Example #1
0
	def move(self,x,y):
		self.__velocity = Vector(x,y,0)
		self.__velocity = self.__velocity.normalized()
		self.__velocity *= 3
Example #2
0
	def update(self, delta):
		if self.__map == None:
			return

		self.__shots = [item for item in self.__shots if not item.isDead()]


		for s in self.__shots:
			s.update(delta)

		self.__shootdelay = max(0.,self.__shootdelay - delta)



		bbsize = 0.3
		ldist = 0.2

		noff = [[bbsize,bbsize],[-bbsize,-bbsize],[bbsize,-bbsize],[-bbsize,bbsize]]
		
		walls = self.__map.getWalls()
		
		props = self.__map.getTile(self.__position + Vector(0,0,self.__map.LAYERHEIGHT*1))
		try:
			if props["stair"] == "ny":
				walls = []
				
				for off in noff:
					h = self.__map.getHeight(self.__position + Vector(off[0],off[1],0))
					self.__position.z = max(self.__position.z,h)
				print "height:"+str(self.__position.z)
					
				noff = []
		except Exception as e:
		
			pass

		epsilon = 0.26

		newpos = Vector(self.__position)
		newpos.x += self.__velocity.x * delta * 0.5
		solid = False
		hit = Vector(0,0,0)
		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],self.__map.LAYERHEIGHT)
			if self.__map.isSolid(checkpos):
				solid = True
			for w in walls:
				p1 = Vector(w[0])
				if abs(round(p1.z / self.__map.LAYERHEIGHT) - round(checkpos.z / self.__map.LAYERHEIGHT)) - 1.0 > epsilon:
					continue

				
				p2 = Vector(w[1])
				p1.z = 0
				p2.z = 0
				checkpos2 = Vector(checkpos)
				checkpos2.z = 0
				diff = p2 - p1
				length = diff.length
				dist,ort = minimum_distance(p1,p2,checkpos2)
				#print dist
				if dist < ldist:
					hit = ort
					solid = True

		if not solid:
			self.__position = newpos
	

		newpos = Vector(self.__position)
		newpos.y += self.__velocity.y * delta + hit.y * delta * 0.1
		solid = False
		hit = Vector(0,0,0)
		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],self.__map.LAYERHEIGHT)
			if self.__map.isSolid(checkpos):
				solid = True
			for w in walls:
				p1 = Vector(w[0])
				if abs(round(p1.z / self.__map.LAYERHEIGHT) - round(checkpos.z / self.__map.LAYERHEIGHT)) - 1.0 > epsilon:
					continue
				p2 = Vector(w[1])
				p1.z = 0
				p2.z = 0
				checkpos2 = Vector(checkpos)
				checkpos2.z = 0
				diff = p2 - p1
				length = diff.length

				dist, ort = minimum_distance(p1,p2,checkpos2)
				#print dist
				if dist < ldist:
					hit = ort
					solid = True
		if not solid:
			self.__position = newpos





		newpos = Vector(self.__position)
		newpos.x += self.__velocity.x * delta * 0.5 + hit.x * delta * 0.1
		solid = False
		hit = Vector(0,0,0)
		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],self.__map.LAYERHEIGHT)
			if self.__map.isSolid(checkpos):
				solid = True
			for w in walls:
				p1 = Vector(w[0])
				if abs(round(p1.z / self.__map.LAYERHEIGHT) - round(checkpos.z / self.__map.LAYERHEIGHT)) - 1.0 > epsilon:
					continue
				p2 = Vector(w[1])
				p1.z = 0
				p2.z = 0
				checkpos2 = Vector(checkpos)
				checkpos2.z = 0
				diff = p2 - p1
				length = diff.length
				dist,ort = minimum_distance(p1,p2,checkpos2)
				#print dist
				if dist < ldist:
					hit = ort
					solid = True

		if not solid:
			self.__position = newpos
		


		if len(noff) != 0:
			newpos = Vector(self.__position)
			newpos.z += -1.0 * delta
			solid = False
			for off in noff:
				checkpos = self.__position + Vector(off[0],off[1],self.__map.LAYERHEIGHT)
				if self.__map.isSolid(checkpos):
					solid = True
			if not solid:
				self.__position = newpos



