2d.node(), 0, 0) self.pickerNP.setPos(mpos.getX(), 0.0, mpos.getY()) else: self.pickerRay.setFromLens(base.cam2d.node(), mpos.getX(), mpos.getY()) self.pickerNP.setPos(0.0, 0.0, 0.0) self.collisionTraverser.traverse(traverseRoot) pickedObjects = [] if useIntoNodePaths: for i in range(self.collisionHandler.getNumEntries()): pickedObjects.append( self.collisionHandler.getEntry(i).getIntoNodePath()) else: for i in range(self.collisionHandler.getNumEntries()): pickedObjects.append(self.collisionHandler.getEntry(i)) return pickedObjects
class Selector(object): '''A Selector listens for mouse clicks and then runs select. Select then broadcasts the selected tag (if there is one)''' def __init__(self): ''' Should the traverser be shared? ''' LOG.debug("[Selector] Initializing") # The collision traverser does the checking of solids for collisions self.cTrav = CollisionTraverser() # The collision handler queue is a simple handler that records all # detected collisions during traversal self.cHandler = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.cTrav.addCollider(self.pickerNP, self.cHandler) # Start listening to clicks self.resume() def select(self, event): LOG.debug("[Selector] Selecting ") if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) self.cTrav.traverse(render) # TODO - change this to a lower node if self.cHandler.getNumEntries() > 0: #LOG.debug("[Selector] Entries=%d"%self.cHandler.getNumEntries()) self.cHandler.sortEntries() selectionNP = self.cHandler.getEntry(0).getIntoNodePath() selection = selectionNP.findNetTag('SelectorTag').getTag( 'SelectorTag') if selection is not '': LOG.debug("[Selector] Collision with %s" % selection) Event.Dispatcher().broadcast( Event.Event('E_EntitySelect', src=self, data=selection)) else: LOG.debug("[Selector] No collision") #Event.Dispatcher().broadcast(Event.Event('E_EntityUnSelect', src=self, data=selection)) def pause(self): Event.Dispatcher().unregister(self, 'E_Mouse_1') def resume(self): print("unpausing selector") Event.Dispatcher().register(self, 'E_Mouse_1', self.select)
class Selector(object): '''A Selector listens for mouse clicks and then runs select. Select then broadcasts the selected tag (if there is one)''' def __init__(self): ''' Should the traverser be shared? ''' LOG.debug("[Selector] Initializing") # The collision traverser does the checking of solids for collisions self.cTrav = CollisionTraverser() # The collision handler queue is a simple handler that records all # detected collisions during traversal self.cHandler = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.cTrav.addCollider(self.pickerNP, self.cHandler) # Start listening to clicks self.resume() def select(self, event): LOG.debug("[Selector] Selecting ") if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) self.cTrav.traverse(render) # TODO - change this to a lower node if self.cHandler.getNumEntries() > 0: #LOG.debug("[Selector] Entries=%d"%self.cHandler.getNumEntries()) self.cHandler.sortEntries() selectionNP = self.cHandler.getEntry(0).getIntoNodePath() selection = selectionNP.findNetTag('SelectorTag').getTag('SelectorTag') if selection is not '': LOG.debug("[Selector] Collision with %s" % selection) Event.Dispatcher().broadcast(Event.Event('E_EntitySelect', src=self, data=selection)) else: LOG.debug("[Selector] No collision") #Event.Dispatcher().broadcast(Event.Event('E_EntityUnSelect', src=self, data=selection)) def pause(self): Event.Dispatcher().unregister(self, 'E_Mouse_1') def resume(self): print("unpausing selector") Event.Dispatcher().register(self, 'E_Mouse_1', self.select)
class Picker(object): ''' classdocs ''' def __init__(self, camera, mouseWatcherNode, camNode, things): ''' Constructor ''' self.mouseWatcherNode = mouseWatcherNode self.camNode = camNode self.things = things self.pickerRay = CollisionRay() self.pickerNode = CollisionNode('mouseRay') self.pickerNode.setFromCollideMask(BitMask32.bit(1)) self.pickerNode.addSolid(self.pickerRay) self.pickerNP = camera.attachNewNode(self.pickerNode) self.pq = CollisionHandlerQueue() self.picker = CollisionTraverser() self.picker.addCollider(self.pickerNP, self.pq) def getMouseOn(self, mouse_x, mouse_y): #Set the position of the ray based on the mouse position self.pickerRay.setFromLens(self.camNode, mouse_x, mouse_y) self.picker.traverse(self.things.node) if self.pq.getNumEntries() > 0: #if we have hit something, sort the hits so that the closest #is first, and highlight that node self.pq.sortEntries() selectedNode = self.pq.getEntry(0).getIntoNode() selectedNodeId = selectedNode.getTag('nodeId') thingId = selectedNode.getTag('ID') mouseOnInfo = MouseOnInfo(self.things.getById(thingId), thingId, selectedNode, selectedNodeId, mouse_x, mouse_y) return mouseOnInfo
class mouseControl(DirectObject): def __init__(self): self.picker = CollisionTraverser() self.pickerQ = CollisionHandlerQueue() pickerCollN = CollisionNode('mouseRay') pickerCamN = base.camera.attachNewNode(pickerCollN) pickerCollN.setFromCollideMask(BitMask32.bit(1)) pickerCollN.setIntoCollideMask(BitMask32.allOff()) self.pickerRay = CollisionRay() pickerCollN.addSolid(self.pickerRay) self.picker.addCollider(pickerCamN, self.pickerQ) self.accept('mouse1',self.pick) def pick(self): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) self.picker.traverse(render) for i in xrange(self.pickerQ.getNumEntries()): entry=self.pickerQ.getEntry(i) player.control('replace_wp', ('goto', Vec3(entry.getSurfacePoint(render))))
class Gui3D: def __init__(self, game_data, gfx_manager): self.game_data = game_data self.gui_traverser = CollisionTraverser() self.handler = CollisionHandlerQueue() self.selectable_objects = {} for cid, model in gfx_manager.character_models.items(): new_collision_node = CollisionNode('person_' + str(cid)) new_collision_node.addSolid( CollisionTube(0, 0, 0.5, 0, 0, 1.5, 0.5)) new_collision_nodepath = model.attachNewNode(new_collision_node) new_collision_nodepath.setTag("type", "character") new_collision_nodepath.setTag("id", str(cid)) picker_node = CollisionNode('mouseRay') picker_np = camera.attachNewNode(picker_node) self.picker_ray = CollisionRay() picker_node.addSolid(self.picker_ray) self.gui_traverser.addCollider(picker_np, self.handler) self.floor = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))) self.floor_np = render.attachNewNode(CollisionNode('floor')) self.floor_np.setTag("type", "ground") self.floor_np.node().addSolid(self.floor) def mouse_click(self): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.picker_ray.setFromLens(base.camNode, mpos.getX(), mpos.getY()) self.gui_traverser.traverse(render) num_entries = self.handler.getNumEntries() if num_entries > 0: self.handler.sortEntries() entry = self.handler.getEntry(0) selected = entry.getIntoNodePath() selected_type = selected.getTag("type") if selected_type == "character": self.game_data.select_character(int(selected.getTag("id"))) elif selected_type == "ground": self.game_data.click_point(entry.getSurfacePoint(render))
class Gui3D: def __init__(self, game_data, gfx_manager): self.game_data = game_data self.gui_traverser = CollisionTraverser() self.handler = CollisionHandlerQueue() self.selectable_objects = {} for cid, model in gfx_manager.character_models.items(): new_collision_node = CollisionNode('person_' + str(cid)) new_collision_node.addSolid(CollisionTube(0, 0, 0.5, 0, 0, 1.5, 0.5)) new_collision_nodepath = model.attachNewNode(new_collision_node) new_collision_nodepath.setTag("type","character") new_collision_nodepath.setTag("id",str(cid)) picker_node = CollisionNode('mouseRay') picker_np = camera.attachNewNode(picker_node) self.picker_ray = CollisionRay() picker_node.addSolid(self.picker_ray) self.gui_traverser.addCollider(picker_np, self.handler) self.floor = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))) self.floor_np = render.attachNewNode(CollisionNode('floor')) self.floor_np.setTag("type", "ground") self.floor_np.node().addSolid(self.floor) def mouse_click(self): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.picker_ray.setFromLens(base.camNode, mpos.getX(), mpos.getY()) self.gui_traverser.traverse(render) num_entries = self.handler.getNumEntries() if num_entries > 0: self.handler.sortEntries() entry = self.handler.getEntry(0) selected = entry.getIntoNodePath() selected_type = selected.getTag("type") if selected_type == "character": self.game_data.select_character(int(selected.getTag("id"))) elif selected_type == "ground": self.game_data.click_point(entry.getSurfacePoint(render))
class Mouse(DirectObject): def __init__(self, app): self.app = app self.init_collide() self.has_mouse = None self.prev_pos = None self.pos = None self.drag_start = None self.hovered_object = None self.button2 = False self.mouseTask = taskMgr.add(self.mouse_task, 'mouseTask') self.task = None self.accept('mouse1', self.mouse1) self.accept('mouse1-up', self.mouse1_up) self.accept('mouse2', self.rotateCamera) self.accept('mouse2-up', self.stopCamera) self.accept('wheel_up', self.zoomIn) self.accept('wheel_down', self.zoomOut) def init_collide(self): from pandac.PandaModules import CollisionTraverser, CollisionNode from pandac.PandaModules import CollisionHandlerQueue, CollisionRay self.cTrav = CollisionTraverser('MousePointer') self.cQueue = CollisionHandlerQueue() self.cNode = CollisionNode('MousePointer') self.cNodePath = base.camera.attachNewNode(self.cNode) self.cNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.cRay = CollisionRay() self.cNode.addSolid(self.cRay) self.cTrav.addCollider(self.cNodePath, self.cQueue) def find_object(self): if self.app.world.nodePath: self.cRay.setFromLens(base.camNode, self.pos.getX(), self.pos.getY()) self.cTrav.traverse(self.app.world.terrain.nodePath) if self.cQueue.getNumEntries() > 0: self.cQueue.sortEntries() return self.cQueue.getEntry(0).getIntoNodePath() return None def mouse_task(self, task): action = task.cont self.has_mouse = base.mouseWatcherNode.hasMouse() if self.has_mouse: self.pos = base.mouseWatcherNode.getMouse() if self.prev_pos: self.delta = self.pos - self.prev_pos else: self.delta = None if self.task: action = self.task(task) else: self.pos = None if self.pos: self.prev_pos = Point2(self.pos.getX(), self.pos.getY()) return action def hover(self, task): if self.hovered_object: self.hovered_object.unhover() self.hovered_object = None if self.button2: self.camera_drag() hovered_nodePath = self.find_object() if hovered_nodePath: tile = hovered_nodePath.findNetTag('tile') if not tile.isEmpty(): tag = tile.getTag('tile') coords = tag.split(',') (x, y) = [int(n) for n in coords] self.hovered_object = self.app.world.terrain.rows[x][y] self.hovered_object.hover() character = hovered_nodePath.findNetTag('char') if not character.isEmpty(): tag = character.getTag('char') (team_index, char_id) = [int(n) for n in tag.split(',')] self.hovered_object = self.app.world.teams[team_index].characters_dict[char_id] self.hovered_object.hover() return task.cont def mouse1(self): self.app.state.request('mouse1') def mouse1_up(self): self.app.state.request('mouse1-up') def camera_drag(self): if self.delta: old_heading = base.camera.getH() new_heading = old_heading - self.delta.getX() * 180 base.camera.setH(new_heading % 360) old_pitch = base.camera.getP() new_pitch = old_pitch + self.delta.getY() * 90 new_pitch = max(-90, min(0, new_pitch)) base.camera.setP(new_pitch) def rotateCamera(self): self.button2 = True def stopCamera(self): self.button2 = False def zoomIn(self): lens = base.cam.node().getLens() size = lens.getFilmSize() lens.setFilmSize(size / 1.2) def zoomOut(self): lens = base.cam.node().getLens() size = lens.getFilmSize() lens.setFilmSize(size * 1.2)
class Mouse(DirectObject): def __init__(self, app): # local variables for mouse class self.app = app self.init_collide() self.has_mouse = None self.prev_pos = None self.pos = None self.drag_start = None self.hovered_object = None self.button2 = False self.mouseTask = taskMgr.add(self.mouse_task, 'mouseTask') self.task = None # set up event and response to this event self.accept('mouse1', self.mouse1) self.accept('mouse1-up', self.mouse1_up) # change the mouse to accept 'right-click' to rotate camera self.accept('mouse3', self.rotateCamera) self.accept('mouse3-up', self.stopCamera) self.accept('wheel_up', self.zoomIn) self.accept('wheel_down', self.zoomOut) # set up the collision for object def init_collide(self): # why the heck he import within method from pandac.PandaModules import CollisionTraverser, CollisionNode from pandac.PandaModules import CollisionHandlerQueue, CollisionRay # init and import collision for object self.cTrav = CollisionTraverser('MousePointer') self.cQueue = CollisionHandlerQueue() self.cNode = CollisionNode('MousePointer') self.cNodePath = base.camera.attachNewNode(self.cNode) self.cNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.cRay = CollisionRay() self.cNode.addSolid(self.cRay) self.cTrav.addCollider(self.cNodePath, self.cQueue) # by the collision methods mouse is able to find out which tile mouse is at def find_object(self): if self.app.world.nodePath: self.cRay.setFromLens(base.camNode, self.pos.getX(), self.pos.getY()) self.cTrav.traverse(self.app.world.terrain.nodePath) if self.cQueue.getNumEntries() > 0: self.cQueue.sortEntries() return self.cQueue.getEntry(0).getIntoNodePath() return None # setting task for mouse def mouse_task(self, task): action = task.cont # if the current tile has a mouse point to this self.has_mouse = base.mouseWatcherNode.hasMouse() if self.has_mouse: self.pos = base.mouseWatcherNode.getMouse() if self.prev_pos: self.delta = self.pos - self.prev_pos else: self.delta = None if self.task: action = self.task(task) else: self.pos = None if self.pos: self.prev_pos = Point2(self.pos.getX(), self.pos.getY()) return action # when mouse hover over this hexagon def hover(self, task): if self.hovered_object: self.hovered_object.unhover() self.hovered_object = None if self.button2: self.camera_drag() hovered_nodePath = self.find_object() if hovered_nodePath: tile = hovered_nodePath.findNetTag('tile') if not tile.isEmpty(): tag = tile.getTag('tile') coords = tag.split(',') (x, y) = [int(n) for n in coords] # set the hovered target to be the corresponding hexagon on terrain self.hovered_object = self.app.world.terrain.rows[x][y] self.hovered_object.hover() character = hovered_nodePath.findNetTag('char') if not character.isEmpty(): tag = character.getTag('char') (team_index, char_id) = [int(n) for n in tag.split(',')] self.hovered_object = self.app.world.teams[ team_index].characters_dict[char_id] self.hovered_object.hover() ghost = hovered_nodePath.findNetTag('ghost') if not ghost.isEmpty(): tag = ghost.getTag('ghost') (team_index, char_id) = [int(n) for n in tag.split(',')] for ghostInstance in self.app.ghosts: if (ghostInstance.team.index == team_index) and (ghostInstance.id == char_id): self.hovered_object = ghostInstance self.hovered_object.hover() return task.cont def mouse1(self): self.app.state.request('mouse1') def mouse1_up(self): self.app.state.request('mouse1-up') def camera_drag(self): if self.delta: old_heading = base.camera.getH() new_heading = old_heading - self.delta.getX() * 180 base.camera.setH(new_heading % 360) old_pitch = base.camera.getP() new_pitch = old_pitch + self.delta.getY() * 90 new_pitch = max(-90, min(-10, new_pitch)) base.camera.setP(new_pitch) def rotateCamera(self): self.button2 = True def stopCamera(self): self.button2 = False def zoomIn(self): lens = base.cam.node().getLens() size = lens.getFilmSize() if size.length() >= 75: lens.setFilmSize(size / 1.2) def zoomOut(self): lens = base.cam.node().getLens() size = lens.getFilmSize() if size.length() <= 250: lens.setFilmSize(size * 1.2)
class CollisionManager: 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 input_init(self): self.DO = DirectObject() self.DO.accept('mouse1', self.mouse_click, ["1-down"]) self.DO.accept('mouse1-up', self.mouse_click, ["1-up"]) self.DO.accept('mouse3', self.mouse_click, ["3-down"]) self.DO.accept('0', self.placement_ghost.change_player, [0]) self.DO.accept('1', self.placement_ghost.change_player, [1]) self.DO.accept('2', self.placement_ghost.change_player, [2]) self.DO.accept('a', self.placement_ghost.change_type, ["army"]) self.DO.accept('t', self.placement_ghost.change_type, ["tower"]) self.DO.accept('control-s', base.xml_manager.save) 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-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) def col_against_object(self, entry): if entry.getIntoNodePath().getParent() != self.pickable: np_from = entry.getFromNodePath() np_into = entry.getIntoNodePath() self.selected_type = np_into.getTag("type") self.pickable = np_into.getParent() def col_in_object(self, entry): if base.state == "selecting": np_into = entry.getIntoNodePath() np_into.getParent().setColor(0.5, 0.5, 0.5, 1) def col_out_object(self, entry): np_into = entry.getIntoNodePath() try: np_into.getParent().clearColor() except: print "ERROR CLEARING COLOUR" def get_mouse_plane_pos(self, task): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pos3d = Point3() nearPoint = Point3() farPoint = Point3() base.camLens.extrude(mpos, nearPoint, farPoint) if self.plane.intersectsLine( self.pos3d, render.getRelativePoint(camera, nearPoint), render.getRelativePoint(camera, farPoint)): #print "Mouse ray intersects ground plane at ", self.pos3d self.model_node.setPos(render, self.pos3d) self.placement_ghost.set_position(self.pos3d[0], self.pos3d[1]) return task.again def ray_update(self, task): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) return task.cont def task_mouse_place(self, task): if base.mouseWatcherNode.isButtonDown(MouseButton.one()): self.placing_object = True self.place_pos = (self.anchor_x, self.anchor_y) self.line_dir.remove() ls = LineSegs() ls.move_to(self.anchor_x, self.anchor_y, 1) ls.draw_to(self.model.getX(), self.model.getY(), 1) node = ls.create() angle1 = math.atan2(self.anchor_y - self.anchor_y, self.anchor_x - self.anchor_x + 50) angle2 = math.atan2(self.anchor_y - self.model.getY(), self.anchor_x - self.model.getY()) final_angle = angle1 - angle2 self.model.setHpr(final_angle, 0, 0) self.line_dir = NodePath(node) self.line_dir.reparentTo(render) return task.again else: self.line_dir.hide() taskMgr.add(self.task_mouse_press_check, "checkMousePress") return task.done def task_mouse_press_check(self, task): if base.mouseWatcherNode.isButtonDown(MouseButton.one()): #if self.multi_select == True: self.anchor_x, self.anchor_y = self.model.getX(), self.model.getY() taskMgr.add(self.task_mouse_place, "multibox") return task.done return task.again def mouse_click(self, status): print base.state if status == "1-down": if base.state == "placement": if self.placement_ghost.get_type() == "tower": obj = self.placement_ghost.place("tower", self.model.getX(), self.model.getY()) elif self.placement_ghost.get_type() == "army": obj = self.placement_ghost.place("army", self.model.getX(), self.model.getY()) base.details_box.set_object(obj) base.change_state("modifying") elif base.state == "moving": obj = base.details_box.get_object() obj.set_position(self.pos3d[0], self.pos3d[1]) base.change_state("modifying") elif base.state == "selecting" and self.pickable != None: obj = base.get_obj_from_node(self.pickable) base.details_box.set_object(obj, "selecting") base.change_state("modifying") elif status == "1-up": print "Mouse", status elif status == "3-down": if base.state == "placement": base.change_state("selecting") elif base.state == "selecting": base.change_state("placement")
class World(DirectObject): def __init__(self): self.keyMap = {"left":0, "right":0, "forward":0, "backward":0, "shoot":0} base.win.setClearColor(Vec4(0,0,0,1)) # Post the instructions self.inst6 = addInstructions(0.95, "Mad Max's Revenge!") self.inst1 = addInstructions(0.90, "[ESC]: Quit") self.inst2 = addInstructions(0.85, "[a]: Left Turn") self.inst3 = addInstructions(0.80, "[d]: Right Turn") self.inst4 = addInstructions(0.75, "[w]: Drive Forward") self.inst4 = addInstructions(0.70, "[s]: Reverse") self.inst5 = addInstructions(0.65, "[mouse]: Fire Rocket") # Set up the environment # # This environment model contains collision meshes. If you look # in the egg file, you will see the following: # # <Collide> { Polyset keep descend } # # This tag causes the following mesh to be converted to a collision # mesh -- a mesh which is optimized for collision, not rendering. # It also keeps the original mesh, so there are now two copies --- # one optimized for rendering, one for collisions. self.environ = loader.loadModel("Assets/Models/env") #models/environment self.environ.reparentTo(render) self.environ.setPos(0,0,0) self.sky = loader.loadModel("Assets/Models/sky") #models/environment self.sky.reparentTo(render) self.sky.setPos(0,0,0) # Create the main character, player playerStartPos = Point3(8,14,1) #self.environ.find("**/start_point").getPos() enemyStartPos = Point3(-7,-8,1) #self.environ.find("**/start_point").getPos() #~ print enemyStartPos enemyStartPos.addX(1.0) enemyStartPos.addY(1.0) #~ print enemyStartPos self.player = Actor("Assets/Models/player_model", {"drive":"Assets/Models/player_drive", "fire":"Assets/Models/player_turret", "drivefire":"Assets/Models/player_both"}) self.player.reparentTo(render) self.player.setScale(0.1) self.player.setPos(playerStartPos) #~ self.playerdrive=self.player.actorInterval("drive") #~ self.playerfire=self.player.actoraaaaaaaInterval("fire") #~ self.playerdrivefire=self.player.actorInterval("drivefire") # Create the enemy, Enemy self.enemy = Actor("Assets/Models/enemy_model", {"drive":"Assets/Models/enemy_drive", "fire":"Assets/Models/enemy_turret", "drivefire":"Assets/Models/enemy_both"}) self.enemy.reparentTo(render) self.enemy.setScale(0.1) tex = loader.loadTexture("Assets/Models/cartexture1.png") self.enemy.setTexture(tex, 1) self.enemy.setPos(enemyStartPos) self.enemyrockettiming = globalClock.getFrameTime() #print self.enemy.getCurrentAnim() #print self.enemy.getCurrentAnim() #~ self.enemydrive=self.enemy.actorInterval("drive") #~ self.enemyfire=self.enemy.actorInterval("fire") #~ self.enemydrivefire=self.enemy.actorInterval("drivefire") self.music = loader.loadMusic("Assets/Sound/music.mp3") SoundInterval(self.music).loop() audio3d.attachSoundToObject(EnemyRunning, self.enemy) audio3d.attachSoundToObject(EnemyIdling, self.enemy) backward = self.enemy.getNetTransform().getMat().getRow3(1) backward.setZ(0) backward.normalize() #self.enemy.setPos(self.enemy.getPos() - backward*(50)) #Set up the lighting self.playerleftlight=self.player.attachNewNode(Spotlight("playerheadleft")) self.playerleftlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1)) self.playerleftlight.node().setLens( PerspectiveLens() ) self.playerleftlight.node().getLens().setFov( 50, 50) self.playerleftlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) ) self.playerleftlight.node().setExponent( 60.0 ) self.playerleftlight.setPos(-1, -0.1, 1.5) self.playerleftlight.setHpr(180, -10, 0) render.setLight(self.playerleftlight) self.playerrightlight=self.player.attachNewNode(Spotlight("playerheadright")) self.playerrightlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1)) self.playerrightlight.node().setLens( PerspectiveLens() ) self.playerrightlight.node().getLens().setFov( 50, 50) self.playerrightlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) ) self.playerrightlight.node().setExponent( 60.0 ) self.playerrightlight.setPos(1, -0.1, 1.5) self.playerrightlight.setHpr(180, -10, 0) render.setLight(self.playerrightlight) self.playerlightson=1 self.enemyleftlight=self.enemy.attachNewNode(Spotlight("enemyheadleft")) self.enemyleftlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1)) self.enemyleftlight.node().setLens( PerspectiveLens() ) self.enemyleftlight.node().getLens().setFov( 50, 50) self.enemyleftlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) ) self.enemyleftlight.node().setExponent( 60.0 ) self.enemyleftlight.setPos(-1, -0.1, 1.5) self.enemyleftlight.setHpr(180, -10, 0) render.setLight(self.enemyleftlight) self.enemyrightlight=self.enemy.attachNewNode(Spotlight("enemyheadright")) self.enemyrightlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1)) self.enemyrightlight.node().setLens( PerspectiveLens() ) self.enemyrightlight.node().getLens().setFov( 50, 50) self.enemyrightlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) ) self.enemyrightlight.node().setExponent( 60.0 ) self.enemyrightlight.setPos(1, -0.1, 1.5) self.enemyrightlight.setHpr(180, -10, 0) render.setLight(self.enemyrightlight) self.enemylightson=1 self.spotlight=camera.attachNewNode(PointLight("spotlight")) #self.spotlight.setPos(0, 3, 0.5) #self.spotlight.setHpr(0, 0, 0) self.spotlight.node().setColor(Vec4(1, 1, 1, 1)) #self.spotlight.node().setLens( PerspectiveLens() ) #self.spotlight.node().getLens().setFov( 180, 120) self.spotlight.node().setAttenuation( Vec3( 1, 0, 0.05 )) #self.spotlight.node().setExponent( 60.0 ) render.setLight(self.spotlight) self.playerlight=self.player.attachNewNode(PointLight("spotlight")) self.playerlight.node().setColor(Vec4(1, 1, 1, 1)) #self.spotlight.node().setLens( PerspectiveLens() ) #self.spotlight.node().getLens().setFov( 180, 120) self.playerlight.node().setAttenuation( Vec3( 1, 0, 0.05 )) #self.spotlight.node().setExponent( 60.0 ) render.setLight(self.playerlight) self.ambientlight=self.sky.attachNewNode(AmbientLight("ambientLight")) self.ambientlight.node().setColor(Vec4(1, 1, 1, 1)) self.sky.setLight(self.ambientlight) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", sys.exit) self.accept("a", self.setKey, ["left",1]) self.accept("d", self.setKey, ["right",1]) self.accept("w", self.setKey, ["forward",1]) self.accept("s", self.setKey, ["backward",1]) self.accept("a-up", self.setKey, ["left",0]) self.accept("d-up", self.setKey, ["right",0]) self.accept("w-up", self.setKey, ["forward",0]) self.accept("s-up", self.setKey, ["backward",0]) self.accept("l", self.playerLights,[]) self.accept("mouse1", self.setKey, ["shoot", 1]) self.accept("mouse1-up", self.setKey, ["shoot", 0]) #self.shootRocketshootRocket taskMgr.add(self.playerMove,"moveTask") taskMgr.add(self.enemyMove,"moveTask") taskMgr.add(self.shoot,"shootTask") taskMgr.add(self.rocketCollision,"rocketCollision") # Game state variables self.prevtime = 0 self.isMoving = False self.prevShotTime = 0 self.prevEnemyMoveTime = 0 # Set up the camera base.disableMouse() base.camera.setPos(self.player.getX(),self.player.getY()+10,2) # We will detect the height of the terrain by creating a collision # ray and casting it downward toward the terrain. One ray will # start above player's head, and the other will start above the camera. # A ray may hit the terrain, or it may hit a rock or a tree. If it # hits the terrain, we can detect the height. If it hits anything # else, we rule that the move is illegal. self.cTrav = CollisionTraverser() self.playerGroundRay = CollisionRay() self.playerGroundRay.setOrigin(0,0,1000) self.playerGroundRay.setDirection(0,0,-1) self.playerGroundCol = CollisionNode('playerRay') self.playerGroundCol.addSolid(self.playerGroundRay) self.playerGroundCol.setFromCollideMask(BitMask32.bit(3)) self.playerGroundCol.setIntoCollideMask(BitMask32.allOff()) self.playerGroundColNp = self.player.attachNewNode(self.playerGroundCol) self.playerGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.playerGroundColNp, self.playerGroundHandler) self.camGroundRay = CollisionRay() self.camGroundRay.setOrigin(0,0,1000) self.camGroundRay.setDirection(0,0,-1) self.camGroundCol = CollisionNode('camRay') self.camGroundCol.addSolid(self.camGroundRay) self.camGroundCol.setFromCollideMask(BitMask32.bit(3)) self.camGroundCol.setIntoCollideMask(BitMask32.allOff()) self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler) # Uncomment this line to see the collision rays #self.playerGroundColNp.show() #self.camGroundColNp.show() #Uncomment this line to show a visual representation of the #collisions occuring #self.cTrav.showCollisions(render) #Code for Enemy player self.enemyGroundRay = CollisionRay() self.enemyGroundRay.setOrigin(0,0,1000) self.enemyGroundRay.setDirection(0,0,-1) self.enemyGroundCol = CollisionNode('enemyRay') self.enemyGroundCol.addSolid(self.enemyGroundRay) self.enemyGroundCol.setFromCollideMask(BitMask32.bit(3)) self.enemyGroundCol.setIntoCollideMask(BitMask32.allOff()) self.enemyGroundColNp = self.enemy.attachNewNode(self.enemyGroundCol) self.enemyGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.enemyGroundColNp, self.enemyGroundHandler) self.cRocketHandler = CollisionHandlerQueue() self.worldEdge = CollisionInvSphere(0, 0, 0, 50) cNode = CollisionNode("worldEdge") cNode.addSolid(self.worldEdge) cNode.setFromCollideMask(BitMask32.allOff()) cNode.setIntoCollideMask(BitMask32.allOn()) self.worldEdgeNp=self.environ.attachNewNode(cNode) #self.cTrav.addCollider(self.worldEdgeNp, self.cRocketHandler) #cNP = render.attachNewNode(cNode) cNode2 = CollisionNode("wall") cNode2.addSolid(CollisionPlane(Plane(Vec3(-1,0,0), Point3(22.5,0,0)))) cNode2.addSolid(CollisionPlane(Plane(Vec3(1,0,0), Point3(-22.5,0,0)))) cNode2.addSolid(CollisionPlane(Plane(Vec3(0,-1,0), Point3(0,22.5,0)))) cNode2.addSolid(CollisionPlane(Plane(Vec3(0,1,0), Point3(0,-22.5,0)))) cNode2.setFromCollideMask(BitMask32.allOff()) cNode2.setIntoCollideMask(BitMask32.allOn()) cNP2=self.environ.attachNewNode(cNode2) self.picker = CollisionTraverser() #Make a traverser self.pq = CollisionHandlerQueue() #Make a handler #Make a collision node for our picker ray self.pickerNode = CollisionNode('mouseRay') #Attach that node to the camera since the ray will need to be positioned #relative to it self.pickerNP = camera.attachNewNode(self.pickerNode) #Everything to be picked will use bit 1. This way if we were doing other #collision we could seperate it self.pickerNode.setFromCollideMask(BitMask32.allOn()) self.pickerRay = CollisionRay() #Make our ray self.pickerNode.addSolid(self.pickerRay) #Add it to the collision node #Register the ray as something that can cause collisions self.picker.addCollider(self.pickerNP, self.pq) self.playerrocket = None self.enemyrocket = None self.enemyTurn = 0 self.enemyDestAng = 180 self.enemyHp = 3 self.playerHp = 3 #Collisions self.setupCollisions() self.playermoving = False #setup hud self.drawHud() def drawHud(self): #Player OnscreenText(text="Player Health", style=1, fg=(1,1,1,1), pos=(0.85, 0.9), align=TextNode.ALeft, scale = .08) self.playerHealthImg = OnscreenImage(image = 'Assets/Images/healthFull.png', pos = (1.05, 0, .84), scale = .12) self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha) #Enemy OnscreenText(text="Enemy Health", style=1, fg=(1,1,1,1), pos=(0.85, 0.7), align=TextNode.ALeft, scale = .08) self.enemyHealthImg = OnscreenImage(image = 'Assets/Images/healthFull.png', pos = (1.05, 0, .64), scale = .12) self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha) def updateGui(self): #player bar if self.playerHp == 2: self.playerHealthImg.setImage('Assets/Images/healthMedium.png') self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha) elif self.playerHp == 1: self.playerHealthImg.setImage('Assets/Images/healthLow.png') self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha) #enemy bar if self.enemyHp == 2: self.enemyHealthImg.setImage('Assets/Images/healthMedium.png') self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha) elif self.enemyHp == 1: self.enemyHealthImg.setImage('Assets/Images/healthLow.png') self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha) def setupCollisions(self): #player sphere cPlayerSphere = CollisionSphere(Point3(0, 0, .5), 10) cPlayerNode = CollisionNode("Player") cPlayerNode.addSolid(cPlayerSphere) cPlayerNode.setFromCollideMask(BitMask32.bit(4)) cPlayerNode.setIntoCollideMask(BitMask32(20)) cPlayerNP = self.player.attachNewNode(cPlayerNode) self.cTrav.addCollider(cPlayerNP, self.playerGroundHandler) #self.cTrav.addCollider(cPlayerNP, self.cRocketHandler) #cPlayerNP.show() #enemy sphere cEnemySphere = CollisionSphere(Point3(0, 0, .5), 10) cEnemyNode = CollisionNode("Enemy") cEnemyNode.addSolid(cEnemySphere) cEnemyNode.setFromCollideMask(BitMask32.bit(4)) cEnemyNode.setIntoCollideMask(BitMask32(18)) cEnemyNP = self.enemy.attachNewNode(cEnemyNode) self.cTrav.addCollider(cEnemyNP, self.enemyGroundHandler) #self.cTrav.addCollider(cEnemyNP, self.cRocketHandler) #cEnemyNP.show() def rocketCollision(self, task): """Check for rocket collisions with players and objects""" toRemove = [] for i in range(self.cRocketHandler.getNumEntries()): entry = self.cRocketHandler.getEntry(i) #~ print entry if entry.getFromNode().getName() == "PlayerRocket" and entry.getIntoNode().getName() == "Enemy": self.enemyHp -= 1 self.updateGui() if self.enemyHp == 0: print "Victory!" OnscreenText(text="Victory!", style=2, fg=(0,1,0,1), pos=(-0.6, 0), align=TextNode.ALeft, scale = .5, shadow=(0,0,0,0)) self.playerHp += 5 #LerpFunc(end_game, fromData = 0, toData = 1, duration = 3.0, #blendType = 'noBlend', extraArgs = [], name = None) taskMgr.remove("moveTask") taskMgr.remove("shootTask") #print "GAME OVER, YOU WIN" #sys.exit(0) elif entry.getFromNode().getName() == "EnemyRocket" and entry.getIntoNode().getName() == "Player": self.playerHp -= 1 self.updateGui() if self.playerHp == 0: #~ print "GAME OVER, YOU LOSE" OnscreenText(text="Failure!", style=2, fg=(1,0,0,1), pos=(-0.6, 0), align=TextNode.ALeft, scale = .5, shadow=(0,0,0,0)) self.enemyHp += 5 taskMgr.remove("moveTask") taskMgr.remove("shootTask") #Add to remove list if entry.getFromNodePath() not in toRemove: toRemove.append(entry.getFromNodePath()) #remove for np in toRemove: if np.getNode(0).getName() == "PlayerRocket": if self.playerrocket: self.playerrocket.kill_light() #~ print "BOOM!, PLAYER ROCKET EXPLODED" BoomSound.play() RocketFire.stop() Explosion.Explosion(self.playerrocket.rocket.getPos(), render) self.playerrocket = None np.getParent().remove() else: if self.enemyrocket: self.enemyrocket.kill_light() #~ print "BOOM!, ENEMY ROCKET EXPLODED" BoomSound.play() RocketFire.stop() Explosion.Explosion(self.enemyrocket.rocket.getPos(), render) self.enemyrocket = None np.getParent().remove() self.cRocketHandler.clearEntries() return Task.cont def shootPlayerRocket(self): """Shoot a player rocket""" #Check to see if we can access the mouse. We need it to do anything else if base.mouseWatcherNode.hasMouse(): #get the mouse position mpos = base.mouseWatcherNode.getMouse() #Set the position of the ray based on the mouse position self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) #Do the actual collision pass pickerpoint=Point3(0,0,0) self.picker.traverse(render) for i in range(self.pq.getNumEntries()): entry = self.pq.getEntry(i) if entry.getFromNode().getName() == "mouseRay" and entry.getIntoNode().getName()=="terrain": pickerpoint=entry.getSurfacePoint(render) direction=pickerpoint-Point3(self.player.getX(), self.player.getY(), self.player.getZ()+0.5) #~ if self.playerrocket is None: #~ angle = math.radians(self.player.getH()) playerpos=self.player.getPos() self.playerrocket = Rocket.Rocket(Point3(playerpos.getX(), playerpos.getY(), playerpos.getZ()+0.5), direction, "PlayerRocket", render) self.playerrocket.setupCollision(self.cTrav, self.cRocketHandler) RocketFire.play() if self.player.getCurrentAnim()=="drive": self.player.play("drivefire") else: self.player.play("fire") def shootEnemyRocket(self): """Shoot a enemy rocket""" if not (self.enemyrocket) and self.enemyrockettiming <= globalClock.getFrameTime() : #~ angle = math.radians(self.enemy.getH()) #~ self.enemyrocket = Rocket.Rocket(self.enemy.getPos(), angle, "EnemyRocket", render) #~ self.enemyrocket.setupCollision(self.cTrav, self.cRocketHandler) direction = self.player.getPos() - self.enemy.getPos() enemyPos = self.enemy.getPos() self.enemyrocket = Rocket.Rocket(enemyPos + Point3(0,0,.5),direction,"EnemyRocket",render) self.enemyrocket.setupCollision(self.cTrav, self.cRocketHandler) RocketFire.play() self.enemy.play("drivefire") self.enemyrockettiming = globalClock.getFrameTime() + 2.0 #Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value def shoot(self, task): elapsed = task.time - self.prevShotTime if(self.keyMap["shoot"]!=0 and elapsed > 1): self.shootPlayerRocket() self.prevShotTime = task.time return Task.cont def playerLights(self): if self.playerlightson: self.playerleftlight.node().setColor(Vec4(0,0,0,1)) self.playerrightlight.node().setColor(Vec4(0,0,0,1)) self.playerlightson=0 else: self.playerleftlight.node().setColor(Vec4(0.75,0.75,0.75,1)) self.playerrightlight.node().setColor(Vec4(0.75,0.75,0.75,1)) self.playerlightson=1 def enemyLights(self): if self.enemylightson: self.enemyleftlight.node().setColor(Vec4(0,0,0,1)) self.enemyrightlight.node().setColor(Vec4(0,0,0,1)) self.enemylightson=0 else: self.enemyleftlight.node().setColor(Vec4(0.75,0.75,0.75,1)) self.enemyrightlight.node().setColor(Vec4(0.75,0.75,0.75,1)) self.enemylightson=1 def enemyMove(self, task): elapsed = task.time - self.prevEnemyMoveTime startpos = self.enemy.getPos() #Calculate distance to the enemy distvec = self.player.getPos() - self.enemy.getPos() distvec.setZ(0) dist = distvec.length() backward = self.enemy.getNetTransform().getMat().getRow3(1) backward.setZ(0) backward.normalize() #Drive! if self.enemy.getCurrentAnim() is None: self.enemy.loop("drive") #Find the vector from the enemy to the player, then find the angle of that vector vec = self.enemy.getPos() - self.player.getPos() angle = math.degrees(math.atan2(vec.getX(), vec.getY())) #Find the angle left to turn according to the enemy's current angle angleToPlayer = (-self.enemy.getH() - angle) % 360 #Fire rocket if within 60 degree arc of player #~ print angleToPlayer if angleToPlayer < 30 or angleToPlayer > 330: self.shootEnemyRocket() #AI control code starts here #enemyTurn is zero for heading straight, -1 to turn full left, +1 to turn full right #Turning rate is currently maxed at 100 degrees per second #drivedir is for forward (1) or backward (-1) #Wall avoidance stuff enemyTurn=0 myh=self.player.getH()%360 print myh if abs(self.enemy.getPos().getX())>19 or abs(self.enemy.getPos().getX())>19: drivedir=-1.0 else: drivedir=1.0 if self.playerrocket: playerpos=self.player.getPos() if playerpos.getX()>12.5 and (myh<90 or myh>270): self.enemyTurn = -(0.5+0.05*(self.enemy.getX()-12.5))*sign(myh-180) print 1 elif playerpos.getX()<12.5 and not (myh<90 or myh>270): self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getX()))*sign(myh-180) print 2 elif playerpos.getY()>12.5 and myh<180: self.enemyTurn = -(0.5+0.05*(self.enemy.getY()-12.5))*sign(myh-90) print 3 elif playerpos.getY()<12.5 and myh>180: self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getY()))*sign(myh-270) print 4 elif self.enemy.getPos().getX()>12.5 and (myh<90 or myh>270): self.enemyTurn = -(0.5+0.05*(self.enemy.getX()-12.5))*sign(myh-180) print 5 elif self.enemy.getPos().getX()<-12.5 and not (myh<90 or myh>270): self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getX()))*sign(myh-180) print 6 elif self.enemy.getPos().getY()>12.5 and myh<180: self.enemyTurn = -(0.5+0.05*(self.enemy.getY()-12.5))*sign(myh-90) print 7 elif self.enemy.getPos().getY()<-12.5 and myh>180: self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getY()))*sign(myh-270) print 8 elif not(math.fabs(self.enemyDestAng - angleToPlayer) > 3 and math.fabs(self.enemyDestAng - angleToPlayer) < 357): print 9 self.enemyTurn = 0 else: print 10 if dist > 5: self.enemyDestAng = 0 if angleToPlayer > 1 and angleToPlayer <= 180: #Turn left self.enemyTurn = -0.5 elif angleToPlayer > 180 and angleToPlayer < 359: #Turn right self.enemyTurn = 0.5 elif dist < 5: self.enemyDestAng = 180 if angleToPlayer >= 0 and angleToPlayer < 179: #Turn left self.enemyTurn = 0.5 elif angleToPlayer > 181 and angleToPlayer < 360: #Turn right self.enemyTurn = -0.5 #Replace later #drivedir=1.0 #End of AI code #Enemy always tries to move forward, regardless of where the player is self.enemy.setPos(self.enemy.getPos() - backward*(drivedir*elapsed*5)) self.enemy.setH(self.enemy.getH() - elapsed *100.0*self.enemyTurn) EnemyRunning.play() self.cTrav.traverse(render) entries = [] terrain = [] for i in range(self.enemyGroundHandler.getNumEntries()): entry = self.enemyGroundHandler.getEntry(i) if entry.getFromNode().getName() == "enemyRay": terrain.append(entry) elif entry.getFromNode().getName() == "Enemy" and entry.getIntoNode().getName() != "terrain": entries.append(entry) terrain.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0): self.enemy.setPos(startpos) if (len(terrain)>0) and (terrain[0].getIntoNode().getName() == "terrain"): self.enemy.setZ(terrain[0].getSurfacePoint(render).getZ()+.5) else: self.enemy.setPos(startpos) # Store the task time and continue. self.prevEnemyMoveTime = task.time return Task.cont # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def playerMove(self, task): elapsed = task.time - self.prevtime base.camera.lookAt(self.player) camright = base.camera.getNetTransform().getMat().getRow3(0) camright.normalize() # save player's initial position so that we can restore it, # in case he falls off the map or runs into something. startpos = self.player.getPos() # If a move-key is pressed, move player in the specified direction. if ((self.keyMap["left"]!=0) & (self.keyMap["forward"]!=0)): self.player.setH(self.player.getH() + elapsed*50) Idling.stop() Running.play() self.playermoving = True elif((self.keyMap["left"]!=0) & (self.keyMap["backward"]!=0)): self.player.setH(self.player.getH() - elapsed*50) Idling.stop() Running.play() self.playermoving = True if ((self.keyMap["right"]!=0) & (self.keyMap["forward"]!=0)): self.player.setH(self.player.getH() - elapsed*50) Idling.stop() Running.play() self.playermoving = True elif ((self.keyMap["right"]!=0) & (self.keyMap["backward"]!=0)): self.player.setH(self.player.getH() + elapsed*50) Idling.stop() Running.play() self.playermoving = True if (self.keyMap["forward"]!=0): backward = self.player.getNetTransform().getMat().getRow3(1) backward.setZ(0) backward.normalize() self.player.setPos(self.player.getPos() - backward*(elapsed*5)) Running.play() Idling.stop() self.playermoving = True if (self.keyMap["backward"]!=0): backward = self.player.getNetTransform().getMat().getRow3(1) backward.setZ(0) backward.normalize() self.player.setPos(self.player.getPos() + backward*(elapsed*5)) Idling.stop() Running.play() self.playermoving = True if (self.keyMap["backward"]==0 and self.keyMap["forward"]==0 and self.keyMap["left"]==0 and self.keyMap["right"]==0): Running.stop() Idling.play() self.playermoving = False if self.player.getCurrentAnim()=="drive": self.player.stop() #print "STOP MOVING" #DRIVE! if self.player.getCurrentAnim() is None and self.playermoving: self.player.loop("drive") #print "DRIVE ON!" dist = 10.0 angle = math.radians(self.player.getH()) + math.pi dx = dist * math.sin(angle) dy = dist * -math.cos(angle) dest = Point3(self.player.getX() + dx, self.player.getY() + dy, self.player.getZ()+1) base.camera.setPos(dest) # If player is moving, loop the run animation. # If he is standing still, stop the animation. if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0): if self.isMoving is False: #self.player.loop("run") self.isMoving = True else: if self.isMoving: #self.player.stop() #self.player.pose("walk",5) self.isMoving = False # If the camera is too far from player, move it closer. # If the camera is too close to player, move it farther. camvec = self.player.getPos() - base.camera.getPos() camvec.setZ(0) camdist = camvec.length() camvec.normalize() if (camdist > 20.0): base.camera.setPos(base.camera.getPos() + camvec*(camdist-20)) camdist = 20.0 if (camdist < 10.0): base.camera.setPos(base.camera.getPos() - camvec*(10-camdist)) camdist = 10.0 # Now check for collisions. self.cTrav.traverse(render) # Adjust player's Z coordinate. If player's ray hit terrain, # update his Z. If it hit anything else, or didn't hit anything, put # him back where he was last frame. terrain = [] entries = [] for i in range(self.playerGroundHandler.getNumEntries()): entry = self.playerGroundHandler.getEntry(i) if entry.getFromNode().getName() == "playerRay": terrain.append(entry) elif entry.getFromNode().getName() == "Player" and entry.getIntoNode().getName() != "terrain": entries.append(entry) terrain.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0): self.player.setPos(startpos) elif (len(terrain)>0) and (terrain[0].getIntoNode().getName() == "terrain"): self.player.setZ(terrain[0].getSurfacePoint(render).getZ()+.5) else: self.player.setPos(startpos) # Keep the camera at one foot above the terrain, # or two feet above player, whichever is greater. entries = [] for i in range(self.camGroundHandler.getNumEntries()): entry = self.camGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"): base.camera.setZ(entries[0].getSurfacePoint(render).getZ()+ 1.5) if (base.camera.getZ() < self.player.getZ() + 2.5): base.camera.setZ(self.player.getZ() + 2.5) # The camera should look in player's direction, # but it should also try to stay horizontal, so look at # a floater which hovers above player's head. self.floater.setPos(self.player.getPos()) self.floater.setZ(self.floater.getZ()+1) base.camera.lookAt(self.floater) # Store the task time and continue. self.prevtime = task.time return Task.cont
class MousePicker( p3d.SingleTask ): """ Class to represent a ray fired from the input camera lens using the mouse. """ def __init__( self, *args, **kwargs ): p3d.SingleTask.__init__( self, *args, **kwargs ) self.fromCollideMask = kwargs.pop( 'fromCollideMask', None ) self.node = None self.collEntry = None # Create collision nodes self.collTrav = CollisionTraverser() #self.collTrav.showCollisions( render ) self.collHandler = CollisionHandlerQueue() self.pickerRay = CollisionRay() # Create collision ray pickerNode = CollisionNode( self.name ) pickerNode.addSolid( self.pickerRay ) pickerNode.setIntoCollideMask( BitMask32.allOff() ) pickerNp = self.camera.attachNewNode( pickerNode ) self.collTrav.addCollider( pickerNp, self.collHandler ) # Create collision mask for the ray if one is specified if self.fromCollideMask is not None: pickerNode.setFromCollideMask( self.fromCollideMask ) # Bind mouse button events eventNames = ['mouse1', 'control-mouse1', 'mouse1-up'] for eventName in eventNames: self.accept( eventName, self.FireEvent, [eventName] ) def OnUpdate( self, task ): # Update the ray's position if self.mouseWatcherNode.hasMouse(): mp = self.mouseWatcherNode.getMouse() self.pickerRay.setFromLens( self.camera.node(), mp.getX(), mp.getY() ) # Traverse the hierarchy and find collisions self.collTrav.traverse( self.rootNp ) if self.collHandler.getNumEntries(): # If we have hit something, sort the hits so that the closest is first self.collHandler.sortEntries() collEntry = self.collHandler.getEntry( 0 ) node = collEntry.getIntoNode() # If this node is different to the last node, send a mouse leave # event to the last node, and a mouse enter to the new node if node != self.node: if self.node is not None: messenger.send( '%s-mouse-leave' % self.node.getName(), [self.collEntry] ) messenger.send( '%s-mouse-enter' % node.getName(), [collEntry] ) # Send a message containing the node name and the event over name, # including the collision entry as arguments messenger.send( '%s-mouse-over' % node.getName(), [collEntry] ) # Keep these values self.collEntry = collEntry self.node = node elif self.node is not None: # No collisions, clear the node and send a mouse leave to the last # node that stored messenger.send( '%s-mouse-leave' % self.node.getName(), [self.collEntry] ) self.node = None def FireEvent( self, event ): """ Send a message containing the node name and the event name, including the collision entry as arguments. """ if self.node is not None: messenger.send( '%s-%s' % ( self.node.getName(), event ), [self.collEntry] ) def GetFirstNodePath( self ): """ Return the first node in the collision queue if there is one, None otherwise. """ if self.collHandler.getNumEntries(): collEntry = self.collHandler.getEntry( 0 ) return collEntry.getIntoNodePath() return None
class cWorld: def __init__( self ): # set background color base.setBackgroundColor( 0, 0, 0 ) # create target self.createTarget( ) # create boids self.createBoids( ) # setup camera self.setupCamera( ) # setup lights self.setupLights( ) # setup collision detection self.setupCollision( ) # add task taskMgr.add( self.steer, 'steer' ) # steer task taskMgr.add( self.moveTarget, 'moveTarget' ) # mouse move target task def createBoids( self ): self.redBoid = cBoid( ) # create red boid # setup blue boid with model path, starting location, max force, and max speed self.redBoid.setup( 'assets/models/boid_one.egg', Vec3( 0.0, 0.0, 0.0 ), 4.0, 0.1 ) # create blue boid self.blueBoid = cBoid( ) # setup blue boid with model path, starting location, max force, and max speed self.blueBoid.setup( 'assets/models/boid_two.egg', Vec3( 0.0, 0.0, 0.0 ), 4.0, 1.0 ) def createTarget( self ): # load in model file self.target = loader.loadModel( 'assets/models/target.egg' ) # parent self.target.reparentTo( render ) # set location self.target.setPos( Vec3( 0.0, 0.0, 0.0 ) ) def setupCamera( self ): # disable auto controls base.disableMouse() # set position, heading, pitch, and roll camera.setPosHpr( Vec3( 0.0, -45.0, 45.0), Vec3( 0.0, -45.0, 0 ) ) def setupLights( self ): # create a point light plight = PointLight( 'plight' ) # set its color plight.setColor( VBase4( 1.0, 1.0, 1.0, 1 ) ) # attach the light to the render plnp = render.attachNewNode( plight ) # set position plnp.setPos( 0.0, 0.0, 2.0 ) # turn on light render.setLight( plnp ) def setupCollision( self ): # create collision traverser self.picker = CollisionTraverser( ) # create collision handler self.pq = CollisionHandlerQueue( ) # create collision node self.pickerNode = CollisionNode( 'mouseRay' ) # create collision node # attach new collision node to camera node self.pickerNP = camera.attachNewNode( self.pickerNode ) # attach collision node to camera # set bit mask to one self.pickerNode.setFromCollideMask( BitMask32.bit( 1 ) ) # set bit mask # create a collision ray self.pickerRay = CollisionRay( ) # create collision ray # add picker ray to the picker node self.pickerNode.addSolid( self.pickerRay ) # add the collision ray to the collision node # make the traverser know about the picker node and its even handler queue self.picker.addCollider( self.pickerNP, self.pq ) # add the colision node path and collision handler queue #self.picker.showCollisions( render ) # render or draw the collisions #self.pickerNP.show( ) # render picker ray # create col node self.colPlane = CollisionNode( 'colPlane' ) # add solid to col node plane self.colPlane.addSolid( CollisionPlane( Plane( Vec3( 0, 0, 1 ), Point3( 0, 0, 0 ) ) ) ) # attach new node to the render self.colPlanePath = render.attachNewNode( self.colPlane ) #self.colPlanePath.show( ) # render node # make the col plane look at the camera # this makes it alway look at the camera no matter the orientation # we need this because the ray nees to intersect a plane parallel # to the camera self.colPlanePath.lookAt( camera ) # prop up the col plane self.colPlanePath.setP( -45 ) # set bit mask to one # as I understand it, this makes all col nodes with bit mask one # create collisions while ignoring others of other masks self.colPlanePath.node( ).setIntoCollideMask( BitMask32.bit( 1 ) ) def steer( self, Task ): # seek after target self.redBoid.seek( Vec3( self.target.getPos( ) ) ) # run the algorithm self.redBoid.run( ) # arrive at the target self.blueBoid.arrive( Vec3( self.target.getPos( ) ) ) # run the algorithm self.blueBoid.run( ) return Task.cont # continue task def moveTarget( self, Task ): # traverse through the render tree self.picker.traverse( render ) # go through the queue of collisions for i in range( self.pq.getNumEntries( ) ): entry = self.pq.getEntry( i ) # get entry surfacePoint = entry.getSurfacePoint( render ) # get surface point of collision self.target.setPos( surfacePoint ) # set surface point to target's position if base.mouseWatcherNode.hasMouse( ): # if we have a mouse mpos = base.mouseWatcherNode.getMouse( ) # get the path to the mouse # shoot ray from camera # based on X & Y coordinate of mouse self.pickerRay.setFromLens( base.camNode, mpos.getX( ), mpos.getY( ) ) return Task.cont # continue task
