Example #1
0
 def __init__(self, parent):
   self.parent = parent
   self.level = 0
   self.newLevel = False
   #Movement data
   self.speed = 40
   self.playerScale = 0.05
   self.lightDist = 0.1
   self.movement = {}
   self.movement['stand'] = Movement(0, 0.03, 1.3)
   self.movement['caution'] = Movement(1, 0.051, 2.1)
   self.movement['walk'] = Movement(2, 0.079, 2.7)
   self.movement['sprint'] = Movement(6, 0.16, 3.6)
   self.forward = Vec3(0,1,0)
   self.back = Vec3(0,-1,0)
   self.left = Vec3(-1,0,0)
   self.right = Vec3(1,0,0)
   self.bobTimer = 0
   self.recharging = True
   self.energyLeft = 100
   self.maxEnergy = 100
   #Ability data
   self.itemNode = NodePath('item')
   self.itemLoaded = False
   self.itemMax = 6
   self.itemDist = self.itemMax
   self.sideBuffer = 0
   self.wallModel = loader.loadModel('Models/Wall')
   self.walls = []
   self.lightModel = loader.loadModel('Models/light')
   self.lights = []
   self.lightZ = 2
   self.cRay1 = None
   self.cRay2 = None
   self.cRay3 = None
   self.hud = HUD(0,0)
   
   self.timer = 0
       
   self.initKeyMap()
   self.initControls()
   self.initPlayer()
   self.initSounds()
   base.enableParticles()
   
   base.accept('enemy-into-player', self.die)
   base.accept('playerEnv-into-exit', self.nextLevel)
Example #2
0
class Player(object):
  #Initializes player
  def __init__(self, parent):
    self.parent = parent
    self.level = 0
    self.newLevel = False
    #Movement data
    self.speed = 40
    self.playerScale = 0.05
    self.lightDist = 0.1
    self.movement = {}
    self.movement['stand'] = Movement(0, 0.03, 1.3)
    self.movement['caution'] = Movement(1, 0.051, 2.1)
    self.movement['walk'] = Movement(2, 0.079, 2.7)
    self.movement['sprint'] = Movement(6, 0.16, 3.6)
    self.forward = Vec3(0,1,0)
    self.back = Vec3(0,-1,0)
    self.left = Vec3(-1,0,0)
    self.right = Vec3(1,0,0)
    self.bobTimer = 0
    self.recharging = True
    self.energyLeft = 100
    self.maxEnergy = 100
    #Ability data
    self.itemNode = NodePath('item')
    self.itemLoaded = False
    self.itemMax = 6
    self.itemDist = self.itemMax
    self.sideBuffer = 0
    self.wallModel = loader.loadModel('Models/Wall')
    self.walls = []
    self.lightModel = loader.loadModel('Models/light')
    self.lights = []
    self.lightZ = 2
    self.cRay1 = None
    self.cRay2 = None
    self.cRay3 = None
    self.hud = HUD(0,0)
    
    self.timer = 0
        
    self.initKeyMap()
    self.initControls()
    self.initPlayer()
    self.initSounds()
    base.enableParticles()
    
    base.accept('enemy-into-player', self.die)
    base.accept('playerEnv-into-exit', self.nextLevel)
    
  #Initializes keyMap
  def initKeyMap(self):
    self.keyMap = {}
    self.keyMap['forward'] = 0
    self.keyMap['left'] = 0
    self.keyMap['right'] = 0
    self.keyMap['back'] = 0
    self.keyMap['sprint'] = 0
    self.keyMap['caution'] = 0
    self.abilities = {}
    self.abilities['wall'] = 0
    self.abilities['light'] = 0
    