		

		print "Player Height:"+str(self.__position.z)
Example #3
0
class Player:
	__tex = 0L
	__position = Vector(10.,10.,0.)
	__velocity = Vector(0.,0.,0.)
	__direction = 1
	__phase = 1
	__rotation = 0
	__rotationto = 0
	__dir = 1
	__map = None
	__shootdelay = 0.
	__shots = []

	__delme = 0
	def __init__(self, g):
		self.__tex = loadTexture("Sprites/Player/CharacterAnimationFinalish2.png")

	def setMap(self, map2):
		self.__map = map2

	def move(self,x,y):
		self.__velocity = Vector(x,y,0)
		self.__velocity = self.__velocity.normalized()
		self.__velocity *= 3

	def getPosition(self):
		return self.__position


	def display3D(self,delta):

		

		glColor4f(1,1,1,1)

		glPushMatrix()
		ismoving = False
		if self.__velocity.length != 0:
			ismoving = True
			self.__rotationto = math.degrees(math.atan2(self.__velocity[1],
									  	  			    self.__velocity[0]))+90


		torotate = self.__rotationto - self.__rotation
		if torotate > 180:
			torotate -= 360
		self.__rotation += torotate * delta * 10.
		x,y,z = self.__position
		
		glTranslate(x,y,z)
		glRotatef(self.__rotation,0,0,1)
		glEnable(GL_TEXTURE_2D)
		glBindTexture(GL_TEXTURE_2D, self.__tex)

		glBegin(GL_QUADS)

		u,v = (self.__phase % 8)/8., (self.__direction)/8.
		u2,v2 = u + 1/8., v + 1/8.
		
		x = -0.5
		y = -0.5
		z = 0.5
		glTexCoord(u,v2)
		glVertex(x,y,z)
		glTexCoord(u2,v2)
		glVertex(x+1,y,z)
		glTexCoord(u2,v)
		glVertex(x+1,y+1,z)
		glTexCoord(u,v)
		glVertex(x,y+1,z)			

		glEnd()
		glPopMatrix()
		


		if self.__delme % 50 == 0 and ismoving: 
			self.__phase = (self.__phase + self.__dir)

			if self.__phase >= 5 or self.__phase == 0:
				self.__dir *= -1
		if not ismoving:
			self.__phase = 3
		# if self.__delme % 800 == 0:
		# 	self.__direction = (self.__direction + 1) % 10
		self.__delme += 1



		for s in self.__shots:
			s.display3D(delta)

	def shoot(self,x,y,z):
		self.__rotation = self.__rotationto = math.degrees(math.atan2(y-self.__position.y,x - self.__position.x))+90

		if self.__shootdelay <= 0.:
			emitter = ParticleEmitter(loadTexture("Textures/tex1.png"),1)
			emitter.setPosition(self.getPosition())
			emitter.setStartVelocity(Vector(10,0,0).rotated_around_z((self.__rotation)-90.))
			emitter.emit()
			self.__shots.append(emitter)
			self.__shootdelay = .1



	
		
	def update(self, delta):
		if self.__map == None:
			return

		self.__shots = [item for item in self.__shots if not item.isDead()]


		for s in self.__shots:
			s.update(delta)

		self.__shootdelay = max(0.,self.__shootdelay - delta)



		bbsize = 0.3
		ldist = 0.2

		noff = [[bbsize,bbsize],[-bbsize,-bbsize],[bbsize,-bbsize],[-bbsize,bbsize]]
		
		walls = self.__map.getWalls()
		
		props = self.__map.getTile(self.__position + Vector(0,0,self.__map.LAYERHEIGHT*1))
		try:
			if props["stair"] == "ny":
				walls = []
				
				for off in noff:
					h = self.__map.getHeight(self.__position + Vector(off[0],off[1],0))
					self.__position.z = max(self.__position.z,h)
				print "height:"+str(self.__position.z)
					
				noff = []
		except Exception as e:
		
