Ejemplo n.º 1
0
  def applyInputs(self, entryIndex):
    W, H = glfwGetWindowSize()

    mx, my = glfwGetMousePos()
    my = -my
    
    if (mx, my + H) != self.cursorPos:
      if mx <= 0: mx = 0
      if mx >= W: mx = W
      if my >= 0: my = 0
      if my <= -H: my = -H
      self.cursorPos = (mx, my + H)
      glfwSetMousePos(mx, -my)

    #if mousebutton1 is pressed, enter selected menu
    W, H = glfwGetWindowSize()
    menuY = H / 2 + 50 * self.entryFontScale
    for i in range(len(self)):
      pos = i + 1
      string = self[i][0]
      #vertical positioning will work fine only with one height for all entries
      x0 = W / 2 - self.font_aa.getSize(string)[0] * self.entryFontScale / 2
      y0 = menuY - pos * self.font_aa.getSize(string)[1] * self.entryFontScale #+ self.entryLineSpacing
      x1 = x0 + self.font_aa.getSize(string)[0] * self.entryFontScale
      y1 = y0 + self.entryLineSpacing - self.font_aa.getSize(string)[1] * self.entryFontScale
      if vectormath.isPointInSquare((self.cursorPos[0], 0, self.cursorPos[1]), (x0, y1), (x1, y0)):
        self[i][1] = True
        
        if glfwGetMouseButton(GLFW_MOUSE_BUTTON_1) == GLFW_PRESS\
           and glfwGetMouseButton(GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE:
          sounds.playSound("Menu", (0,0,0))
          selection = self[i][0]
          gameglobals.gameState = self[i][2]
          self.setSelectionIndex(selection, entryIndex)
Ejemplo n.º 2
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    def getMovement(self):
        dx, dy, dz, rotationAngle = (0, 0, 0, 0)

        #move to ball/square border intersection
        currentPosition = self.body.getPosition()
        target = self.target.getPosition()

        if (target[0]-currentPosition[0]) * (target[0]-currentPosition[0]) +  \
           (target[2]-currentPosition[2]) * (target[2]-currentPosition[2]) < 2.0 and \
           currentPosition[1]<1.1:
            dy = 2.0

        if vectormath.isPointInSquare(target, self.min, self.max):
            targetPosition = target
        else:
            targetPosition = vectormath.getBallAndSquareIntersection(
                target, self.target.getLinearVel(), self.min, self.max)
        targetPosition = (targetPosition[0] + random() - 0.5,
                          targetPosition[1],
                          targetPosition[2] + random() - 0.5)

        vectorAB = vectormath.getVector(currentPosition, targetPosition)

        #to make oponents run to ball coords - self length
        vABAngle = atan2(vectorAB[2], vectorAB[0])

        vABMagnitude = vectormath.getMagnitudeV(vectorAB)

        newVABMagnitude = vABMagnitude - 2.0  #malas garums/2

        newVABX = [
            cos(vABAngle) * newVABMagnitude, vectorAB[1],
            sin(vABAngle) * newVABMagnitude
        ]

        vectorAB = newVABX

        if vABMagnitude < 1.8:
            moveSpeed = 700 * self.body.getMass().mass
        else:
            moveSpeed = 4000 * self.body.getMass().mass

        currentRotationTuple = self.body.getRotation()
        currentRotation = currentRotationTuple[2], currentRotationTuple[
            5], currentRotationTuple[8]

        vectorAB = vectormath.normalize(vectorAB[0], 0, vectorAB[2])

        rotationAngle = vectormath.getAngleBetweenVectors(
            currentRotation, vectorAB)

        currentRotation = vectormath.negate(currentRotation)

        dx = currentRotation[0]
        dz = currentRotation[2]

        #/------------------

        return dx * moveSpeed, dy * moveSpeed, dz * moveSpeed, rotationAngle * moveSpeed
Ejemplo n.º 3
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    def registerPlayerEvent(self):
        ball = self.ball
        for object in self.objectList:
            if 'Player' in object.name:
                player = object