  #Set key controls
  def initControls(self):
    #Movement
    base.accept('w', self.setKey, ['forward', 1])
    base.accept('a', self.setKey, ['left', 1])
    base.accept('d', self.setKey, ['right', 1])
    base.accept('s', self.setKey, ['back', 1])
    base.accept('w-up', self.setKey, ['forward', 0])
    base.accept('a-up', self.setKey, ['left', 0])
    base.accept('d-up', self.setKey, ['right', 0])
    base.accept('s-up', self.setKey, ['back', 0])
    #Abilities
    base.accept('shift', self.setKey, ['sprint', 1])
    base.accept('shift-up', self.setKey, ['sprint', 0])
    base.accept('shift-w', self.setKey, ['sprint', 1]) 
    base.accept('shift-w', self.setKey, ['forward', 1]) 
    base.accept('shift-a', self.setKey, ['left', 1])
    base.accept('shift-d', self.setKey, ['right', 1])
    base.accept('shift-s', self.setKey, ['back', 1])
    
    base.accept('control', self.setKey, ['caution', 1])
    base.accept('control-up', self.setKey, ['caution', 0])
    base.accept('control-w', self.setKey, ['caution', 1]) 
    base.accept('control-w', self.setKey, ['forward', 1]) 
    base.accept('control-a', self.setKey, ['caution', 1])
    base.accept('control-a', self.setKey, ['left', 1])
    base.accept('control-d', self.setKey, ['caution', 1])
    base.accept('control-d', self.setKey, ['right', 1])
    base.accept('control-s', self.setKey, ['caution', 1])
    base.accept('control-s', self.setKey, ['back', 1])
    base.accept('1', self.toggleKey, ['wall'])
    base.accept('2', self.toggleKey, ['light'])
    base.accept('f', self.cancelKey)
    base.accept('mouse1', self.click)
        
  #Sets key values
  def setKey(self, key, value):
    if key == 'sprint' and self.energyLeft <= 0:
      self.keyMap['sprint'] = 0
      return
    self.keyMap[key] = value
    
  def sprint(self):
    self.keyMap['sprint'] = 1
    self.keyMap['forward'] = 1
  
  #Toggles ability
  def toggleKey(self, key):
    #Turns off other abilities if a diff ability is toggled
    for ability in self.abilities.keys():
      if ability == key:
        self.abilities[ability] += 1
      else:
        self.abilities[ability] = 0
    #Loads/removes item
    if self.abilities[key] == 1:
      if ((key == 'wall' and self.wallsLeft > 0) or
        (key == 'light' and self.lightsLeft > 0)):
        self.loadItem(key)
    else:
      self.unloadItem(key)
      
  #Loads passed item
  def loadItem(self, item):
    #Clears and resets itemNode to toggled ability
    self.itemNode.detachNode()
    if item == 'wall':
      self.itemNode = self.wallModel
      self.itemNode.setColor(Vec4(1,1,1,0))
      self.itemNode.setScale(15)
    elif item == 'light':
      self.itemNode = self.lightModel
      self.itemNode.setColor(Vec4(1,1,1,1))
      self.itemNode.setScale(1.6)
    self.itemNode.reparentTo(self.playerNode)
    self.itemNode.setCollideMask(BitMask32.allOff())
    self.itemLoaded = True
    
    #Attach collisionRays to prevent items from going into env
    self.cRay1.reparentTo(base.camera)
    self.cRay2.reparentTo(base.camera)
    self.cRay3.reparentTo(base.camera)
    base.itemTrav.addCollider(self.cRay1, base.queue)
    base.itemTrav.addCollider(self.cRay2, base.queue)
    base.itemTrav.addCollider(self.cRay3, base.queue)
    
  #Removes item when toggled off
  def unloadItem(self, item):
    self.itemLoaded = False
    self.abilities[item] = 0
    self.itemNode.detachNode()
    self.cRay1.detachNode()
    self.cRay2.detachNode()
    self.cRay3.detachNode()
    
  #Cancels ability
  def cancelKey(self):
    for ability in self.abilities.keys():
      self.abilities[ability] = 0
    self.itemLoaded = False
    self.itemNode.detachNode()
    self.cRay1.detachNode()
    self.cRay2.detachNode()
    self.cRay3.detachNode()
    