			pass

		epsilon = 0.26

		newpos = Vector(self.__position)
		newpos.x += self.__velocity.x * delta * 0.5
		solid = False
		hit = Vector(0,0,0)
		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],self.__map.LAYERHEIGHT)
			if self.__map.isSolid(checkpos):
				solid = True
			for w in walls:
				p1 = Vector(w[0])
				if abs(round(p1.z / self.__map.LAYERHEIGHT) - round(checkpos.z / self.__map.LAYERHEIGHT)) - 1.0 > epsilon:
					continue

				
				p2 = Vector(w[1])
				p1.z = 0
				p2.z = 0
				checkpos2 = Vector(checkpos)
				checkpos2.z = 0
				diff = p2 - p1
				length = diff.length
				dist,ort = minimum_distance(p1,p2,checkpos2)
				#print dist
				if dist < ldist:
					hit = ort
					solid = True

		if not solid:
			self.__position = newpos
	

		newpos = Vector(self.__position)
		newpos.y += self.__velocity.y * delta + hit.y * delta * 0.1
		solid = False
		hit = Vector(0,0,0)
		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],self.__map.LAYERHEIGHT)
			if self.__map.isSolid(checkpos):
				solid = True
			for w in walls:
				p1 = Vector(w[0])
				if abs(round(p1.z / self.__map.LAYERHEIGHT) - round(checkpos.z / self.__map.LAYERHEIGHT)) - 1.0 > epsilon:
					continue
				p2 = Vector(w[1])
				p1.z = 0
				p2.z = 0
				checkpos2 = Vector(checkpos)
				checkpos2.z = 0
				diff = p2 - p1
				length = diff.length

				dist, ort = minimum_distance(p1,p2,checkpos2)
				#print dist
				if dist < ldist:
					hit = ort
					solid = True
		if not solid:
			self.__position = newpos





		newpos = Vector(self.__position)
		newpos.x += self.__velocity.x * delta * 0.5 + hit.x * delta * 0.1
		solid = False
		hit = Vector(0,0,0)
		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],self.__map.LAYERHEIGHT)
			if self.__map.isSolid(checkpos):
				solid = True
			for w in walls:
				p1 = Vector(w[0])
				if abs(round(p1.z / self.__map.LAYERHEIGHT) - round(checkpos.z / self.__map.LAYERHEIGHT)) - 1.0 > epsilon:
					continue
				p2 = Vector(w[1])
				p1.z = 0
				p2.z = 0
				checkpos2 = Vector(checkpos)
				checkpos2.z = 0
				diff = p2 - p1
				length = diff.length
				dist,ort = minimum_distance(p1,p2,checkpos2)
				#print dist
				if dist < ldist:
					hit = ort
					solid = True

		if not solid:
			self.__position = newpos
		


		if len(noff) != 0:
			newpos = Vector(self.__position)
			newpos.z += -1.0 * delta
			solid = False
			for off in noff:
				checkpos = self.__position + Vector(off[0],off[1],self.__map.LAYERHEIGHT)
				if self.__map.isSolid(checkpos):
					solid = True
			if not solid:
				self.__position = newpos



		

		print "Player Height:"+str(self.__position.z)
Example #4
0
	def updateCollision(self, delta):
		# TODO: make Bounding box more arbritary
		bbsizex, bbsizey = self.__receipe["bounding_box"]
		bbsizex /= 2.
		bbsizey /= 2.

		ldist = min(bbsizex, bbsizey)

		noff = [[bbsizex,bbsizey],[-bbsizex,-bbsizey],[bbsizex,-bbsizey],[-bbsizex,bbsizey]]
		
		current_map = self.__game.getGameStateManager().getCurrentGameState().getMap()

		walls = current_map.getWalls()
		
		props = current_map.getTile(self.__position + Vector(0,0,current_map.LAYERHEIGHT))

		epsilon = 0.26

		newpos = Vector(self.__position)
		newpos.x += self.__velocity.x * delta * 0.5
		solid = False
		impdist = 5
		hit = Vector(0,0,0)

		def nearwall(p1,p2,pos):
			x1 = p1.x
			x2 = p2.x
			if x1 > x2:
				x1,x2 = x2,x1
			y1 = p1.y
			y2 = p2.y
			if y1 > y2:
				y1,y2 = y2,y1

			return pos.inPlanarRect([x1-1.5,y1-1.5,x2+1.5,y2+1.5])