        #ball + player
        sounds.playSound("BallPlayer", ball.geom.getPosition())
        lastTouchedObject = self.events['lastTouchedObject']

        if lastTouchedObject == None:  #picked from middle line
            self.scoreBoard.resetJoinedCombo()  #clear combo
            self.scoreBoard.incrementCombo(player, self.hitMsgList)  #(+1)
        else:  #picked from ground or player
            if lastTouchedObject.name == 'Ground':  #picked from ground inside
                self.scoreBoard.resetJoinedCombo()
                playerName = player.name
                self.scoreBoard.incrementCombo(player, self.hitMsgList)
                if (self.events['lastFieldOwner'] == player)\
                  and (self.events['lastTouchedPlayer'] == player)\
                  and vectormath.isPointInSquare(ball.geom.getPosition()
                                                 , self.players[playerName].min
                                                 , self.players[playerName].max): #critical event. double-touched -> fault

                    if playerName == "Player":
                        pl = self.players[[
                            "Player_Red", "Player_Green", "Player_Yellow"
                        ][randint(0, 2)]]
                        #pl2 = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]
                        #while pl2==pl:
                        #  pl2 = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]

                        sounds.playTauntMsg(pl, "AreYouCrazy",
                                            pl.body.getPosition())
                        self.addTaunt(pl, "Are you crazy?")

                        #sounds.playTauntMsg(pl2, "No", pl.body.getPosition())
                        #self.addTaunt(pl2, "No!")

                    resetCoords = self.getBallCoords(playerName)
                    self.scoreBoard.addSelfPoints(playerName)
                    self.faultMsgList.append(
                        [playerName + ' touched twice!', '1', 0])
                    if self.scoreBoard[playerName][0] >= self.matchPoints:
                        self.setGameOver()
                        return
                    self.initEvents()
                    self.resetBall(resetCoords)
                    self.resetPlayers()
                    return
            else:  #picked from player
                if self.events[
                        'lastTouchedPlayer'] != player:  #reset own combo, when picked from other
                    self.scoreBoard.resetOwnCombo(player.name)
                self.scoreBoard.incrementCombo(player, self.hitMsgList)

        self.events['lastTouchedObject'] = player
        self.events['lastTouchedPlayer'] = player
Ejemplo n.º 4
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  def getMovement(self):
    dx, dy, dz, rotationAngle = (0,0,0,0)

    #move to ball/square border intersection
    currentPosition = self.body.getPosition()
    target = self.target.getPosition()

    if (target[0]-currentPosition[0]) * (target[0]-currentPosition[0]) +  \
       (target[2]-currentPosition[2]) * (target[2]-currentPosition[2]) < 2.0 and \
       currentPosition[1]<1.1:
      dy = 2.0
      
    if vectormath.isPointInSquare(target, self.min, self.max):
      targetPosition = target
    else:
      targetPosition = vectormath.getBallAndSquareIntersection(target,
                                                               self.target.getLinearVel(),
                                                               self.min,
                                                               self.max)  
    targetPosition = (targetPosition[0] + random() - 0.5, targetPosition[1], targetPosition[2] + random() - 0.5)
    
    vectorAB = vectormath.getVector(currentPosition, targetPosition)

    #to make oponents run to ball coords - self length
    vABAngle = atan2(vectorAB[2], vectorAB[0])

    vABMagnitude = vectormath.getMagnitudeV(vectorAB)

    newVABMagnitude = vABMagnitude - 2.0 #malas garums/2

    newVABX = [cos(vABAngle) * newVABMagnitude, vectorAB[1], sin(vABAngle) * newVABMagnitude]

    vectorAB = newVABX
    
    if vABMagnitude<1.8:
      moveSpeed = 700 * self.body.getMass().mass
    else:
      moveSpeed = 4000 * self.body.getMass().mass
    
    currentRotationTuple = self.body.getRotation()
    currentRotation = currentRotationTuple[2], currentRotationTuple[5], currentRotationTuple[8]

    vectorAB = vectormath.normalize(vectorAB[0], 0, vectorAB[2])    

    rotationAngle = vectormath.getAngleBetweenVectors(currentRotation, vectorAB)

    currentRotation = vectormath.negate(currentRotation)

    dx = currentRotation[0]
    dz = currentRotation[2]


