Example #1
0
 def clearDownAnim(self, animSpanId):
     if self.actor and self.animSpanId == animSpanId and self.getDownAnimName():
         self.actor.setControlEffect(self.getDownAnimName(), 0.0, self.partName)
         Actor.stop(self.actor, self.getDownAnimName(), self.partName)
     
     self.setDownAnimName(None, animSpanId)
     self.setDownAnimWeight(0.0, animSpanId)
Example #2
0
class ModelNode(NodePath):
    """A base class for nodes that have a 3d model.
    
    Class hierarchy:
        NodePath --> ModelNode
    """
    ANIMATIONS = []
    
    def __init__(self, parent, model, name=""):
        NodePath.__init__(self, name)
        self.name = name
        
        if not self.ANIMATIONS:
            # Load static model
            self.model = loader.loadModel("models/%s.bam" % (model,))
        else:
            # Load animated model
            animations = dict((name, "models/%s-%s.bam" % (model, name))
                              for name in self.ANIMATIONS)
            self.model = Actor("models/%s.bam" % (model,), animations)
        
        self.model.reparentTo(self)
        self.reparentTo(parent)
    
    def setup(self):
        """Reset object to default configuration"""
        raise NotImplementedError
Example #3
0
 def play(self, newAnim, fromFrame = None, toFrame = None, blendInT = 0, blendOutT = 0, blendInto = None):
     ival = self._ReducedAnimationMixer__getPlayIval(newAnim, fromFrame, toFrame)
     if ival:
         Actor.play(self.actor, newAnim, fromFrame = fromFrame, toFrame = toFrame)
         ival.start()
         ival.setT(0.01)
         self.addIvalToOwnedList(ival)
Example #4
0
class Character():

	def __init__(self):
		print "character started"

	# create the main character, the Fish
	def createFish(self):
		print "fish created"

	# create the bubble, which position is defined by the player's hand position
	def createBubble(self):
		print "bubble created"

	# create the target object
	def createRandomObject(self):
		print "random object created"


	def createWorm(self):
		self.worm = Actor("model/worm",{"dance":"model/worm_anim"})
		self.worm.reparentTo(render)
		self.worm.setPos(-200,-900,20)
		self.worm.setHpr(0,0,0)
		self.worm.setScale(2, 2, 2)
		self.worm.loop("dance")
		cm = CardMaker("sombraWorm")
		cm.setFrame(-5, 5, -5, 5)
		return self.worm
Example #5
0
 def __animateEnv(self):
     TTC = self.environ
     toonHall = TTC.find('**/sz13:toon_landmark_TT_toonhall_DNARoot')
     render.setPythonTag("ToonHall", ToonHall(toonHall, toonHall.find('**/door_double_round_ur')))
     phase_4 = 'phase_4/models/props/'
     self.fish = TTC.find('**/animated_prop_PetShopFishAnimatedProp_DNARoot')
     self.fish.removeNode()
     self.fish = Actor(phase_4 + 'exteriorfish-zero.bam', {'anim' : phase_4 + 'exteriorfish-swim.bam'})
     self.fish.reparentTo(TTC.find('**/sz22:toon_landmark_TT_pet_shop_DNARoot'))
     self.fish.loop('anim')
     self.periscope = Actor(TTC.find('**/animated_prop_HQPeriscopeAnimatedProp_DNARoot'), copy = 0)
     self.periscope.reparentTo(render)
     self.periscope.loadAnims({'anim': 'phase_3.5/models/props/HQ_periscope-chan.bam'})
     self.periscope.pose('anim', 0)
     self.periscopeTrack = Sequence(Wait(2.0), self.periscope.actorInterval('anim', startFrame=0, endFrame=40), Wait(0.7), self.periscope.actorInterval('anim', startFrame=40, endFrame=90), Wait(0.7), self.periscope.actorInterval('anim', startFrame=91, endFrame=121), Wait(0.7), self.periscope.actorInterval('anim', startFrame=121, endFrame=91), Wait(0.7), self.periscope.actorInterval('anim', startFrame=90, endFrame=40), Wait(0.7), self.periscope.actorInterval('anim', startFrame=40, endFrame=90), Wait(0.7), self.periscope.actorInterval('anim', startFrame=91, endFrame=121), Wait(0.5), self.periscope.actorInterval('anim', startFrame=121, endFrame=148), Wait(3.0))
     self.periscopeTrack.loop()
     self.telescope = Actor(TTC.find('**/animated_prop_HQTelescopeAnimatedProp_DNARoot'), copy = 0)
     self.telescope.reparentTo(render)
     self.telescope.loadAnims({'anim': 'phase_3.5/models/props/HQ_telescope-chan.bam'})
     self.telescope.pose('anim', 0)
     self.telescopeTrack = Sequence(Wait(5.0), self.telescope.actorInterval('anim', startFrame=0, endFrame=32), Wait(0.5), self.telescope.actorInterval('anim', startFrame=32, endFrame=78), Wait(0.5), self.telescope.actorInterval('anim', startFrame=79, endFrame=112), Wait(0.5), self.telescope.actorInterval('anim', startFrame=112, endFrame=79), Wait(0.5), self.telescope.actorInterval('anim', startFrame=78, endFrame=32), Wait(0.5), self.telescope.actorInterval('anim', startFrame=32, endFrame=78), Wait(0.5), self.telescope.actorInterval('anim', startFrame=79, endFrame=112), Wait(0.5), self.telescope.actorInterval('anim', startFrame=112, endFrame=148), Wait(4.0))
     self.telescopeTrack.loop()
     #base.taskMgr.add(self.__moveClouds, "Move Clouds")
     self.__fixTrashcans()
     self.environ.flattenStrong()
     self.scene.addModel(self.environ)
     render.find('**/TTC').setPythonTag('Class', self)
Example #6
0
class BombWeapon(Weapon):

	def __init__(self, x, y, z, angle, bullets, id, projZ):
		Weapon.__init__(self, x, y, z, angle, bullets, id, projZ)

		self.cooldown = 5.0
		self.penalty = 2.0
		self.ammo = 3
		self.range = 25
		self.playerid = id
		
		self.deploySound = loader.loadSfx("Sound/FX/bomb_deploy.wav")
		
	
	#each individual method is going to need to load its own model
#FLAG: needs image
	def LoadModel(self):

		self.form = Actor("animations/gentlemanBomb_idle", {"idle":"animations/gentlemanBomb_idle", "shoot":"animations/gentlemanBomb_trigger"})

		#self.form.reparentTo(render)
	
	def fire(self):
		"""drops a bomb"""
		#note: bombs don't inherit from projectile class
		self.deploySound.play()
		new_bomb = Bomb(self.xpos, self.ypos, -30, self.angle-180, self.playerid, players)
		self.bullets.append(new_bomb)
		self.cooldown = 5.0
		self.ammo -= 1
		if self.form.getCurrentAnim() == "idle":
			self.form.loop('shoot')
Example #7
0
    def disableMixing(self):
        if self._UsesAnimationMixer__mixer:
            self._UsesAnimationMixer__mixer.cleanup()
            self._UsesAnimationMixer__mixer = None

        Actor.disableBlend(self)
        Actor.stop(self)
Example #8
0
    def initExitGate(self):
        station = self.areaGeometry.find('**/station')
        exitGate = station.find('**/stationGate')
        ground = station.find('**/ground*')

        self.exitGate = Actor('models/exitGate') 
        self.exitGateAnim = self.exitGate.getAnimNames()
        
        self.exitGate.setHpr(render, station.getHpr(render))
        self.exitGate.setPos(render, station.getPos(render))

        self.exitGate.reparentTo(self.areaNode)

        self.oII = Actor('models/oii')
        oIIAnim = self.oII.getAnimNames() # No animation added yet
        # print 'oII anim:', oIIAnim
        #self.oII.setPlayRate(0.5, oIIAnim)
        self.oII.loop(oIIAnim, fromFrame=0, toFrame=50)

        exitPos = self.areaGameObjects.find('**/exitPos').getPos(render)
        self.oII.setPos(exitPos)
        self.oII.setZ(self.oII, 0.1)

        self.oII.reparentTo(self.areaNode)

        taskMgr.doMethodLater(1, self.areaTransitionChecker, 'areaTransitionCheckerTask')
Example #9
0
class GattlingGun(Weapon):
	def __init__(self, x, y, z, angle, bullets, id, projZ):
		Weapon.__init__(self, x, y, z, angle, bullets, id, projZ)
		self.coodown = 0.3
		self.penalty = 0.3
		self.ammo = 100
		self.gatSound = loader.loadSfx("Sound/FX/gattling_singleshot.wav")

#using revolver proxy for now
	def LoadModel(self):
		self.form = Actor("animations/gentlemanGattling_idle", {"idle":"animations/gentlemanGattling_idle", "shoot":"animations/gentlemanGattling_trigger"})
		#self.form.setScale(300)
		self.form.setPos(self.xpos,self.ypos,self.zpos)
		#self.form.setH(90)
		#self.form.reparentTo(render)
		
	def fire(self):
		"""pulls the trigger"""
		Weapon.fire(self)
		self.gatSound.play()
		#self.bullets[len(self.bullets)-1].penalty = 0.3
		self.cooldown = 0.3
		self.ammo -= 1
		if self.form.getCurrentAnim() == "idle":
			self.form.loop('shoot')
Example #10
0
class MyApp(ShowBase):
	
	def __init__(self):
		ShowBase.__init__(self)
		
		
		#standard GeoMipTerrain usage
		self.terrain = GeoMipTerrain("worldTerrain")
		self.terrain.setHeightfield("mapheight.png")
		self.terrain.setColorMap("maptexture.png")
		#self.terrain.setBruteforce(True)
		#set dynamically updated terrain
		self.terrain.setBlockSize(32)
		self.terrain.setNearFar(128, 256) #distance in terrain coordinates
		self.terrain.setMinLevel(0) #low means high quality
		self.terrain.setFocalPoint(base.camera) #a NodePath
		#get root
		root = self.terrain.getRoot()
		root.reparentTo(render)
		root.setSz(100)
		self.terrain.generate()
		taskMgr.add(self.updateTask,  "update")
		
		self.camera.setPos(0, 0, 0)
		