  #Place item when clicked, then clear loaded item
  def click(self):
    if self.itemLoaded:
      self.placeItem()
      self.cancelKey()
  def placeItem(self):
    if self.abilities['wall'] == 1:
      self.placeWall()
      self.wallsLeft -= 1
    elif self.abilities['light'] == 1:
      self.placeLight()
      self.lightsLeft -= 1
  
  #Places wall
  def placeWall(self):
    item = render.attachNewNode('item-wall')
    item.setPos(self.itemNode.getPos(render))
    item.setZ(item.getZ() - 10)
    item.setHpr(self.itemNode.getHpr(render))
    wall = loader.loadModel('Models/Wall')
    wall.reparentTo(item)
    wall.setScale(self.playerScale*15)
    
    #self.wallActor = Actor('Models/WallActor2', {'wallAnim':'Models/WallAnim2'})
    self.wallActor = loader.loadModel('Models/WallActor.egg')
    self.wallActor.reparentTo(item)
    self.wallActor.setScale(self.playerScale*15)
    
    #self.wallActor.setPlayRate(1.2, 'wallAnim')
    #self.wallActor.loop('wallAnim')
    self.walls.append(item)
    self.wallSfx.play()
  
  #Places light item and creates a point light
  def placeLight(self):
    item = render.attachNewNode('item-light')
    item.setPos(self.itemNode.getPos(render))
    item.setHpr(self.itemNode.getHpr(render))
    light = loader.loadModel('Models/light')
    #Adds emission material to placed light
    mat = Material()
    mat.setEmission(VBase4(0.2,0.2,0.45,1))
    light.setMaterial(mat)
    light.reparentTo(item)
    light.setScale(self.playerScale*1.6)
    #Attach point light to light ability item
    iLightNode = NodePath('ilight')
    iLightNode.reparentTo(item)
    iLightNode.setZ(iLightNode.getZ() + 0.5)
    iLight = PointLight('item-light')
    iLightNP = iLightNode.attachNewNode(iLight)
    iLightNP.node().setColor(Vec4(0.2, 0.25, 0.3, 1.0))
    iLightNP.node().setAttenuation(Vec3(0, 0.001, 0.000009))
    iLightNP.setZ(iLightNP.getZ() + 0.6)
    
    render.setLight(iLightNP)
    #Sets placement time for rotating
    item.setTag('startTime', '%f' % self.timer)
    self.lights.append(item)
    self.magicSfx.play()
      
  #Loads player node, camera, and light
  def initPlayer(self):
    self.playerNode = NodePath('player-node')
    #setPos depends on spawn position in level
    self.playerNode.setScale(self.playerScale)
    self.playerNode.reparentTo(render)
    self.playerNode.setZ(2)
    
    #Loads camera
    lens =  base.cam.node().getLens()
    lens.setFov(90)
    base.cam.node().setLens(lens)
    base.camera.reparentTo(self.playerNode)
    
    #Loads hand
    self.hand = Actor('Models/handActor', {'handAnim':'Models/handAnim'})
    self.hand.reparentTo(base.camera)
    self.hand.setScale(0.8)
    self.hand.setPos(7,9,-9)
    self.hand.setH(90)
    self.hand.setPlayRate(1.2, 'handAnim')
    self.hand.loop('handAnim')
    
    self.initHandLight()
    
  def initHandLight(self):
    # illuminate the hand properly
    self.hand.setLightOff()
    handLight = PointLight("handLight")
    hLightNode = NodePath('handLightNode')
    hLightNode.reparentTo(base.camera)
    hLightNode.setPos(Vec3(1.33, 2.4, 0))
    hLightNP = hLightNode.attachNewNode(handLight)
    hLightNP.node().setColor((0.002, 0.002, 0.002, 1.0))
    hLightNP.node().setAttenuation(Vec3(0, 0.0005, 0.000005))
    self.hand.setLight(hLightNP)
    