    #/------------------

    return dx * moveSpeed, dy * moveSpeed, dz * moveSpeed, rotationAngle * moveSpeed
Ejemplo n.º 5
0
 def checkIsBallInSquare(self, ball, min, max):
   min0 = min[0]
   min1 = min[1]
   max0 = max[0]
   max1 = max[1]
   #0.5 is for the middle line 
   if min0 == 0: min0 = max0 / 10 * 0.5
   if min1 == 0: min1 = max1 / 10 * 0.5
   if max0 == 0: max0 = min0 / 10 * 0.5
   if max1 == 0: max1 = min1 / 10 * 0.5
   return vectormath.isPointInSquare(ball, (min0, min1), (max0, max1))
Ejemplo n.º 6
0
 def checkIsBallInSquare(self, ball, min, max):
     min0 = min[0]
     min1 = min[1]
     max0 = max[0]
     max1 = max[1]
     #0.5 is for the middle line
     if min0 == 0: min0 = max0 / 10 * 0.5
     if min1 == 0: min1 = max1 / 10 * 0.5
     if max0 == 0: max0 = min0 / 10 * 0.5
     if max1 == 0: max1 = min1 / 10 * 0.5
     return vectormath.isPointInSquare(ball, (min0, min1), (max0, max1))
Ejemplo n.º 7
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  def registerPlayerEvent(self):
    ball = self.ball
    for object in self.objectList:
      if 'Player' in object.name:
        player = object
    
    #ball + player
    sounds.playSound("BallPlayer", ball.geom.getPosition())
    lastTouchedObject = self.events['lastTouchedObject']
    
    if lastTouchedObject == None: #picked from middle line
      self.scoreBoard.resetJoinedCombo() #clear combo
      self.scoreBoard.incrementCombo(player, self.hitMsgList) #(+1)
    else:#picked from ground or player
      if lastTouchedObject.name == 'Ground': #picked from ground inside
        self.scoreBoard.resetJoinedCombo()
        playerName = player.name
        self.scoreBoard.incrementCombo(player, self.hitMsgList)
        if (self.events['lastFieldOwner'] == player)\
          and (self.events['lastTouchedPlayer'] == player)\
          and vectormath.isPointInSquare(ball.geom.getPosition()
                                         , self.players[playerName].min
                                         , self.players[playerName].max): #critical event. double-touched -> fault

          if playerName=="Player":
            pl = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]
            #pl2 = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]
            #while pl2==pl:
            #  pl2 = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]

            sounds.playTauntMsg(pl, "AreYouCrazy", pl.body.getPosition())
            self.addTaunt(pl, "Are you crazy?")

            #sounds.playTauntMsg(pl2, "No", pl.body.getPosition())
            #self.addTaunt(pl2, "No!")

          resetCoords = self.getBallCoords(playerName)
          self.scoreBoard.addSelfPoints(playerName)
          self.faultMsgList.append([playerName + ' touched twice!', '1', 0])
          if self.scoreBoard[playerName][0] >= self.matchPoints:
            self.setGameOver()
            return
          self.initEvents()
          self.resetBall(resetCoords)
          self.resetPlayers()
          return 
      else: #picked from player
        if self.events['lastTouchedPlayer'] != player: #reset own combo, when picked from other
          self.scoreBoard.resetOwnCombo(player.name)
        self.scoreBoard.incrementCombo(player, self.hitMsgList)
        
    self.events['lastTouchedObject'] = player
    self.events['lastTouchedPlayer'] = player
Ejemplo n.º 8
0
    def applyInputs(self, entryIndex):
        W, H = glfwGetWindowSize()

        mx, my = glfwGetMousePos()
        my = -my

        if (mx, my + H) != self.cursorPos:
            if mx <= 0: mx = 0
            if mx >= W: mx = W
            if my >= 0: my = 0
            if my <= -H: my = -H
            self.cursorPos = (mx, my + H)
            glfwSetMousePos(mx, -my)