		#add person
		self.player = Actor("girl4.x", {"girl03_03": "girl"})
		print("girl loaded")
		self.player.setPos(0, 5, -1)
		self.player.reparentTo(self.render)
		print("girl reparented")
	
	def updateTask(self, task):
		self.terrain.update()
		return task.cont
Example #11
0
 def __init__(self, species, gender, head, features, torso_size, legs_size, path=""):
     """
     Args:
         species (str): "cat", "dog", "duck", "mouse", "pig", "rabbit",
             "bear", "horse" or "monkey".
         gender (str): "m" (male) or "f" (female).
         head (str): "n" (normal) or "l" (long).
         features (str): "n" (normal) or "l" (long).
         torso_size (str): "s" (small), "m" (medium) or "l" (long).
         legs_size (str): "s" (small), "m" (medium) or "l" (long).
         path (str, optional): The file path to the Toontown phase files.
             Defaults to Panda3D's search path.
     """
     global MODEL_PATH
     if path:
         self.path = pfile.fromOsSpecific("%s/" % path).getFullpath()
     else:
         self.path = pfile.fromOsSpecific("%s/" % MODEL_PATH).getFullpath()
     self.species = species
     self.gender = gender
     self.dimensions = torso_size, legs_size
     self.__make_actor(
         species, gender, head, features, torso_size, legs_size
     )
     Actor.__init__(self, self.parts, self.animation)
     self.__initialize_actor()
 def loadPlaceGeom(self, zoneId):
     self.notify.info('loadPlaceGeom: %s' % zoneId)
     zoneId = zoneId - zoneId % 100
     self.notify.debug('zoneId = %d ToontownGlobals.BossbotHQ=%d' % (zoneId, ToontownGlobals.BossbotHQ))
     if zoneId == ToontownGlobals.BossbotHQ:
         self.geom = loader.loadModel(self.cogHQExteriorModelPath)
         gzLinkTunnel = self.geom.find('**/LinkTunnel1')
         gzLinkTunnel.setName('linktunnel_gz_17000_DNARoot')
         self.makeSigns()
         top = self.geom.find('**/TunnelEntrance')
         origin = top.find('**/tunnel_origin')
         origin.setH(-33.33)
         self.extra = Actor("phase_12/models/bossbotHQ/ttr_m_bossbothq_sky")
         self.extra.reparentTo(self.geom)
         self.extra.setPos(0,0,0)
         self.extra.setScale(2.0)
     
     elif zoneId == ToontownGlobals.BossbotLobby:
         if base.config.GetBool('want-qa-regression', 0):
             self.notify.info('QA-REGRESSION: COGHQ: Visit BossbotLobby')
         self.notify.debug('cogHQLobbyModelPath = %s' % self.cogHQLobbyModelPath)
         self.geom = loader.loadModel(self.cogHQLobbyModelPath)
         self.extra = Actor("phase_12/models/bossbotHQ/ttr_m_bossbothq_sky")
         self.extra.reparentTo(self.geom)
         self.extra.setPos(0,0,0)
         self.extra.setScale(2.0)
     else:
         self.notify.warning('loadPlaceGeom: unclassified zone %s' % zoneId)
     CogHQLoader.CogHQLoader.loadPlaceGeom(self, zoneId)
Example #13
0
class Walker(NodePath):
	def __init__(self, heightFunction, x=0, y=0):
		NodePath.__init__(self, "Creature")
		self.reparentTo(render)
		self.startPosition = Vec2(x,y)
		z = heightFunction(x, y)
		self.setPos(x, y, z)
		# movement
		self.acceleration = 25
		self.velocity = Vec3(0,0,0)
		self.maxSpeed = 10
		self.speed = 0
		self.maxAngularVelocity = 360
		self.turbo = 1
		self.maxStoppingDistance = self.maxSpeed / self.acceleration * 0.5
		
		self.body = Actor("models/ralph",
							{"run":"models/ralph-run",
							"walk":"models/ralph-walk"})
		self.body.setScale(0.25)
		self.body.reparentTo(self)
		self.heightFunction = heightFunction
		
	def accelerate(self, desiredVelocity, elapsed):
		acceleration = self.acceleration * elapsed):
Example #14
0
    def startEntity(self, cog):
        if not cog:
            self.completeSquirt()
            return
        scaleUpPoint = Point3(1.5, 1.5, 1.5)
        rainDelay = 1
        effectDelay = 0.3
        cloudHold = 4.7
        tContact = 2.4
        if cog.isDead():
            cloudHold = 1.7
        cloud01, trickleFx, rainEffects, entity = self.buildEntity()
        cloud01.setZ(cog.suitPlan.getNametagZ() + 2)
        cloud01.reparentTo(cog)
        cloud02 = Actor(self.model, {'chan': GagGlobals.getProp(4, 'stormcloud-chan')})
        cloud02.reparentTo(cloud01)

        def damageCog():
            if self.isLocal():
                self.avatar.sendUpdate('suitHitByPie', [cog.doId, self.getID()])

        def __getCloudTrack(cloud, useEffect = 1):
            track = Sequence(Func(cloud.pose, 'chan', 0), LerpScaleInterval(cloud, 1.5, scaleUpPoint, startScale=GagGlobals.PNT3NEAR0), Wait(rainDelay))
            if useEffect == 1:
                pTrack = Parallel()
                delay = trickleDuration = cloudHold * 0.25
                trickleTrack = ParticleInterval(trickleFx, cloud, worldRelative=0, duration=trickleDuration, cleanup=True)
                track.append(trickleTrack)
                for i in range(0, 3):
                    dur = cloudHold - 2 * trickleDuration
                    pTrack.append(Sequence(Wait(delay), ParticleInterval(rainEffects[i], cloud, worldRelative=0, duration=dur, cleanup=True)))
                    delay += effectDelay

                pTrack.append(Sequence(Wait(3 * effectDelay), ActorInterval(cloud, 'chan', startTime=1, duration=cloudHold)))
                damageTrack = Sequence()
                if cog.getHealth() - self.getDamage() <= 0:
                    damageTrack.append(Func(cog.d_disableMovement, wantRay=True))
                    damageTrack.append(Func(damageCog))
                else:
                    damageTrack.append(Wait(tContact))
                    damageTrack.append(Func(damageCog))
                pTrack.append(damageTrack)
                track.append(pTrack)
            else:
                track.append(ActorInterval(cloud, 'chan', startTime=1, duration=cloudHold))
            track.append(LerpScaleInterval(cloud, 0.5, GagGlobals.PNT3NEAR0))
            track.append(Func(GagUtils.destroyProp, cloud))
            return track

        tracks = Parallel()
        soundTrack01 = self.getSoundTrack(1.3, self.avatar)
        soundTrack02 = self.getSoundTrack(3.4, self.avatar)
        tracks.append(soundTrack01)
        tracks.append(soundTrack02)
        cloud01Track = __getCloudTrack(cloud01)
        cloud02Track = __getCloudTrack(cloud02, useEffect=0)
        tracks.append(cloud01Track)
        tracks.append(cloud02Track)
        tracks.append(Func(self.destroyEntity, entity))
        tracks.start()
Example #15
0
class Akis(Enemy):
  def createCharacter(self):
    self.shape = BulletBoxShape(Vec3(0.4, 0.4, 0.85))
    self.actor = BulletRigidBodyNode('Akis')
    self.actor.setMass(5.0)
    self.np = self.render.attachNewNode(self.actor)
    self.np.node().addShape(self.shape)
    self.np.setPos(self.x, self.y, self.z)
    self.np.setCollideMask(BitMask32.allOn())
    self.world.attachRigidBody(self.np.node())
    
    self.actorModelNP = Actor('models/SecurityGuard/SecurityGuard.egg', {
                     'run': 'models/SecurityGuard/SecurityGuard-run.egg'})
    self.actorModelNP.reparentTo(self.np)
    self.actorModelNP.setScale(0.3048)
    self.actorModelNP.setH(180)
    self.actorModelNP.setPos(0, 0, 0.27)
    self.actorModelNP.loop('run')
  
  def move(self, player):
    playerNP = player.getCharacterNP()
    self.np.lookAt(playerNP.getX(), playerNP.getY(), self.np.getZ())
    vec = playerNP.getPos() - self.np.getPos()
    vec.setZ(0)
    dist = vec.length()
    vec.normalize()
    self.np.setPos(self.np.getPos() + vec * dist * 0.01)
 def __init__(self):
     ShowBase.__init__(self)
     base.disableMouse()#mouse disabled
     #rocky terrain load
     self.environ=loader.loadModel("models/environment")
     self.environ.reparentTo(render)
     self.environ.setScale(0.15,0.15,0.15)
     self.environ.setPos(0,-10,0)
     #loading the sky background
     self.sky=loader.loadModel("models/farmsky")
     self.sky.reparentTo(render)
     self.sky.setScale(0.3,0.3,0.3)
     self.sky.setPos(0,350,0)
     #baby dinosaur model
     self.babyd = Actor("babyd", {"sit": "babydani"})
     self.babyd.reparentTo(render)
     self.babyd.setPos(Vec3(25,-150, 3))
     self.babyd.loop("sit")
     #big dinosaur model
     self.bigd = Actor("bigd", {"roar": "bigdani"})
     self.bigd.reparentTo(render)
     self.bigd.setPos(Vec3(30, -110, 0))
     self.bigd.loop("roar")
     #trex model
     self.trex = Actor("trex", {"run": "trex-eat"})
     self.trex.reparentTo(render)
     self.trex.loop("run")
     self.trex.setHpr(270,0,0)
     self.cam.setPos(-20, -200, 22)
      #trex animation
     trexPosInterval1 = self.trex.posInterval(3,
                                                     Point3(-60,-120, 0),
                                                     startPos = Point3( -10,-120, 0))
     trexPosInterval2 = self.trex.posInterval(3,
                                                     Point3(-60,0, 0),
                                                     startPos = Point3( -60,-120, 0))
     trexPosInterval3 = self.trex.posInterval(3,
                                                     Point3(-10,0, 0),
                                                     startPos = Point3( -60,0, 0))
     trexPosInterval4 = self.trex.posInterval(3,
                                                     Point3(-10,-120, 0),
                                                     startPos = Point3( -10,0, 0))
     trexHprInterval1 = self.trex.hprInterval(0.5,
                                                     Point3(180, 0, 0),
                                                     startHpr = Point3(270, 0, 0))
     trexHprInterval2 = self.trex.hprInterval(0.5,
                                                     Point3(90, 0, 0),
                                                     startHpr = Point3(180, 0, 0))
     trexHprInterval3 = self.trex.hprInterval(0.5,
                                                     Point3(0, 0, 0),
                                                     startHpr = Point3(90, 0, 0))
     trexHprInterval4 = self.trex.hprInterval(0.5,
                                                     Point3(-90, 0, 0),
                                                     startHpr = Point3(0, 0, 0))
     
