Example #1
0
    def loadPlanet(self):
        self.planet = loader.loadModel('planet.bam')
        self.planet.setPos(tupleToVec3(Game.PLANET_POSITION))
        self.planet.setScale(20)
        self.planet.reparentTo(render)

        self.planetCollGeom = OdeSphereGeom(20)
Example #2
0
  def loadPlanet(self):
    self.planet = loader.loadModel('planet.bam')
    self.planet.setPos( tupleToVec3(Game.PLANET_POSITION) )
    self.planet.setScale(20)
    self.planet.reparentTo(render)

    self.planetCollGeom = OdeSphereGeom(20)
Example #3
0
    def shoot(self):
        # TODO: add proper unit tests!
        angle = self.heading * math.pi / 180.0
        headingX = math.cos(angle)
        headingY = math.sin(angle)
        offset = Vec3(headingX, headingY, 0) * Ship.BULLET_OFFSET
        shipPos = self.getPos()
        bulletPos = (offset[0] + shipPos[0], offset[1] + shipPos[1], offset[2])

        bulletVisual = loader.loadModel("bullet.bam")
        bulletVisual.setPos(tupleToVec3(bulletPos))
        bulletVisual.setHpr(tupleToVec3((self.heading + 90, 180)))
        bulletVisual.setScale(1.5)
        bulletVisual.reparentTo(self.bulletParent)

        # Create physics for bullet
        collisionSphere = OdeSphereGeom(1.5)
        collisionSphere.setCategoryBits(BitMask32(0xffffffff))
        collisionSphere.setCollideBits(BitMask32(0xffffffff))
        collisionSphere.setPosition(bulletPos[0], bulletPos[1], bulletPos[2])

        shipVel = self.getVel()

        bullet = {
            'vel': (headingX * Ship.BULLET_SPEED +
                    shipVel[0] / Ship.BULLET_SHIP_SPEED_CORRELATION,
                    headingY * Ship.BULLET_SPEED +
                    shipVel[1] / Ship.BULLET_SHIP_SPEED_CORRELATION),
            'visual':
            bulletVisual,
            'physical':
            collisionSphere,
            'isAlive':
            True,
            'timeToLive':
            Ship.BULLET_MAX_LIFE_TIME
        }
        self.bullets.append(bullet)
        self.shootingSound.play()
Example #4
0
 def createVisualNode(self, pos=(0, 0)):
     # modelNode is the actualy ship model
     modelNode = loader.loadModel("indicator.bam")
     # visualNode is the node we operate on to move and rotate the ship
     visualNode = NodePath('Ship: ' + self.name)
     visualNode.setPos(tupleToVec3(pos))
     visualNode.setHpr(Vec3(0, -90, 90))
     # TODO: add scale parameter to this or some other aggregator class
     visualNode.setScale(1)
     # Reparent the actual modelNode to the visualNode
     modelNode.reparentTo(visualNode)
     # Offset the model node relative to the parent
     modelNode.setPos(tripleToVec3(Ship.MODEL_ROTATION_OFFSET))
     visualNode.reparentTo(render)
     return visualNode
Example #5
0
    def update(self, deltaTime):
        """@param deltaTime float, how many seconds have passed since last tick"""
        # TODO: refactor the updating code into different methods

        # Update the bullets
        # TODO: Add test for this in testUpdate!
        for bullet in self.bullets:
            bullet['timeToLive'] -= 1
            if bullet['timeToLive'] <= 0:
                bullet['isAlive'] = False
            if not bullet['isAlive']:
                self.destroyBullet(bullet)
                continue

            pos = bullet['visual'].getPos()
            bulletPos = Vec3(bullet['vel'][0] * deltaTime + pos[0],
                             bullet['vel'][1] * deltaTime + pos[1], 0)
            bullet['visual'].setPos(bulletPos)
            bullet['physical'].setPosition(bulletPos)

        # If the ship is not alive anymore, we don't move it
        if not self.isAlive:
            return

        # update the heading. Must be done before position updating!
        if self.rotateLeft:
            self.heading = self.heading + Ship.ROTATION_SPEED * deltaTime
        elif self.rotateRight:
            self.heading = self.heading - Ship.ROTATION_SPEED * deltaTime

        for c in self.collisions:
            self.collisionHandler(self, c)
        # update position
        gainedSpeedScalar = self.acc * deltaTime * Ship.ACC_COEFFICIENT
        # convert degrees to radians
        angle = self.heading * math.pi / 180.0
        #correction = math.pi / 2
        deltaVelX = gainedSpeedScalar * math.cos(angle)
        deltaVelY = gainedSpeedScalar * math.sin(angle)

        for f in self.forces:
            deltaVelX += f[0]
            deltaVelY += f[1]
        self.forces = []

        self.vel = (self.vel[0] + deltaVelX, self.vel[1] + deltaVelY)

        # Limit the ship's speed to Ship.SPEED_MAX
        self.limitVelocity()

        deltaPosX = deltaTime * self.vel[0]
        deltaPosY = deltaTime * self.vel[1]
        newPosX = self.pos[0] + deltaPosX
        newPosY = self.pos[1] + deltaPosY
        self.pos = (newPosX, newPosY)

        # Rotate the visual representation of the ship
        self.visualNode.setH(self.heading)
        # Move the actual visual representation
        self.visualNode.setPos(tupleToVec3(self.pos))
        self.collisionSphere.setPosition(self.pos[0], self.pos[1], 0)
Example #6
0
 def testTupleToVec3(self):
   self.failUnlessEqual( tupleToVec3( (2, 4) ), Vec3(2, 4, 0) )
Example #7
0
 def testTupleToVec3(self):
     self.failUnlessEqual(tupleToVec3((2, 4)), Vec3(2, 4, 0))