        #if mousebutton1 is pressed, enter selected menu
        W, H = glfwGetWindowSize()
        menuY = H / 2 + 50 * self.entryFontScale
        for i in range(len(self)):
            pos = i + 1
            string = self[i][0]
            #vertical positioning will work fine only with one height for all entries
            x0 = W / 2 - self.font_aa.getSize(
                string)[0] * self.entryFontScale / 2
            y0 = menuY - pos * self.font_aa.getSize(
                string)[1] * self.entryFontScale  #+ self.entryLineSpacing
            x1 = x0 + self.font_aa.getSize(string)[0] * self.entryFontScale
            y1 = y0 + self.entryLineSpacing - self.font_aa.getSize(
                string)[1] * self.entryFontScale
            if vectormath.isPointInSquare(
                (self.cursorPos[0], 0, self.cursorPos[1]), (x0, y1), (x1, y0)):
                self[i][1] = True

                if glfwGetMouseButton(GLFW_MOUSE_BUTTON_1) == GLFW_PRESS\
                   and glfwGetMouseButton(GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE:
                    sounds.playSound("Menu", (0, 0, 0))
                    selection = self[i][0]
                    gameglobals.gameState = self[i][2]
                    self.setSelectionIndex(selection, entryIndex)
Ejemplo n.º 9
0
  def registerGroundEvent(self):
    #our objects of interest:
    ball, ground = self.ball, None

    #asign objects of interest
    for object in self.objectList:
      if object.name == 'Ground':
        ground = object

    #handle events
    ballCoords = ball.geom.getPosition()
    #ball + ground

    if ball.body.getLinearVel()[1] < -0.3:
      sounds.playSound("BallGround", ballCoords)

    if not vectormath.isPointInSquare(ballCoords, (-10, -10), (10, 10)): #critical event
      #BALL HAS HIT THE FIELD OUTSIDE
      #and we handle score here

      out = False

      if self.events['lastTouchedObject'] != None: #if last touched was not middle line
        lastTouchedObject = self.events['lastTouchedObject'].name
        if 'Player' in lastTouchedObject:
          #player has kicked the ball out
          pts = self.scoreBoard.addSelfPoints(lastTouchedObject)
          resetCoords = self.getBallCoords(lastTouchedObject)
          self.faultMsgList.append(['Out from ' + lastTouchedObject + '!', str(pts), 0])

          out = lastTouchedObject
          
          getsPoints = lastTouchedObject
        elif self.events['lastFieldOwner']: #if ground was touched in one of the players field last add points to owner
          owner = self.events['lastFieldOwner'].name
          if self.events['lastTouchedPlayer']:
            #case when noone touched the ball after throwing minus
            lastPlayer = self.events['lastTouchedPlayer'].name
            if owner == lastPlayer:
              pts = self.scoreBoard.addSelfPoints(owner)
            else:
              pts = self.scoreBoard.addTotalPoints(owner)
          else:
            pts = self.scoreBoard.addPoint(owner)

          out = owner

          self.faultMsgList.append(['Out from ' + owner + '`s field!', str(pts), 0])
          resetCoords = self.getBallCoords(owner)
          getsPoints = owner
        if self.scoreBoard[getsPoints][0] >= self.matchPoints:
          self.setGameOver()
          return
      else:
        self.faultMsgList.append(['Ball out from middle line!', '', 0])
        resetCoords = (0, 10, 0)

      if out=="Player":
        pl = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]
        #pl2 = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]
        #while pl2==pl:
        #  pl2 = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]

        sounds.playTauntMsg(pl, "GreatShot", pl.body.getPosition())
        self.addTaunt(pl, "Great shot!")