     # Create and play the sequence that coordinates the intervals.
     self.pandaPace = Sequence(trexPosInterval1, trexHprInterval1,
                               trexPosInterval2, trexHprInterval2,trexPosInterval3,trexHprInterval3,trexPosInterval4,trexHprInterval4,
                               name="pandaPace")
     self.pandaPace.loop()
Example #17
0
def loadAnimation(filename, animations):
    global modelFileSuffix
    for anim in animations:
        animations[anim] += modelFileSuffix
    a = Actor(filename + modelFileSuffix, animations)
    a.setBlend(frameBlend = True)
    return a
Example #18
0
class World(DirectObject):
  #------------------------------------------------------
  #
  def __init__(self):
    #
    self.setup_scene()
    #
    self.showtime()
  #------------------------------------------------------
  #
  def showtime(self):
    '''relevant code for the sample
    '''
    self.actor = Actor("panda", {"walk":"panda-walk"})
    self.actor.setScale(.5, .5, .5)

    terra=loader.loadModel( 'environment' )
    terra.reparentTo( base.render )
    terra.setScale(3)
    #
    floor = loader.loadModel( 'environment' )
    floor.reparentTo( base.render )
    floor.setScale(3)
    floor.hide()
    
    #** here is where the physics happens
    self.phy=terra_physics(self.actor, floor, None)

    self.accept("space", lambda x=50: self.phy.avatarNP.setZ(x))

    base.mouseInterfaceNode.setPos(-150, 30, 5)
    base.taskMgr.add(self.localtask, 'localtask' )
  #--------------------------------------------------------------
  #
  def localtask(self, task):
    base.camera.lookAt(self.actor)
    return Task.cont
  #------------------------------------------------------
  #
  def setup_scene(self):
    # *** Setup lighting
    lightLevel=0.8
    lightPos=(0.0,-10.0,10.0)
    lightHpr=(0.0,-26.0,0.0)
    dlight = DirectionalLight('dlight')
    dlight.setColor(VBase4(lightLevel, lightLevel, lightLevel, 1))
    dlnp = render.attachNewNode(dlight.upcastToPandaNode())
    dlnp.setHpr(lightHpr[0],lightHpr[1],lightHpr[2])
    dlnp.setPos(lightPos[0],lightPos[1],lightPos[2])
    render.setLight(dlnp)

    alight = AmbientLight('alight')
    alight.setColor(VBase4(0.2, 0.2, 0.2, 1))

    # *** Setup scene
    base.setBackgroundColor(0.0,0.1,0.7,1.0)
    base.mouseInterfaceNode.setPos(3.9, 37.26, 3.8)
    base.mouseInterfaceNode.setHpr(-4.5, 35.4, 0.97)

    base.setFrameRateMeter(True)
Example #19
0
 def delete(self):
     try:
         self.Avatar_deleted
     except:
         self.Avatar_deleted = 1
         self.removeLoopTask()
         Actor.delete(self)
 def __init__(self, defaultAnimation, hasShoes):
     try:
         Actor.__init__(self, 
         {"head":"models/tt_a_chr_dgm_shorts_head_1000.bam",
          "torso":"models/tt_a_chr_dgm_shorts_torso_1000.bam",
          "legs":"models/tt_a_chr_dgm_shorts_legs_1000.bam"},
         {"head":{"neutral":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_neutral.bam",
                  "run":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_run.bam",
                  "runjump":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_leap_zhang.bam",
                  "walk":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_walk.bam",
                  "jump":"models/anim/toonHead/tt_a_chr_dgm_shorts_head_jump-zhang.bam"},
          "torso":{"neutral":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_neutral.bam",
                   "run":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_run.bam",
                   "runjump":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_leap_zhang.bam",
                   "walk":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_walk.bam",
                   "jump":"models/anim/toonTorso/tt_a_chr_dgm_shorts_torso_jump-zhang.bam"},
          "legs":{"neutral":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_neutral.bam",
                  "run":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_run.bam",
                  "runjump":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_leap_zhang.bam",
                  "walk":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_walk.bam",
                  "jump":"models/anim/toonLegs/tt_a_chr_dgm_shorts_legs_jump-zhang.bam"}})
         self.loop(defaultAnimation)
         self.attach("head", "torso", "def_head")
         self.attach("torso", "legs", "joint_hips")
     except IOError:
         Log.sendError("err")
         Actor.__init__(self, 'models/err.egg')
     if hasShoes is False:
         self.find("**/shoes").hide()
         self.find("**/boots_short").hide()
         self.find("**/boots_long").hide()
Example #21
0
class Gorrila(DirectObject):
    def __init__(self):
        DirectObject.__init__(self)
        self.collisionSphere = CollisionSphere(0,0,0,1)
        self.collisionNode = CollisionNode('gorrila')
        self.collisionNode.setCollideMask(BitMask32.bit(1))
        self.collisionNode.addSolid(self.collisionSphere)
        self.collisionNodePath = render.attachNewNode(self.collisionNode)
        self.collisionNodePath.setPos(-9,5,1)
        base.cTrav.addCollider(self.collisionNodePath,base.collisionHandlerEvent)
        self.actor = Actor("arena/gorilla/gorillawalking",{"walk":"arena/gorilla/gorillawalking"})
        self.actor.setScale(0.2,0.2,0.2)
        self.actor.setPos(0,0.3,-1)
        self.actor.reparentTo(self.collisionNodePath)
        self.actor.loop("walk")
        self.actor.showThrough()
        LerpPosInterval(self.collisionNodePath,10,Point3(-9,-5,1)).loop()
        LerpHprInterval(self.collisionNodePath,5,Vec3(360,0,0)).loop()
        base.cTrav.addCollider(self.collisionNodePath,base.collisionHandlerEvent)
        self.accept('mouseray-i-gorrila',self.collideIn)
        self.accept('mouseray-o-gorrila',self.collideOut)
    def collideIn(self,entry):
        base.arrow.highlight(self.collisionNodePath)
    def collideOut(self,entry):
        base.arrow.hide()
Example #22
0
    def __init__(self, id, name, model):
        # class properties
        self.id = id
        self.name = name
        self.modelType = model

        self.isMoving = False

        self.entity = render.attachNewNode("entity")
        self.target = render.attachNewNode("target")

        # set up model
        if model == Constants.CHAR_RALPH:
            self.model = Actor("models/ralph", {"run": "models/ralph-run", "walk": "models/ralph-walk"})
            self.model.setScale(0.2)
        elif model == Constants.CHAR_PANDA:
            self.model = Actor("models/panda-model", {"run": "models/panda-walk4", "walk": "models/panda-walk4"})
            self.model.setScale(0.001)
        elif model == Constants.CHAR_VEHICLE:
            self.model = Actor("models/car", {})
            self.model.setScale(0.3)
            self.model.setPos(0, 0.2, 0.1)

        self.model.reparentTo(self.entity)

        # start movement task
        taskMgr.doMethodLater(1.0 / Constants.TICKRATE, self.move, "Character[" + str(id) + "].move")
Example #23
0
class PostEffect(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)
        self.disableMouse()
        base.setFrameRateMeter(True)
        self.accept("escape", sys.exit)
        self.setup_scene()
        self.setup_post_effect() 

    def setup_scene(self):
        # Environment
        self.environ = self.loader.loadModel("models/environment")
        self.environ.reparentTo(self.render)
        self.environ.set_scale(0.25)
        self.environ.set_pos(-8, 42, 0)
        # Camera
        self.taskMgr.add(self.spinCameraTask, "SpinCameraTask")
        # Panda
        self.pandaActor = Actor("models/panda-model",
                                {"walk": "models/panda-walk4"})
        self.pandaActor.setScale(0.005, 0.005, 0.005)
        self.pandaActor.reparentTo(self.render)
        self.pandaActor.loop("walk")
        pandaPosInterval1 = self.pandaActor.posInterval(13,
                                                        Point3(0, -10, 0),
                                                        startPos=Point3(0, 10, 0))
        pandaPosInterval2 = self.pandaActor.posInterval(13,
                                                        Point3(0, 10, 0),
                                                        startPos=Point3(0, -10, 0))
        pandaHprInterval1 = self.pandaActor.hprInterval(3,
                                                        Point3(180, 0, 0),
                                                        startHpr=Point3(0, 0, 0))
        pandaHprInterval2 = self.pandaActor.hprInterval(3,
                                                        Point3(0, 0, 0),
                                                        startHpr=Point3(180, 0, 0))
        self.panda_pace = Sequence(pandaPosInterval1,
                                  pandaHprInterval1,
                                  pandaPosInterval2,
                                  pandaHprInterval2,
                                  name="pandaPace")
        self.panda_pace.loop()

    # The post-processing effect is set up here.
    def setup_post_effect(self):
        self.manager = FilterManager(base.win, base.cam)
        tex = Texture()
        dtex = Texture()
        quad = self.manager.renderSceneInto(colortex=tex, depthtex=dtex)
        quad.setShader(Shader.load(Shader.SL_GLSL, "vertex.glsl", "fragment.glsl"))
        quad.setShaderInput("tex", tex)
        quad.setShaderInput("dtex", dtex)
 
    # Define a procedure to move the camera.
    def spinCameraTask(self, task):
        angleDegrees = task.time * 6.0
        angleRadians = angleDegrees * (pi / 180.0)
        self.camera.setPos(20 * sin(angleRadians), -20.0 * cos(angleRadians), 3)
        self.camera.setHpr(angleDegrees, 0, 0)
        return Task.cont
Example #24
0
File: gui.py Project: DrMoMo/RHINO
class MyApp(ShowBase):
    def __init__(self, q):
        ShowBase.__init__(self)
 
        # Disable the camera trackball controls.
        self.disableMouse()
 
        # Load the environment model.
        self.environ = self.loader.loadModel("models/environment")
        # Reparent the model to render.
        self.environ.reparentTo(self.render)
        # Apply scale and position transforms on the model.
        self.environ.setScale(0.25, 0.25, 0.25)
        self.environ.setPos(-8, 42, 0)
 
        # Add the spinCameraTask procedure to the task manager.
        self.taskMgr.add(self.spinCameraTask, "SpinCameraTask")
 
        # Load and transform the panda actor.
        self.pandaActor = Actor("models/panda-model",
                                {"walk": "models/panda-walk4"})
        self.pandaActor.setScale(0.005, 0.005, 0.005)
        self.pandaActor.reparentTo(self.render)
        # Loop its animation.
        self.pandaActor.loop("walk")
 