class Mouse(DirectObject): def __init__(self, app): # local variables for mouse class self.app = app self.init_collide() self.has_mouse = None self.prev_pos = None self.pos = None self.drag_start = None self.hovered_object = None self.button2 = False self.mouseTask = taskMgr.add(self.mouse_task, 'mouseTask') self.task = None # set up event and response to this event self.accept('mouse1', self.mouse1) self.accept('mouse1-up', self.mouse1_up) # change the mouse to accept 'right-click' to rotate camera self.accept('mouse3', self.rotateCamera) self.accept('mouse3-up', self.stopCamera) self.accept('wheel_up', self.zoomIn) self.accept('wheel_down', self.zoomOut) # set up the collision for object def init_collide(self): # why the heck he import within method from pandac.PandaModules import CollisionTraverser, CollisionNode from pandac.PandaModules import CollisionHandlerQueue, CollisionRay # init and import collision for object self.cTrav = CollisionTraverser('MousePointer') self.cQueue = CollisionHandlerQueue() self.cNode = CollisionNode('MousePointer') self.cNodePath = base.camera.attachNewNode(self.cNode) self.cNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.cRay = CollisionRay() self.cNode.addSolid(self.cRay) self.cTrav.addCollider(self.cNodePath, self.cQueue) # by the collision methods mouse is able to find out which tile mouse is at def find_object(self): if self.app.world.nodePath: self.cRay.setFromLens(base.camNode, self.pos.getX(), self.pos.getY()) self.cTrav.traverse(self.app.world.terrain.nodePath) if self.cQueue.getNumEntries() > 0: self.cQueue.sortEntries() return self.cQueue.getEntry(0).getIntoNodePath() return None # setting task for mouse def mouse_task(self, task): action = task.cont # if the current tile has a mouse point to this self.has_mouse = base.mouseWatcherNode.hasMouse() if self.has_mouse: self.pos = base.mouseWatcherNode.getMouse() if self.prev_pos: self.delta = self.pos - self.prev_pos else: self.delta = None if self.task: action = self.task(task) else: self.pos = None if self.pos: self.prev_pos = Point2(self.pos.getX(), self.pos.getY()) return action # when mouse hover over this hexagon def hover(self, task): if self.hovered_object: self.hovered_object.unhover() self.hovered_object = None if self.button2: self.camera_drag() hovered_nodePath = self.find_object() if hovered_nodePath: tile = hovered_nodePath.findNetTag('tile') if not tile.isEmpty(): tag = tile.getTag('tile') coords = tag.split(',') (x, y) = [int(n) for n in coords] # set the hovered target to be the corresponding hexagon on terrain self.hovered_object = self.app.world.terrain.rows[x][y] self.hovered_object.hover() character = hovered_nodePath.findNetTag('char') if not character.isEmpty(): tag = character.getTag('char') (team_index, char_id) = [int(n) for n in tag.split(',')] self.hovered_object = self.app.world.teams[team_index].characters_dict[char_id] self.hovered_object.hover() ghost = hovered_nodePath.findNetTag('ghost') if not ghost.isEmpty(): tag = ghost.getTag('ghost') (team_index, char_id) = [int(n) for n in tag.split(',')] for ghostInstance in self.app.ghosts: if (ghostInstance.team.index == team_index) and (ghostInstance.id == char_id): self.hovered_object = ghostInstance self.hovered_object.hover() return task.cont def mouse1(self): self.app.state.request('mouse1') def mouse1_up(self): self.app.state.request('mouse1-up') def camera_drag(self): if self.delta: old_heading = base.camera.getH() new_heading = old_heading - self.delta.getX() * 180 base.camera.setH(new_heading % 360) old_pitch = base.camera.getP() new_pitch = old_pitch + self.delta.getY() * 90 new_pitch = max(-90, min(-10, new_pitch)) base.camera.setP(new_pitch) def rotateCamera(self): self.button2 = True def stopCamera(self): self.button2 = False def zoomIn(self): lens = base.cam.node().getLens() size = lens.getFilmSize() if size.length() >= 75: lens.setFilmSize(size / 1.2) def zoomOut(self): lens = base.cam.node().getLens() size = lens.getFilmSize() if size.length() <= 250: lens.setFilmSize(size * 1.2)
class cWorld: def __init__(self): # set background color base.setBackgroundColor(0, 0, 0) # create target self.createTarget() # create boids self.createBoids() # setup camera self.setupCamera() # setup lights self.setupLights() # setup collision detection self.setupCollision() # add task taskMgr.add(self.steer, 'steer') # steer task taskMgr.add(self.moveTarget, 'moveTarget') # mouse move target task def createBoids(self): self.redBoid = cBoid() # create red boid # setup blue boid with model path, starting location, max force, and max speed self.redBoid.setup('assets/models/boid_one.egg', Vec3(0.0, 0.0, 0.0), 4.0, 0.1) # create blue boid self.blueBoid = cBoid() # setup blue boid with model path, starting location, max force, and max speed self.blueBoid.setup('assets/models/boid_two.egg', Vec3(0.0, 0.0, 0.0), 4.0, 1.0) def createTarget(self): # load in model file self.target = loader.loadModel('assets/models/target.egg') # parent self.target.reparentTo(render) # set location self.target.setPos(Vec3(0.0, 0.0, 0.0)) def setupCamera(self): # disable auto controls base.disableMouse() # set position, heading, pitch, and roll camera.setPosHpr(Vec3(0.0, -45.0, 45.0), Vec3(0.0, -45.0, 0)) def setupLights(self): # create a point light plight = PointLight('plight') # set its color plight.setColor(VBase4(1.0, 1.0, 1.0, 1)) # attach the light to the render plnp = render.attachNewNode(plight) # set position plnp.setPos(0.0, 0.0, 2.0) # turn on light render.setLight(plnp) def setupCollision(self): # create collision traverser self.picker = CollisionTraverser() # create collision handler self.pq = CollisionHandlerQueue() # create collision node self.pickerNode = CollisionNode('mouseRay') # create collision node # attach new collision node to camera node self.pickerNP = camera.attachNewNode( self.pickerNode) # attach collision node to camera # set bit mask to one self.pickerNode.setFromCollideMask(BitMask32.bit(1)) # set bit mask # create a collision ray self.pickerRay = CollisionRay() # create collision ray # add picker ray to the picker node self.pickerNode.addSolid( self.pickerRay) # add the collision ray to the collision node # make the traverser know about the picker node and its even handler queue self.picker.addCollider( self.pickerNP, self.pq) # add the colision node path and collision handler queue #self.picker.showCollisions( render ) # render or draw the collisions #self.pickerNP.show( ) # render picker ray # create col node self.colPlane = CollisionNode('colPlane') # add solid to col node plane self.colPlane.addSolid( CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))) # attach new node to the render self.colPlanePath = render.attachNewNode(self.colPlane) #self.colPlanePath.show( ) # render node # make the col plane look at the camera # this makes it alway look at the camera no matter the orientation # we need this because the ray nees to intersect a plane parallel # to the camera self.colPlanePath.lookAt(camera) # prop up the col plane self.colPlanePath.setP(-45) # set bit mask to one # as I understand it, this makes all col nodes with bit mask one # create collisions while ignoring others of other masks self.colPlanePath.node().setIntoCollideMask(BitMask32.bit(1)) def steer(self, Task): # seek after target self.redBoid.seek(Vec3(self.target.getPos())) # run the algorithm self.redBoid.run() # arrive at the target self.blueBoid.arrive(Vec3(self.target.getPos())) # run the algorithm self.blueBoid.run() return Task.cont # continue task def moveTarget(self, Task): # traverse through the render tree self.picker.traverse(render) # go through the queue of collisions for i in range(self.pq.getNumEntries()): entry = self.pq.getEntry(i) # get entry surfacePoint = entry.getSurfacePoint( render) # get surface point of collision self.target.setPos( surfacePoint) # set surface point to target's position if base.mouseWatcherNode.hasMouse(): # if we have a mouse mpos = base.mouseWatcherNode.getMouse( ) # get the path to the mouse # shoot ray from camera # based on X & Y coordinate of mouse self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) return Task.cont # continue task
class Input(DirectObject): def __init__(self,model): self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) self.Text = OnscreenText(text="Set PanRate",pos=(-1.25,-0.15),scale=0.1) self.slider = DirectSlider(range=(20,100), value=50, pageSize=2, pos=(-1.25,0,-0.2),scale= (0.2,0.2,0.2), command=self.setScrollSpeed) def Attack(self,pos): self.atk.setWeil(self.model) self.atk.setTarg(self.dumm) self.atk.setDist(self.mini) if self.mini<=60: self.Animate=self.atk.ATT() else: messenger.send('mouse3') if self.mini<=60: self.atk.ATT() def setScrollSpeed(self): SCROLLSPEED=self.slider['value'] def MousePos(self, task): #This Took me 1.5 Months to Learn if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pos3d = Point3() self.nearPoint = Point3() self.farPoint = Point3() base.camLens.extrude(mpos, self.nearPoint, self.farPoint) if self.plane.intersectsLine(self.pos3d, render.getRelativePoint(camera, self.nearPoint), render.getRelativePoint(camera, self.farPoint)): pass return task.again def MoveHero(self): self.startR=self.model.getHpr() self.target=self.pos3d x2,y2,z2=self.target.getX(),self.target.getY(),self.target.getZ() h1,p1,r1=self.model.getH(),self.model.getP(),self.model.getR() self.dist=sqrt(pow(self.x1-x2,2)+pow(self.y1-y2,2)) self.sptime=self.dist/(30) self.hall=270-degrees(y2/x2) # self.model.setPos(self.model,self.spd,0,self.spd) Inter=LerpPosHprInterval(self.model,self.sptime,pos=self.target ,startPos=self.model.getPos(),startHpr=self.startR,hpr=self.startR)#(h1,p1,self.hall)) #Inter2=Func(self.model.lookAt(self.target),Wait(0.3)) self.heroPace = Sequence(Inter,name="heroPace") self.heroPace.start() def Move(self,task): self.x1,self.y1=self.model.getX(),self.model.getY() self.x2,self.y2=self.dumm.getX(),self.dumm.getY() self.mini=sqrt(pow(self.x1-self.x2,2)+pow(self.y1-self.y2,2)) Debug2(self,str(self.mini)) elapsed = globalClock.getDt() self.dt=elapsed self.setAnim() if (self.keyMap["left"]!=0): self.model.setH(self.model.getH() + self.dt*300) if (self.keyMap["right"]!=0): self.model.setH(self.model.getH() - self.dt*300) if (self.keyMap["forward"]!=0): self.model.setX(self.model, +(self.dt*25*SPEED)) # base.camera.lookAt(self.model) self.floater.setPos(self.model.getPos()) # base.camera.lookAt(self.floater) return task.cont def Setup(self): self.accept("arrow_left", self.setKey1, ["left",1,True]) self.accept("arrow_right", self.setKey1, ["right",1,True]) self.accept("arrow_up", self.setKey1, ["forward",1,True]) self.accept("arrow_left-up", self.setKey1, ["left",0,False]) self.accept("arrow_right-up", self.setKey1, ["right",0,False]) self.accept("arrow_up-up", self.setKey1, ["forward",0,False]) self.accept("mouse1",self.ObjectClick) self.accept("mouse3",self.MoveHero) def setKey1(self, key, value,value2): self.keyMap[key] = value self.Change=value2 def setAnim(self): if self.Change: #(self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0): if self.isMoving is False: self.model.loop("run") self.isMoving = True else: if self.isMoving: self.model.stop() self.model.pose("walk",5) self.isMoving = False if self.Animate: pass #set the attack anim here def Coll(self): base.cTrav = CollisionTraverser() self.collHandler = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) base.cTrav.addCollider(self.pickerNP, self.collHandler) def ObjectClick(self): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) base.cTrav.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if self.collHandler.getNumEntries() > 0: # This is so we get the closest object. self.collHandler.sortEntries() self.pickedObj = self.collHandler.getEntry(0).getIntoNodePath() self.pickedObj = self.pickedObj.findNetTag('Unit') if not self.pickedObj.isEmpty(): self.Attack(self.pickedObj.getPos())
class Mode(object): """This is the base Mode class""" def __init__(self, game): self.name = "MODE" self.guiMediaPath = '../Packages/anw/gui/media/' self.alive = 1 self.enableMouseCamControl = 1 self.enableScrollWheelZoom = 1 self.canSelectFlags = {} self.messagePositions = [] self.selectTypes = [] self.gui = [] self.sims = [] self.game = game self.depth = 20.0 self.zoomCameraDepth = 10.0 self.zoomCameraOutDepth = -10.0 self.zoomSpeed = 5 self.panSpeed = 1.0 self.runningTasks = [] if globals.serverMode == 0: self.setMyBackground() camera.setHpr(0,0,0) self.mainmenu = None self.scrollSpeed = 0.1 if globals.serverMode == 0: self.setMousePicker() self.setCameraPosition() self.selector = None self.selector2 = None self.log = logging.getLogger('mode') self.entryFocusList = ('anw.gui.mainmenubuttons','anw.gui.industryvalue', 'anw.gui.cityindustry','anw.gui.weapondirection', 'anw.gui.scrollvalue','anw.gui.shipdesignvalue', 'anw.gui.systemmenu','anw.gui.tradevalue', 'anw.gui.designmenu','anw.gui.shipyardmenu', 'anw.gui.mimenu', 'anw.gui.textentry', 'anw.gui.marketsystemsellvalue', 'anw.gui.sendcreditsvalue') def __getstate__(self): odict = self.__dict__.copy() # copy the dict since we change it del odict['log'] # remove stuff not to be pickled return odict def __setstate__(self,dict): log=logging.getLogger('mode') self.__dict__.update(dict) self.log=log def setMousePicker(self): self.picker = CollisionTraverser() self.pq = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.picker.addCollider(self.pickerNP, self.pq) self.selectable = render.attachNewNode("selectable") def setCameraPosition(self): self.cameraPos = (camera.getX(), camera.getY(), camera.getZ()) self.cameraMoving = 0 def setCanSelectFlag(self, key): """Set the Flag""" self.clearAllCanSelectFlags() self.canSelectFlags[key] = 1 def clearAllCanSelectFlags(self): """Clear any selection flags""" for key in self.canSelectFlags.keys(): self.canSelectFlags[key] = 0 def isAnyFlagSelected(self): """Return 1 if any flags are selected""" for key in self.canSelectFlags.keys(): if self.canSelectFlags[key] == 1: return 1 return 0 def validateSelection(self): """Can something be selected right now""" if self.cameraMoving == 0: return 1 else: return 0 def removeMyGui(self, myGuiName): """Remove gui""" myGui = getattr(self, myGuiName) if myGui in self.gui: self.gui.remove(myGui) if myGui != None: myGui.destroy() setattr(self, myGuiName, None) def createMainMenu(self, key): self.mainmenu = mainmenubuttons.MainMenuButtons(self.guiMediaPath) self.mainmenu.setMyGame(self.game) self.mainmenu.setMyMode(self) self.mainmenu.enableLastButton(key) self.mainmenu.checkDisableButton(key) self.mainmenu.writeGameInfo() self.mainmenu.acceptSpaceBarKey() self.gui.append(self.mainmenu) def removeMainMenu(self): if self.mainmenu != None: self.mainmenu.destroyMe() self.mainmenu = None def centerCameraOnSim(self, sim): """Center the camera on the sim position""" self.game.app.disableMouseCamControl() camera.setPos(sim.getX(), camera.getY(), sim.getZ()) camera.setHpr(0,0,0) if self.enableMouseCamControl == 1: self.game.app.enableMouseCamControl() def drawBox(self, x, y, width, height, color='guiblue1', lineWidth=0.15, glow=1): """Draw a box""" #LEFT myLine = line.Line(self.guiMediaPath,(x,y),(x,y+height), 'square_grey', lineWidth, glow) myLine.sim.setColor(globals.colors[color]) self.gui.append(myLine) #TOP myLine = line.Line(self.guiMediaPath,(x,y+height),(x+width,y+height), 'square_grey', lineWidth, glow) myLine.sim.setColor(globals.colors[color]) self.gui.append(myLine) #RIGHT myLine = line.Line(self.guiMediaPath,(x+width,y+height),(x+width,y), 'square_grey', lineWidth, glow) myLine.sim.setColor(globals.colors[color]) self.gui.append(myLine) #BOTTOM myLine = line.Line(self.guiMediaPath,(x+width,y),(x,y), 'square_grey', lineWidth, glow) myLine.sim.setColor(globals.colors[color]) self.gui.append(myLine) def stopCameraTasks(self): taskMgr.remove('zoomInCameraTask') taskMgr.remove('zoomOutCameraTask') self.cameraMoving = 0 self.game.app.enableMouseCamControl() self.enableMouseCamControl=1 def resetCamera(self): self.game.app.disableMouseCamControl() camera.setPos(self.cameraPos[0], self.zoomCameraOutDepth, self.cameraPos[2]) # I don't really understand why this doesn't reset the view when having a planet selected and hitting spacebar? camera.setHpr(0,0,0) if self.enableMouseCamControl == 1: self.game.app.enableMouseCamControl() def zoomInCamera(self): if camera.getY() <= self.zoomCameraDepth: self.game.app.disableMouseCamControl() taskMgr.add(self.zoomInCameraTask, 'zoomInCameraTask', extraArgs=[self.zoomCameraDepth]) self.runningTasks.append('zoomInCameraTask') def zoomInCameraAmount(self, amount): """Zoom in Camera a certain amount specified""" depth = camera.getY()+amount self.game.app.disableMouseCamControl() taskMgr.add(self.zoomInCameraTask, 'zoomInCameraTask', extraArgs=[depth]) self.runningTasks.append('zoomInCameraTask') def zoomInCameraTask(self, depth): """Zoom in the camera until its at depth""" y = camera.getY() if y + 0.1 >= depth: # or y >= 8.0: # TODO: tacking this on will mess with the design screen but prevents you from zooming in too close everywhere else. self.cameraMoving = 0 if self.enableMouseCamControl == 1: self.game.app.enableMouseCamControl() camera.setY(y) return Task.done else: camera.setY(y+self.getZoomSpeed(y, depth)) self.cameraMoving = 1 return Task.cont def getZoomSpeed(self, y, depth): """Make Camera zoom in faster if camera is further away""" diff = depth-y return diff/5.0 def zoomOutCamera(self): if camera.getY() >= self.zoomCameraOutDepth: self.game.app.disableMouseCamControl() taskMgr.add(self.zoomOutCameraTask, 'zoomOutCameraTask', extraArgs=[self.zoomCameraOutDepth]) self.runningTasks.append('zoomOutCameraTask') def zoomOutCameraAmount(self, amount): """Zoom out Camera a certain amount sepecified""" depth = camera.getY()-amount self.game.app.disableMouseCamControl() taskMgr.add(self.zoomOutCameraTask, 'zoomOutCameraTask', extraArgs=[depth]) self.runningTasks.append('zoomOutCameraTask') def zoomOutCameraTask(self, depth): """Zoom out the camera until its at 0 Depth""" y = camera.getY() if y - 0.1 <= depth: self.cameraMoving = 0 if self.enableMouseCamControl == 1: self.game.app.enableMouseCamControl() camera.setY(y) return Task.done else: camera.setY(y+self.getZoomSpeed(y, depth)) self.cameraMoving = 1 return Task.cont def panCameraLeft(self, amount): """Pan Camera""" pos = camera.getX()-amount self.game.app.disableMouseCamControl() taskMgr.add(self.panCameraLeftTask, 'panCameraLeftTask', extraArgs=[pos]) self.runningTasks.append('panCameraLeftTask') def panCameraLeftTask(self, pos): """pan the camera to new position""" x = camera.getX() if x <= pos: self.cameraMoving = 0 if self.enableMouseCamControl == 1: self.game.app.enableMouseCamControl() return Task.done else: camera.setX(x-self.panSpeed) self.cameraMoving = 1 return Task.cont def panCameraRight(self, amount): """Pan Camera""" pos = camera.getX()+amount self.game.app.disableMouseCamControl() taskMgr.add(self.panCameraRightTask, 'panCameraRightTask', extraArgs=[pos]) self.runningTasks.append('panCameraRightTask') def panCameraRightTask(self, pos): """pan the camera to new position""" x = camera.getX() if x >= pos: self.cameraMoving = 0 if self.enableMouseCamControl == 1: self.game.app.enableMouseCamControl() return Task.done else: camera.setX(x+self.panSpeed) self.cameraMoving = 1 return Task.cont def panCameraUp(self, amount): """Pan Camera""" pos = camera.getZ()+amount self.game.app.disableMouseCamControl() taskMgr.add(self.panCameraUpTask, 'panCameraUpTask', extraArgs=[pos]) self.runningTasks.append('panCameraUpTask') def panCameraUpTask(self, pos): """pan the camera to new position""" z = camera.getZ() if z >= pos: self.cameraMoving = 0 if self.enableMouseCamControl == 1: self.game.app.enableMouseCamControl() return Task.done else: camera.setZ(z+self.panSpeed) self.cameraMoving = 1 return Task.cont def panCameraDown(self, amount): """Pan Camera""" pos = camera.getZ()-amount self.game.app.disableMouseCamControl() taskMgr.add(self.panCameraDownTask, 'panCameraDownTask', extraArgs=[pos]) self.runningTasks.append('panCameraDownTask') def panCameraDownTask(self, pos): """pan the camera to new position""" z = camera.getZ() if z <= pos: self.cameraMoving = 0 if self.enableMouseCamControl == 1: self.game.app.enableMouseCamControl() return Task.done else: camera.setZ(z-self.panSpeed) self.cameraMoving = 1 return Task.cont def createSelector(self,type='select',speed=2.0): """Create selector for indication of selected objects""" self.selector = self.loadObject(type, scale=2, parent=render, transparency=True, pos=Point2(0,0), glow=1) self.selector.hide() ival = self.selector.hprInterval((speed), Vec3(0, 0, 360)) ival.loop() def createSelector2(self,type='select',speed=2.0): """Create selector2 for indication of secondary selected objects""" self.selector2 = self.loadObject(type, scale=2, parent=render, transparency=True, pos=Point2(0,0), glow=1) self.selector2.hide() ival = self.selector2.hprInterval((speed), Vec3(0, 0, 360)) ival.loop() def playSound(self, soundName): """Play a Sound based on soundName given, call app""" if globals.serverMode == 0: self.game.app.playSound(soundName) def askForHelp(self): """Ask the Server to analyse Player and provide help""" try: serverResult = self.game.server.askForHelp(self.game.authKey) if type(serverResult) == types.ListType: (message, self.game.myEmpire['help']) = serverResult self.modeMsgBox(message) else: self.modeMsgBox(serverResult) except: self.modeMsgBox('askForHelp->Connection to Server Lost') def assignSelector(self, myObj, scale): """create the Selector and assign to myObj at scale""" if self.selector == None: self.createSelector() self.selector.show() self.selector.setPos(myObj.getX(), myObj.getY(), myObj.getZ()) self.selector.setScale(scale) def assignSelector2(self, myObj, scale): """create the Selector2 and assign to myObj at scale""" if self.selector2 == None: self.createSelector2() self.selector2.show() self.selector2.setPos(myObj.getX(), myObj.getY(), myObj.getZ()) self.selector2.setScale(scale) ##def checkEndTurn(self): ##"""Do a Server Assesment of turn before ending the turn""" ##try: ##if 'EndTurn' in self.game.myEmpire['help']: ### turn not ended yet ##(serverResult, self.game.myEmpire['help']) = self.game.server.askForHelp(self.game.authKey) ##if serverResult == 'Server Assessment: WARNINGS:0, CRITICAL:0 (Check Mail for Assesment)': ### server assessment is good, end the turn without asking ##self.endMyTurn() ##else: ### server assessment has not come back without warnings ask for confirmation ##self.modeYesNoBox('%s - Do you still want to end your turn?' % serverResult, 'endturnYes', 'yesNoBoxNo') ##else: ### turn already ended, unend turn ##self.modeYesNoBox('Do you want to cancel your end turn?' , 'endturnYes', 'yesNoBoxNo') ##except: ##self.modeMsgBox('checkEndTurn->Connection to Server Lost, Login Again') def exitGame(self, doLogout=True): """Exit the game""" self.setEmpireDefaults(self.game.authKey) if doLogout: self.setLogout(self.game.authKey) self.alive = 0 self.game.app.quit() def getCreditInfoFromServer(self): self.getEmpireUpdate(['CR']) def refreshCredit(self): """Ask the Server for an updated Credit Info""" self.mainmenu.updateCR() def getEmpireUpdate(self, listAttr): """Ask the Server for updated Empire info""" try: serverResult = self.game.server.getEmpireUpdate(self.game.authKey, listAttr) if type(serverResult) == types.StringType: self.modeMsgBox(serverResult) else: for key, value in serverResult.iteritems(): self.game.myEmpire[key] = value except: self.modeMsgBox('getEmpireUpdate->Connection to Server Lost') def getMailUpdate(self): """Ask the Server for any updated mail""" try: myMailDict = self.game.myEmpire['mailBox'] serverResult = self.game.server.getMailUpdate(self.game.authKey, myMailDict.keys()) if type(serverResult) == types.StringType: self.modeMsgBox(serverResult) else: for key, value in serverResult.iteritems(): myMailDict[key] = value except: self.modeMsgBox('getMailUpdate->Connection to Server Lost') def getGalaxyUpdate(self, listAttr): """Ask the Server for updated Galaxy info""" try: serverResult = self.game.server.getGalaxyUpdate(listAttr, self.game.authKey) if type(serverResult) == types.StringType: self.modeMsgBox(serverResult) else: for key, value in serverResult.iteritems(): self.game.myGalaxy[key] = value except: self.modeMsgBox('getGalaxyUpdate->Connection to Server Lost') def getSystemUpdate(self, listAttr, systemID): """Ask the Server for updated System info""" try: serverResult = self.game.server.getSystemUpdate(listAttr, systemID, self.game.authKey) if type(serverResult) == types.StringType: self.modeMsgBox(serverResult) else: mySystemDict = self.game.allSystems[systemID] for key, value in serverResult.iteritems(): mySystemDict[key] = value except: self.modeMsgBox('getSystemUpdate->Connection to Server Lost') def enterMode(self): """Enter the mode.""" self.alive = 1 self.setShortcuts() def setShortcuts(self): """Set the default mode shortcuts""" self.game.app.accept('mouse1', self.onMouse1Down) self.game.app.accept('mouse3', self.onMouse2Down) self.game.app.accept('space', self.onSpaceBarClear) if self.enableMouseCamControl == 1: self.game.app.accept('wheel_up', self.onMouseWheelUp) self.game.app.accept('wheel_down', self.onMouseWheelDown) def exitMode(self): """Exit the mode""" self.removeMySims() self.removeAllGui() self.game.app.ignoreAll() self.removeAllTasks() self.alive = 0 def removeAllTasks(self): """Remove and Stop any tasks running""" for taskName in self.runningTasks: taskMgr.remove(taskName) def removeMySims(self): """Remove all sims in mode""" for sim in self.sims: try: sim.destroy() except: sim.removeNode() def removeAllGui(self): """Remove all DirectGUI""" for gui in self.gui: gui.destroy() def setPlanePickable(self, obj, dictName): """Set the plane model itself to be collideable with the mouse ray""" obj.sim.reparentTo(self.selectable) obj.sim.find('**/pPlane1').node().setIntoCollideMask(BitMask32.bit(1)) obj.sim.find('**/pPlane1').node().setTag(dictName, obj.id) def setSpherePickable(self, obj, dictName): """Set the sphere model itself to be collideable with the mouse ray""" obj.sim.reparentTo(self.selectable) obj.sim.find('**/pSphere1').node().setIntoCollideMask(BitMask32.bit(1)) obj.sim.find('**/pSphere1').node().setTag(dictName, obj.id) def setMySelector(self, x, y, z, scale): """Show selector if it is not in current position else return false""" selectorPos = (self.selector.getX(), self.selector.getY(), self.selector.getZ()) if selectorPos != (x,y,z): self.selector.setPos(x,y,z) self.selector.show() self.selector.setScale(scale) return 1 else: self.selector.setPos(-1,-1,-1) return 0 #self.enableScrollWheelZoom = 0 def getListButton(self, id, myScrolledList): """Return Button selected from buttonList gui based on id""" for button in myScrolledList.buttonsList: if button['extraArgs'][1] == id: return button def setMySelector2(self, x, y, z, scale): """Show selector2 if it is not in current position else return false""" selectorPos = (self.selector2.getX(), self.selector2.getY(), self.selector2.getZ()) if selectorPos != (x,y,z): self.selector2.setPos(x,y,z) self.selector2.show() self.selector2.setScale(scale) return 1 else: self.selector2.setPos(-1,-1,-1) return 0 #self.enableScrollWheelZoom = 0 def hideMySelector(self): """Hide the selector, move its position""" self.selector.setPos(-1,-1,-1) self.selector.hide() if self.selector2 != None: self.selector2.hide() def onMouse1Down(self): """Allow dynamic picking of an object within mode""" #Check to see if we can access the mouse. We need it to do anything else if base.mouseWatcherNode.hasMouse(): #get the mouse position mpos = base.mouseWatcherNode.getMouse() #Set the position of the ray based on the mouse position self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) #Do the actual collision pass (Do it only on the selectable for #efficiency purposes) self.picker.traverse(self.selectable) if self.pq.getNumEntries() > 0: #if we have hit something, sort the hits so that the closest #is first, and highlight that node self.pq.sortEntries() for selectable in self.selectTypes: name = self.pq.getEntry(0).getIntoNode().getTag(selectable) if name != '': self.clearAnyGui() mySelectedDict = getattr(self, selectable) mySelected = mySelectedDict[name] myMethod = getattr(self, '%sSelected' % selectable) if self.validateSelection(): myMethod(mySelected) break def onMouseWheelUp(self): """ zoom out """ if self.enableScrollWheelZoom: self.stopCameraTasks() self.zoomInCameraAmount(20.0) def onMouseWheelDown(self): """ zoom in """ if self.enableScrollWheelZoom: self.stopCameraTasks() self.zoomOutCameraAmount(20.0) def onMouse2Down(self): """clear""" self.onSpaceBarClear() def onSpaceBarClear(self): """Space bar should reset the view in the mode""" if self.validateSelection(): self.resetCamera() self.clearMouseSelection() self.zoomOutCamera() self.setShortcuts() self.enableScrollWheelZoom = 1 def clearMouseSelection(self): """Clear mouse selection before selecting something new""" pass def clearAnyGui(self): pass def update(self, interval): """update the mode, return the status, 0 means stop game""" return self.alive def setMyBackground(self): """Set the Background of mode""" base.setBackgroundColor(globals.colors['guiblue3']) def setEmpireDefaults(self, clientKey): """Read the defaults currently set and change them in the database""" try: # setup attributes to send to server defaults = ['viewIndustry', 'viewMilitary', 'viewResources', 'viewTradeRoutes'] d = {} for item in defaults: d[item] = self.game.myEmpire[item] serverResult = self.game.server.setEmpire(clientKey, d) if serverResult == 1: print 'Setup Empire Defaults Success' else: self.modeMsgBox(serverResult) except: self.modeMsgBox('SetEmpireDefaults->Connection to Server Lost, Login Again') def setEmpireValues(self, dValues): """Update Empire with d = key: empire attribute name, value = new value""" try: serverResult = self.game.server.setEmpire(self.game.authKey, dValues) if serverResult == 1: for key, value in dValues.iteritems(): self.game.myEmpire[key] = value print 'Empire Update Success' else: self.modeMsgBox(serverResult) except: self.modeMsgBox('setEmpireValues->Connection to Server Lost, Login Again') def setLogout(self, clientKey): """Send a Logout Request to the Server""" try: serverResult = self.game.server.logout(clientKey) if serverResult == 1: print 'Logout Successful, Exit Program' else: self.modeMsgBox(serverResult) except: self.modeMsgBox('setLogout->Connection to Server Lost, Login Again') def submitDesign(self, name): """Take Ship Design and submit it to Server for verification and storage""" (oldName, hullID, compDict, weaponDict) = self.myShipDesign.getMyDesign() dOrder = {'name':name, 'hullID':hullID, 'compDict':compDict, 'weaponDict':weaponDict} try: serverResult = self.game.server.addShipDesign(self.game.authKey, dOrder) if type(serverResult) == types.StringType: self.modeMsgBox(serverResult) else: # design has been accepted by server, retrieve design ID and add to client (ID,name) = serverResult self.game.shipDesigns[ID] = (name, hullID, compDict, weaponDict) self.getEmpireUpdate(['designsLeft']) except: self.modeMsgBox('submitDesign->Connection to Server Lost, Login Again') def destroyTempFrames(self): """Destroy any Temp Frames""" for frame in self.tempFrames: frame.destroy() self.tempFrames = [] def modeMsgBox(self, messageText): """Create a message for the user""" self.createMessage(messageText) def createMessage(self, text): """Create a new message for user""" myMessage = fadingtext.FadingText(self.guiMediaPath, text, self.messagePositions) self.messagePositions.append(myMessage.getMyPosition()) self.playSound('beep03') def writeToScreen(self, myText, x, z, scale=0.2, color='default', font=3, wordwrap=10): if color == 'default': color = Vec4(.1,.1,.8,.8) text = textonscreen.TextOnScreen(self.guiMediaPath, myText, scale,font=3) text.writeTextToScreen(x, self.depth, z, wordwrap=wordwrap) text.setColor(color) self.gui.append(text) def loadObject(self, tex=None, pos='default', depth=55, scale=1, transparency=True, parent='cam', model='plane', glow=0): if pos == 'default': pos = Point2(0,0) if parent == 'cam': parent = camera scaleX = 187.5 scaleZ = 117.1875 obj = loader.loadModelCopy('%s%s' % (self.guiMediaPath, model)) #default object uses the plane model if parent: obj.reparentTo(parent) #Everything is parented to the camera so #that it faces the screen obj.setPos(Point3(pos.getX(), depth, pos.getY())) #Set initial position obj.setSx(scaleX) obj.setSz(scaleZ) obj.setBin("unsorted", 0) #This tells Panda not to worry about the #order this is drawn in. (it prevents an #effect known as z-fighting) if transparency: obj.setTransparency(1) #All of our objects are trasnparent if tex: tex = loader.loadTexture('%s%s.png' % (self.guiMediaPath, tex)) #Load the texture obj.setTexture(tex, 1) #Set the texture self.sims.append(obj) obj.setShaderInput('glow',Vec4(glow,0,0,0),glow) return obj def onEntryFocus(self): """When a text Entry is in focus disable all shortcut keys""" for gui in self.gui: if gui.__module__ in self.entryFocusList: gui.ignoreShortcuts() def onEntryOutFocus(self): """When an text Entry is out of focus enable all shortcut keys""" for gui in self.gui: if gui.__module__ in self.entryFocusList: gui.setShortcuts()
class MousePicker( gizmo_core.Object ): """ Class to represent a ray fired from the input camera lens using the mouse. """ def __init__( self, name, camera=None, rootNp=None, fromCollideMask=None, pickTag=None ): gizmo_core.Object.__init__( self, name, camera, rootNp ) self.fromCollideMask = fromCollideMask self.pickTag = pickTag self.selection = [] self.node = None self.collEntry = None # Create a marquee self.marquee = gizmo_core.Marquee( '%sMarquee' % self.name ) # Create collision nodes self.collTrav = CollisionTraverser() #self.collTrav.showCollisions( render ) self.collHandler = CollisionHandlerQueue() self.pickerRay = CollisionRay() # Create collision ray pickerNode = CollisionNode( self.name ) pickerNode.addSolid( self.pickerRay ) pickerNode.setIntoCollideMask( BitMask32.allOff() ) pickerNp = camera.attachNewNode( pickerNode ) self.collTrav.addCollider( pickerNp, self.collHandler ) # Create collision mask for the ray if one is specified if self.fromCollideMask is not None: pickerNode.setFromCollideMask( self.fromCollideMask ) # Bind mouse button events eventNames = ['mouse1', 'control-mouse1', 'mouse1-up'] for eventName in eventNames: self.accept( eventName, self.FireEvent, [eventName] ) def FireEvent( self, event ): # Send a message containing the node name and the event name, including # the collision entry as arguments if self.node is not None: messenger.send( '%s-%s' % ( self.node.getName(), event ), [self.collEntry] ) def UpdateTask( self, task ): # Traverse the hierarchy and find collisions self.collTrav.traverse( self.rootNp ) if self.collHandler.getNumEntries(): # If we have hit something, sort the hits so that the closest is first self.collHandler.sortEntries() collEntry = self.collHandler.getEntry( 0 ) node = collEntry.getIntoNode() # If this node is different to the last node, send a mouse leave # event to the last node, and a mouse enter to the new node if node != self.node: if self.node is not None: messenger.send( '%s-mouse-leave' % self.node.getName(), [self.collEntry] ) messenger.send( '%s-mouse-enter' % node.getName(), [collEntry] ) # Send a message containing the node name and the event over name, # including the collision entry as arguments messenger.send( '%s-mouse-over' % node.getName(), [collEntry] ) # Keep these values self.collEntry = collEntry self.node = node elif self.node is not None: # No collisions, clear the node and send a mouse leave to the last # node that stored messenger.send( '%s-mouse-leave' % self.node.getName(), [self.collEntry] ) self.node = None # Update the ray's position if base.mouseWatcherNode.hasMouse(): mp = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens( self.camera.node(), mp.getX(), mp.getY() ) return task.cont def StartSelection( self, clearSelection=True ): # Start the marquee self.marquee.Start() # Clear selection list if required if clearSelection: self.selection = [] def StopSelection( self ): # Stop the marquee self.marquee.Stop() nodes = [] for node in self.rootNp.findAllMatches( '**' ): if self.marquee.IsPoint3Inside( self.camera, self.rootNp, node.getPos() ): if self.pickTag is not None: if node.getTag( self.pickTag ): nodes.append( node ) else: nodes.append( node ) # Add any node which was under the mouse to the selection if self.collHandler.getNumEntries(): collEntry = self.collHandler.getEntry( 0 ) node = collEntry.getIntoNodePath().getParent() nodes.append( node ) # If the node was already in the selection then remove it, otherwise # add the node to the selection for node in nodes: if node in self.selection: self.selection.remove( node ) else: self.selection.append( node ) # Remove duplicated self.selection = list( set( self.selection ) )
class objectIdPicklingClass: def __init__( self, bit=[PICKABLE] ): global OBJECTIDMAPPING #Since we are using collision detection to do picking, we set it up like #any other collision detection system with a traverser and a handler self.picker = CollisionTraverser() #Make a traverser self.pq = CollisionHandlerQueue() #Make a handler #Make a collision node for our picker ray self.pickerNode = CollisionNode('mouseRay') #Attach that node to the camera since the ray will need to be positioned #relative to it self.pickerNP = base.camera.attachNewNode(self.pickerNode) #Everything to be picked will use bit 1. This way if we were doing other #collision we could seperate it self.pickerNode.setFromCollideMask(bitMaskOr(bit)) self.pickerRay = CollisionRay() #Make our ray self.pickerNode.addSolid(self.pickerRay) #Add it to the collision node #Register the ray as something that can cause collisions self.picker.addCollider(self.pickerNP, self.pq) #self.picker.showCollisions(render) def mousePick( self ): #Check to see if we can access the mouse. We need it to do anything else if base.mouseWatcherNode.hasMouse(): #get the mouse position mpos = base.mouseWatcherNode.getMouse() #Set the position of the ray based on the mouse position self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) #Do the actual collision pass (Do it only on the squares for #efficiency purposes) self.picker.traverse( render ) if self.pq.getNumEntries() > 0: #if we have hit something, sort the hits so that the closest #is first, and highlight that node self.pq.sortEntries() pickedObj = self.pq.getEntry(0).getIntoNodePath() #print pickedObj pickedObjObjectId = pickedObj.findNetTag( 'objectId' ) if pickedObj.hasNetTag( 'objectId' ): return pickedObj.getNetTag( 'objectId' ) else: print "pickedObj.hasNetTag( 'objectId' ) failed" return None else: print "self.pq.getNumEntries() = %i" % self.pq.getNumEntries() return None else: print "base.mouseWatcherNode.hasMouse() failed" return None def getPickerRayDirection( self, mousePos=None ): #posX, posY ): ''' return the direction of the ray sent trought the mouse ''' # the pickerRay cannot be changed anyway once it has been set in a frame (BUG?) if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() #mousePos = (mpos.getX(), mpos.getY()) self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) # make a copy of the ray direction = self.pickerRay.getDirection() mouseRayDirection = Point3(direction.getX(), direction.getY(), direction.getZ()) # and normalize it mouseRayDirection.normalize() return mouseRayDirection def getObjectMousePick( self ): objectId = self.mousePick() if OBJECTIDMAPPING.has_key( objectId ): return OBJECTIDMAPPING[objectId] else: return None
class mouseHandler(DirectObject.DirectObject): def __init__(self, mainClass): base.cTrav = CollisionTraverser('world') # collisionHandler = CollisionHandlerEvent() self.collisionHandler2 = CollisionHandlerQueue() pickerNode=CollisionNode('mouse ray CollisionNode') pickerNP = base.camera.attachNewNode(pickerNode) self.pickerRay=CollisionRay() pickerNode.addSolid(self.pickerRay) # base.cTrav.showCollisions(render) # The ray tag pickerNode.setTag('rays','ray1') base.cTrav.addCollider(pickerNP, self.collisionHandler2) self.tileSelected = (0,0) self.unitSelected = None self.buildingSelected = None self.tempJob = None self.accept("mouse1", self.mouseClick1, [mainClass]) self.accept("mouse3", self.mouseClick3, [mainClass]) taskMgr.add(self.rayUpdate, "Mouse checking") def rayUpdate(self, task): if base.mouseWatcherNode.hasMouse(): self.entries = [] for i in range(self.collisionHandler2.getNumEntries()): entry = self.collisionHandler2.getEntry(i) self.entries.append(entry) self.entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) mpos=base.mouseWatcherNode.getMouse() # this function will set our ray to shoot from the actual camera lenses off the 3d scene, passing by the mouse pointer position, making magically hit what is pointed by it in the 3d space self.pickerRay.setFromLens(base.camNode, mpos.getX(),mpos.getY()) return task.cont def selectUnit(self, unitID, mainClass): self.clearSelection(mainClass) self.unitSelected = unitID self.tempJob = mainClass.unitHandler.gameUnits[self.unitSelected].job mainClass.unitHandler.gameUnits[self.unitSelected].job = "selected" mainClass.unitHandler.gameUnits[self.unitSelected].select.show() if (mainClass.unitHandler.gameUnits[self.unitSelected].AIBehaviors.behaviorStatus('pathfollow') != 'done'): mainClass.unitHandler.gameUnits[self.unitSelected].AIBehaviors.pauseAi("pathfollow") print 'UNIT' def selectWall(self, tilePos, tempNodeName, mainClass): self.clearSelection(mainClass) if (tempNodeName[0:17] != 'render/solid roof') or (tempNodeName[0:20] != 'render/solid corner2'): x = tilePos[0] y = tilePos[1] mainClass.GUI.showWall(mainClass.mapLoaderClass.tileArray[y][x], mainClass) if (mainClass.mapLoaderClass.tileArray[y][x].selectable == True): # If it is selectable, then select it mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]].model.setColor(1,1,1,1) mainClass.mapLoaderClass.tileArray[y][x].model.setColor(0.5,1,0.5,1) self.tileSelected = (x, y) def mouseClick1(self, mainClass): if (len(self.entries)>0): print str(self.entries[0].getIntoNodePath()) tempNodeName = str(self.entries[0].getIntoNodePath()) # Gets the node path of whatever is clicked on print tempNodeName, tempNodeName[len(tempNodeName)-3:len(tempNodeName)] if (tempNodeName[0:12] == "render/solid") or (tempNodeName[0:12] == "render/tile ") or (tempNodeName[0:12] == "render/water") or (tempNodeName[0:11] == "render/lava"): # If a tile or a solid x = int(self.entries[0].getIntoNode().getName()[len(self.entries[0].getIntoNode().getName())-6:len(self.entries[0].getIntoNode().getName())-4]) y = int(self.entries[0].getIntoNode().getName()[len(self.entries[0].getIntoNode().getName())-2:]) self.selectWall((x,y), tempNodeName, mainClass) elif (tempNodeName[0:11] == "render/unit"): # If a unit self.selectUnit(int(tempNodeName[12:15]), mainClass) # elif (tempNodeName[0:15] == 'render/building'): # self.selectBuilding(int(tempNodeName[16:19]), mainClass) def mouseClick3(self, mainClass): # Deselects a wall if (self.tileSelected != (0,0)): self.clearSelection(mainClass) # mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]].model.setColor(1,1,1,1) # # self.tileSelected = (0,0) elif (self.unitSelected != None): if (len(self.entries) > 0): # mainClass.unitHandler.gameUnits[self.unitSelected].select.hide() tempNodeName = str(self.entries[0].getIntoNodePath()) if (tempNodeName[0:12] == "render/tile ") or (tempNodeName[0:12] == "render/water") or (tempNodeName[0:11] == "render/lava"): # If a tile mainClass.unitHandler.moveTo(mainClass, (self.entries[0].getSurfacePoint(render).getX(), self.entries[0].getSurfacePoint(render).getY()), self.unitSelected, userJob = True) mainClass.unitHandler.gameUnits[self.unitSelected].AIBehaviors.resumeAi("pathfollow") self.clearSelection(mainClass) #mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]].model.setColor(1,1,1,1) # self.tileSelected = (0,0) else: mainClass.unitHandler.gameUnits[self.unitSelected].AIBehaviors.removeAi("pathfollow") self.unitSelected = None def clearSelection(self, mainClass): # mainClass.GUI.hideAll() if (self.tileSelected != (0,0)): mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]].model.setColor(1,1,1,1) self.tileSelected = (0,0) if (self.unitSelected != None): mainClass.unitHandler.gameUnits[self.unitSelected].select.hide() if (self.tempJob != None): mainClass.unitHandler.gameUnits[self.unitSelected].job = self.tempJob if (mainClass.unitHandler.gameUnits[self.unitSelected].AIBehaviors.behaviorStatus('pathfollow') == 'paused'): mainClass.unitHandler.gameUnits[self.unitSelected].AIBehaviors.resumeAi("pathfollow") self.unitSelected = None if (self.buildingSelected != None): mainClass.buildingHandler.buildings[self.buildingSelected].modelNode.setColor(1,1,1,1) self.buildingSelected = None def mineWall(self, mainClass): if (self.tileSelected != (0,0)): pass # mainClass.mineWall(mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]]) # self.b1.hide() # self.tileSelected = (0,0) def getMousePos(self): #if (len(self.entries) >= 1): return Vec3(self.entries[0].getSurfacePoint(render).getX(), self.entries[0].getSurfacePoint(render).getY(), self.entries[0].getSurfacePoint(render).getZ())