        #    sounds.playTauntMsg(pl2, "Yes", pl.body.getPosition())
        #    self.addTaunt(pl2, "Yes!")

##      print self.scoreBoard

      #finishing handling critical branch
      self.scoreBoard.resetJoinedCombo()
      self.initEvents()
      self.resetBall(resetCoords)
      self.resetPlayers()
      if out!=False and out!="Player":
        pl = self.players[out]
        sounds.playTauntMsg(pl, "MoveIn", pl.body.getPosition())
        self.addTaunt(pl, "Move in!")


    else:
      #BALL HAS HIT THE FIELD INSIDE
      #save the touched field
      for p in self.players.values():
        if self.checkIsBallInSquare(ballCoords, p.min, p.max):
          self.events['lastFieldOwner'] = p.geom
          self.events['lastTouchedObject'] = ground
          break
        self.events['lastTouchedObject'] = None #if has hit the middle line
Ejemplo n.º 10
0
    def registerGroundEvent(self):
        #our objects of interest:
        ball, ground = self.ball, None

        #asign objects of interest
        for object in self.objectList:
            if object.name == 'Ground':
                ground = object

        #handle events
        ballCoords = ball.geom.getPosition()
        #ball + ground

        if ball.body.getLinearVel()[1] < -0.3:
            sounds.playSound("BallGround", ballCoords)

        if not vectormath.isPointInSquare(ballCoords, (-10, -10),
                                          (10, 10)):  #critical event
            #BALL HAS HIT THE FIELD OUTSIDE
            #and we handle score here

            out = False

            if self.events[
                    'lastTouchedObject'] != None:  #if last touched was not middle line
                lastTouchedObject = self.events['lastTouchedObject'].name
                if 'Player' in lastTouchedObject:
                    #player has kicked the ball out
                    pts = self.scoreBoard.addSelfPoints(lastTouchedObject)
                    resetCoords = self.getBallCoords(lastTouchedObject)
                    self.faultMsgList.append(
                        ['Out from ' + lastTouchedObject + '!',
                         str(pts), 0])

                    out = lastTouchedObject

                    getsPoints = lastTouchedObject
                elif self.events[
                        'lastFieldOwner']:  #if ground was touched in one of the players field last add points to owner
                    owner = self.events['lastFieldOwner'].name
                    if self.events['lastTouchedPlayer']:
                        #case when noone touched the ball after throwing minus
                        lastPlayer = self.events['lastTouchedPlayer'].name
                        if owner == lastPlayer:
                            pts = self.scoreBoard.addSelfPoints(owner)
                        else:
                            pts = self.scoreBoard.addTotalPoints(owner)
                    else:
                        pts = self.scoreBoard.addPoint(owner)

                    out = owner

                    self.faultMsgList.append(
                        ['Out from ' + owner + '`s field!',
                         str(pts), 0])
                    resetCoords = self.getBallCoords(owner)
                    getsPoints = owner
                if self.scoreBoard[getsPoints][0] >= self.matchPoints:
                    self.setGameOver()
                    return
            else:
                self.faultMsgList.append(['Ball out from middle line!', '', 0])
                resetCoords = (0, 10, 0)

            if out == "Player":
                pl = self.players[[
                    "Player_Red", "Player_Green", "Player_Yellow"
                ][randint(0, 2)]]
                #pl2 = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]
                #while pl2==pl:
                #  pl2 = self.players[["Player_Red", "Player_Green", "Player_Yellow"][randint(0,2)]]

                sounds.playTauntMsg(pl, "GreatShot", pl.body.getPosition())
                self.addTaunt(pl, "Great shot!")

                #    sounds.playTauntMsg(pl2, "Yes", pl.body.getPosition())
                #    self.addTaunt(pl2, "Yes!")


##      print self.scoreBoard

#finishing handling critical branch
            self.scoreBoard.resetJoinedCombo()
            self.initEvents()
            self.resetBall(resetCoords)
            self.resetPlayers()
            if out != False and out != "Player":
                pl = self.players[out]
                sounds.playTauntMsg(pl, "MoveIn", pl.body.getPosition())
                self.addTaunt(pl, "Move in!")

        else:
            #BALL HAS HIT THE FIELD INSIDE
            #save the touched field
            for p in self.players.values():
                if self.checkIsBallInSquare(ballCoords, p.min, p.max):
                    self.events['lastFieldOwner'] = p.geom
                    self.events['lastTouchedObject'] = ground
                    break
                self.events[
                    'lastTouchedObject'] = None  #if has hit the middle line