        # Create the four lerp intervals needed for the panda to
        # walk back and forth.
        pandaPosInterval1 = self.pandaActor.posInterval(13,
                                                        Point3(0, -10, 0),
                                                        startPos=Point3(0, 10, 0))
        pandaPosInterval2 = self.pandaActor.posInterval(13,
                                                        Point3(0, 10, 0),
                                                        startPos=Point3(0, -10, 0))
        pandaHprInterval1 = self.pandaActor.hprInterval(3,
                                                        Point3(180, 0, 0),
                                                        startHpr=Point3(0, 0, 0))
        pandaHprInterval2 = self.pandaActor.hprInterval(3,
                                                        Point3(0, 0, 0),
                                                        startHpr=Point3(180, 0, 0))
 
        # Create and play the sequence that coordinates the intervals.
        self.pandaPace = Sequence(pandaPosInterval1,
                                  pandaHprInterval1,
                                  pandaPosInterval2,
                                  pandaHprInterval2,
                                  name="pandaPace")
        self.pandaPace.loop()
        textObject = OnscreenText(text = 'My Text String',
                                  pos = (-0.5, 0.02),
                                  scale = 0.1,
                                  fg = (255,0,0,1))
    # Define a procedure to move the camera.
    def spinCameraTask(self, task):
        angleDegrees = task.time * 6.0
        angleRadians = angleDegrees * (pi / 180.0)
        self.camera.setPos(20 * sin(angleRadians), -20.0 * cos(angleRadians), 3)
        self.camera.setHpr(angleDegrees, 0, 0)
        return Task.cont
Example #25
0
class Pokemao():#Inimigos):
    def __init__(self,render, num):
        self.nome = "Pokemao"
        self.agi = 10
        self.hp = 10
        self.int = 5
        self.str = 1
        self.dano = 5
        self.bloqueio = False
        self.bloqueado = False
        self.velocAtaque = 0.5
        self.arma = None
        self.escudo = None
        self.armadura = None
        self.delete = False
        self.render = render
        self.loadModels(num)
        self.setAI()
        
    
    def getPos(self):
        return self.pokemao.getPos()   
        
    def loadModels(self,num):
        # Seeker
        pokemaoPos = Vec3(-10,-30.0,2.10)
        self.pokemao = Actor('personagens/Modelos/Pokeperna/p1',
                        {"andar" :"personagens/Modelos/Pokeperna/p1-andar.egg",
                        "saltar" :"personagens/Modelos/Pokeperna/p1-saltar.egg",
                        "correr" : "personagens/Modelos/Pokeperna/p1-correr",
                        "abaixar" : "personagens/Modelos/Pokeperna/p1-abaixar"})
        
        self.pokemao.reparentTo(self.render)
        #self.wanderer.setScale(0.5)
        self.pokemao.setPos(pokemaoPos)
        self.pokemao.setTag("inimigo",str(num))
      
    def setAI(self):
        #Creating AI World
        self.AIworld = AIWorld(self.render)
 
        self.AIchar = AICharacter("wanderer",self.pokemao, 100, 0.05, 5)
        self.AIworld.addAiChar(self.AIchar)
        self.AIbehaviors = self.AIchar.getAiBehaviors()
        
        self.AIbehaviors.wander(5, 0, 10, 1.0)
        self.pokemao.loop("correr")

        #AI World update        
        taskMgr.add(self.AIUpdate,"AIUpdate")
        
    #to update the AIWorld    
    def AIUpdate(self,task):
        if self.hp < 1:
            #self.cleanup()
            self.pokemao.detachNode()
            self.delete = True
        self.AIworld.update()            
        return Task.cont
Example #26
0
    def enableMixing(self):
        if self._UsesAnimationMixer__mixer != self.animationMixer:
            self.disableMixing()

        self._UsesAnimationMixer__mixer = self.animationMixer
        if self._UsesAnimationMixer__mixer:
            Actor.enableBlend(self)
            self._UsesAnimationMixer__mixer.cleanup()
Example #27
0
 def play(self, newAnim, partName = None, fromFrame = None, toFrame = None, blendInT = defaultBlendT, blendOutT = defaultBlendT, blendInto = None):
     partNames = self.getPartsNameList(self.getSectionList(partName))
     ival = self._AnimationMixer__getPlayIval(newAnim, partName, fromFrame, toFrame, blendInT, blendOutT, blendInto = blendInto)
     if ival:
         Actor.play(self.actor, newAnim, partName = partNames, fromFrame = fromFrame, toFrame = toFrame)
         ival.start()
         ival.setT(0.01)
         self.addIvalToOwnedList(ival)
Example #28
0
 def __init__(self, name, parentSpell, properties, modifiersList=[]):
     actorNP = Actor(properties['modelPath'], properties['anims'])
     actorNP.setName(name)
     
     GameObject.__init__(self, actorNP)
     
     self.parentSpell = parentSpell
     self.properties = properties
Example #29
0
File: gunit.py Project: onze/goLive
class GH_Sprinter(GUnit):
   def __init__(self,conf):
      self.p3dobject=Actor('data/models/units/v_sprinter.egg',
                      {'run':'data/models/units/v_sprinter-run.egg',
                       }
                      )
      GUnit.__init__(self,conf)
      self.p3dobject.setName('GH_Sprinter_'+str(self.eid))
Example #30
0
 def pose(self, newAnim, frame, partName = None, blendT = defaultBlendT):
     ival = self._AnimationMixer__getPoseIval(newAnim, partName, frame, blendT)
     if ival:
         partName = self.getPartsNameList(self.getSectionList(partName))
         Actor.pose(self.actor, newAnim, frame = frame, partName = partName)
         ival.start()
         ival.setT(0.01)
         self.addIvalToOwnedList(ival)
Example #31
0
class Monster():
    def __init__(self, setup_data, common, level=1.0, start_pos=(0, 0, 0)):
        common['monsterList'].append(self)
        id = len(common['monsterList']) - 1
        self.monsterList = common['monsterList']
        self.waypoints_data = common['waypoints_data']
        self.waypoints = common['waypoints']
        self.audio3d = common['audio3d']
        self.common = common

        # root node
        self.node = render.attachNewNode("monster")
        self.sound_node = None
        self.soundset = None

        self.actor = Actor(setup_data["model"], setup_data["anim"])
        self.actor.setBlend(frameBlend=True)
        self.actor.reparentTo(self.node)
        self.actor.setScale(setup_data["scale"] * random.uniform(0.9, 1.1))
        self.actor.setH(setup_data["heading"])
        self.actor.setBin("opaque", 10)

        self.rootBone = self.actor.exposeJoint(None, 'modelRoot',
                                               setup_data["root_bone"])

        # sounds
        self.soundID = self.common['soundPool'].get_id()
        self.common['soundPool'].set_target(self.soundID, self.node)
        self.sound_names = {
            "hit": setup_data["hit_sfx"],
            "arrow_hit": setup_data["arrowhit_sfx"],
            "attack": setup_data["attack_sfx"],
            "die": setup_data["die_sfx"]
        }

        self.vfx = setup_data["hit_vfx"]

        self.stats = {
            "speed": setup_data["speed"],
            "hp": setup_data["hp"] * level,
            "armor": setup_data["armor"] * level,
            "dmg": setup_data["dmg"] * level
        }
        if self.stats['hp'] > 300:
            self.stats['hp'] = 300
        self.maxHP = self.stats['hp']
        self.HPring = Actor("models/ring_morph", {'anim': 'models/ring_anim'})
        self.HPring.setScale(0.07)
        self.HPring.setZ(0.4)
        self.HPring.setLightOff()
        self.HPring.reparentTo(self.node)
        self.HPvis = self.HPring.controlJoint(None, 'modelRoot', 'morph01')
        self.HPvis.setX(self.stats['hp'] / 300)
        self.HPring.hide(BitMask32.bit(1))
        self.HPring.hide()
        #self.HPring.setColorScale(0.0, 1.0, 0.0, 1.0)

        # gamestate variables
        self.attack_pattern = setup_data["attack_pattern"]
        self.damage = setup_data["dmg"]
        # self.HP=setup_data["hp"]
        self.state = "STOP"
        self.id = id
        self.nextWaypoint = None
        self.canSeePC = False
        self.PCisInRange = False
        self.PC = common['PC']
        self.speed_mode = random.randrange(0 + int(level), 42 + int(level),
                                           7) / 100.0
        self.totalSpeed = self.stats['speed'] + self.speed_mode
        self.sparkSum = 0
        self.lastMagmaDmg = 0
        self.DOT = 0
        self.arrows = set()
        self.traverser = CollisionTraverser("Trav" + str(self.id))
        # self.traverser.showCollisions(render)
        self.queue = CollisionHandlerQueue()

        # bit masks:
        # 1  visibility polygons & coll-rays
        # 2  walls & radar-ray
        # 3  spheres

        # collision ray for testing visibility polygons
        coll = self.node.attachNewNode(CollisionNode('collRay'))
        coll.node().addSolid(CollisionRay(0, 0, 2, 0, 0, -180))
        coll.setTag("id", str(id))
        coll.node().setIntoCollideMask(BitMask32.allOff())
        coll.node().setFromCollideMask(BitMask32.bit(1))
        self.traverser.addCollider(coll, self.queue)

        # radar collision ray
        self.radar = self.node.attachNewNode(CollisionNode('radarRay'))
        self.radar.node().addSolid(CollisionRay(0, 0, 1, 0, 90, 0))
        self.radar.node().setIntoCollideMask(BitMask32.allOff())
        self.radar.node().setFromCollideMask(BitMask32.bit(2))
        self.radar.setTag("radar", str(id))
        # self.radar.show()
        self.traverser.addCollider(self.radar, self.queue)

        # collision sphere
        self.coll_sphere = self.node.attachNewNode(
            CollisionNode('monsterSphere'))
        self.coll_sphere.node().addSolid(CollisionSphere(0, 0, 0.8, 0.8))
        self.coll_sphere.setTag("id", str(id))
        self.coll_sphere.node().setIntoCollideMask(BitMask32.bit(3))
        # coll_sphere.show()

        # other monster blocking
        self.coll_quad = loader.loadModel("models/plane")
        self.coll_quad.reparentTo(self.node)

        # coll_quad=render.attachNewNode(CollisionNode('monsterSphere'))
        #coll_quad.node().addSolid(CollisionPolygon(Point3(-.5, -.5, 2), Point3(-.5, .5, 0), Point3(.5, .5, 0), Point3(.5, .5, 2)))
        #coll_quad.setTag("id", str(id))
        # coll_quad.node().setIntoCollideMask(BitMask32.bit(2))
        # coll_quad.reparentTo(self.node)
        # coll_quad.show()