class StrategyGame(ShowBase): def __init__(self): ShowBase.__init__(self) self.camera_control() self.REGION_MAP = "maps/italy_provs.png" self.TEXTURE_MAP = "maps/italy_terrain2.png" self.WORLD_MAP = "maps/italy_map.xml" self.SCENARIO_MAP = "scenarios/italy_scen.xml" self.terrainScale = 1 # Currently Broken self.keyboard_setup() self.drawTerrain() self.xml_load_map(self.WORLD_MAP,"WorldMap") self.xml_load_map(self.SCENARIO_MAP,"Scenario") self.init_collisions() self.pickingEnabledObject = None self.taskMgr.add(self.camera_update, "UpdateCameraTask") self.generate_models() self.txtBox = OnscreenText("<No province>") self.setup_collision_calcs() taskMgr.add(self.rayUpdate, "updatePicker") taskMgr.doMethodLater(0.2,self.task_calendar, "calendar") self.init_variables() self.interface() def init_variables(self): self.armies = [[],[]] for n in range(len(self.nations)): self.armies.append(n) self.target = 0 self.army_count = 0 self.selected_prov = -1 self.months = ["January","February","March","April","May","June", "July","August","September","October","November","December"] self.adce = "AD" self.player = 1 self.money_inc = 0 for p in range(len(self.provs)): if self.provs_owner[p] == self.player: self.money_inc += self.provs_money[p] self.men_inc = 0 for p in range(len(self.provs)): if self.provs_owner[p] == self.player: self.men_inc += self.provs_men[p] def draw_card(self,x,y,width,height,colour): cm = CardMaker("CardMaker") cm.setFrame(x, x+width,y+height, y) card = render2d.attachNewNode(cm.generate()) card.setColor(colour) return (card) def interface(self): self.interface_back = self.draw_card(-0.8,-1,1.6,0.4,(100,100,100,100)) self.txt_name = OnscreenText(text = "", pos = (-0.8,-0.7,-0.8)) self.txt_money = OnscreenText(text = "", pos = (-0.8,-0.8,-0.8)) self.txt_men = OnscreenText(text = "", pos = (-0.8,-0.9,-0.8)) self.txt_nation = OnscreenText(text = self.nations[self.player-1], pos = (-1.2,0.9,-0.8)) self.txt_nation_money = OnscreenText(text = "Coin: " + str(self.nations_money[self.player-1])+" +"+str(self.money_inc), pos = (-0.4,0.9,-0.8)) self.txt_nation_men = OnscreenText(text = "Manpower: " + str(self.nations_men[self.player-1])+" +"+str(self.men_inc), pos = (0.4,0.9,-0.8)) self.txt_date = OnscreenText(text = str(self.day)+" of "+self.months[self.month-1]+" "+str(self.year)+self.adce, pos = (-1.0,0.8,-0.8)) def task_calendar(self,task): #task.delayTime = 5 if (self.month == 1 or self.month == 3 or self.month == 5 or self.month == 7 or self.month == 8 or self.month == 10 or self.month == 12): if self.day == 31 and self.month == 12: self.day = 1 self.month = 1 self.year += 1 elif self.day == 31: self.day = 1 self.month += 1 else: self.day += 1 elif (self.month == 4 or self.month == 6 or self.month == 9 or self.month == 11): if self.day == 30: self.day = 1 self.month += 1 else: self.day += 1 elif (self.month == 2): # if isleap: # print self.year/4 # print "LEAP YEAR" # if self.day == 29: # self.day = 1 # self.month = 3 # else: # self.day += 1 # else: print "IS NOT A LEAP YEAR" if self.day == 28: self.day = 1 self.month = 3 else: self.day += 1 self.daypass() return Task.again def daypass(self): self.nations_money[self.player-1] += self.money_inc self.nations_men[self.player-1] += self.men_inc self.update_interface() def update_interface(self): self.txt_date.setText(str(self.day)+" of "+self.months[self.month-1]+" "+str(self.year)+self.adce) self.txt_nation_money.setText("Coin: " + str(self.nations_money[self.player-1])+" +"+str(self.money_inc)) self.txt_nation_men.setText("Manpower: " + str(self.nations_men[self.player-1])+" +"+str(self.men_inc)) if self.selected_prov != -1: self.txt_name.setText("Province: "+self.provs[self.selected_prov]) self.txt_money.setText("Income: "+str(self.provs_money[self.selected_prov])) self.txt_men.setText("Manpower: "+str(self.provs_men[self.selected_prov])) self.interface_back.setColor(self.format_colour_tuple(self.nations_rgb[self.provs_owner[self.selected_prov]-1])) else: self.txt_name.setText("") self.txt_money.setText("") self.txt_men.setText("") self.interface_back.setColor((255,255,255,255)) def army_create(self): id = self.army_count+1 army = self.loader.loadModel("models/man.x") self.armies[0].append(id) army.reparentTo(self.render) army.setName(str(id)) army.setScale(1, 1, 1) x = 50 y = 50 target = self.target target_x = float(self.provs_x[target]) target_y = 257-float(self.provs_y[target]) target_z = float(self.getObjectZ(target_x,target_y)-1) oArmyCol = army.attachNewNode(CollisionNode("BuildingCNode%d"%id)) oArmyCol.setScale((2,2,2)) oArmyCol.node().addSolid(CollisionSphere(0,0,0,1)) oArmyCol.setTag("unit","army") oArmyCol.show() point1 = Point3(x,y,0) point2 = Point3(target_x,target_y,target_z) distance = (point1.getXy() - point2.getXy()).length() myInterval = army.posInterval(distance/10, Point3(target_x,target_y, target_z)) mySequence = Sequence(myInterval) mySequence.start() army.setPos(x, y, self.getObjectZ(x,y)-1) army.setTag("target",str(target)) self.army_count += 1 if (self.target<len(self.provs)-1): self.target += 1 else: self.target = 0 #taskMgr.add() def army_update(self,id): point1 = self.armies[0][id-1].getPos() point2 = Point3(target_x,target_y,target_z) distance = (point1.getXy() - point2.getXy()).length() def init_collisions(self): base.cTrav = CollisionTraverser() self.cHandler = CollisionHandlerEvent() pickerNode = CollisionNode("mouseRayNode") pickerNPos = base.camera.attachNewNode(pickerNode) self.pickerRay = CollisionRay() pickerNode.addSolid(self.pickerRay) pickerNode.setTag("rays","ray1") base.cTrav.addCollider(pickerNPos, self.cHandler) def setup_collision_calcs(self): self.cHandler.addInPattern("%(rays)ft-into-%(prov)it") self.cHandler.addOutPattern("%(rays)ft-out-%(prov)it") self.cHandler.addAgainPattern("ray_again_all%(""rays"")fh%(""prov"")ih") self.DO=DirectObject() self.DO.accept('ray1-into-city', self.collideInBuilding) self.DO.accept('ray1-out-city', self.collideOutBuilding) self.DO.accept('ray_again_all', self.collideAgainstBuilds) self.pickingEnabledOject=None self.DO.accept('mouse1', self.mouseClick, ["down"]) self.DO.accept('mouse1-up', self.mouseClick, ["up"]) def camera_control(self): base.disableMouse() self.camera = base.camera self.cam_speed = 3 self.cam_drag = 0.01 self.cam_x_moving = False self.cam_y_moving = False self.cam_z_moving = False self.cam_x_inc = 0 self.cam_y_inc = 0 self.cam_z_inc = 0 self.cameraDistance = -50 self.camHeight = 25 self.camXAngle = 0 self.camYAngle = -25 self.camZAngle = 0 self.camX = 0 self.camY = 0 self.camZ = 100 def camera_update(self,task): if self.cam_x_moving: self.camX+=self.cam_x_inc elif self.cam_x_inc != 0: if (self.cam_x_inc > 0 and self.cam_x_inc-self.cam_drag <= 0) or (self.cam_x_inc < 0 and self.cam_x_inc+self.cam_drag >= 0): self.cam_x_inc = 0 elif self.cam_x_inc > 0: self.cam_x_inc -= self.cam_drag elif self.cam_x_inc < 0: self.cam_x_inc -= self.cam_drag else: print "FUCKUP WITH CAM X INC" if self.cam_y_moving: self.camY+=self.cam_y_inc elif self.cam_y_inc != 0: if (self.cam_y_inc > 0 and self.cam_y_inc-self.cam_drag <= 0) or (self.cam_y_inc < 0 and self.cam_y_inc+self.cam_drag >= 0): self.cam_y_inc = 0 elif self.cam_y_inc > 0: self.cam_y_inc -= self.cam_drag elif self.cam_y_inc < 0: self.cam_y_inc -= self.cam_drag else: print "FUCKUP WITH CAM Y INC" if self.cam_z_moving: self.camZ+=self.cam_z_inc elif self.cam_z_inc != 0: if (self.cam_z_inc > 0 and self.cam_z_inc-self.cam_drag <= 0) or (self.cam_z_inc < 0 and self.cam_z_inc+self.cam_drag >= 0): self.cam_z_inc = 0 elif self.cam_z_inc > 0: self.cam_z_inc -= self.cam_drag elif self.cam_z_inc < 0: self.cam_z_inc -= self.cam_drag else: print "FUCKUP WITH CAM Z INC" self.camera.setPos(self.camX, self.camY, self.camZ) self.camera.setHpr(self.camXAngle, self.camYAngle, self.camZAngle) return Task.cont def camera_move(self, status): if status == "up": self.cam_y_moving = True self.cam_y_inc = self.cam_speed if status == "down": self.cam_y_moving = True self.cam_y_inc = -self.cam_speed if status == "left": self.cam_x_moving = True self.cam_x_inc = -self.cam_speed if status == "right": self.cam_x_moving = True self.cam_x_inc = self.cam_speed if status == "stopX": self.cam_x_moving = False if status == "stopY": self.cam_y_moving = False def keyboard_setup(self): self.accept("w", self.keyW) self.accept("w-up", self.stop_y) self.accept("s", self.keyS) self.accept("s-up", self.stop_y) self.accept("a", self.keyA) self.accept("a-up", self.stop_x) self.accept("d", self.keyD) self.accept("d-up", self.stop_x) self.accept("+", self.ZoomIn) self.accept("c", self.createArmy) def createArmy(self): self.army_create() def ZoomIn(self): self.camZ -= 1 def keyW( self ): self.camera_move("up") def keyS( self ): self.camera_move("down") def keyA( self ): self.camera_move("left") def keyD( self ): self.camera_move("right") def stop_x( self ): self.camera_move("stopX") def stop_y( self ): self.camera_move("stopY") def generate_models(self): for p in range(len(self.provs)): print "Making",self.provs[p] city = self.loader.loadModel("models/house2.x") city.reparentTo(self.render) city.setName(self.provs[p]) city.setScale(2, 2, 2) x = float(self.provs_x[p]*self.terrainScale) y = 257*self.terrainScale-float(self.provs_y[p]*self.terrainScale) city.setPos(x, y, self.getObjectZ(x,y)-1) oCityCol = city.attachNewNode(CollisionNode("BuildingCNode%d"%p)) oCityCol.setScale((3,3,3)) oCityCol.node().addSolid(CollisionSphere(0,0,0,1)) oCityCol.setTag("prov","city") city.setTag("id",str(p+1)) #oCityCol.show() def collideInBuilding(self,entry): np_into=entry.getIntoNodePath() np_into.getParent().setColor(.6,.5,1.0,1) def collideOutBuilding(self,entry): np_into=entry.getIntoNodePath() np_into.getParent().setColor(1.0,1.0,1.0,1) self.pickingEnabledObject = None self.txtBox.setText("<No province>") def collideAgainstBuilds(self,entry): if entry.getIntoNodePath().getParent() <> self.pickingEnabledOject: np_from=entry.getFromNodePath() np_into=entry.getIntoNodePath() self.pickingEnabledObject = np_into.getParent() self.txtBox.setText(self.pickingEnabledObject.getName()) def mouseClick(self,status): if self.pickingEnabledObject: if status == "down": self.pickingEnabledObject.setScale(0.95*2) print self.pickingEnabledObject.getTag("id"),self.provs[int(self.pickingEnabledObject.getTag("id"))-1] self.selected_prov = int(self.pickingEnabledObject.getTag("id"))-1 self.update_interface() if status == "up": self.pickingEnabledObject.setScale(1.0*2) elif self.pickingEnabledObject == None: self.selected_prov = -1 self.update_interface() def rayUpdate(self,task): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(),mpos.getY()) return task.cont def getObjectZ(self, x, y): if ((x > 0) and (x < 257) and (y > 0) and (y < 257)): return(self.terrain.getElevation(x,y)*self.terrainSize) else: return 0 def format_colour_tuple(self,colour): col = string.split(colour) tuple = (int(col[0]),int(col[1]),int(col[2]),255) return tuple def drawTerrain(self): self.terrainSize = 5 heightmap = "maps/italy_heightmap.png" colmap = self.TEXTURE_MAP self.terrain = GeoMipTerrain("terrain") self.terrain.setHeightfield(heightmap) self.terrain.setColorMap(colmap) self.terrain.setBlockSize(64) #self.terrain.setNear(40) #self.terrain.setFar(120) #self.terrain.setMinLevel(1) self.terrain.setBruteforce(True) self.terrain.generate() self.terrain.setAutoFlatten(self.terrain.AFMLight) self.root = self.terrain.getRoot() self.root.reparentTo(render) self.root.setSz(self.terrainSize) #self.root.setScale(self.terrainScale,self.terrainScale,1) def xml_load_map(self,file,type): if type == "WorldMap": tree = xml.parse(file) root = tree.getroot() self.provs = [] self.provs_x = [] self.provs_y = [] self.provs_rgb = [] self.provs_owner = [] self.provs_money = [] self.provs_men = [] counter = 1 for p in root.findall("province"): self.provs.append(self.get_tag(root,"province", counter, "name")) self.provs_x.append(self.get_tag(root, "province", counter, "x")) self.provs_y.append(self.get_tag(root, "province", counter, "y")) self.provs_rgb.append(self.get_tag(root, "province", counter, "rgb")) self.provs_owner.append(0) self.provs_money.append(0) self.provs_men.append(0) counter+=1 elif type == "Scenario": tree = xml.parse(file) root = tree.getroot() self.day = 0 self.month = 0 self.year = 0 self.adce = 0 self.day = int(root.attrib["day"]) self.month = int(root.attrib["month"]) self.year = int(root.attrib["year"]) self.nations = [] self.nations_rgb = [] self.nations_capital = [] self.nations_money = [] self.nations_men = [] self.nations_provs_id = [] counter = 0 for p in root.findall("province"): print p.attrib["id"] for n in root.findall("nation"): for p in n.findall("province"): self.provs_owner[int(p.attrib["id"])-1] = int(p.find("owner").text) self.provs_money[int(p.attrib["id"])-1] = int(p.find("money").text) self.provs_men[int(p.attrib["id"])-1] = int(p.find("men").text) print self.provs_owner[int(p.attrib["id"])-1] counter+=1 counter = 1 for n in root.findall("nation"): self.nations.append(self.get_tag(root, "nation", counter, "name")) self.nations_capital.append(n.attrib["capital"]) #print self.nations_capital self.nations_rgb.append(self.get_tag(root, "nation", counter, "rgb")) self.nations_money.append(int(self.get_tag(root, "nation", counter, "money"))) self.nations_men.append(int(self.get_tag(root, "nation", counter, "men"))) counter += 1 def get_tag(self,root,str_tag,prov_id, prov_tag): prov = root.find('.//'+str_tag+'[@id="'+str(prov_id)+'"]') tag = prov.find(prov_tag).text return tag
class mouseHandler(DirectObject.DirectObject): def __init__(self, mainClass): base.cTrav = CollisionTraverser('world') # collisionHandler = CollisionHandlerEvent() self.collisionHandler2 = CollisionHandlerQueue() pickerNode = CollisionNode('mouse ray CollisionNode') pickerNP = base.camera.attachNewNode(pickerNode) self.pickerRay = CollisionRay() pickerNode.addSolid(self.pickerRay) # base.cTrav.showCollisions(render) # The ray tag pickerNode.setTag('rays', 'ray1') base.cTrav.addCollider(pickerNP, self.collisionHandler2) self.tileSelected = (0, 0) self.unitSelected = None self.buildingSelected = None self.tempJob = None self.accept("mouse1", self.mouseClick1, [mainClass]) self.accept("mouse3", self.mouseClick3, [mainClass]) taskMgr.add(self.rayUpdate, "Mouse checking") def rayUpdate(self, task): if base.mouseWatcherNode.hasMouse(): self.entries = [] for i in range(self.collisionHandler2.getNumEntries()): entry = self.collisionHandler2.getEntry(i) self.entries.append(entry) self.entries.sort(lambda x, y: cmp( y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) mpos = base.mouseWatcherNode.getMouse() # this function will set our ray to shoot from the actual camera lenses off the 3d scene, passing by the mouse pointer position, making magically hit what is pointed by it in the 3d space self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) return task.cont def selectUnit(self, unitID, mainClass): self.clearSelection(mainClass) self.unitSelected = unitID self.tempJob = mainClass.unitHandler.gameUnits[self.unitSelected].job mainClass.unitHandler.gameUnits[self.unitSelected].job = "selected" mainClass.unitHandler.gameUnits[self.unitSelected].select.show() if (mainClass.unitHandler.gameUnits[self.unitSelected].AIBehaviors. behaviorStatus('pathfollow') != 'done'): mainClass.unitHandler.gameUnits[ self.unitSelected].AIBehaviors.pauseAi("pathfollow") print 'UNIT' def selectWall(self, tilePos, tempNodeName, mainClass): self.clearSelection(mainClass) if (tempNodeName[0:17] != 'render/solid roof') or ( tempNodeName[0:20] != 'render/solid corner2'): x = tilePos[0] y = tilePos[1] mainClass.GUI.showWall(mainClass.mapLoaderClass.tileArray[y][x], mainClass) if (mainClass.mapLoaderClass.tileArray[y][x].selectable == True ): # If it is selectable, then select it mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][ self.tileSelected[0]].model.setColor(1, 1, 1, 1) mainClass.mapLoaderClass.tileArray[y][x].model.setColor( 0.5, 1, 0.5, 1) self.tileSelected = (x, y) def mouseClick1(self, mainClass): if (len(self.entries) > 0): print str(self.entries[0].getIntoNodePath()) tempNodeName = str(self.entries[0].getIntoNodePath( )) # Gets the node path of whatever is clicked on print tempNodeName, tempNodeName[len(tempNodeName) - 3:len(tempNodeName)] if (tempNodeName[0:12] == "render/solid") or ( tempNodeName[0:12] == "render/tile ") or ( tempNodeName[0:12] == "render/water") or ( tempNodeName[0:11] == "render/lava"): # If a tile or a solid x = int(self.entries[0].getIntoNode().getName() [len(self.entries[0].getIntoNode().getName()) - 6:len(self.entries[0].getIntoNode().getName()) - 4]) y = int(self.entries[0].getIntoNode().getName() [len(self.entries[0].getIntoNode().getName()) - 2:]) self.selectWall((x, y), tempNodeName, mainClass) elif (tempNodeName[0:11] == "render/unit"): # If a unit self.selectUnit(int(tempNodeName[12:15]), mainClass) # elif (tempNodeName[0:15] == 'render/building'): # self.selectBuilding(int(tempNodeName[16:19]), mainClass) def mouseClick3(self, mainClass): # Deselects a wall if (self.tileSelected != (0, 0)): self.clearSelection(mainClass) # mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]].model.setColor(1,1,1,1) # # self.tileSelected = (0,0) elif (self.unitSelected != None): if (len(self.entries) > 0): # mainClass.unitHandler.gameUnits[self.unitSelected].select.hide() tempNodeName = str(self.entries[0].getIntoNodePath()) if (tempNodeName[0:12] == "render/tile ") or ( tempNodeName[0:12] == "render/water") or (tempNodeName[0:11] == "render/lava"): # If a tile mainClass.unitHandler.moveTo( mainClass, (self.entries[0].getSurfacePoint(render).getX(), self.entries[0].getSurfacePoint(render).getY()), self.unitSelected, userJob=True) mainClass.unitHandler.gameUnits[ self.unitSelected].AIBehaviors.resumeAi("pathfollow") self.clearSelection(mainClass) #mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]].model.setColor(1,1,1,1) # self.tileSelected = (0,0) else: mainClass.unitHandler.gameUnits[ self.unitSelected].AIBehaviors.removeAi("pathfollow") self.unitSelected = None def clearSelection(self, mainClass): # mainClass.GUI.hideAll() if (self.tileSelected != (0, 0)): mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][ self.tileSelected[0]].model.setColor(1, 1, 1, 1) self.tileSelected = (0, 0) if (self.unitSelected != None): mainClass.unitHandler.gameUnits[self.unitSelected].select.hide() if (self.tempJob != None): mainClass.unitHandler.gameUnits[ self.unitSelected].job = self.tempJob if (mainClass.unitHandler.gameUnits[self.unitSelected].AIBehaviors. behaviorStatus('pathfollow') == 'paused'): mainClass.unitHandler.gameUnits[ self.unitSelected].AIBehaviors.resumeAi("pathfollow") self.unitSelected = None if (self.buildingSelected != None): mainClass.buildingHandler.buildings[ self.buildingSelected].modelNode.setColor(1, 1, 1, 1) self.buildingSelected = None def mineWall(self, mainClass): if (self.tileSelected != (0, 0)): pass # mainClass.mineWall(mainClass.mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]]) # self.b1.hide() # self.tileSelected = (0,0) def getMousePos(self): #if (len(self.entries) >= 1): return Vec3(self.entries[0].getSurfacePoint(render).getX(), self.entries[0].getSurfacePoint(render).getY(), self.entries[0].getSurfacePoint(render).getZ())
class MouseEvents(DirectObject.DirectObject): def __init__(self): # from gameEngine import moveUnitsNext, moveUnitsPrev # self.accept('arrow_down', moveUnitsNext ) # self.accept('arrow_up', moveUnitsPrev ) self.accept('arrow_up-repeat', self.moveCameraUp) self.accept('arrow_up', self.moveCameraUp) self.accept('arrow_down-repeat', self.moveCameraDown) self.accept('arrow_down', self.moveCameraDown) self.accept('arrow_left-repeat', self.moveCameraLeft) self.accept('arrow_left', self.moveCameraLeft) self.accept('arrow_right-repeat', self.moveCameraRight) self.accept('arrow_right', self.moveCameraRight) # Initialize the traverser. self.myTraverser = CollisionTraverser() # Initialize the handler. self.myHandler = CollisionHandlerQueue() self.accept("escape", sys.exit) #Exit the program when escape is pressed base.disableMouse() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.myTraverser.addCollider(self.pickerNP, self.myHandler) ''' the player has to double click a star or planet in order to activate them ''' self.accept("mouse1", self.handleLeftMouseClick) self.accept("mouse3", self.handleRightMouseClick) self.accept("mouse1-up", self.handleMouseDrag) self.mouseFirstPos = None cm = CardMaker('quad') # cm.setFrameFullscreenQuad() self.drag_rect_path = base.render2d.attachNewNode(cm.generate()) self.drag_rect_path.setTransparency(TransparencyAttrib.MAlpha) self.drag_rect_path.setColor(Vec4(1,1,1,0.3)) self.drag_rect_path.hide() # self.drag_rect_path = LineNodePath(base.render2d, thickness = 8.0) def selectionRectangle(self, task): if base.mouseWatcherNode.hasMouse():# and self.mouseFirstPos != None: mpos = base.mouseWatcherNode.getMouse() self.drag_rect_path.show() self.drag_rect_path.setSx(mpos.getX()-self.mouseFirstPos.getX()+0.0001) self.drag_rect_path.setSz(mpos.getY()-self.mouseFirstPos.getY()+0.0001) self.drag_rect_path.setPos(self.mouseFirstPos.getX(), 0, self.mouseFirstPos.getY()) # self.drag_rect_path.drawLines([((self.mouseFirstPos.getX(),self.mouseFirstPos.getY()),(mpos.getX(), mpos.getY()))]) # self.drag_rect_path.create() # base.win.makeDisplayRegion(self.mouseFirstPos.getX(), self.mouseFirstPos.getY(), mpos.getX(), mpos.getY()) return task.cont def handleMouseDrag(self): if base.mouseWatcherNode.hasMouse(): if self.mouseFirstPos != None: mpos = base.mouseWatcherNode.getMouse() lvec = Vec2(self.mouseFirstPos) - Vec2(mpos) if lvec.length() > 0.01: scaled_pos = Point2(self.mouseFirstPos) scaled_pos.setX(scaled_pos.getX()*base.getAspectRatio()) scaled_mpos = Point2(mpos) scaled_mpos.setX(scaled_mpos.getX()*base.getAspectRatio()) for unit in self.player.selected_units: unit.deselect() del self.player.selected_units[:] for unit in self.player.units: if unit.is3dpointIn2dRegion(scaled_pos, scaled_mpos): unit.select() self.mouseFirstPos = None self.drag_rect_path.hide() taskMgr.remove(self.rect_task) def setPlayer(self, player): self.player = player def setCamera(self, camera): self.camera = camera def moveCameraUp(self): self.camera.camera_direction = "moveUp" def moveCameraDown(self): self.camera.camera_direction = "moveDown" def moveCameraLeft(self): self.camera.camera_direction = "moveLeft" def moveCameraRight(self): self.camera.camera_direction = "moveRight" def handleLeftMouseClick(self): if base.mouseWatcherNode.hasMouse(): #get the mouse position mpos = base.mouseWatcherNode.getMouse() self.savemousePos() # This makes the ray's origin the camera and makes the ray point # to the screen coordinates of the mouse. self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) self.myTraverser.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if self.myHandler.getNumEntries() > 0: # This is so we get the closest object. self.myHandler.sortEntries() pickedObj = self.myHandler.getEntry(0).getIntoNodePath() if pickedObj.hasTag('star'): self.selected(pickedObj, 'star', 'pyStar', 'leftClick') elif pickedObj.hasTag('planet'): self.selected(pickedObj, 'planet', 'pyPlanet', 'leftClick') elif pickedObj.hasTag('unit'): self.selected(pickedObj, 'unit', 'pyUnit', 'leftClick') elif pickedObj.hasTag('testUnit'): self.selected(pickedObj, 'testUnit', 'pyTestUnit', 'leftClick') self.rect_task = taskMgr.add(self.selectionRectangle, 'drag') def savemousePos(self): self.mouseFirstPos = Point2(base.mouseWatcherNode.getMouse()) # self.mouseFirstPos.setX(self.mouseFirstPos.getX()*1.33) def handleRightMouseClick(self): if base.mouseWatcherNode.hasMouse(): #get the mouse position mpos = base.mouseWatcherNode.getMouse() # This makes the ray's origin the camera and makes the ray point # to the screen coordinates of the mouse. self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) self.myTraverser.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if self.myHandler.getNumEntries() > 0: # This is so we get the closest object. self.myHandler.sortEntries() pickedObj = self.myHandler.getEntry(0).getIntoNodePath() #if pickedObj.hasTag('star'): # self.selected(pickedObj, 'star', 'pyStar') if pickedObj.hasTag('planet'): self.selected(pickedObj, 'planet', 'pyPlanet', 'rightClick') #elif pickedObj.hasTag('unit'): # self.selected(pickedObj, 'unit', 'pyUnit') def selected(self, pickedObj, tag, python_tag, click): # print 'Player has selected '+ tag + ' ' + pickedObj.getTag(tag) model_path = pickedObj.getParent() #model_path.notify("starSelected") model = model_path.getPythonTag(python_tag) if(click == 'rightClick'): model.selectRight(self.player) elif(click == 'leftClick' and tag == 'unit'): if(self.player == model.player): for unit in self.player.selected_units: unit.deselect() del self.player.selected_units[:] model.select() else: model.select(self.player)
class Level2World(object): def __init__(self, render, loader, theBase, world, hopper): self.render = render self.loader = loader base = theBase self.world = world self.hopper = hopper base.disableMouse() #----- Play Music ----- self.backgroundMusic = base.loader.loadSfx("sounds/deathDanceMusic.mp3") self.backgroundMusic.play() self.failSound = base.loader.loadSfx("sounds/fail.wav") #------ State Variables ----- self.isLit = False #----- Setup Visible World ----- self.platforms = [] self.spinningPlatforms = [] self.spinners = [] self.berries = [] self.coins = [] self.enemies = [] self.setupPlatforms() self.setupCoins() self.setupBerries() self.setupEnemies() self.endToken = Coin(self.render, self.world, self.hopper, 0, 0.6, 0.6, Vec3(0, 0, 1)) self.endToken.coinNP.reparentTo(self.platforms[-1].platformBulletNode) self.wizardLair = WizardLair(self.render, self.world, self.loader, self.hopper) self.wizardLair.wizardGate.reparentTo(self.platforms[1].platformBulletNode) self.wizardLair.castle.reparentTo(self.platforms[6].platformBulletNode) self.wizardLair.lair.reparentTo(self.platforms[11].platformBulletNode) self.sky = loader.loadModel("models/art/cat-skies/alice-skies--celestial/celestial.egg") self.sky.setPos(0, 0, 0) self.sky.setP(90) self.sky.setScale(1) self.sky.reparentTo(self.render) #----- Setup Light ----- self.directionalLight2 = DirectionalLight( "directionalLight" ) self.directionalLight2.setColor( Vec4( 1, 1, 1, 1 ) ) self.directionalLight2.setDirection(Vec3(0, 0, -1)) self.directionalLightNP = self.render.attachNewNode(self.directionalLight2) #----- Collision Handling ----- base.cTrav = CollisionTraverser() self.collisionHandler = CollisionHandlerEvent() self.pickerNode = CollisionNode('mouseRayCollisionNode') self.pickerNP = base.camera.attachNewNode(self.pickerNode) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) base.cTrav.addCollider(self.pickerNP, self.collisionHandler) self.collisionHandler.addInPattern("mouseRayIntoEnemy") self.collisionHandler.addOutPattern("mouseRayOutEnemy") self.pickingEnabledObject = None #----- Tasks ----- def update(self, task): self.hopper.processInput() for enemy in self.enemies: if enemy.getHealth() != 0: enemy.pace() dt = globalClock.getDt() self.world.doPhysics(dt, 10, 1/180.0) return task.cont def simulateWater(self, task): if self.hopper.hopperNP.getZ() < 0: self.hopper.freeze = True return task.done else: return task.cont def rayUpdate(self, task): if base.mouseWatcherNode.hasMouse(): mPos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mPos.getX(), mPos.getY()) return task.cont #----- Setup Enemy Functions ----- def setupEnemies(self): enemy1 = Enemy(self.render, self.world, base, Point3(0, 0, 1), self.hopper, 1) enemy1.enemyNP.reparentTo(self.platforms[3].platformBulletNode) enemy2 = Enemy(self.render, self.world, base, Point3(0, 0, 1), self.hopper, 2) enemy2.enemyNP.reparentTo(self.platforms[4].platformBulletNode) self.enemies.append(enemy1) self.enemies.append(enemy2) #----- Lair Enemies ----- enemy = Enemy(self.render, self.world, base, Point3(3, 16, 1), self.hopper, 1, strength = 2, size = 1.3) enemy.enemyNP.reparentTo(self.platforms[11].platformBulletNode) self.enemies.append(enemy) enemy = Enemy(self.render, self.world, base, Point3(3, -16, 1), self.hopper, 1, strength = 2, size = 1.3) enemy.enemyNP.reparentTo(self.platforms[11].platformBulletNode) self.enemies.append(enemy) enemy = Enemy(self.render, self.world, base, Point3(13, 3, 1), self.hopper, 1, strength = 2, size = 1.3) enemy.enemyNP.reparentTo(self.platforms[11].platformBulletNode) self.enemies.append(enemy) enemy = Enemy(self.render, self.world, base, Point3(-13, 3, 1), self.hopper, 1, strength = 2, size = 1.3) enemy.enemyNP.reparentTo(self.platforms[11].platformBulletNode) self.enemies.append(enemy) def resetEnemies(self): for enemy in self.enemies: enemy.enemyNP.remove_node() self.enemies = [] self.setupEnemies() def collideEventIn(self, entry): print "Selected enemy!" np_from = entry.getFromNodePath() np_into = entry.getIntoNodePath() np_into.getParent().setColor(.6, 0.5, 1.0, 1) self.pickingEnabledObject = np_into def collideEventOut(self, entry): print "Deselected