		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],current_map.LAYERHEIGHT*1.1)
			if current_map.isSolid(checkpos):
				solid = True
			for w2 in walls:
				for w in w2["colllines"]:
					p1 = Vector(w[0])
					p2 = Vector(w[1])
					if not nearwall(p1,p2,newpos):
						continue

					if abs(round(p1.z / current_map.LAYERHEIGHT) - round(checkpos.z / current_map.LAYERHEIGHT)) - 1.0 > epsilon:
						continue




					
					
					p1.z = 0
					p2.z = 0
					checkpos2 = Vector(checkpos)
					checkpos2.z = 0
					diff = p2 - p1
					length = diff.length
					dist,ort = minimum_distance(p1,p2,checkpos2)
					#print dist
					if dist < ldist:
						#hit = ort
						solid = True

		if not solid:
			self.__position = newpos
		else:
			self.call("onCollision",newpos)
	

		newpos = Vector(self.__position)
		newpos.y += self.__velocity.y * delta + hit.y * delta * 0.1
		solid = False
		hit = Vector(0,0,0)
		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],current_map.LAYERHEIGHT)
			if current_map.isSolid(checkpos):
				solid = True
			for w2 in walls:
				for w in w2["colllines"]:
					p1 = Vector(w[0])
					p2 = Vector(w[1])
					if not nearwall(p1,p2,newpos):
						continue
					
					if abs(round(p1.z / current_map.LAYERHEIGHT) - round(checkpos.z / current_map.LAYERHEIGHT)) - 1.0 > epsilon:
						continue

					

					
					p1.z = 0
					p2.z = 0
					checkpos2 = Vector(checkpos)
					checkpos2.z = 0
					diff = p2 - p1
					length = diff.length

					dist, ort = minimum_distance(p1,p2,checkpos2)
					#print dist
					if dist < ldist:
						#hit = ort
						solid = True
		if not solid:
			self.__position = newpos
		else:
			self.call("onCollision",newpos)





		newpos = Vector(self.__position)
		newpos.x += self.__velocity.x * delta * 0.5 + hit.x * delta * 0.1
		solid = False
		hit = Vector(0,0,0)
		for off in noff:
			checkpos = newpos + Vector(off[0],off[1],current_map.LAYERHEIGHT)
			if current_map.isSolid(checkpos):
				solid = True
			for w2 in walls:
				for w in w2["colllines"]:
					p1 = Vector(w[0])
					p2 = Vector(w[1])
					if not nearwall(p1,p2,newpos):
						continue
					

					if abs(round(p1.z / current_map.LAYERHEIGHT) - round(checkpos.z / current_map.LAYERHEIGHT)) - 1.0 > epsilon:
						continue
					
					p1.z = 0
					p2.z = 0
					checkpos2 = Vector(checkpos)
					checkpos2.z = 0
					diff = p2 - p1
					length = diff.length
					dist,ort = minimum_distance(p1,p2,checkpos2)
					#print dist
					if dist < ldist:
						#hit = ort
						solid = True

		if not solid:
			self.__position = newpos
		else:
			self.call("onCollision",newpos)

		gamestate = self.__game.getGameStateManager().getCurrentGameState()
		entitymanager = gamestate.getEntityManager()
		for e in entitymanager.getEntities():
			if not e.isCollidable():
				continue
			if e == self:
				continue
			# todo coll detect improve
			dist = (e.getPosition() - self.getPosition()).length
			if dist < 0.5:
				self.call("onCollision",e)


		# if len(noff) != 0:
		# 	newpos = Vector(self.__position)
		# 	newpos.z += -1.0 * delta
		# 	solid = False
		# 	for off in noff:
		# 		checkpos = self.__position + Vector(off[0],off[1],current_map.LAYERHEIGHT*0.5)
		# 		if current_map.isSolid(checkpos):
		# 			solid = True
		# 	if not solid:
		# 		self.__position = newpos
			self.__position.z = 0.0