    #Loads artifact point light
    """
    mat = Material()
    mat.setEmission(VBase4(0.2,0.2,0.45,1))
    self.test = loader.loadModel('Models/light')
    self.test.setMaterial(mat)
    self.test.reparentTo(base.camera)
    self.test.setScale(0.03)
    self.test.setPos(Vec3(1.4,1.6,-0.5))
    """
    self.pLightNode = NodePath('light-node')
    self.pLightNode.reparentTo(base.camera)
    self.pLightNode.setPos(Vec3(1.33,2.4,0))
    pLight = PointLight('player-light')
    pLightNP = self.pLightNode.attachNewNode(pLight)
    pLightNP.node().setColor(Vec4(0.1, 0.15, 0.2, 1.0))
    # pLightNP.node().setColor(Vec4(0.001, 0.0015, 0.002, 1.0))
    pLightNP.node().setAttenuation(Vec3(0, 0.0005, 0.000005))
    render.setLight(pLightNP)
    
  #Spawn plays at given pos with walls and lights
  def spawn(self, pos, walls, lights):
    self.newLevel = False
    self.spawnPos = pos
    self.maxWalls = walls
    self.maxLights = lights
    heightPos = LPoint3f(pos[0], pos[1], 3)
    self.playerNode.setPos(render, heightPos)
    self.wallsLeft = walls
    self.walls = []
    self.lightsLeft = lights
    self.lights = []
    self.energyLeft = 100
    self.bobTimer = 0
    
  def die(self, cEntry = True):
    self.parent.die(self.level, False)
    
  def nextLevel(self, cEntry):
    self.newLevel = True
    self.parent.die(self.level, True)
    
  #Initialize collisions
  def initCollisions(self):
    envMask = BitMask32(0x1)
    sightMask = BitMask32(0x2)
    deathMask = BitMask32(0x4)
    clearSightMask = BitMask32(0x8)
    activeMask = BitMask32(0x16)
    
    #Collide with enemies    
    cSphere = CollisionSphere( 0, 0, 2, 4 )
    cNode = CollisionNode('player')
    cNode.addSolid(cSphere)
    cNode.setCollideMask(BitMask32.allOff())
    cNode.setIntoCollideMask(deathMask)
    cNodePath = self.playerNode.attachNewNode(cNode)
    #cNodePath.show()
    base.cTrav.addCollider(cNodePath, base.queue)
    
    #collide with enemy sight
    cSphere = CollisionSphere( 0, 0, 2, 4 )
    cNode = CollisionNode('playerSight')
    cNode.addSolid(cSphere)
    cNode.setCollideMask(BitMask32.allOff())
    cNode.setFromCollideMask(sightMask)
    cNode.setIntoCollideMask(clearSightMask)
    cNodePath = self.playerNode.attachNewNode(cNode)
    #cNodePath.show()
    base.cTrav.addCollider(cNodePath, base.cHandler)
    
    #Collide with env
    cSphere = CollisionSphere(0,0,2,4)
    cNode = CollisionNode('pusherNode')
    cNode.addSolid(cSphere)
    cNode.setCollideMask(BitMask32.allOff())
    cNode.setFromCollideMask(envMask)
    cNodePath = self.playerNode.attachNewNode(cNode)
    #cNodePath.show()
    base.cTrav.addCollider(cNodePath, base.pusher)
    base.pusher.addCollider(cNodePath, self.playerNode, base.drive.node())
    
    #Collide with active env   
    cSphere = CollisionSphere( 0, 0, 2, 4.1)
    cNode = CollisionNode('playerEnv')
    cNode.addSolid(cSphere)
    cNode.setCollideMask(BitMask32.allOff())
    cNode.setFromCollideMask(activeMask)
    cNodePath = self.playerNode.attachNewNode(cNode)
    #cNodePath.show()
    base.cTrav.addCollider(cNodePath, base.cHandler)
    