enemy!" self.pickingEnabledObject = None np_into = entry.getIntoNodePath() np_into.getParent().setColor(1.0, 1.0, 1.0, 1) def mousePick(self, status): if self.pickingEnabledObject: if status == 'down': idNum = self.pickingEnabledObject.getTag("id") self.enemies[int(idNum)-1].lowerHealth() if status == 'up': pass #----- Setup Item Functions ----- def setupPlatforms(self): path = "images/wizardFloor.jpg" platform = Platform(self.render, self.world, 0, Vec3(10, 7, 0.5), Point3(-2, 3, -1), tex = path) self.platforms.append(platform) platform = Platform(self.render, self.world, 0, Vec3(10, 7, 0.5), Point3(-13, 3, -1), tex = path) self.platforms.append(platform) platform = Platform(self.render, self.world, 0, Vec3(10, 7, 0.5), Point3(-24, 3, 0), roll = 20, tex = path) self.platforms.append(platform) platform = Platform(self.render, self.world, 0, Vec3(10, 7, 0.5), Point3(-38, 3, 3), tex = path) self.platforms.append(platform) platform = Platform(self.render, self.world, 0, Vec3(10, 7, 0.5), Point3(-50, 3, 4), tex = path) self.platforms.append(platform) platform = Platform(self.render, self.world, 0, Vec3(10, 7, 0.5), Point3(-62, 3, 5), tex = path) self.platforms.append(platform) platform = Platform(self.render, self.world, 0, Vec3(30, 30, 0.5), Point3(-72, 3, 6), tex = path) self.platforms.append(platform) x = -68; y = 3; z = 5 heading = 0 for i in range(4): platform = Platform(self.render, self.world, heading, Vec3(7, 6, 0.5), Point3(x, y, z), tex = path) self.platforms.append(platform) self.spinningPlatforms.append(platform) x -= 8; z += 1.8 platform = Platform(self.render, self.world, 0, Vec3(30, 30, 0.5), Point3(x - 40, -15, z), tex = path) self.platforms.append(platform) x -= 40; y = 3 heading = 45 for i in range(4): platform = Platform(self.render, self.world, heading, Vec3(9, 7, 0.5), Point3(x, y, z), tex = path) self.platforms.append(platform) if i == 0 or i == 2: spinner = Spinner(self.render, self.world, 90, 25, Vec3(2.2, 0.3, 1), Point3(x+9, y+7, z+2)) self.spinners.append(spinner) x -= 10; y -= 10; z += 1.8 def setupCoins(self): #----- Castle Coins ----- x = 3 for i in range(9): coin = Coin(self.render, self.world, self.hopper, 10, 0.35, 0.35, Point3(x, -8, 2)) coin.coinNP.reparentTo(self.platforms[6].platformBulletNode) self.coins.append(coin) x -= 2 #----- Lair Coins ----- x = 3 for i in range(8): coin = Coin(self.render, self.world, self.hopper, 10, 0.35, 0.35, Point3(x, -12, 2)) coin.coinNP.reparentTo(self.platforms[11].platformBulletNode) self.coins.append(coin) x -= 2 index = 2 for i in range(4): coin = Coin(self.render, self.world, self.hopper, 10, 0.35, 0.35, Point3(0, 0, 2)) coin.coinNP.reparentTo(self.platforms[index].platformBulletNode) self.coins.append(coin) index += 4 def resetCoins(self): print "Inside coins; NOT removing a coin but initializing list to 0" self.coins = [] self.setupCoins() def setupBerries(self): index = 3 mult = 1 for i in range(4): berry1 = Berry(self.render, self.world, self.hopper, 10*mult, 0.35, 0.35, Point3(0, 0, 2)) berry1.berryNP.reparentTo(self.platforms[index].platformBulletNode) self.berries.append(berry1) index += 3 mult *= -1 if mult > 0: mult *= 2 else: mult /= 2 def resetBerries(self): self.berries = [] self.setupBerries() #----- Light Functions ----- def addLight(self): self.dlight = DirectionalLight('dlight') self.dlight.setColor(VBase4(0.9, 0.9, 0.8, 1)) self.dlnp = self.render.attachNewNode(self.dlight) self.dlnp.setHpr(90, -30, 0) self.render.setLight(self.dlnp) self.slight = Spotlight('slight') slens = PerspectiveLens() self.slight.setLens(slens) self.slight.setColor(Vec4(1, 1, 1, 1)) self.slnp = self.render.attachNewNode(self.slight) self.slnp.reparentTo(self.hopper.hopperNP) self.slnp.setPos(0, 40, 50) self.slnp.lookAt(self.hopper.hopperNP) self.render.setLight(self.slnp) self.alight = AmbientLight('alight') self.alight.setColor(VBase4(0.2, 0.4, 1, 1)) self.alnp = self.render.attachNewNode(self.alight) self.render.setLight(self.alnp) self.render.setShaderAuto() self.slight.setShadowCaster(True) for platform in self.platforms: platform.removeNormal() def destroyLight(self): self.render.clearLight(self.dlnp) self.render.clearLight(self.alnp) self.render.clearLight(self.slnp) for platform in self.platforms: platform.addNormal() def destroyWorld(self): for platform in self.platforms: self.world.removeRigidBody(platform.platformBulletNode.node()) platform.platformBulletNode.remove_node() for spinner in self.spinners: self.world.removeRigidBody(spinner.spinnerBulletNode.node()) spinner.spinnerBulletNode.remove_node() for coin in self.coins: self.world.removeGhost(coin.ghostNode) coin.removeCoin() for enemy in self.enemies: enemy.enemyNP.remove_node()
class World(DirectObject.DirectObject): def __init__(self): self.creeps = None self.open = False self.sec = 0 self.min = 0 self.pindex = 1 # This is the Pause Index self.index = -1 # This is the hero Index self.rindex = False # This is the Repick Index self.hpicked = [] # This List Stores All The Heroes Picked and Removes Them for i in range(0, 110): self.hpicked.append(-1) # Gotta change and check this self.hindex = 0 # When a hero is picked this index saves it and stores it in the list self.RND = render.attachNewNode("rend") self.LightHandler = None self.Players() self.LoadTerrain() # Load the Map self.SetupCamera() self.SetupLight() self.SetupEvents() self.SetupTimer() self.chooseHero() self.SetupMap() self.SetupCreeps() self.SetupCollision() self.displayed = False self.keyMap = {"cam-left": 0, "cam-right": 0, "cam-up": 0, "cam-down": 0, "zoom-in": 0, "zoom-out": 0} self.chatindex = 0 self.chat = [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] self.text = ["text1", "text2", "text3", "text4", "text5" "text6" "text7" "text8" "text9", "text10", "text11"] self.task = None def Players(self): self.hero1 = None self.hero2 = None self.hero3 = None self.hero4 = None self.hero5 = None self.hero6 = None self.hero7 = None self.hero8 = None self.hero9 = None self.hero10 = None self.player1 = None self.player2 = None self.player3 = None self.player4 = None self.player5 = None self.player6 = None self.player7 = None self.player8 = None self.player9 = None self.player10 = None def LoadTerrain(self): self.terrain = loader.loadModel("models/environment") self.terrain.setTag("Map", "1") self.terrain.reparentTo(self.RND) self.itmpan1 = OnscreenImage(image=MYDIRIMG + "/3.png", scale=(0.3, 0, 0.09), pos=(0.61, 0, -0.915)) self.itmpan2 = OnscreenImage(image=MYDIRIMG + "/3.png", scale=(0.3, 0, 0.09), pos=(0.61, 0, -0.740)) self.t2 = OnscreenImage(image=MYDIRIMG + "/t2.png", scale=(0.25, 0, 0.06), pos=(1.160, 0, -0.71)) self.t1 = OnscreenImage(image=MYDIRIMG + "/t1.png", scale=(0.25, 0, 0.06), pos=(1.160, 0, -0.83)) self.end = OnscreenImage(image=MYDIRIMG + "/end.png", scale=(0.1, 0, 0.2), pos=(1.510, 0, -0.80)) self.back = OnscreenImage(image=MYDIRIMG + "/back.png", scale=(0.57, 0, 0.2), pos=(-0.26, 0, -0.80)) def SetupCollision(self): base.cTrav = CollisionTraverser() self.collHandler = CollisionHandlerQueue() self.pickerNode = CollisionNode("mouseRay") self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) base.cTrav.addCollider(self.pickerNP, self.collHandler) def ObjectClick(self): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) base.cTrav.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if self.collHandler.getNumEntries() > 0: # This is so we get the closest object. self.collHandler.sortEntries() self.pickedObj = self.collHandler.getEntry(0).getIntoNodePath() self.pickedObj1 = self.pickedObj.findNetTag("Unit") self.pickedObj2 = self.pickedObj.findNetTag("MyHero") self.pickedObj3 = self.pickedObj.findNetTag("Map") self.pickedObj4 = self.pickedObj.findNetTag("MyHero") if self.pickedObj1 == self.creeps.getModel(): if self.displayed is False: self.displayed = True self.creeps.display() else: if self.displayed is True: self.displayed = False self.creeps.displaynot() if self.hero != None: if self.pickedObj2 == self.hero1.getModel(): if self.displayed is False: self.displayed = True self.hero1.display() else: if self.displayed is True: self.displayed = False self.hero1.displaynot() def SetupCamera(self): base.camera.setPos(0, 0, 180) base.camera.setP(-30) base.camera.lookAt(0, 0, 0) def SetupTimer(self): self.btn = aspect2d.attachNewNode("btn") self.btn.setTransparency(1) self.timesec = OnscreenText(text="", pos=(1.3, -0.71), fg=(1, 1, 1, 1), mayChange=1, scale=0.05) self.timemin = OnscreenText(text="", pos=(1.1, -0.71), fg=(1, 1, 1, 1), mayChange=1, scale=0.05) self.pausebtn = DirectButton( text="Pause (%d)" % (self.pindex), parent=self.btn, text_fg=(0, 0.2, 0, 1), text_pos=(0.05, -0.15), text_scale=(0.48, 0.53), image=(MYDIRIMG + "btnof.png", MYDIRIMG + "btnon.png", MYDIRIMG + "btnon.png", None), frameColor=(0, 0, 0, 0), pos=(-1.0, 0, -0.81), image_scale=(1.0, 0, 0.7), scale=(0.15, 0, 0.10), command=self.Pause, ) self.infobtn = DirectButton( text="Info", parent=self.btn, text_fg=(0, 0.2, 0, 1), text_pos=(0.05, -0.15), text_scale=0.6, image=(MYDIRIMG + "btnof.png", MYDIRIMG + "btnon.png", MYDIRIMG + "btnon.png", None), frameColor=(0, 0, 0, 0), pos=(-1.0, 0, -0.68), image_scale=(1.0, 0, 0.7), scale=(0.15, 0, 0.10), command=self.Pause, ) taskMgr.doMethodLater(1, self.Timer, "tickTask") def SetupMap(self): self.minimap = minimap(None) def SetupLight(self): self.LightHandler = Lights(None) def SetupEvents(self): self.DEntry = DirectEntry( text="", pos=(-0.6, 0.0, -0.7), image=MYDIRIMG + "/tooltips9.png", frameColor=(0, 0, 0, 1), width=27, image_pos=(13.5, 0, 0.2), image_scale=(15, 0, 0.6), scale=0.05, initialText="", numLines=1, focus=1, command=self.Parser, ) self.DEntry.setTransparency(1) self.DEntry.detachNode() taskMgr.add(self.MoveCamera, "CameraControl") self.accept("enter", self.MsgBox) self.accept("wheel_up", self.setKey, ["zoom-in", 1]) self.accept("wheel_down", self.setKey, ["zoom-out", 1]) # self.accept("wheel_up-up",self.setKey, ["zoom-in",0]) # self.accept("wheel_down-up",self.setKey, ["zoom-out",0]) self.accept("a", self.setKey, ["cam-left", 1]) self.accept("d", self.setKey, ["cam-right", 1]) self.accept("w", self.setKey, ["cam-up", 1]) self.accept("s", self.setKey, ["cam-down", 1]) self.accept("+", self.setKey, ["zoom-in", 1]) self.accept("-", self.setKey, ["zoom-out", 1]) self.accept("a-up", self.setKey, ["cam-left", 0]) self.accept("d-up", self.setKey, ["cam-right", 0]) self.accept("w-up", self.setKey, ["cam-up", 0]) self.accept("s-up", self.setKey, ["cam-down", 0]) self.accept("+-up", self.setKey, ["zoom-in", 0]) self.accept("--up", self.setKey, ["zoom-out", 0]) self.accept("mouse1", self.ObjectClick) def UnSetupEvents(self): self.ignore("a") self.ignore("s") self.ignore("w") self.ignore("s") self.ignore("+") self.ignore("-") self.ignore("enter") self.ignore("wheel_up") self.ignore("wheel_down") taskMgr.remove("CameraControl") def setKey(self, key, value): self.keyMap[key] = value def MoveCamera(self, task): mpos = base.mouseWatcherNode.getMouse() elapsed = globalClock.getDt() self.dt = elapsed self.mx = mpos.getX() self.my = mpos.getY() if self.keyMap["cam-left"] != 0: base.camera.setX(base.camera, -(self.dt * 20)) if self.keyMap["cam-right"] != 0: base.camera.setX(base.camera, +(self.dt * 20)) if self.keyMap["zoom-in"] != 0: base.camera.setY(base.camera, -(self.dt * 20)) if self.keyMap["zoom-out"] != 0: base.camera.setY(base.camera, +(self.dt * 20)) if self.keyMap["cam-down"] != 0: base.camera.setZ(base.camera, -(self.dt * 20)) if self.keyMap["cam-up"] != 0: base.camera.setZ(base.camera, +(self.dt * 20)) if self.mx > 0.95: if base.camera.getX() < MAPLIMIT: base.camera.setX(base.camera, +(self.dt * SCROLLSPEED)) if self.mx < -0.95: if base.camera.getX() > -MAPLIMIT: base.camera.setX(base.camera, -(self.dt * SCROLLSPEED)) if self.my > 0.95: if base.camera.getY() < MAPLIMIT: base.camera.setZ(base.camera, +(self.dt * SCROLLSPEED)) if self.my < -0.95: if base.camera.getY() > -MAPLIMIT: base.camera.setZ(base.camera, -(self.dt * SCROLLSPEED)) return task.cont def chooseHero(self): if self.hero1 == None: self.BTNnode = aspect2d.attachNewNode("buttons") for i in range(0, 3): for j in range(0, 4): self.index += 1 if icons[self.index] == None: continue if self.hpicked[self.index] == self.index: continue self.worldHeroButton(-1.8 + j * 0.1, -i * 0.1, self.index) def worldHeroButton(self, x, y, arg): DirectButton( text="", parent=self.BTNnode, text_font=font, image=MYDIRICONS + icons[arg] + ".tga", frameColor=(0, 0, 0, 0), pad=(-0.1, -0.1), image_scale=(IconSx + 0.2, 0, IconSy + 0.2), pos=(posx - 0.5 + x, 0, posy + y), scale=(0.20, 0, 0.20), command=self.SetupHero, extraArgs=[arg], ) def SetupCreeps(self): self.creeps = Unit1() def SetupHero(self, no): self.hpicked.insert(self.hindex, no) self.hindex += 1 self.BTNnode.detachNode() self.hero1 = Hero(no) self.hero1.getModel().setTag("Hero1", "1") def Timer(self, task): self.task = task self.sec += 1 if self.hero1 != None: self.hero1.sendTime(self.min, self.sec) if self.sec >= 60: self.sec = 0 self.min += 1 self.timemin.setText(str(self.min)) self.timesec.setText(str(self.sec)) return task.again def MsgBox(self): if self.open == False: self.DEntry.reparentTo(aspect2d) self.open = True else: self.DEntry.detachNode() self.open = False def Parser(self, text): Text = text # Within 120 seconds on the game if self.hero1 == None: self.BTNnode.detachNode() if Text == "-random": self.hero1 = Hero(random.randint(0, 96)) elif Text == "-random int": self.hero1 = Hero(random.randint(66, 96)) elif Text == "-random str": self.hero1 = Hero(random.randint(0, 36)) elif Text == "-random agi": self.hero1 == Hero(random.randint(36, 66)) if Text == "-repick": if self.rindex == False: if self.hero1 != None: self.hero1.destroy() self.hero1 = None self.index = -1 self.chooseHero() self.rindex = True else: Error("Cannot Repick") elif Text == "-": pass else: pass # self.Chat(Text,self.task) # taskMgr.add(self.Chat,"nn",extraArgs=[Text]) # this sends text to allies def ChatTimer(self, task, chat, i): chat.destroy() self.chat.insert(i, 0) self.chatindex -= 1 return task.done def Chat(self, text, task): for i in range(1, 15): if self.chat[i] == 0: self.text[i] = OnscreenText(text=text, pos=(-1.3, -0.4), fg=(0, 0, 0, 1), scale=0.07) self.chat.insert(self.chatindex, 1) taskMgr.doMethodLater(5, self.ChatTimer, "chat", [task, self.text[i], i]) self.chatindex += 1 break else: self.text[i].setY(-(0.1 * i) + 0.4) return task.done def Pause(self): if self.pindex != 0: self.pindex -= 1 time.sleep(2) self.pausebtn["text"] = "Pause (%d)" % (self.pindex) else: Error("Pause Limits Used") def destroy(self): if self.hero1 != None: self.hero1.destroy() self.minimap.destroy() self.btn.detachNode() self.BTNnode.detachNode() taskMgr.remove("timer") self.terrain.detachNode() del self.LightHandler del self.creeps self.UnSetupEvents() def MousePos(self, task): # This Took me 1.5 Months to Learn if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pos3d = Point3() self.nearPoint = Point3() self.farPoint = Point3() base.camLens.extrude(mpos, self.nearPoint, self.farPoint) if self.plane.intersectsLine( self.pos3d, render.getRelativePoint(camera, self.nearPoint), render.getRelativePoint(camera, self.farPoint) ): pass return task.again
class MouseControls(DirectObject.DirectObject): def __init__(self): self.keys = {} for char in string.ascii_lowercase: self.keys[char] = BUTTON_UP def makeKeyPair(ch): def keyUp(): self.keys[ch] = BUTTON_DOWN #print "%s UP" % (ch) def keyDown(): self.keys[ch] = BUTTON_UP #print "%s DOWN" % (ch) return [keyUp, keyDown] keyPair = makeKeyPair(char) self.accept(char,keyPair[0]) self.accept(char+'-up',keyPair[1]) self.accept('mouse1',self.leftClick) self.accept('mouse1-up',self.leftClickUp) self.accept('mouse2',self.mClick) self.accept('mouse2-up',self.mClickUp) self.accept('mouse3',self.rightClick) self.accept('mouse3-up',self.rightClickUp) self.mouse1Down = False self.mouse2Down = False self.mouse3Down = False self.trackMouseTimeOld = 0 self.trackMouseX = 0 self.trackMouseY = 0 self.trackMouse_Mouse1DownOld = False self.trackMouse_Mouse2DownOld = False self.trackMouse_Mouse3DownOld = False taskMgr.add(self.trackMouseTask, 'trackMouseTask') # base.cTrav = CollisionTraverser() self.pickerQ = CollisionHandlerQueue() self.pickerCollN = CollisionNode('mouseRay') self.pickerCamN = base.camera.attachNewNode(self.pickerCollN) self.pickerCollN.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerCollN.addSolid(self.pickerRay) base.cTrav.addCollider(self.pickerCamN, self.pickerQ) self.objectUnderCursor = None #taskMgr.add(self.mousePickerTask, 'Mouse picker process') def leftClick(self): self.mouse1Down = True #Collision traversal pickerNode = CollisionNode('mouseRay') pickerNP = base.camera.attachNewNode(pickerNode) pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) pickerRay = CollisionRay() pickerNode.addSolid(pickerRay) myTraverser = CollisionTraverser() myHandler = CollisionHandlerQueue() myTraverser.addCollider(pickerNP, myHandler) if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) myTraverser.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if myHandler.getNumEntries() > 0: # This is so we get the closest object myHandler.sortEntries() pickedObj = myHandler.getEntry(0).getIntoNodePath() objTag = pickedObj.findNetTag('mouseCollisionTag').getTag('mouseCollisionTag') if objTag and len(objTag)>0: messenger.send('object_click',[objTag]) pickerNP.remove() def leftClickUp(self): self.mouse1Down = False def mClick(self): self.mouse2Down = True def mClickUp(self): self.mouse2Down = False def rightClick(self): self.mouse3Down = True def rightClickUp(self): self.mouse3Down = False def trackMouseTask(self, task): timeElapsed = task.time - self.trackMouseTimeOld if timeElapsed < 0.05: return Task.cont self.trackMouseTimeOld = task.time if base.mouseWatcherNode.hasMouse(): mX = base.mouseWatcherNode.getMouseX() mY = base.mouseWatcherNode.getMouseY() diffX = mX-self.trackMouseX diffY = mY-self.trackMouseY if (abs(diffX) > DRAG_THRESH) or (abs(diffY) > DRAG_THRESH): messenger.send('mouseDelta',[diffX,diffY]) self.trackMouseX = mX self.trackMouseY = mY if self.trackMouse_Mouse1DownOld and self.mouse1Down: messenger.send('mouse1Delta',[diffX,diffY]) if self.trackMouse_Mouse2DownOld and self.mouse2Down: messenger.send('mouse2Delta',[diffX,diffY]) if self.trackMouse_Mouse3DownOld and self.mouse3Down: messenger.send('mouse3Delta',[diffX,diffY]) self.trackMouse_Mouse1DownOld = self.mouse1Down self.trackMouse_Mouse2DownOld = self.mouse2Down self.trackMouse_Mouse3DownOld = self.mouse3Down return Task.cont def mousePickerTask(self, task): print 'lalala: ',self.objectUnderCursor if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) #self.picker.traverse(base.render) if self.pickerQ.getNumEntries() > 0: self.pickerQ.sortEntries() firstNode = self.pickerQ.getEntry(0).getIntoNode() if firstNode != self.objectUnderCursor: if self.objectUnderCursor: messenger.send('interactive-scene-event',[self.objectUnderCursor.getName(),'rollout']) print 'Rollout', self.objectUnderCursor.getName() self.objectUnderCursor = firstNode messenger.send('interactive-scene-event',[self.objectUnderCursor.getName(),'rollin']) print 'Rollin', self.objectUnderCursor.getName() else: if self.objectUnderCursor: messenger.send('interactive-scene-event',[self.objectUnderCursor.getName(),'rollout']) print 'Rollout', self.objectUnderCursor.getName() self.objectUnderCursor = None return task.cont
class Hero(DirectObject): def __init__(self,no): self.HeroStats(no) self.display() # self.displaynot() self.SetupEvents() self.Collision() self.Loader() self.SkillStatus() self.sec=0 self.min=0 self.heroPace=None self.timesec = OnscreenText(text = '', pos = (1.2,-0.725),fg=(1,1,1,1),mayChange=1,scale=0.05) self.timemin = OnscreenText(text = '', pos = (1,-0.725),fg=(1,1,1,1),mayChange=1,scale=0.05) self.deathtxt=OnscreenText(text="",pos=(0.5,0.9),scale=0.5) taskMgr.add(self.update,"update") taskMgr.doMethodLater(1,self.Second,"second") taskMgr.add(self.MousePos,"mouse") def HeroStats(self,no): self.char={} self.char=hero[no] self.name=self.char['name'] self.model=Actor(MYDIRMODEL+self.char['model']+'.egg') self.type=None self.heroicon=self.char['icon'][0] self.skillicons=(self.char['icon'][1],self.char['icon'][2],self.char['icon'][3],self.char['icon'][4]) self.StartPos=Point3(25,25,0) self.gold=4000 self.goldrate = 1 self.items=[-1,-1,-1,-1,-1,-1] #each stores the no of the item self.itemindex=0 self.itemname="self.itemb" self.range=self.char['range'] self.strdt=self.char['strdt'] self.agidt=self.char['agidt'] self.intdt=self.char['intdt'] self.type=self.char['type'] self.Delta1=0 self.Delta2=0 self.Delta3=0 self.Delta4=0 self.Delta5=0 self.lvl=0 self.xp=0 self.Input=None self.str=self.char['str']+(self.strdt*self.lvl) self.agi=self.char['agi'] + (self.agidt*self.lvl) self.int=self.char['int'] +(self.intdt*self.lvl) self.basehp=590+self.str*19 self.basemp=220+(self.int*13) self.maxhp=590 +(self.str*19) self.curhp=self.maxhp self.maxmp=220 +(self.int*13) self.curmp=self.maxmp self.armor=self.char['armor'] +(self.agi/7) self.atkspeed=1.5/self.agi if self.type=='str': self.TYPESTR() if self.type=='agi': self.TYPEAGI() if self.type=='int': self.TYPEINT() self.healrate=0.003 *self.str self.mprate=0.02 *self.int self.res=0.25 self.speed=self.char['speed'] self.skill=0 self.isDead=False self.lon=pi*(self.getX()+10)*(self.getY()+10) def Loader(self): self.model=Actor("models/ralph", {"run": "models/ralph-run"}) # self.model=Actor(MYDIRMODEL+self.model+'.egg') self.model.setScale(3) # self.model.setHpr(90,270,0) self.model.setTransparency(0.5) # self.model.setScale(0.1) self.model.setPos(self.StartPos) self.model.reparentTo(render) # self.model.setColor(0, 0, 0, 0) self.model.loop("run") # self.Input=Input(self.model) Flame(self,self.model) #-------------------------------------------------------------Display Function---------------------------------------------------# def TYPESTR(self): self.mindamage=self.char['min']+self.str+self.Delta1 self.maxdamage=self.char['max']+self.str+self.Delta1 self.damage=range(int(self.mindamage),int(self.maxdamage)) def TYPEAGI(self): self.mindamage=self.char['min']+self.agi+self.Delta1 self.maxdamage=self.char['max']+self.agi+self.Delta1 self.damage=range(int(self.mindamage),int(self.maxdamage)) def TYPEINT(self): self.mindamage=self.char['min']+self.int+self.Delta1 self.maxdamage=self.char['max']+self.int+self.Delta1 self.damage=range(int(self.mindamage),int(self.maxdamage)) def TYPE(self): pass def display(self): x,y,z=self.model.getX(),self.model.getY(),self.model.getZ() base.camera.setPos(x,y,z+180) base.camera.setP(-30) base.camera.lookAt(self.model) self.panel=aspect2d.attachNewNode("panel") self.panel.setTransparency(1) self.SKNode=aspect2d.attachNewNode("skl") self.SKNode.setTransparency(0) self.HP=DirectLabel(text='',parent = self.panel,text_fg=(0,0.9,0,1),frameColor=(0,0,0,0),pos=(-0.41,0,-0.850),scale=0.04) self.MP=DirectLabel(text='',parent = self.panel,text_fg=(0,0,0.8,1),frameColor=(0,0,0,0),pos=(-0.41,0,-0.912),scale=0.04) self.LVL=DirectLabel(text ="Level %d"%(self.lvl+1),parent = self.panel,text_fg=(0,0,0,1),frameColor=(0,0,0,0),pos =(-0.5,0,-0.79),scale=Sc) Text1(self,"Damage",-0.26,-0.02,-1) Text1(self,"Armor",-0.27,0.03,-1) Text1(self,"Str",-0.25,0.085,-1) Text1(self,"Agi",-0.25,0.13,-1) Text1(self,"Int",-0.25,0.17,-1) self.DAM=Text2(self,"%d-%d",(self.mindamage-self.Delta1,self.maxdamage-self.Delta1),-0.40,-0.02,-1) self.ARM=Text2(self,"%d",(self.armor-self.Delta2),-0.40,0.03,-1) self.STR=Text2(self,"%d",(self.str-self.Delta3),-0.40,0.085,-1) self.AGI=Text2(self,"%d",(self.agi-self.Delta4),-0.40,0.13,-1) self.INT=Text2(self,"%d",(self.int-self.Delta5),-0.40,0.17,-1) if self.Delta1!=0: self.damdelta=Text3(self,"%d",self.Delta1,-0.4,-0.02,-1) if self.Delta2!=0: self.armdelta=Text3(self,"%d",self.Delta2,-0.4,0.03,-1) if self.Delta3!=0: self.strdelta=Text3(self,"%d",self.Delta3,-0.36,0.085,-1) if self.Delta4!=0: self.agidelta=Text3(self,"%d",self.Delta4,-0.44,0.13,-1) if self.Delta5!=0: self.intdelta=Text3(self,"%d",self.Delta5,-0.44,0.17,-1) self.hpbar = DirectWaitBar(barColor=(0,0.176470,0,1),parent = self.panel,scale=(0.3,0,0.23), frameColor=(0,0,0,1),pos = (0,0,-0.84)) self.mpbar=DirectWaitBar(barColor=(0,0,0.6,1),parent = self.panel,scale=(0.3,0,0.23), frameColor=(0,0,0,1),pos = (0,0,-0.90)) self.lvlbar=DirectWaitBar(barColor=(0,0,0.2,1),parent = self.panel,image='glue/lvlbar.png',image_scale=(1.1,0,0.2),scale=0.35, pos = (0,0,-0.8)) self.lvlbar.setTransparency(1) self.lvlbar.detachNode() self.skbtn1=DirectButton(image=self.skillicons[0]+'.png',parent=self.SKNode,pos=(posx-1.3,0,posy-1.2),pad=(-0.1,-0.1),scale=biconscale,command=self.SkillNo,extraArgs=[0]) self.skbtn2=DirectButton(image=self.skillicons[1]+'.png',parent=self.SKNode,pos=(posx-1.3+0.14,0,posy-1.2),pad=(-0.1,-0.1),scale=biconscale,command=self.SkillNo,extraArgs=[1]) self.skbtn3=DirectButton(image=self.skillicons[2]+'.png',parent=self.SKNode,pos=(posx-1.3+0.28,0,posy-1.2),pad=(-0.1,-0.1),scale=biconscale,command=self.SkillNo,extraArgs=[2]) self.skbtn4=DirectButton(image=self.skillicons[3]+'.png',parent=self.SKNode,pos=(posx-1.3+0.42,0,posy-1.2),pad=(-0.1,-0.1),scale=biconscale,command=self.SkillNo,extraArgs=[3]) self.b2 = DirectButton(text ="dam",parent = self.panel,pos=(-0.5,0,0),enableEdit=1,scale=(0.25,0,0.1),command=self.hurt,extraArgs=[200]) self.b3 = DirectButton(text ="",image='tome.tga',pos=(0.5,0,0),frameColor=(0,0,0,0),pad=(-0.1,-0.1),enableEdit=1,scale=(0.07,0,0.07),command=self.itemBuy,extraArgs=[0,300]) self.GOLD=OnscreenText(text='',fg=(1,1,1,1),pos=(1.225,-0.84),scale=0.05) # self.escapeEvent = OnscreenText(text=HELPTEXT, font = font,style=1, fg=(1,1,1,1), pos=(-0.82, -0.725),align=TextNode.ALeft, scale = .045) def displaynot(self): self.panel.detachNode() self.SKNode.detachNode() #------------------------------------------------------------Set Functions--------------------------------------------------------# def setDamage(self,amt): if delta >1: self.damage+=delta else: self.damage=self.damage+self.damage*delta def Delta(self,amt1,amt2,amt3,amt4,amt5): if amt1!