        Sequence(Wait(random.uniform(.6, .8)), Func(self.restart)).start()
        self.node.setPos(render, start_pos)
        taskMgr.add(self.runAI, "AIfor" + str(self.id))
        taskMgr.doMethodLater(.6, self.runCollisions, 'collFor' + str(self.id))
        taskMgr.doMethodLater(1.0, self.damageOverTime,
                              'DOTfor' + str(self.id))

    def damageOverTime(self, task):
        if self.state == "DIE":
            return task.done
        if self.DOT > 0:
            self.doDamage(self.DOT)
            self.DOT = int((self.DOT * 0.9) - 1.0)
            if self.stats['hp'] < 1:
                self.actor.play("die")
                #self.common['soundPool'].play(self.soundID, self.sound_names["hit"])
                self.common['soundPool'].play(self.soundID,
                                              self.sound_names["die"])
                self.state = "DIE"
            vfx(self.node,
                texture=self.vfx,
                scale=.5,
                Z=1.0,
                depthTest=True,
                depthWrite=True).start(0.016, 24)
        return task.again

    def restart(self):
        self.state = "SEEK"

    def check_stacking(self):
        for monster in self.monsterList:
            if monster and monster.id != self.id:
                if self.node.getDistance(monster.node) < .8:
                    if monster.state != "STOP" and self.state == "SEEK":
                        if self.totalSpeed <= monster.totalSpeed:
                            self.state = "STOP"
                            self.actor.stop()
                            Sequence(Wait(1.5), Func(self.restart)).start()
                            return True

    def doDamage(self, damage, igoreArmor=False):
        if self.state == "DIE":
            return
        if not igoreArmor:
            damage -= self.stats['armor']
        if damage < 1:
            damage = 1
        # print damage
        self.stats['hp'] -= damage
        scale = self.stats['hp'] / self.maxHP
        self.HPvis.setX(self.stats['hp'] / 300.0)
        #self.HPring.setColor(0.8*(1.0-scale), 0.8*scale, 0.0, 1.0)
        self.HPring.show()
        self.HPring.setColorScale((1.0 - scale), scale, 0.0, 1.0)
        if self.stats['hp'] < 1:
            self.HPring.hide()

    def attack(self, pattern):
        if self.state == "DIE":
            return
        if not self.PC.node:
            return
        if pattern:
            next = pattern.pop()
        else:
            self.state = "SEEK"
            self.PCisInRange = False
            return
        if self.PC.node and self.node:
            range = self.node.getDistance(self.PC.node)
        else:
            return
        # print range
        if range < 1.8:
            self.PC.hit(self.damage)
        Sequence(Wait(next), Func(self.attack, pattern)).start()

    def onMagmaHit(self):
        if self.state == "DIE":
            return
        damage = self.lastMagmaDmg
        self.doDamage(damage)
        self.common['soundPool'].play(self.soundID, "onFire")
        vfx(self.node,
            texture="vfx/small_flame.png",
            scale=.6,
            Z=.7,
            depthTest=False,
            depthWrite=False).start(0.016, stopAtFrame=24)
        if self.stats['hp'] < 1:
            self.actor.play("die")
            self.common['soundPool'].play(self.soundID, "die3")
            self.state = "DIE"
            vfx(self.node,
                texture=self.vfx,
                scale=.5,
                Z=1.0,
                depthTest=True,
                depthWrite=True).start(0.016)

    def onPlasmaHit(self, damage):
        if self.state == "DIE":
            return
        self.doDamage(damage * 1.5, True)
        # self.soundset["spark"].play()
        #self.common['soundPool'].play(self.soundID, "spark")
        if self.stats['hp'] < 1:
            self.actor.play("die")
            # self.soundset["die3"].play()
            self.common['soundPool'].play(self.soundID, "die3")
            self.state = "DIE"
            vfx(self.node,
                texture=self.vfx,
                scale=.5,
                Z=1.0,
                depthTest=True,
                depthWrite=True).start(0.016)
        # else:
        #    short_vfx(self.node, texture="vfx/short_spark.png",scale=.5, Z=1.0, depthTest=True, depthWrite=True).start(0.03)

    def onSparkHit(self, damage):
        if self.state == "DIE":
            return
        # print damage
        self.doDamage(damage)
        # self.soundset["spark"].play()
        self.common['soundPool'].play(self.soundID, "spark")
        if self.stats['hp'] < 1:
            self.actor.play("die")
            # self.soundset["die3"].play()
            self.common['soundPool'].play(self.soundID, "die3")
            self.state = "DIE"
            vfx(self.node,
                texture=self.vfx,
                scale=.5,
                Z=1.0,
                depthTest=True,
                depthWrite=True).start(0.016)
        else:
            short_vfx(self.node,
                      texture="vfx/short_spark.png",
                      scale=.5,
                      Z=1.0,
                      depthTest=True,
                      depthWrite=True).start(0.03)

    def onHit(self, damage, sound="hit"):
        if self.state == "DIE":
            return
        self.doDamage(damage)
        # print damage
        vfx(self.node,
            texture=self.vfx,
            scale=.5,
            Z=1.0,
            depthTest=True,
            depthWrite=True).start(0.016)

        if self.stats['hp'] < 1:
            self.actor.play("die")
            # self.sounds["die"].play()
            if sound:
                self.common['soundPool'].play(self.soundID,
                                              self.sound_names[sound])
            self.common['soundPool'].play(self.soundID,
                                          self.sound_names["die"])
            self.state = "DIE"
        else:
            # self.sounds["hit"].play()
            if sound:
                self.common['soundPool'].play(self.soundID,
                                              self.sound_names[sound])

    def findFirstWaypoint(self):
        min = 100000
        nearest = None
        for waypoint in self.waypoints:
            dist = self.node.getDistance(waypoint)
            if dist < min:
                min = dist
                nearest = waypoint
        return nearest

    def runCollisions(self, task):
        if self.state == "DIE":
            return task.done
        if self.node.getDistance(self.PC.node) > 50.0:
            self.nextWaypoint = None
            return task.again
        if self.check_stacking():
            return task.again
        self.radar.lookAt(self.PC.node)
        valid_waypoints = []
        isFirstTest = True
        self.canSeePC = False
        self.traverser.traverse(render)
        self.queue.sortEntries()
        for entry in self.queue.getEntries():
            if entry.getFromNodePath().hasTag(
                    "id"):  # it's the monsters collRay
                # visibility polygons
                valid_waypoints.append(
                    int(entry.getIntoNodePath().getTag("index")))
            elif entry.getFromNodePath().hasTag("radar"):  # it's the radar-ray
                # print "radar hit", entry.getIntoNodePath()
                if isFirstTest:
                    isFirstTest = False
                    # print "first hit!"
                    # print "radar hit", entry.getIntoNodePath()
                    if entry.getIntoNodePath().hasTag("player"):
                        self.canSeePC = True
        '''distance={}
        for target in self.PC.myWaypoints:
            for waypoint in valid_waypoints:
                distance[target]=self.waypoints_data[target][waypoint]                
                print(target, distance[target])
        if distance:
            self.nextWaypoint=self.waypoints[min(distance, key=distance.get)]
        #print self.canSeePC'''
        if not valid_waypoints:
            # self.nextWaypoint=self.findFirstWaypoint()
            print(self.id, ": I'm lost!")
            valid_waypoints = [self.findFirstWaypoint()]
            # return task.again
        if self.state == "STOP":
            self.nextWaypoint = self.waypoints[random.choice(valid_waypoints)]
            return task.again
        best_distance = 9000000
        target_node = None
        for target in self.PC.myWaypoints:
            for valid in valid_waypoints:
                distance = self.waypoints_data[target][valid]
                # print "target->valid=",target, valid, distance
                if distance < best_distance:
                    best_distance = distance
                    target_node = valid
        if target_node:
            self.nextWaypoint = self.waypoints[target_node]
        else:
            # print "no target", valid_waypoints
            self.nextWaypoint = self.findFirstWaypoint()
            # self.waypoints[random.choice(valid_waypoints)]
            # print self.nextWaypoint
        return task.again

    def runAI(self, task):
        # print self.state
        if self.state == "DIE":
            self.coll_sphere.node().setIntoCollideMask(BitMask32.allOff())
            self.coll_quad.removeNode()
            self.actor.play("die")
            self.common["kills"] -= 1
            if self.common["kills"] == 0:
                Interactive(self.common, data.items['key'],
                            self.node.getPos(render))
            elif random.randrange(10) == 0:
                Interactive(self.common, data.items['potion'],
                            self.node.getPos(render))
            Sequence(
                Wait(2.0),
                LerpPosInterval(
                    self.node, 2.0,
                    VBase3(self.node.getX(), self.node.getY(),
                           self.node.getZ() - 5)), Func(self.destroy)).start()
            return task.done
        elif self.state == "STOP":
            target = self.nextWaypoint
            if not target:
                return task.again
            self.node.headsUp(target)
            if self.node.getDistance(target) > 0.3:
                self.node.setY(self.node,
                               self.totalSpeed * globalClock.getDt())
                if (self.actor.getCurrentAnim() != "walk"):
                    self.actor.loop("walk")
            return task.again
        elif self.state == "ATTACK":
            self.node.headsUp(self.PC.node)
            if (self.actor.getCurrentAnim() != "attack"):
                self.actor.play("attack")
                #Sequence(Wait(self.attack_pattern[-1]+self.speed_mode), Func(self.attack, list(self.attack_pattern))).start()
                Sequence(Wait(self.attack_pattern[-1]),
                         Func(self.attack, list(self.attack_pattern))).start()
            return task.again
        elif self.state == "SEEK":
            if self.PCisInRange:
                self.state = "ATTACK"
                return task.again
            target = self.nextWaypoint
            if self.canSeePC and self.PC.HP > 0:
                target = self.PC.node
                # print "target pc!"
            if not target:
                return task.again
            self.node.headsUp(target)
            if self.node.getDistance(target) > 0.3:
                self.node.setY(self.node,
                               self.totalSpeed * globalClock.getDt())
                if (self.actor.getCurrentAnim() != "walk"):
                    self.actor.loop("walk")
                return task.again
            else:
                # print "I'm stuck?"
                # print target
                # print self.canSeePC
                self.nextWaypoint = self.PC.node
                return task.again