        
    #Item placement collision rays
    cNode = CollisionNode('rayRight')
    cRay = CollisionRay(0,0,0,0.4,1,0)
    cNode.addSolid(cRay)
    cNode.setCollideMask(BitMask32.allOff())
    cNode.setFromCollideMask(envMask)
    self.cRay1 = base.camera.attachNewNode(cNode)
    cNode = CollisionNode('rayLeft')
    cRay = CollisionRay(0,0,0,-0.4,1,0)
    cNode.addSolid(cRay)
    cNode.setCollideMask(BitMask32.allOff())
    cNode.setFromCollideMask(envMask)
    self.cRay2 = base.camera.attachNewNode(cNode)
    cNode = CollisionNode('rayMid')
    cRay = CollisionRay(0,0,0,0,1,0)
    cNode.addSolid(cRay)
    cNode.setCollideMask(BitMask32.allOff())
    cNode.setFromCollideMask(envMask)
    self.cRay3 = base.camera.attachNewNode(cNode)
    
  ########################################################
  def initSounds(self):
    self.walkSfx = base.loadSfx('sounds/footstep.ogg')
    self.walkSfx.setLoopCount(0)
    self.runSfx = base.loadSfx('sounds/run.ogg')
    self.runSfx.setLoopCount(0)
    self.movementSfx = None
    self.wallSfx = base.loadSfx('sounds/wall.ogg')
    self.magicSfx = base.loadSfx('sounds/magic.ogg')
    self.magicSfx.setVolume(.5)
    self.doorOpenSfx = base.loadSfx('sounds/door_open.ogg')
    self.doorCloseSfx = base.loadSfx('sounds/door_close.ogg')
    self.fireSfx = base.loadSfx('sounds/fire.ogg')
  
  #Updates player
  def update(self, dt):
    self.moveCam()
    self.movePlayer(dt)
    self.moveLight()
    if self.itemLoaded:
      self.itemRay()
    for wall in self.walls:
        if wall.getZ() < 0:
            wall.setZ(wall.getZ() + .1)
    self.hud.updateHUD(self.wallsLeft, self.lightsLeft, self.energyLeft)
    self.timer += 0.05
  
  def itemRay(self):
    base.itemTrav.traverse(render)
    if base.queue.getNumEntries() == 0:
      return
    base.queue.sortEntries()
    playerPos = base.camera.getPos(render)
    if base.queue.getNumEntries() > 0:
        first = base.queue.getEntry(0)
        cPos = first.getSurfacePoint(render)
        rayName = first.getFromNodePath().getName()
        dist = math.sqrt((playerPos[0]-cPos[0])**2 + (playerPos[1]-cPos[1])**2)
        self.itemDist = min(dist, self.itemMax)
    """
    if rayName == 'rayLeft':
      self.sideBuffer = 0.5
    elif rayName == 'rayRight':
      self.sideBuffer = -0.5
    else:
      self.sideBuffer = 0
    """
  
  #Moves camera
  def moveCam(self):
    mouse = base.win.getPointer(0) 
    x = mouse.getX() 
    y = mouse.getY() 
    if base.win.movePointer(0, base.win.getXSize()/2, base.win.getYSize()/2): 
      self.playerNode.setH(self.playerNode.getH() - (x - base.win.getXSize()/2)*.1)
      #Move camera based on if ability is toggled
      if self.itemLoaded:
        self.moveItem(y)
      else:
        cam_p = base.camera.getP() - (y - base.win.getYSize()/2)*.1
        if cam_p >= -90 and cam_p <= 90:
          base.camera.setP(cam_p)
    #Moves pitch of player light based on camera pitch
    rad = deg2Rad(base.camera.getP())
    self.pLightNode.setPos(0,self.lightDist*math.cos(rad)/self.playerScale,
                           self.lightDist*math.sin(rad)/self.playerScale)
  