=0: #After changes occur for that period the taks sets the values to zero self.Delta1+=amt1 if amt2!=0: self.Delta2+=amt2 if amt3!=0: self.Delta3+=amt3 if amt4!=0: self.Delta4+=amt3 if amt5!=0: self.Delta5+=amt3 def hurt(self,amt): if self.curhp>0: if self.curhp<=self.maxhp: self.curhp-=amt*1 def hurtMag(self,delta): if self.curhp>0: if self.curhp<=self.maxhp: self.curhp-=delta*self.res def heal(self,delta): if self.curhp!=self.maxhp: if self.curhp < self.maxhp: self.curhp+=delta def replenish(self,delta): if self.curmp!=self.maxmp: if self.curmp < self.maxmp: if self.curmp>0: self.curmp+=delta def manaspend(self,amt): if self.curmp>amt: self.curmp-=amt def setSpeed(self,delta): if delta > 1: self.speed+=delta else: self.speed=self.speed+self.speed*delta def setArmor(self,delta): self.armor+=delta def setPos(self,x,y,z): self.model.setPos(x,y,z) def setHPColor(self): if self.curhp<0.25*self.maxhp: self.hpbar['barColor']=(1,0,0,1) elif self.curhp<0.5*self.maxhp: self.hpbar['barColor']=(1,0.5,0,1) elif self.curhp<0.75*self.maxhp: self.hpbar['barColor']=(1,1,0,1) else: self.hpbar['barColor']=(0,0.176470,0,1) #-------------------------------------------------------------Setup Keys And EVENTS--------------------------------------------------# def SetupEvents(self): self.dt=0 self.keyMap = {"left":0, "right":0, "forward":0} self.isMoving = False self.Change=False self.Animate=False self.pos3d=None self.target=Point3() self.dist=0 self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) self.Text = OnscreenText(text="Set PanRate",pos=(-1.25,-0.15),scale=0.1) self.slider = DirectSlider(range=(20,100), value=50, pageSize=2, pos=(-1.25,0,-0.2),scale= (0.2,0.2,0.2), command=self.setScrollSpeed) self.dumm=loader.loadModel("models/panda.egg") self.dumm.reparentTo(render) self.dumm.setTag("Unit",'1') self.dumm.setPos(0,0,0) self.mini=0 self.x1,self.y1=self.model.getX(),self.model.getY() self.x2,self.y2=self.dumm.getX(),self.dumm.getY() self.fired=False self.atk=Attack(self.model,self.dumm,1.4) self.accept("arrow_left", self.setKey1, ["left",1,True]) self.accept("arrow_right", self.setKey1, ["right",1,True]) self.accept("arrow_up", self.setKey1, ["forward",1,True]) self.accept("arrow_left-up", self.setKey1, ["left",0,False]) self.accept("arrow_right-up", self.setKey1, ["right",0,False]) self.accept("arrow_up-up", self.setKey1, ["forward",0,False]) self.accept("mouse1",self.ObjectClick) self.accept("mouse3",self.MoveHero) def MoveHero(self): self.startR=self.model.getHpr() self.target=self.mpos3d x2,y2,z2=self.target.getX(),self.target.getY(),self.target.getZ() h1,p1,r1=self.model.getH(),self.model.getP(),self.model.getR() self.dist=sqrt(pow(self.x1-x2,2)+pow(self.y1-y2,2)) self.sptime=self.dist/(self.speed) self.hall=270-degrees(y2/x2) # self.model.setPos(self.model,self.spd,0,self.spd) self.Inter=LerpPosHprInterval(self.model,self.sptime,pos=self.target ,startPos=self.model.getPos(),startHpr=self.startR,hpr=self.startR)#(h1,p1,self.hall)) #Inter2=Func(self.model.lookAt(self.target),Wait(0.3)) self.heroPace = Sequence(self.Inter,name="heroPace") self.heroPace.start() def Collision(self): self.mpos3d=0 self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)) base.cTrav = CollisionTraverser() self.collHandler = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) base.cTrav.addCollider(self.pickerNP, self.collHandler) def ObjectClick(self): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) base.cTrav.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if self.collHandler.getNumEntries() > 0: # This is so we get the closest object. self.collHandler.sortEntries() self.pickedObj = self.collHandler.getEntry(0).getIntoNodePath() self.pickedObj = self.pickedObj.findNetTag('Unit') if not self.pickedObj.isEmpty(): self.Attack(self.pickedObj.getPos()) #Handles the object def setKey1(self, key, value,value2): self.keyMap[key] = value self.Change=value2 def checkKeys(self): if (self.keyMap["left"]!=0): self.model.setH(self.model.getH() + self.dt*300) if (self.keyMap["right"]!=0): self.model.setH(self.model.getH() - self.dt*300) if (self.keyMap["forward"]!=0): self.model.setX(self.model, +(self.dt*25*SPEED)) def checkAnim(self): if self.Change: #(self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0): if self.isMoving is False: self.model.loop("run") self.isMoving = True else: if self.isMoving: self.model.stop() self.model.pose("walk",5) self.isMoving = False if self.Animate: pass def Attack(self,pos): self.atk.setWeil(self.model) self.atk.setTarg(self.dumm) self.atk.setDist(self.mini) if self.mini<=60: self.Animate=self.atk.ATT() else: messenger.send('mouse3') if self.mini<=60: self.atk.ATT() def setScrollSpeed(self): SCROLLSPEED=self.slider['value'] def UnSetupEvents(self): self.ignore("arrow_left") self.ignore("arrow_right") self.ignore("arrow_up") self.ignore("arrow_left-up") self.ignore("arrow_right-up") self.ignore("arrow_up-up") self.ignore("enter") self.ignore("mouse1") self.ignore("mouse3") taskMgr.remove("update") taskMgr.remove("second") taskMgr.remove("mouse") #--------------------------------------------------------------Return Functions------------------------------------------------------# def getDamage(self): return self.damage def getPos(self): return self.model.getPos() def getX(self): return self.model.getX() def getY(self): return self.model.getY() def getZ(self): return self.model.getZ() def getlvl(self): return self.lvl def getModel(self): return self.model def gainxp(self,unit): self.xp+=unit def gainGold(self,gain): self.gold+=gain def sendTime(self,min,sec): self.min=min self.sec=sec #----------------------------------------------------------------ITEM FUNCTIONS--------------------------------------------------------# def itemBuy(self,arg,cost): if self.gold>=0: if self.itemindex<=5: del self.items[self.itemindex] self.items.insert(self.itemindex,arg) self.gainGold(-cost) if self.items[self.itemindex]!=-1: if self.itemindex==0: self.itm0= aspect2d.attachNewNode("item0") DirectButton(text ="",parent=self.itm0,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB) if self.itemindex==1: self.itm1= aspect2d.attachNewNode("item1") DirectButton(text ="",parent=self.itm1,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB) if self.itemindex==2: self.itm2= aspect2d.attachNewNode("item2") DirectButton(text ="",parent=self.itm2,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB) if self.itemindex==3: self.itm3= aspect2d.attachNewNode("item3") DirectButton(text ="",parent=self.itm3,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB) if self.itemindex==4: self.itm4= aspect2d.attachNewNode("item4") DirectButton(text ="",parent=self.itm4,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB) if self.itemindex==5: self.itm5= aspect2d.attachNewNode("item5") DirectButton(text ="",parent=self.itm5,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB) self.itemindex+=1 else: Error("No Empty Slots") else: Error("No Gold") def itemSold(self,itemtosell,cost): self.ind=self.items.index(itemtosell) del self.items[self.ind] self.items.insert(self.ind,-1) self.gainGold(cost/2) if self.ind==0: self.itm0.detachNode() if self.ind==1: self.itm1.detachNode() if self.ind==2: self.itm2.detachNode() if self.ind==3: self.itm3.detachNode() if self.ind==4: self.itm4.detachNode() if self.ind==5: self.itm5.detachNode() self.itemindex-=1 def lvlup(self): self.lvl+=1 self.str=self.char['str'] +(self.strdt*self.lvl) self.str=self.char['str'] +(self.agidt*self.lvl) self.int=self.char['int'] +(self.intdt*self.lvl) self.hpgain=(self.strdt+self.Delta1)*19 self.mpgain=(self.intdt+self.Delta3)*13 self.maxhp=590+self.str*19 self.maxmp=290+self.int*13 #some error here self.heal(self.hpgain) self.replenish(self.mpgain) self.xp =0 #---------------------------------------------------------SKILL FUNCTIONS-------------------------------------# def SkillStatus(self): self.sp1=0 self.sp2=0 self.sp3=0 self.sp4=0 self.sp1dam=0 self.sp2dam=0 self.sp3dam=0 self.sp4dam=0 if self.sp1==1: self.range=400 self.sp1dam=130 self.raduis=100 self.sp2dam=30 self.sp3dam=90 self.pulses=6 def SkillNo(self,arg): if arg==0: if self.curmp>=100: self.accept("mouse1",Blink,extraArgs=[self]) self.skbtn1['image']='cancel.png' # self.skbtn1['command']=self.setOpen() else: Error("NO MANA") elif arg==1: StatUp(self) elif arg==2: StatDn(self) else: Ulti(self) def setOpen(self): self.open=False self.ignore("mouse1") self.skbtn1['image']=self.skillicons[0]+'.png' self.accept("mouse1",self.ObjectClick) #----------------------------------------TASK FUNCTIONS------------------------------------------------------# def Delay(self,task): self.Delta(-2,-2,-2) return task.done def Second(self,task): self.gainGold(self.goldrate) self.heal(self.healrate) self.replenish(self.mprate) return task.again def update(self,task): self.timemin.setText(str(self.min)) self.timesec.setText(str(self.sec)) self.str=self.char['str'] +(self.strdt*self.lvl)+self.Delta3 self.agi=self.char['agi'] + (self.agidt*self.lvl)+self.Delta4 self.int=self.char['int']+(self.intdt*self.lvl)+self.Delta5 self.hpgain=(self.strdt+self.Delta1)*19 self.mpgain=(self.intdt+self.Delta3)*13 self.maxhp=590+self.str*19 self.maxmp=290+self.int*13 #some error here # self.heal(self.hpgain) # self.replenish(self.mpgain) self.armor=self.char['armor'] +(self.agi/7)+self.Delta2 self.atkspeed=1.5/self.agi if self.type=='str': self.TYPESTR() if self.type=='agi': self.TYPEAGI() if self.type=='int': self.TYPEINT() self.healrate=0.03 *self.str self.mprate=0.02 *self.int self.GOLD.setText(str(self.gold)) self.hpbar['range']=int(self.maxhp) self.hpbar['value']=int(self.curhp) self.mpbar['range']=int(self.maxmp) self.mpbar['value']=int(self.curmp) self.lvlbar['range']=int(10*self.lvl) self.lvlbar['value']=int(self.xp) self.HP['text']="HP"+str(int(self.curhp))+"/"+str(int(self.maxhp)) self.MP['text']="MP"+str(int(self.curmp))+"/"+str(int(self.maxmp)) self.DAM['text']=str(int(self.mindamage))+'-'+str(int(self.maxdamage)) self.ARM['text']=str(int(self.armor)) self.STR['text']=str(int(self.str)) self.AGI['text']=str(int(self.agi)) self.INT['text']=str(int(self.int)) self.LVL['text']="LEVEL "+str(int(self.lvl)) if self.xp>=20*20: self.lvlup() if self.curhp<=0: taskMgr.add(self.Death,"death") self.x1,self.y1=self.model.getX(),self.model.getY() self.x2,self.y2=self.dumm.getX(),self.dumm.getY() self.mini=sqrt(pow(self.x1-self.x2,2)+pow(self.y1-self.y2,2)) Debug2(self,str(self.mini)) elapsed = globalClock.getDt() self.dt=elapsed self.setHPColor() self.checkAnim() self.checkKeys() # base.camera.lookAt(self.model) # self.floater.setPos(self.model.getPos()) # base.camera.lookAt(self.floater) return task.cont def Death(self,task): self.isDead=True Debug2(self,str(task.time)) if self.isDead==True: self.model.reparentTo(hidden) self.panel.detachNode() self.deathtime=(self.lvl+1)*3 self.isDead=False if int(task.time)==self.deathtime: self.model.setPos(self.StartPos) self.model.reparentTo(render) self.curhp=self.maxhp self.model.loop("walk") self.display() taskMgr.remove("death") # self.deathtxt.destroy() return task.cont def MousePos(self, task): #This Took me 1.5 Months to Learn if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.mpos3d = Point3() nearPoint = Point3() farPoint = Point3() base.camLens.extrude(mpos, nearPoint, farPoint) if self.plane.intersectsLine(self.mpos3d, render.getRelativePoint(camera, nearPoint),render.getRelativePoint(camera, farPoint)): pass return task.again def destroy(self): self.panel.detachNode() self.t1.destroy() self.t2.destroy() self.model.remove() self.timesec.destroy() self.timemin.destroy() self.UnsetupEvents()
class CollisionManager: 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 input_init(self): self.DO=DirectObject() self.DO.accept('mouse1', self.mouse_click, ["1-down"]) self.DO.accept('mouse1-up', self.mouse_click, ["1-up"]) self.DO.accept('mouse3', self.mouse_click, ["3-down"]) self.DO.accept('0', self.placement_ghost.change_player, [0]) self.DO.accept('1', self.placement_ghost.change_player, [1]) self.DO.accept('2', self.placement_ghost.change_player, [2]) self.DO.accept('a', self.placement_ghost.change_type, ["army"]) self.DO.accept('t', self.placement_ghost.change_type, ["tower"]) self.DO.accept('control-s', base.xml_manager.save) 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-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) def col_against_object(self,entry): if entry.getIntoNodePath().getParent() != self.pickable: np_from=entry.getFromNodePath() np_into=entry.getIntoNodePath() self.selected_type = np_into.getTag("type") self.pickable = np_into.getParent() def col_in_object(self,entry): if base.state == "selecting": np_into=entry.getIntoNodePath() np_into.getParent().setColor(0.5,0.5,0.5,1) def col_out_object(self,entry): np_into=entry.getIntoNodePath() try: np_into.getParent().clearColor() except: print "ERROR CLEARING COLOUR" def get_mouse_plane_pos(self, task): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pos3d = Point3() nearPoint = Point3() farPoint = Point3() base.camLens.extrude(mpos, nearPoint, farPoint) if self.plane.intersectsLine(self.pos3d, render.getRelativePoint(camera, nearPoint), render.getRelativePoint(camera, farPoint)): #print "Mouse ray intersects ground plane at ", self.pos3d self.model_node.setPos(render, self.pos3d) self.placement_ghost.set_position(self.pos3d[0],self.pos3d[1]) return task.again def ray_update(self,task): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(),mpos.getY()) return task.cont def task_mouse_place(self,task): if base.mouseWatcherNode.isButtonDown(MouseButton.one()): self.placing_object = True self.place_pos = (self.anchor_x,self.anchor_y) self.line_dir.remove() ls = LineSegs() ls.move_to(self.anchor_x,self.anchor_y,1) ls.draw_to(self.model.getX(),self.model.getY(),1) node = ls.create() angle1 = math.atan2(self.anchor_y - self.anchor_y,self.anchor_x - self.anchor_x+50) angle2 = math.atan2(self.anchor_y - self.model.getY(),self.anchor_x - self.model.getY()); final_angle = angle1-angle2; self.model.setHpr(final_angle,0,0) self.line_dir = NodePath(node) self.line_dir.reparentTo(render) return task.again else: self.line_dir.hide() taskMgr.add(self.task_mouse_press_check, "checkMousePress") return task.done def task_mouse_press_check(self,task): if base.mouseWatcherNode.isButtonDown(MouseButton.one()): #if self.multi_select == True: self.anchor_x,self.anchor_y = self.model.getX(),self.model.getY() taskMgr.add(self.task_mouse_place, "multibox") return task.done return task.again def mouse_click(self,status): print base.state if status == "1-down": if base.state == "placement": if self.placement_ghost.get_type() == "tower": obj = self.placement_ghost.place("tower",self.model.getX(),self.model.getY()) elif self.placement_ghost.get_type() == "army": obj = self.placement_ghost.place("army",self.model.getX(),self.model.getY()) base.details_box.set_object(obj) base.change_state("modifying") elif base.state == "moving": obj = base.details_box.get_object() obj.set_position(self.pos3d[0],self.pos3d[1]) base.change_state("modifying") elif base.state == "selecting" and self.pickable != None: obj = base.get_obj_from_node(self.pickable) base.details_box.set_object(obj,"selecting") base.change_state("modifying") elif status == "1-up": print "Mouse",status elif status == "3-down": if base.state == "placement": base.change_state("selecting") elif base.state == "selecting": base.change_state("placement")
class MouseControls(DirectObject.DirectObject): def __init__(self): self.keys = {} for char in string.ascii_lowercase: self.keys[char] = BUTTON_UP def makeKeyPair(ch): def keyUp(): self.keys[ch] = BUTTON_DOWN #print "%s UP" % (ch) def keyDown(): self.keys[ch] = BUTTON_UP #print "%s DOWN" % (ch) return [keyUp, keyDown] keyPair = makeKeyPair(char) self.accept(char, keyPair[0]) self.accept(char + '-up', keyPair[1]) self.accept('mouse1', self.leftClick) self.accept('mouse1-up', self.leftClickUp) self.accept('mouse2', self.mClick) self.accept('mouse2-up', self.mClickUp) self.accept('mouse3', self.rightClick) self.accept('mouse3-up', self.rightClickUp) self.mouse1Down = False self.mouse2Down = False self.mouse3Down = False self.trackMouseTimeOld = 0 self.trackMouseX = 0 self.trackMouseY = 0 self.trackMouse_Mouse1DownOld = False self.trackMouse_Mouse2DownOld = False self.trackMouse_Mouse3DownOld = False taskMgr.add(self.trackMouseTask, 'trackMouseTask') # base.cTrav = CollisionTraverser() self.pickerQ = CollisionHandlerQueue() self.pickerCollN = CollisionNode('mouseRay') self.pickerCamN = base.camera.attachNewNode(self.pickerCollN) self.pickerCollN.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerCollN.addSolid(self.pickerRay) base.cTrav.addCollider(self.pickerCamN, self.pickerQ) self.objectUnderCursor = None #taskMgr.add(self.mousePickerTask, 'Mouse picker process') def leftClick(self): self.mouse1Down = True #Collision traversal pickerNode = CollisionNode('mouseRay') pickerNP = base.camera.attachNewNode(pickerNode) pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) pickerRay = CollisionRay() pickerNode.addSolid(pickerRay) myTraverser = CollisionTraverser() myHandler = CollisionHandlerQueue() myTraverser.addCollider(pickerNP, myHandler) if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) myTraverser.traverse(render) # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue. if myHandler.getNumEntries() > 0: # This is so we get the closest object myHandler.sortEntries() pickedObj = myHandler.getEntry(0).getIntoNodePath() objTag = pickedObj.findNetTag('mouseCollisionTag').getTag( 'mouseCollisionTag') if objTag and len(objTag) > 0: messenger.send('object_click', [objTag]) pickerNP.remove() def leftClickUp(self): self.mouse1Down = False def mClick(self): self.mouse2Down = True def mClickUp(self): self.mouse2Down = False def rightClick(self): self.mouse3Down = True def rightClickUp(self): self.mouse3Down = False def trackMouseTask(self, task): timeElapsed = task.time - self.trackMouseTimeOld if timeElapsed < 0.05: return Task.cont self.trackMouseTimeOld = task.time if base.mouseWatcherNode.hasMouse(): mX = base.mouseWatcherNode.getMouseX() mY = base.mouseWatcherNode.getMouseY() diffX = mX - self.trackMouseX diffY = mY - self.trackMouseY if (abs(diffX) > DRAG_THRESH) or (abs(diffY) > DRAG_THRESH): messenger.send('mouseDelta', [diffX, diffY]) self.trackMouseX = mX self.trackMouseY = mY if self.trackMouse_Mouse1DownOld and self.mouse1Down: messenger.send('mouse1Delta', [diffX, diffY]) if self.trackMouse_Mouse2DownOld and self.mouse2Down: messenger.send('mouse2Delta', [diffX, diffY]) if self.trackMouse_Mouse3DownOld and self.mouse3Down: messenger.send('mouse3Delta', [diffX, diffY]) self.trackMouse_Mouse1DownOld = self.mouse1Down self.trackMouse_Mouse2DownOld = self.mouse2Down self.trackMouse_Mouse3DownOld = self.mouse3Down return Task.cont def mousePickerTask(self, task): print 'lalala: ', self.objectUnderCursor if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) #self.picker.traverse(base.render) if self.pickerQ.getNumEntries() > 0: self.pickerQ.sortEntries() firstNode = self.pickerQ.getEntry(0).getIntoNode() if firstNode != self.objectUnderCursor: if self.objectUnderCursor: messenger.send( 'interactive-scene-event', [self.objectUnderCursor.getName(), 'rollout']) print 'Rollout', self.objectUnderCursor.getName() self.objectUnderCursor = firstNode messenger.send( 'interactive-scene-event', [self.objectUnderCursor.getName(), 'rollin']) print 'Rollin', self.objectUnderCursor.getName() else: if self.objectUnderCursor: messenger.send( 'interactive-scene-event', [self.objectUnderCursor.getName(), 'rollout']) print 'Rollout', self.objectUnderCursor.getName() self.objectUnderCursor = None return task.cont
class CollisionManager: 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 col_army_against_battle(self, entry): print "Army Joins!" #base.net_manager.battle_join(bat,army) army = entry.getFromNodePath() a_id = int(army.getParent().getTag("id")) a = base.armies[a_id] if a.state == "normal": battle = entry.getIntoNodePath() b_id = int(battle.getParent().getTag("id")) if base.single_player == False: base.net_manager.server_messager( "battle_armyadd", [b_id, a_id, a.node_path.getX(), a.node_path.getY()]) a = base.armies[a_id] b = base.battles[b_id] b.add_army(a) def col_p1_into_p2(self, entry): if entry.getFromNodePath().getTag( "state") == "normal" and entry.getIntoNodePath().getTag( "state") == "normal" and entry.getIntoNodePath().getTag( "type") == "army" and entry.getFromNodePath().getTag( "type") == "army": #base.net_manager.battle_start(a1,a2) army1 = entry.getFromNodePath() army2 = entry.getIntoNodePath() a1_id = int(army1.getParent().getTag("id")) a2_id = int(army2.getParent().getTag("id")) a1 = base.armies[a1_id] a2 = base.armies[a2_id] a1.stop() a2.stop() base.battles.append(TimObjects.Battle([a1, a2])) def col_army_against_tower(self, entry): print "TOWER COLLIDE", entry.getIntoNodePath().getParent().getTag("id") print entry.getIntoNodePath().getParent().getTag( "player"), "vs", entry.getFromNodePath().getParent().getTag( "player") if entry.getIntoNodePath().getParent().getTag( "player") != entry.getFromNodePath().getParent().getTag( "player"): tower = entry.getIntoNodePath() tower_id = int(tower.getParent().getTag("id")) invader = int(entry.getFromNodePath().getParent().getTag("player")) if base.client == False and base.towers[tower_id].capture_check(): base.towers[tower_id].change_owner(invader) if base.single_player == False: base.net_manager.server_messager("tower_capture", [tower_id, invader]) def col_in_object(self, entry): np_into = entry.getIntoNodePath() np_into.getParent().setColor(0.5, 0.5, 0.5, 0.1) #self.global_text.setText(np_into.getName()) if np_into.getTag("type") == "battle": print "You're in a battle" #print "in" def col_out_object(self, entry): np_into = entry.getIntoNodePath() #print "out" try: np_into.getParent().setColor(1, 1, 1, 1) except: print "ERROR CLEARING COLOUR" #self.global_text.setText("") self.pickable = None self.selected_type = "none" def col_against_object(self, entry): if entry.getIntoNodePath().getParent() != self.pickable: np_from = entry.getFromNodePath() np_into = entry.getIntoNodePath() self.selected_type = np_into.getTag("type") self.pickable = np_into.getParent() def mouse_click(self, status): print "click" in_statbar = base.vis_manager.statbar.mouse_in_bar() if self.pickable and in_statbar == False: if status == "down": if self.selected_type == "army": if base.armies[int(self.pickable.getTag( "id"))].state == "normal" or base.armies[int( self.pickable.getTag("id"))].state == "new": for obj in self.selecteds: obj.deselect() print obj.my_id, "deselected" self.selecteds = [] self.pickable.setScale(0.95 * 10) self.selected = int(self.pickable.getTag("id")) self.selected_node = self.pickable self.selecteds.append(base.armies[self.selected]) base.armies[self.selected].select() print "You clicked on Army" + str(self.selected) base.vis_manager.statbar.show_army(self.selected) elif self.selected_type == "tower": for obj in self.selecteds: obj.deselect() print obj.my_id, "deselected" self.selecteds = [] self.selected = int(self.pickable.getTag("id")) self.selected_node = self.pickable self.selecteds.append(base.towers[self.selected]) base.towers[self.selected].select() print "You clicked on a tower" base.vis_manager.statbar.show_tower(self.selected) elif self.selected_type == "battle": self.selected = int(self.pickable.getTag("id")) self.selected_node = self.pickable print "You clicked on a battle" base.vis_manager.statbar.show_battle(self.selected) if status == "up": if self.selected_type == "army": self.pickable.setScale(1.0 * 10) elif status == "up" and self.multi_select == True: self.multi_select = False self.select_all_in_box() elif in_statbar == True: print "in box" elif self.pickable == None: for obj in self.selecteds: obj.deselect() print obj.my_id, "deselected" self.selecteds = [] self.selected = -1 self.selected_node = None base.vis_manager.statbar.reset_statbar() def select_all_in_box(self): for obj in self.selecteds: obj.deselect() print obj.my_id, "deselected" self.selecteds = [] print "select units in box" for a in base.armies: if a.node_col.getTag("type") == "army" and ( a.state == "normal" or a.state == "new") and a.player == base.player: x = a.get_x() y = a.get_y() if self.box_x < self.model.getX( ) and self.box_y > self.model.getY(): if x < self.model.getX( ) and x > self.box_x and y > self.model.getY( ) and y < self.box_y: self.selecteds.append(a) a.select() elif self.box_x < self.model.getX( ) and self.box_y < self.model.getY(): if x < self.model.getX( ) and x > self.box_x and y < self.model.getY( ) and y > self.box_y: self.selecteds.append(a) a.select() elif self.box_x > self.model.getX( ) and self.box_y < self.model.getY(): if x > self.model.getX( ) and x < self.box_x and y < self.model.getY( ) and y > self.box_y: self.selecteds.append(a) a.select() elif self.box_x > self.model.getX( ) and self.box_y > self.model.getY(): if x > self.model.getX( ) and x < self.box_x and y > self.model.getY( ) and y < self.box_y: self.selecteds.append(a) a.select() def task_select_check(self, task): if base.mouseWatcherNode.isButtonDown(MouseButton.one()): #if self.multi_select == True: self.box_x, self.box_y = self.model.getX(), self.model.getY() taskMgr.add(self.draw_multiselect_box, "multibox") return task.done return task.cont def draw_multiselect_box(self, task): if base.mouseWatcherNode.isButtonDown(MouseButton.one()): self.multi_select = True self.select_box.remove() ls = LineSegs() ls.move_to(self.box_x, self.box_y, 1) ls.draw_to(self.model.getX(), self.box_y, 1) ls.draw_to(self.model.getX(), self.model.getY(), 1) ls.draw_to(self.box_x, self.model.getY(), 1) ls.draw_to(self.box_x, self.box_y, 1) node = ls.create() #text = TextNode('text') #text.setText(str(self.box_x)+","+str(self.box_y)+"\n"+str(self.model.getX())+","+str(self.model.getY())) #textnp = NodePath(text) #textnp.setPos(self.box_x,self.box_y,1) #textnp.setHpr(0,-90,0) #textnp.setScale(20.0) self.select_box = NodePath(node) #textnp.reparentTo(self.select_box) self.select_box.reparentTo(render) return task.cont else: self.select_box.hide() taskMgr.add(self.task_select_check, "updatePicker") return task.done def mouse_order(self): print "mouse_order" # if self.selected != -1 and base.armies[self.selected].state == "normal": # print "orders sent" for a in self.selecteds: if a.node_col.getTag("type") == "army": if len(self.selecteds) > 1: randomness = (len(self.selecteds) - 1) * 10 a.set_target( True, self.pos3d.getX() + random.randint(0, randomness) - randomness / 2, self.pos3d.getY() + random.randint(0, randomness) - randomness / 2) else: a.set_target(True, self.pos3d.getX(), self.pos3d.getY()) def get_mouse_plane_pos(self, task): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pos3d = Point3() nearPoint = Point3() farPoint = Point3() base.camLens.extrude(mpos, nearPoint, farPoint) if self.plane.intersectsLine( self.pos3d, render.getRelativePoint(camera, nearPoint), render.getRelativePoint(camera, farPoint)): #print "Mouse ray intersects ground plane at ", self.pos3d self.model.setPos(render, self.pos3d) return task.again def ray_update(self, task): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) return task.cont