    def destroy(self):
        # for sound in self.soundset:
        #    self.soundset[sound].stop()
        # print  "destroy:",
        # self.sound_node.reparentTo(render)
        # self.common['soundPool'].append([self.sound_node,self.soundset])
        self.common['soundPool'].set_free(self.soundID)
        # self.sounds=None
        # print  " sounds",
        self.arrows = None
        if self.actor:
            self.actor.cleanup()
            self.actor.removeNode()
            # print  " actor",
        if taskMgr.hasTaskNamed("AIfor" + str(self.id)):
            taskMgr.remove("AIfor" + str(self.id))
            # print  " AI",
        if taskMgr.hasTaskNamed('collFor' + str(self.id)):
            taskMgr.remove('collFor' + str(self.id))
            # print  " collision",
        if taskMgr.hasTaskNamed('DOTfor' + str(self.id)):
            taskMgr.remove('DOTfor' + str(self.id))
        if self.node:
            self.node.removeNode()
            # print  " node",
        self.monsterList[self.id] = None
        self.traverser = None
        self.queue = None
class DistributedPartyFireworksActivity(DistributedPartyActivity, FireworkShowMixin):
    notify = directNotify.newCategory('DistributedPartyFireworksActivity')

    def __init__(self, cr):
        DistributedPartyFireworksActivity.notify.debug('__init__')
        DistributedPartyActivity.__init__(self, cr, ActivityIds.PartyFireworks, ActivityTypes.HostInitiated, wantLever=True)
        FireworkShowMixin.__init__(self, restorePlaygroundMusic=True, startDelay=FireworksPostLaunchDelay)

    def setEventId(self, eventId):
        DistributedPartyFireworksActivity.notify.debug('setEventId( %s )' % FireworkShows.getString(eventId))
        self.eventId = eventId

    def setShowStyle(self, showStyle):
        DistributedPartyFireworksActivity.notify.debug('setShowStyle( %d )' % showStyle)
        self.showStyle = showStyle
    
    def setSongId(self, songId):
        self.songId = songId

    def load(self):
        DistributedPartyFireworksActivity.notify.debug('load')
        DistributedPartyActivity.load(self)
        self.eventId = PartyGlobals.FireworkShows.Summer
        self.launchPadModel = loader.loadModel('phase_13/models/parties/launchPad')
        self.launchPadModel.setH(90.0)
        self.launchPadModel.setPos(0.0, -18.0, 0.0)
        self.launchPadModel.reparentTo(self.root)
        railingsCollection = self.launchPadModel.findAllMatches('**/launchPad_mesh/*railing*')
        for i in xrange(railingsCollection.getNumPaths()):
            railingsCollection[i].setAttrib(AlphaTestAttrib.make(RenderAttrib.MGreater, 0.75))

        leverLocator = self.launchPadModel.find('**/RocketLever_locator')
        self.lever.setPosHpr(Vec3.zero(), Vec3.zero())
        self.lever.reparentTo(leverLocator)
        self.toonPullingLeverInterval = None
        self.sign.reparentTo(self.launchPadModel.find('**/launchPad_sign_locator'))
        self.rocketActor = Actor('phase_13/models/parties/rocket_model', {'launch': 'phase_13/models/parties/rocket_launch'})
        rocketLocator = self.launchPadModel.find('**/rocket_locator')
        self.rocketActor.reparentTo(rocketLocator)
        self.rocketActor.node().setBound(OmniBoundingVolume())
        self.rocketActor.node().setFinal(True)
        effectsLocator = self.rocketActor.find('**/joint1')
        self.rocketExplosionEffect = RocketExplosion(effectsLocator, rocketLocator)
        self.rocketParticleSeq = None
        self.launchSound = base.loader.loadSfx('phase_13/audio/sfx/rocket_launch.ogg')
        self.activityFSM = FireworksActivityFSM(self)
        self.activityFSM.request('Idle')
        return

    def unload(self):
        DistributedPartyFireworksActivity.notify.debug('unload')
        taskMgr.remove(self.taskName('delayedStartShow'))
        if self.rocketParticleSeq:
            self.rocketParticleSeq.pause()
            self.rocketParticleSeq = None
        self.launchPadModel.removeNode()
        del self.launchPadModel
        del self.toonPullingLeverInterval
        self.rocketActor.delete()
        self.rocketExplosionEffect.destroy()
        self.activityFSM.request('Disabled')
        del self.rocketActor
        del self.launchSound
        del self.activityFSM
        del self.eventId
        del self.showStyle
        DistributedPartyActivity.unload(self)
        return

    def _leverPulled(self, collEntry):
        DistributedPartyFireworksActivity.notify.debug('_leverPulled')
        hostPulledLever = DistributedPartyActivity._leverPulled(self, collEntry)
        if self.activityFSM.getCurrentOrNextState() == 'Active':
            self.showMessage(TTLocalizer.PartyFireworksAlreadyActive)
        elif self.activityFSM.getCurrentOrNextState() == 'Disabled':
            self.showMessage(TTLocalizer.PartyFireworksAlreadyDone)
        elif self.activityFSM.getCurrentOrNextState() == 'Idle':
            if hostPulledLever:
                base.cr.playGame.getPlace().fsm.request('activity')
                self.toonPullingLeverInterval = self.getToonPullingLeverInterval(base.localAvatar)
                self.toonPullingLeverInterval.append(Func(self.d_toonJoinRequest))
                self.toonPullingLeverInterval.append(Func(base.cr.playGame.getPlace().fsm.request, 'walk'))
                self.toonPullingLeverInterval.start()
            else:
                self.showMessage(TTLocalizer.PartyOnlyHostLeverPull)

    def setState(self, newState, timestamp):
        DistributedPartyFireworksActivity.notify.debug('setState( newState=%s, ... )' % newState)
        DistributedPartyActivity.setState(self, newState, timestamp)
        if newState == 'Active':
            self.activityFSM.request(newState, timestamp)
        else:
            self.activityFSM.request(newState)

    def startIdle(self):
        DistributedPartyFireworksActivity.notify.debug('startIdle')

    def finishIdle(self):
        DistributedPartyFireworksActivity.notify.debug('finishIdle')

    def startActive(self, showStartTimestamp):
        DistributedPartyFireworksActivity.notify.debug('startActive')
        messenger.send(FireworksStartedEvent)
        timeSinceStart = globalClockDelta.localElapsedTime(showStartTimestamp)
        if timeSinceStart > self.rocketActor.getDuration('launch'):
            self.rocketActor.hide()
            if timeSinceStart < 60:
                self.startShow(self.eventId, self.showStyle, self.songId, showStartTimestamp)
        else:
            self.rocketActor.play('launch')
            self.rocketParticleSeq = Sequence(Wait(RocketSoundDelay), Func(base.playSfx, self.launchSound), Func(self.rocketExplosionEffect.start), Wait(RocketDirectionDelay), LerpHprInterval(self.rocketActor, 4.0, Vec3(0, 0, -60)), Func(self.rocketExplosionEffect.end), Func(self.rocketActor.hide))
            self.rocketParticleSeq.start()
            taskMgr.doMethodLater(FireworksPostLaunchDelay, self.startShow, self.taskName('delayedStartShow'), extraArgs=[self.eventId,
             self.showStyle,
             self.songId,
             showStartTimestamp,
             self.root])

    def finishActive(self):
        self.rocketParticleSeq = None
        DistributedPartyFireworksActivity.notify.debug('finishActive')
        messenger.send(FireworksFinishedEvent)
        taskMgr.remove(self.taskName('delayedStartShow'))
        FireworkShowMixin.disable(self)
        return

    def startDisabled(self):
        DistributedPartyFireworksActivity.notify.debug('startDisabled')
        if not self.rocketActor.isEmpty():
            self.rocketActor.hide()

    def finishDisabled(self):
        DistributedPartyFireworksActivity.notify.debug('finishDisabled')

    def handleToonDisabled(self, toonId):
        self.notify.warning('handleToonDisabled no implementation yet')
Example #33
0
    def __init__(self, setup_data, common, level=1.0, start_pos=(0, 0, 0)):
        common['monsterList'].append(self)
        id = len(common['monsterList']) - 1
        self.monsterList = common['monsterList']
        self.waypoints_data = common['waypoints_data']
        self.waypoints = common['waypoints']
        self.audio3d = common['audio3d']
        self.common = common

        # root node
        self.node = render.attachNewNode("monster")
        self.sound_node = None
        self.soundset = None

        self.actor = Actor(setup_data["model"], setup_data["anim"])
        self.actor.setBlend(frameBlend=True)
        self.actor.reparentTo(self.node)
        self.actor.setScale(setup_data["scale"] * random.uniform(0.9, 1.1))
        self.actor.setH(setup_data["heading"])
        self.actor.setBin("opaque", 10)

        self.rootBone = self.actor.exposeJoint(None, 'modelRoot',
                                               setup_data["root_bone"])

        # sounds
        self.soundID = self.common['soundPool'].get_id()
        self.common['soundPool'].set_target(self.soundID, self.node)
        self.sound_names = {
            "hit": setup_data["hit_sfx"],
            "arrow_hit": setup_data["arrowhit_sfx"],
            "attack": setup_data["attack_sfx"],
            "die": setup_data["die_sfx"]
        }

        self.vfx = setup_data["hit_vfx"]

        self.stats = {
            "speed": setup_data["speed"],
            "hp": setup_data["hp"] * level,
            "armor": setup_data["armor"] * level,
            "dmg": setup_data["dmg"] * level
        }
        if self.stats['hp'] > 300:
            self.stats['hp'] = 300
        self.maxHP = self.stats['hp']
        self.HPring = Actor("models/ring_morph", {'anim': 'models/ring_anim'})
        self.HPring.setScale(0.07)
        self.HPring.setZ(0.4)
        self.HPring.setLightOff()
        self.HPring.reparentTo(self.node)
        self.HPvis = self.HPring.controlJoint(None, 'modelRoot', 'morph01')
        self.HPvis.setX(self.stats['hp'] / 300)
        self.HPring.hide(BitMask32.bit(1))
        self.HPring.hide()
        #self.HPring.setColorScale(0.0, 1.0, 0.0, 1.0)

        # gamestate variables
        self.attack_pattern = setup_data["attack_pattern"]
        self.damage = setup_data["dmg"]
        # self.HP=setup_data["hp"]
        self.state = "STOP"
        self.id = id
        self.nextWaypoint = None
        self.canSeePC = False
        self.PCisInRange = False
        self.PC = common['PC']
        self.speed_mode = random.randrange(0 + int(level), 42 + int(level),
                                           7) / 100.0
        self.totalSpeed = self.stats['speed'] + self.speed_mode
        self.sparkSum = 0
        self.lastMagmaDmg = 0
        self.DOT = 0
        self.arrows = set()
        self.traverser = CollisionTraverser("Trav" + str(self.id))
        # self.traverser.showCollisions(render)
        self.queue = CollisionHandlerQueue()