  #Moves item and camera if ability is toggled
  def moveItem(self, y):
    base.camera.setP(0)
    itemDist = max(self.itemDist-0.5,1)
    if self.abilities['light'] == 1:
      pos = Vec3(self.sideBuffer/self.playerScale,itemDist/self.playerScale, 
        (-1*self.playerNode.getZ()+self.lightZ)/self.playerScale)
    else:
      pos = Vec3(self.sideBuffer/self.playerScale,itemDist/self.playerScale,
        -1*self.playerNode.getZ()/self.playerScale)
    
    self.itemNode.setFluidPos(pos)
    
    heading = self.playerNode.getH()
    heading = (int(heading) % 180)
    if (heading >= 60 and heading < 120):
      self.itemNode.setH(render, 90)
    elif (heading >= 30 and heading < 60):
      self.itemNode.setH(render, 45)
    elif (heading >= 120 and heading < 150):
      self.itemNode.setH(render, 135)
    else:
      self.itemNode.setH(render, 0)
    
  #Move player based on key movements
  def movePlayer(self, dt):
    self.recharging = True
    #Not moving
    if (self.keyMap['forward'] + self.keyMap['back'] +
        self.keyMap['left'] + self.keyMap['right']) == 0:
      move = self.movement['stand']
    #Moving
    elif self.keyMap['sprint'] == 1 and self.keyMap['forward'] == 1:
      if self.energyLeft <= 0:
        self.energyLeft = 0
        self.keyMap['sprint'] = 0
        move = self.movement['walk']
      else:
        self.energyLeft -= 0.3
        self.recharging = False
        move = self.movement['sprint']
    elif self.keyMap['caution'] == 1:
      move = self.movement['caution']
    else:
      move = self.movement['walk']
    
    if self.keyMap['forward'] == 1:
      self.playerNode.setFluidPos(self.playerNode, self.forward * dt * move.speed * self.speed)
    elif self.keyMap['back'] == 1:
      self.playerNode.setFluidPos(self.playerNode, self.back * dt * move.speed * self.speed)
    
    if self.keyMap['left'] == 1:
      self.playerNode.setFluidPos(self.playerNode, self.left * dt * move.speed * self.speed)
    elif self.keyMap['right'] == 1:
      self.playerNode.setFluidPos(self.playerNode, self.right * dt * move.speed * self.speed)
      

    if move == self.movement['sprint'] and self.movementSfx != self.runSfx:
      if self.movementSfx != None:
        self.movementSfx.stop()
      self.movementSfx = self.runSfx
      self.movementSfx.play()
    elif move == self.movement['walk'] and self.movementSfx != self.walkSfx:
      if self.movementSfx != None:
        self.movementSfx.stop()
      self.movementSfx = self.walkSfx
      self.movementSfx.play()
    elif move != self.movement['sprint'] and move != self.movement['walk']:
      if self.movementSfx != None:
        self.movementSfx.stop()
      self.movementSfx = None
        
    self.headBob(move)
    if self.recharging and self.energyLeft < 100:
      self.energyLeft += 0.035
        
  
  def headBob(self, movement):
    waveslice = math.sin(self.bobTimer)
    if waveslice != 0:
      change = waveslice * movement.bobAmt
      base.camera.setZ(change)
    else:
      base.camera.setZ(0)
    self.bobTimer = (self.bobTimer + movement.bobSpd) % (math.pi*2)
    
  def moveLight(self):
    waveslice = math.sin(self.timer)
    for light in self.lights:
      change = waveslice * 0.1
      light.setZ( self.lightZ + change )
      light.setH((float(light.getTag('startTime')) + self.timer) * 8 )
    #self.test.setZ( waveslice * 0.1 - 0.5)
    #self.test.setH( self.timer * 4 )

  def clearItems(self):
    for light in self.lights:
      light.removeNode()
    for wall in self.walls:
      wall.removeNode()