class NodeRaycaster: def __init__(self, renderer): self.log = logging.getLogger('pano.raycaster') self.renderer = renderer #Stores the collisions of the camera ray with the cubemap self.collisionsQueue = None #Variables for setting up collision detection in Panda self.pickerNP = None self.pickerNode = None self.pickerRay = None self.traverser = None def initialize(self): """ To setup collision detection we need: a. A CollisionNode having a ray as its solid and placed at the position of the camera while also having the same orientation as the camera. b. A new nodepath placed in the scenegraph as an immediate child of the camera. It will be used to insert the collision node in the scenegraph. c. A CollisionRay for firing rays based on mouse clicks. d. A collisions traverser. e. A collisions queue where all found collisions will be stored for later processing. """ self.traverser = CollisionTraverser('Hotspots collision traverser') self.collisionsQueue = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.pickerNP = self.renderer.getCamera().attachNewNode( self.pickerNode) self.traverser.addCollider(self.pickerNP, self.collisionsQueue) def dispose(self): if self.pickerNP is not None: self.traverser.removeCollider(self.pickerNP) self.pickerNode.clearSolids() self.pickerNP.removeNode() def raycastWindow(self, x, y, returnAll=False): ''' Casts a camera ray, whose origin is implicitly defined by the given window coordinates, against the rendered scene returns information regarding the hit point, if any. @param x: The x window coordinate of the ray's origin in render2d space. @param y: The y window coordinate of the ray's origin in render2d space @param returnAll: If set to False then only the closest collided geometry is returned, otherwise all nodepaths whose collision nodes were intersected by the camera ray will be returned. @return: If returnAll was False, then a list containing a tuple of the form (topmost intersected NodePath, contact point Point3f). if returnAll was set to True, a list of tuples in the same form as above, one tuple for each intersection. None if no collision occurred. ''' #This makes the ray's origin the camera and makes the ray point #to the screen coordinates of the mouse self.pickerRay.setFromLens(self.renderer.getCamera().node(), x, y) #Check for collision only with the node self.traverser.traverse(self.renderer.getSceneRoot()) if self.collisionsQueue.getNumEntries() > 0: if not returnAll: self.collisionsQueue.sortEntries() cEntry = self.collisionsQueue.getEntry(0) if cEntry.hasInto(): return [(cEntry.getIntoNodePath(), cEntry.getSurfacePoint())] else: return None else: nodepaths = [] for i in xrange(self.collisionsQueue.getNumEntries()): cEntry = self.collisionsQueue.getEntry(i) if cEntry.hasInto(): # self.log.debug('adding collision into-nodepath: %s' % str(cEntry.getIntoNodePath())) intoNP = cEntry.getIntoNodePath() nodepaths.append( (intoNP, cEntry.getSurfacePoint(intoNP))) return nodepaths
class CameraHandler(DirectObject.DirectObject): def __init__(self, parserClass, mapLoaderClass, modelLoaderClass, mainClass, mapWidth, mapHeight, scrollborder, zoomInSpeed, zoomOutSpeed, zoomMax, zoomMin): self.zoomMax = zoomMax self.zoomMin = zoomMin base.disableMouse() # This disables the default mouse based camera control used by panda. This default control is awkward, and won't be used. base.camera.setPos(10,20,10) base.camera.lookAt(0,0,0) # Gives the camera an initial position and rotation. self.mx,self.my = 0,0 # Sets up variables for storing the mouse coordinates self.orbiting = False # A boolean variable for specifying whether the camera is in orbiting mode. Orbiting mode refers to when the camera is being moved # because the user is holding down the right mouse button. self.target = Vec3() # sets up a vector variable for the camera's target. The target will be the coordinates that the camera is currently focusing on. self.camDist = 20 # A variable that will determine how far the camera is from it's target focus self.panRateDivisor = 100. # This variable is used as a divisor when calculating how far to move the camera when panning. Higher numbers will yield slower panning # and lower numbers will yield faster panning. This must not be set to 0. self.panZoneSize = scrollborder # This variable controls how close the mouse cursor needs to be to the edge of the screen to start panning the camera. It must be less than 1, # and I recommend keeping it less than .2 self.panLimitsX = Vec2(0, 4*mapWidth) self.panLimitsY = Vec2(0, 4*mapHeight) # These two vairables will serve as limits for how far the camera can pan, so you don't scroll away from the map. self.setTarget(0,0,0) # calls the setTarget function to set the current target position to the origin. self.turnCameraAroundPoint(0,0) # calls the turnCameraAroundPoint function with a turn amount of 0 to set the camera position based on the target and camera distance self.accept("mouse2",self.startOrbit) # sets up the camrea handler to accept a right mouse click and start the "drag" mode. self.accept("mouse2-up",self.stopOrbit) # sets up the camrea handler to understand when the right mouse button has been released, and ends the "drag" mode when # the release is detected. # The next pair of lines use lambda, which creates an on-the-spot one-shot function. self.accept("wheel_up",lambda : self.adjustCamDist(zoomInSpeed)) # sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the # adjustCamDist function with the argument 0.9 self.accept("wheel_down",lambda : self.adjustCamDist(zoomOutSpeed)) # sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the # adjustCamDist function with the argument 1.1 # ######### self.tileSelected = (0,0) #** Collision events ignition base.cTrav = CollisionTraverser() collisionHandler = CollisionHandlerEvent() self.collisionHandler2 = CollisionHandlerQueue() pickerNode=CollisionNode('mouseraycnode') pickerNP=base.camera.attachNewNode(pickerNode) self.pickerRay=CollisionRay() pickerNode.addSolid(self.pickerRay) base.cTrav.showCollisions(render) # The ray tag pickerNode.setTag('rays','ray1') base.cTrav.addCollider(pickerNP, self.collisionHandler2) self.accept("mouse1", self.mouseClick, [mapLoaderClass]) self.accept("q", self.mineWall, [parserClass, modelLoaderClass, mapLoaderClass, mainClass]) taskMgr.add(self.rayupdate, "blah") ########## taskMgr.add(self.camMoveTask,'camMoveTask') # sets the camMoveTask to be run every frame ########## def rayupdate(self, task): if base.mouseWatcherNode.hasMouse(): self.entry=0 self.collisionHandler2.sortEntries() if self.collisionHandler2.getNumEntries()>0: self.entry=self.collisionHandler2.getEntry(0) mpos=base.mouseWatcherNode.getMouse() # this function will set our ray to shoot from the actual camera lenses off the 3d scene, passing by the mouse pointer position, # making magically hit what is pointed by it in the 3d space self.pickerRay.setFromLens(base.camNode, mpos.getX(),mpos.getY()) return task.cont def mineWall(self, parserClass, modelLoaderClass, mapLoaderClass, mainClass): if (self.tileSelected != (0,0)): mainClass.mineWall(mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]], parserClass, modelLoaderClass, mapLoaderClass) def mouseClick(self, mapLoaderClass): if (self.entry!=0): x = int(self.entry.getIntoNode().getName()[len(self.entry.getIntoNode().getName())-6:len(self.entry.getIntoNode().getName())-4]) y = int(self.entry.getIntoNode().getName()[len(self.entry.getIntoNode().getName())-2:]) if (mapLoaderClass.tileArray[y][x].selectable == True): mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]].model.setColor(1,1,1,1) mapLoaderClass.tileArray[y][x].model.setColor(0.5,1,0.5,1) self.tileSelected = (x, y) else: mapLoaderClass.tileArray[self.tileSelected[1]][self.tileSelected[0]].model.setColor(1,1,1,1) self.tileSelected = (0,0) # print self.tileSelected def turnCameraAroundPoint(self, deltaX, deltaY): # This function performs two important tasks. First, it is used for the camera orbital movement that occurs when the # right mouse button is held down. It is also called with 0s for the rotation inputs to reposition the camera during the # panning and zooming movements. # The delta inputs represent the change in rotation of the camera, which is also used to determine how far the camera # actually moves along the orbit. newCamHpr = Vec3() newCamPos = Vec3() # Creates temporary containers for the new rotation and position values of the camera. camHpr=base.camera.getHpr() # Creates a container for the current HPR of the camera and stores those values. newCamHpr.setX(camHpr.getX()+deltaX) newCamHpr.setY(self.clamp(camHpr.getY()-deltaY, -85, -10)) newCamHpr.setZ(camHpr.getZ()) # Adjusts the newCamHpr values according to the inputs given to the function. The Y value is clamped to prevent # the camera from orbiting beneath the ground plane and to prevent it from reaching the apex of the orbit, which # can cause a disturbing fast-rotation glitch. base.camera.setHpr(newCamHpr) # Sets the camera's rotation to the new values. angleradiansX = newCamHpr.getX() * (math.pi / 180.0) angleradiansY = newCamHpr.getY() * (math.pi / 180.0) # Generates values to be used in the math that will calculate the new position of the camera. newCamPos.setX(self.camDist*math.sin(angleradiansX)*math.cos(angleradiansY)+self.target.getX()) newCamPos.setY(-self.camDist*math.cos(angleradiansX)*math.cos(angleradiansY)+self.target.getY()) newCamPos.setZ(-self.camDist*math.sin(angleradiansY)+self.target.getZ()) base.camera.setPos(newCamPos.getX(),newCamPos.getY(),newCamPos.getZ()) # print (newCamPos.getX(),newCamPos.getY(),newCamPos.getZ()) # Performs the actual math to calculate the camera's new position and sets the camera to that position. #Unfortunately, this math is over my head, so I can't fully explain it. base.camera.lookAt(self.target.getX(),self.target.getY(),self.target.getZ() ) # Points the camera at the target location. def setTarget(self, x, y, z): #This function is used to give the camera a new target position. x = self.clamp(x, self.panLimitsX.getX(), self.panLimitsX.getY()) self.target.setX(x) y = self.clamp(y, self.panLimitsY.getX(), self.panLimitsY.getY()) self.target.setY(y) self.target.setZ(z) # Stores the new target position values in the target variable. The x and y values are clamped to the pan limits. def setPanLimits(self, xMin, xMax, yMin, yMax): # This function is used to set the limitations of the panning movement. self.panLimitsX = (xMin, xMax) self.panLimitsY = (yMin, yMax) # Sets the inputs into the limit variables. def clamp(self, val, minVal, maxVal): # This function constrains a value such that it is always within or equal to the minimum and maximum bounds. val = min( max(val, minVal), maxVal) # This line first finds the larger of the val or the minVal, and then compares that to the maxVal, taking the smaller. This ensures # that the result you get will be the maxVal if val is higher than it, the minVal if val is lower than it, or the val itself if it's # between the two. return val # returns the clamped value def startOrbit(self): # This function puts the camera into orbiting mode. self.orbiting=True # Sets the orbiting variable to true to designate orbiting mode as on. def stopOrbit(self): # This function takes the camera out of orbiting mode. self.orbiting=False # Sets the orbiting variable to false to designate orbiting mode as off. def adjustCamDist(self, distFactor): # This function increases or decreases the distance between the camera and the target position to simulate zooming in and out. # The distFactor input controls the amount of camera movement. # For example, inputing 0.9 will set the camera to 90% of it's previous distance. self.camDist=self.camDist*distFactor if (self.camDist >= self.zoomMax): self.camDist = self.zoomMax elif (self.camDist <= self.zoomMin): self.camDist = self.zoomMin # Sets the new distance into self.camDist. self.turnCameraAroundPoint(0,0) # Calls turnCameraAroundPoint with 0s for the rotation to reset the camera to the new position. def camMoveTask(self, task): # This task is the camera handler's work house. It's set to be called every frame and will control both orbiting and panning the camera. if base.mouseWatcherNode.hasMouse(): # We're going to use the mouse, so we have to make sure it's in the game window. If it's not and we try to use it, we'll get # a crash error. mpos = base.mouseWatcherNode.getMouse() # Gets the mouse position if self.orbiting: # Checks to see if the camera is in orbiting mode. Orbiting mode overrides panning, because it would be problematic if, while # orbiting the camera the mouse came close to the screen edge and started panning the camera at the same time. self.turnCameraAroundPoint((self.mx-mpos.getX())*100,(self.my-mpos.getY())*100) # calculates new values for camera rotation based on the change in mouse position. mx and my are used here as the old # mouse position. else: # If the camera isn't in orbiting mode, we check to see if the mouse is close enough to the edge of the screen to start panning moveY=False moveX=False # these two booleans are used to denote if the camera needs to pan. X and Y refer to the mouse position that causes the # panning. X is the left or right edge of the screen, Y is the top or bottom. if self.my > (1 - self.panZoneSize): angleradiansX1 = base.camera.getH() * (math.pi / 180.0) panRate1 = (1 - self.my - self.panZoneSize) * (self.camDist / self.panRateDivisor) * 2 moveY = True if self.my < (-1 + self.panZoneSize): angleradiansX1 = base.camera.getH() * (math.pi / 180.0)+math.pi panRate1 = (1 + self.my - self.panZoneSize)*(self.camDist / self.panRateDivisor) moveY = True if self.mx > (1 - self.panZoneSize): angleradiansX2 = base.camera.getH() * (math.pi / 180.0)+math.pi*0.5 panRate2 = (1 - self.mx - self.panZoneSize) * (self.camDist / self.panRateDivisor) * 2 moveX = True if self.mx < (-1 + self.panZoneSize): angleradiansX2 = base.camera.getH() * (math.pi / 180.0)-math.pi*0.5 panRate2 = (1 + self.mx - self.panZoneSize) * (self.camDist / self.panRateDivisor) moveX = True # These four blocks check to see if the mouse cursor is close enough to the edge of the screen to start panning and then # perform part of the math necessary to find the new camera position. Once again, the math is a bit above my head, so # I can't properly explain it. These blocks also set the move booleans to true so that the next lines will move the camera. if moveY: tempX = self.target.getX()+math.sin(angleradiansX1)*panRate1 tempX = self.clamp(tempX, self.panLimitsX.getX(), self.panLimitsX.getY()) self.target.setX(tempX) tempY = self.target.getY()-math.cos(angleradiansX1)*panRate1 tempY = self.clamp(tempY, self.panLimitsY.getX(), self.panLimitsY.getY()) self.target.setY(tempY) self.turnCameraAroundPoint(0,0) if moveX: tempX = self.target.getX()-math.sin(angleradiansX2)*panRate2 tempX = self.clamp(tempX, self.panLimitsX.getX(), self.panLimitsX.getY()) self.target.setX(tempX) tempY = self.target.getY()+math.cos(angleradiansX2)*panRate2 tempY = self.clamp(tempY, self.panLimitsY.getX(), self.panLimitsY.getY()) self.target.setY(tempY) self.turnCameraAroundPoint(0,0) # These two blocks finalize the math necessary to find the new camera position and apply the transformation to the # camera's TARGET. Then turnCameraAroundPoint is called with 0s for rotation, and it resets the camera position based # on the position of the target. The x and y values are clamped to the pan limits before they are applied. # print(self.target) self.mx=mpos.getX() self.my=mpos.getY() # The old mouse positions are updated to the current mouse position as the final step. return task.cont
class MousePicker(p3d.SingleTask): """ Class to represent a ray fired from the input camera lens using the mouse. """ def __init__(self, *args, **kwargs): p3d.SingleTask.__init__(self, *args, **kwargs) self.fromCollideMask = kwargs.pop('fromCollideMask', None) self.node = None self.collEntry = None # Create collision nodes self.collTrav = CollisionTraverser() #self.collTrav.showCollisions( render ) self.collHandler = CollisionHandlerQueue() self.pickerRay = CollisionRay() # Create collision ray pickerNode = CollisionNode(self.name) pickerNode.addSolid(self.pickerRay) pickerNode.setIntoCollideMask(BitMask32.allOff()) pickerNp = self.camera.attachNewNode(pickerNode) self.collTrav.addCollider(pickerNp, self.collHandler) # Create collision mask for the ray if one is specified if self.fromCollideMask is not None: pickerNode.setFromCollideMask(self.fromCollideMask) # Bind mouse button events eventNames = ['mouse1', 'control-mouse1', 'mouse1-up'] for eventName in eventNames: self.accept(eventName, self.FireEvent, [eventName]) def OnUpdate(self, task, x=None, y=None): # Update the ray's position if self.mouseWatcherNode.hasMouse(): mp = self.mouseWatcherNode.getMouse() x, y = mp.getX(), mp.getY() if x is None or y is None: return self.pickerRay.setFromLens(self.camera.node(), x, y) # Traverse the hierarchy and find collisions self.collTrav.traverse(self.rootNp) if self.collHandler.getNumEntries(): # If we have hit something, sort the hits so that the closest is first self.collHandler.sortEntries() collEntry = self.collHandler.getEntry(0) node = collEntry.getIntoNode() # If this node is different to the last node, send a mouse leave # event to the last node, and a mouse enter to the new node if node != self.node: if self.node is not None: messenger.send('%s-mouse-leave' % self.node.getName(), [self.collEntry]) messenger.send('%s-mouse-enter' % node.getName(), [collEntry]) # Send a message containing the node name and the event over name, # including the collision entry as arguments messenger.send('%s-mouse-over' % node.getName(), [collEntry]) # Keep these values self.collEntry = collEntry self.node = node elif self.node is not None: # No collisions, clear the node and send a mouse leave to the last # node that stored messenger.send('%s-mouse-leave' % self.node.getName(), [self.collEntry]) self.node = None def FireEvent(self, event): """ Send a message containing the node name and the event name, including the collision entry as arguments. """ if self.node is not None: messenger.send('%s-%s' % (self.node.getName(), event), [self.collEntry]) def GetFirstNodePath(self): """ Return the first node in the collision queue if there is one, None otherwise. """ if self.collHandler.getNumEntries(): collEntry = self.collHandler.getEntry(0) return collEntry.getIntoNodePath() return None
class MousePicker( p3d.Object ): """ Class to represent a ray fired from the input camera lens using the mouse. """ def __init__( self, name, camera=None, rootNp=None, fromCollideMask=None, pickTag=None, gizmos=None ): p3d.Object.__init__( self, name, camera, rootNp ) self.fromCollideMask = fromCollideMask self.pickTag = pickTag self.selection = set([]) self.node = None self.np = None self.collEntry = None self.gizmos = gizmos assert self.gizmos is not None # Create a marquee self.marquee = marquee.Marquee( '%sMarquee' % self.name ) # Create collision ray self.pickerRay = CollisionRay() # Create collision node pickerNode = CollisionNode( self.name ) pickerNode.addSolid( self.pickerRay ) pickerNode.setFromCollideMask( self.fromCollideMask ) self.pickerNp = camera.attachNewNode( pickerNode ) #pickerNp.setCollideMask(AXIS_COLLISION_MASK) self.collHandler = CollisionHandlerQueue() self.collTrav = CollisionTraverser() self.collTrav.showCollisions( render ) self.collTrav.addCollider( self.pickerNp, self.collHandler ) # Bind mouse button events eventNames = ['mouse1', 'control-mouse1', 'mouse1-up'] for eventName in eventNames: self.accept( eventName, self.FireEvent, [eventName] ) #== self.selectionCol = None def FireEvent( self, event ): # Send a message containing the node name and the event name, including # the collision entry as arguments print "FireEvent", event, self.node if self.node is not None: print self.np, self.np.getName() messenger.send( '%s-%s' % ( self.node.getName(), event ), [self.collEntry] ) elif event in ('mouse1', 'control-mouse1'): self.StartSelection() elif event == 'mouse1-up': if self.marquee.started: self.StopSelection() def UpdateTask( self, task ): #self.collTrav.traverse( self.rootNp ) # Traverse the hierarchy and find collisions self.collTrav.traverse(render) # Traverse the hierarchy and find collisions if self.collHandler.getNumEntries(): # If we have hit something, self.collHandler.sortEntries() # sort the hits so that the closest is first collEntry = self.collHandler.getEntry( 0 ) else: collEntry = None self.set_node( collEntry) # updating the pickerRay if base.mouseWatcherNode.hasMouse(): mp = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens( self.camera.node(), mp.getX(), mp.getY() ) return task.cont def set_node(self, collEntry): #== if collEntry : new_node = collEntry.getIntoNode() else : new_node = None #== if new_node == self.node : # ultra triky bit, even if the node is th same # the collision is not and it is used for the picking later on if collEntry : self.collEntry = collEntry return #== if self.node is not None: messenger.send( '%s-mouse-leave' % self.node.getName()) self.np.setColorScale( Vec4(1) ) self.node = None #== if new_node is not None: self.collEntry = collEntry self.node = new_node #== self.np = self.collEntry.getIntoNodePath().getParent() self.np.setColorScale( Vec4(1, 0, 0, 1) ) print self.np , self.np.getName() messenger.send( '%s-mouse-enter' %self.node.getName(), [collEntry] ) messenger.send( '%s-mouse-over' %self.node.getName(), [collEntry] ) def StartSelection( self, clearSelection=True ): print "StartSelection" # Reset selected node colours if self.selectionCol: self.selectionCol.replace_nodes([]) #for i in self.selection: #i.setColorScale( Vec4(1) ) self.marquee.Start() #== if clearSelection: self.selection = set([]) def StopSelection( self ): print "StopSelection" # Stop the marquee self.marquee.Stop() nodes = set([]) for node in self.rootNp.findAllMatches( '**' ): if self.marquee.IsPoint3Inside( self.camera, self.rootNp, node.getPos() ): #if self.pickTag is None or node.getTag( self.pickTag ): if node.getPythonTag('mesh_view'): nodes.add( node ) # Add any node which was under the mouse to the selection if self.collHandler.getNumEntries(): collEntry = self.collHandler.getEntry( 0 ) node = collEntry.getIntoNodePath().getParent() if node.getPythonTag('mesh_view'): nodes.add( node ) #nodes.add( node ) self.selection = nodes #== if self.selectionCol: self.selectionCol.replace_nodes(nodes) #for i in self.selection: #i.setColorScale( Vec4(1, 0, 0, 1) ) #== self.gizmos.AttachNodePaths( self.selection ) if self.gizmos.active is not None: # Refresh the active gizmo so it appears in the right place self.gizmos.active.Refresh()