        # bit masks:
        # 1  visibility polygons & coll-rays
        # 2  walls & radar-ray
        # 3  spheres

        # collision ray for testing visibility polygons
        coll = self.node.attachNewNode(CollisionNode('collRay'))
        coll.node().addSolid(CollisionRay(0, 0, 2, 0, 0, -180))
        coll.setTag("id", str(id))
        coll.node().setIntoCollideMask(BitMask32.allOff())
        coll.node().setFromCollideMask(BitMask32.bit(1))
        self.traverser.addCollider(coll, self.queue)

        # radar collision ray
        self.radar = self.node.attachNewNode(CollisionNode('radarRay'))
        self.radar.node().addSolid(CollisionRay(0, 0, 1, 0, 90, 0))
        self.radar.node().setIntoCollideMask(BitMask32.allOff())
        self.radar.node().setFromCollideMask(BitMask32.bit(2))
        self.radar.setTag("radar", str(id))
        # self.radar.show()
        self.traverser.addCollider(self.radar, self.queue)

        # collision sphere
        self.coll_sphere = self.node.attachNewNode(
            CollisionNode('monsterSphere'))
        self.coll_sphere.node().addSolid(CollisionSphere(0, 0, 0.8, 0.8))
        self.coll_sphere.setTag("id", str(id))
        self.coll_sphere.node().setIntoCollideMask(BitMask32.bit(3))
        # coll_sphere.show()

        # other monster blocking
        self.coll_quad = loader.loadModel("models/plane")
        self.coll_quad.reparentTo(self.node)

        # coll_quad=render.attachNewNode(CollisionNode('monsterSphere'))
        #coll_quad.node().addSolid(CollisionPolygon(Point3(-.5, -.5, 2), Point3(-.5, .5, 0), Point3(.5, .5, 0), Point3(.5, .5, 2)))
        #coll_quad.setTag("id", str(id))
        # coll_quad.node().setIntoCollideMask(BitMask32.bit(2))
        # coll_quad.reparentTo(self.node)
        # coll_quad.show()

        Sequence(Wait(random.uniform(.6, .8)), Func(self.restart)).start()
        self.node.setPos(render, start_pos)
        taskMgr.add(self.runAI, "AIfor" + str(self.id))
        taskMgr.doMethodLater(.6, self.runCollisions, 'collFor' + str(self.id))
        taskMgr.doMethodLater(1.0, self.damageOverTime,
                              'DOTfor' + str(self.id))
Example #34
0
    def __init__(self):

        # Load the default configuration.prc. This is recommended, as it
        # contains some important panda options
        loadPrcFile("../../Config/configuration.prc")

        ShowBase.__init__(self)

        # Create a new pipeline instance
        self.renderPipeline = RenderingPipeline(self)

        # Set the base path for the pipeline. This is required as we are in
        # a subdirectory
        self.renderPipeline.getMountManager().setBasePath("../../")

        # Also set the write path
        self.renderPipeline.getMountManager().setWritePath("../../Temp/")

        # Load the default settings
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Now create the pipeline
        self.renderPipeline.create()

        # Add a directional light
        dPos = Vec3(40, 40, 40)
        dirLight = DirectionalLight()
        dirLight.setDirection(dPos)
        dirLight.setShadowMapResolution(2048)
        dirLight.setPssmTarget(self.cam, self.camLens)
        # dirLight.setAmbientColor(Vec3(0.1,0.1,0.1))
        dirLight.setCastsShadows(True)
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(6))
        self.renderPipeline.addLight(dirLight)

        self.renderPipeline.globalIllum.setTargetLight(dirLight)

        self.keyMap = {
            "left": 0,
            "right": 0,
            "forward": 0,
            "cam-left": 0,
            "cam-right": 0
        }
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # Post the instructions

        self.title = addTitle(
            "Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
        self.inst1 = addInstructions(0.95, "[ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
        self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")

        # 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("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)

        self.environ.find("**/wall").removeNode()

        # Create the main character, Ralph
        ralphStartPos = self.environ.find("**/start_point").getPos()
        self.ralph = Actor("models/ralph", {
            "run": "models/ralph-run",
            "walk": "models/ralph-walk"
        })
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos)

        # 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("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("a", self.setKey, ["cam-left", 1])
        self.accept("s", self.setKey, ["cam-right", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("a-up", self.setKey, ["cam-left", 0])
        self.accept("s-up", self.setKey, ["cam-right", 0])

        # NOTICE: It is important that your update tasks have a lower priority
        # than -10000
        taskMgr.add(self.move, "moveTask", priority=-20000)

        self.accept("r", self.reloadShader)

        # Game state variables
        self.isMoving = False

        # Set up the camera

        base.disableMouse()
        base.camera.setPos(self.ralph.getX(), self.ralph.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 ralph'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.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        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(0))
        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.ralphGroundColNp.show()
        # self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        # self.cTrav.showCollisions(render)

        # Add earth scattering
        self.renderPipeline.enableDefaultEarthScattering()

        self.prepareSRGB(render)
        self.loadSkybox()

        self.reloadShader()
Example #35
0
class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        # Load the environment model.
        self.scene = self.loader.loadModel("models/environment")
        # Reparent the model to render.
        self.scene.reparentTo(self.render)
        # Apply scale and position transforms on the model.
        self.scene.setScale(0.5, 0.5, 0.5)
        self.scene.setColor(255, 0, 0, 2)
        self.scene.setPos(-16, 84, 0)

        # Add the spinCameraTask procedure to the task manager.
        self.taskMgr.add(self.spinCameraTask, "SpinCameraTask")

        # PANDA FUNCTION
        def panda1(x, r1, g1, b1, r2, g2, b2, r3, g3, b3, v1, v2, v3, u1, u2,
                   u3):
            # Load medium-sized panda
            self.pandaActor = Actor("models/panda-model",
                                    {"walk": "models/panda-walk4"})
            self.pandaActor.setScale(0.005, 0.005, 0.005)  # medium scale
            self.pandaActor.setColorScale(r2, g2, b2, 100)
            self.pandaActor.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor.loop("walk")
            # Walking animation
            pandaPosInterval1 = self.pandaActor.posInterval(v2,
                                                            Point3(x, -10, 5),
                                                            startPos=Point3(
                                                                x, 10, 5))
            pandaPosInterval2 = self.pandaActor.posInterval(v2,
                                                            Point3(x, 10, 5),
                                                            startPos=Point3(
                                                                x, -10, 5))
            pandaHprInterval1 = self.pandaActor.hprInterval(u2,
                                                            Point3(180, 0, 0),
                                                            startHpr=Point3(
                                                                0, 0, 0))
            pandaHprInterval2 = self.pandaActor.hprInterval(u2,
                                                            Point3(0, 0, 0),
                                                            startHpr=Point3(
                                                                180, 0, 0))
            self.pandaPace = Sequence(pandaPosInterval1,
                                      pandaHprInterval1,
                                      pandaPosInterval2,
                                      pandaHprInterval2,
                                      name="pandaPace")
            self.pandaPace.loop()

            # Load small panda
            self.pandaActor2 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor2.setScale(0.0025, 0.0025, 0.0025)  # small scale
            self.pandaActor2.setColorScale(r1, g1, b1, 100)
            self.pandaActor2.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor2.loop("walk")
            # Walking animation
            pandaPosInterval3 = self.pandaActor2.posInterval(v1,
                                                             Point3(x, -10, 0),
                                                             startPos=Point3(
                                                                 x, 10, 7.5))
            pandaPosInterval4 = self.pandaActor2.posInterval(
                v1, Point3(x, 10, 7.5), startPos=Point3(x, -10, 0))
            pandaHprInterval3 = self.pandaActor2.hprInterval(u1,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval4 = self.pandaActor2.hprInterval(u1,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace2 = Sequence(pandaPosInterval3,
                                       pandaHprInterval3,
                                       pandaPosInterval4,
                                       pandaHprInterval4,
                                       name="pandaPace2")
            self.pandaPace2.loop()

            # Load big panda
            self.pandaActor3 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor3.setScale(0.01, 0.01, 0.01)  # large scale
            self.pandaActor3.setColorScale(r3, g3, b3, 1)
            self.pandaActor3.reparentTo(self.render)
            # Leg movement animation.
            self.pandaActor3.loop("walk")
            # Walking animation
            pandaPosInterval5 = self.pandaActor3.posInterval(
                v3, Point3(x, -10, 7.5), startPos=Point3(x, 10, 0))
            pandaPosInterval6 = self.pandaActor3.posInterval(v3,
                                                             Point3(x, 10, 0),
                                                             startPos=Point3(
                                                                 x, -10, 7.5))
            pandaHprInterval5 = self.pandaActor3.hprInterval(u3,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval6 = self.pandaActor3.hprInterval(u3,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace3 = Sequence(pandaPosInterval5,
                                       pandaHprInterval5,
                                       pandaPosInterval6,
                                       pandaHprInterval6,
                                       name="pandaPace3")
            self.pandaPace3.loop()

        # PANDA FUNCTION 2
        def panda2(x, r1, g1, b1, r2, g2, b2, r3, g3, b3, v1, v2, v3, u1, u2,
                   u3):
            # Load medium-sized panda
            self.pandaActor4 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor4.setScale(0.005, 0.005, 0.005)  # medium scale
            self.pandaActor4.setColorScale(r2, g2, b2, 100)
            self.pandaActor4.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor4.loop("walk")
            # Walking animation
            pandaPosInterval1 = self.pandaActor4.posInterval(v2,
                                                             Point3(x, -10, 5),
                                                             startPos=Point3(
                                                                 x, 10, 5))
            pandaPosInterval2 = self.pandaActor4.posInterval(v2,
                                                             Point3(x, 10, 5),
                                                             startPos=Point3(
                                                                 x, -10, 5))
            pandaHprInterval1 = self.pandaActor4.hprInterval(u2,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval2 = self.pandaActor4.hprInterval(u2,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace4 = Sequence(pandaPosInterval1,
                                       pandaHprInterval1,
                                       pandaPosInterval2,
                                       pandaHprInterval2,
                                       name="pandaPace4")
            self.pandaPace4.loop()

            # Load small panda
            self.pandaActor5 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor5.setScale(0.0025, 0.0025, 0.0025)  # small scale
            self.pandaActor5.setColorScale(r1, g1, b1, 100)
            self.pandaActor5.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor5.loop("walk")
            # Walking animation
            pandaPosInterval3 = self.pandaActor5.posInterval(v1,
                                                             Point3(x, -10, 0),
                                                             startPos=Point3(
                                                                 x, 10, 7.5))
            pandaPosInterval4 = self.pandaActor5.posInterval(
                v1, Point3(x, 10, 7.5), startPos=Point3(x, -10, 0))
            pandaHprInterval3 = self.pandaActor5.hprInterval(u1,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval4 = self.pandaActor5.hprInterval(u1,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace5 = Sequence(pandaPosInterval3,
                                       pandaHprInterval3,
                                       pandaPosInterval4,
                                       pandaHprInterval4,
                                       name="pandaPace5")
            self.pandaPace5.loop()

            # Load big panda
            self.pandaActor6 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor6.setScale(0.01, 0.01, 0.01)  # large scale
            self.pandaActor6.setColorScale(r3, g3, b3, 1)
            self.pandaActor6.reparentTo(self.render)
            # Leg movement animation.
            self.pandaActor6.loop("walk")
            # Walking animation
            pandaPosInterval5 = self.pandaActor6.posInterval(
                v3, Point3(x, -10, 7.5), startPos=Point3(x, 10, 0))
            pandaPosInterval6 = self.pandaActor6.posInterval(v3,
                                                             Point3(x, 10, 0),
                                                             startPos=Point3(
                                                                 x, -10, 7.5))
            pandaHprInterval5 = self.pandaActor6.hprInterval(u3,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval6 = self.pandaActor6.hprInterval(u3,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace6 = Sequence(pandaPosInterval5,
                                       pandaHprInterval5,
                                       pandaPosInterval6,
                                       pandaHprInterval6,
                                       name="pandaPace6")
            self.pandaPace6.loop()

        # PANDA FUNCTION 3
        def panda3(x, r1, g1, b1, r2, g2, b2, r3, g3, b3, v1, v2, v3, u1, u2,
                   u3):
            # Load medium-sized panda
            self.pandaActor7 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor7.setScale(0.005, 0.005, 0.005)  # medium scale
            self.pandaActor7.setColorScale(r2, g2, b2, 100)
            self.pandaActor7.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor7.loop("walk")
            # Walking animation
            pandaPosInterval1 = self.pandaActor7.posInterval(v2,
                                                             Point3(x, -10, 5),
                                                             startPos=Point3(
                                                                 x, 10, 5))
            pandaPosInterval2 = self.pandaActor7.posInterval(v2,
                                                             Point3(x, 10, 5),
                                                             startPos=Point3(
                                                                 x, -10, 5))
            pandaHprInterval1 = self.pandaActor7.hprInterval(u2,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval2 = self.pandaActor7.hprInterval(u2,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace7 = Sequence(pandaPosInterval1,
                                       pandaHprInterval1,
                                       pandaPosInterval2,
                                       pandaHprInterval2,
                                       name="pandaPace7")
            self.pandaPace7.loop()

            # Load small panda
            self.pandaActor8 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor8.setScale(0.0025, 0.0025, 0.0025)  # small scale
            self.pandaActor8.setColorScale(r1, g1, b1, 100)
            self.pandaActor8.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor8.loop("walk")
            # Walking animation
            pandaPosInterval3 = self.pandaActor8.posInterval(v1,
                                                             Point3(x, -10, 0),
                                                             startPos=Point3(
                                                                 x, 10, 7.5))
            pandaPosInterval4 = self.pandaActor8.posInterval(
                v1, Point3(x, 10, 7.5), startPos=Point3(x, -10, 0))
            pandaHprInterval3 = self.pandaActor8.hprInterval(u1,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval4 = self.pandaActor8.hprInterval(u1,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace8 = Sequence(pandaPosInterval3,
                                       pandaHprInterval3,
                                       pandaPosInterval4,
                                       pandaHprInterval4,
                                       name="pandaPace8")
            self.pandaPace8.loop()

            # Load big panda
            self.pandaActor9 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor9.setScale(0.01, 0.01, 0.01)  # large scale
            self.pandaActor9.setColorScale(r3, g3, b3, 1)
            self.pandaActor9.reparentTo(self.render)
            # Leg movement animation.
            self.pandaActor9.loop("walk")
            # Walking animation
            pandaPosInterval5 = self.pandaActor9.posInterval(
                v3, Point3(x, -10, 7.5), startPos=Point3(x, 10, 0))
            pandaPosInterval6 = self.pandaActor9.posInterval(v3,
                                                             Point3(x, 10, 0),
                                                             startPos=Point3(
                                                                 x, -10, 7.5))
            pandaHprInterval5 = self.pandaActor9.hprInterval(u3,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval6 = self.pandaActor9.hprInterval(u3,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace9 = Sequence(pandaPosInterval5,
                                       pandaHprInterval5,
                                       pandaPosInterval6,
                                       pandaHprInterval6,
                                       name="pandaPace9")
            self.pandaPace9.loop()

        def panda4(x1, y1, x2, y2, r, g, b, v, u):
            # Load medium-sized panda
            self.pandaActor10 = Actor("models/panda-model",
                                      {"walk": "models/panda-walk4"})
            self.pandaActor10.setScale(0.005, 0.005, 0.005)  # medium scale
            self.pandaActor10.setColorScale(r, g, b, 100)
            self.pandaActor10.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor10.loop("walk")
            # Walking animation
            pandaPosInterval1 = self.pandaActor10.posInterval(
                v, Point3(x1, y2, 0), startPos=Point3(x1, y1, 7.5))
            pandaPosInterval2 = self.pandaActor10.posInterval(
                v, Point3(x2, y2, 7.5), startPos=Point3(x1, y2, 0))
            pandaPosInterval3 = self.pandaActor10.posInterval(
                v, Point3(x2, y1, 0), startPos=Point3(x2, y2, 7.5))
            pandaPosInterval4 = self.pandaActor10.posInterval(
                v, Point3(x1, y1, 7.5), startPos=Point3(x2, y1, 0))
            pandaHprInterval1 = self.pandaActor10.hprInterval(
                u, Point3(-90, 0, 0), startHpr=Point3(0, 0, 0))
            pandaHprInterval2 = self.pandaActor10.hprInterval(
                u, Point3(-180, 0, 0), startHpr=Point3(-90, 0, 0))
            pandaHprInterval3 = self.pandaActor10.hprInterval(
                u, Point3(-270, 0, 0), startHpr=Point3(-180, 0, 0))
            pandaHprInterval4 = self.pandaActor10.hprInterval(
                u, Point3(-360, 0, 0), startHpr=Point3(-270, 0, 0))
            self.pandaPace10 = Sequence(pandaPosInterval1,
                                        pandaHprInterval1,
                                        pandaPosInterval2,
                                        pandaHprInterval2,
                                        pandaPosInterval3,
                                        pandaHprInterval3,
                                        pandaPosInterval4,
                                        pandaHprInterval4,
                                        name="pandaPace10")
            self.pandaPace10.loop()

        # panda_(x,r1,g1,b1,r2,g2,b2,r3,g3,b3,v1,v2,v3,u1,u2,u3)
        # x = x co-ordinate
        # r1 = r value for small panda
        # g1 = g value for small panda
        # b1 = b value for small panda
        # r2 = r value for medium panda
        # b2 = b value for medium panda
        # g2 = g value for medium panda
        # r3 = r value for large panda
        # g3 = g value for large panda
        # b3 = b value for large panda
        # v1 = walking speed for small panda
        # v2 = walking speed for medium panda
        # v3 = walking speed for large panda
        # u1 = turning speed for small panda
        # u2 = turning speed for medium panda
        # u3 = turning speed for large panda

        # Allows for easy control of certain variable in the panda generation
        panda1(0, 0, 255, 0, 255, 255, 0, 255, 0, 0, 5, 2.5, 1.25, 1, 0.5,
               0.25)
        panda2(5, 255, 0, 0, 255, 0, 255, 0, 0, 255, 1.25, 5, 2.5, 0.25, 1,
               0.5)
        panda3(-5, 0, 0, 255, 0, 255, 255, 0, 255, 0, 2.5, 1.25, 5, 0.5, 0.25,
               1)
        panda4(5, 10, -5, -10, 255, 255, 255, 5, 1)

        # Adding sound
        def sound():
            # Generates a random float between 0 and 1, rounded to 1 decimal place
            ###vol = round(random.uniform(0, 1), 1)
            music = self.loader.loadSfx("bensound-dubstep.mp3")
            music.setVolume(0.5)
            music.setLoop(True)
            music.play()
            # Uses a while loop with an unachievable condition so it lasts forever
            ###while vol < 1.01:
            # Sets the volume of the music to random float
            #music.setVolume(vol)
            # Waits for the volume of the music multiplied by 60 seconds to determine how long the music plays at that volume for
            ###time.sleep(vol * 60)
            # Regenerating the number
            ###vol = round(random.uniform(0, 1), 1)

        sound()

        # Adding text
        def text():
            font = loader.loadFont('cmr12.egg')
            text1 = TextNode('node name')
            text1.setText("Pande")
            text1.setFont(font)
            text1.setSmallCaps(True)
            text1.setSlant(-0.3)
            text1.setTextColor(0, 0, 0, 1)
            text1.setShadow(0.05, 0.05)
            text1.setShadowColor(1, 0, 0, 1)
            text1.setAlign(TextNode.ARight)
            text2 = TextNode('node name')
            text2.setText("monium")
            text2.setFont(font)
            text2.setSmallCaps(True)
            text2.setSlant(0.3)
            text2.setTextColor(0, 0, 0, 1)
            text2.setShadow(0.05, 0.05)
            text2.setShadowColor(1, 0, 0, 1)
            text2.setAlign(TextNode.ALeft)
            textNodePath = aspect2d.attachNewNode(text1)
            textNodePath.setScale(0.3)
            textNodePath = aspect2d.attachNewNode(text2)
            textNodePath.setScale(0.3)

        text()

    # Define a procedure to move the camera.
    def spinCameraTask(self, task):
        angleDegrees = task.time * 48.0
        angleRadians = angleDegrees * (pi / 180.0)
        self.camera.setPos(42 * sin(angleRadians), -42.0 * cos(angleRadians),
                           7)
        self.camera.setHpr(angleDegrees, 0, 0)
        return Task.cont
Example #36
0
    def __init__(self):
        ShowBase.__init__(self)
        self.loc_text = addTextField(0.45, "[LOC]: ")
        self.imageObject = OnscreenImage(image='models/intro.jpg',
                                         pos=(-0, 0, 0.02))
        self.imageObject.setScale(1.6, 1.2, 1.2)
        base.graphicsEngine.renderFrame()
        base.graphicsEngine.renderFrame()
        base.graphicsEngine.renderFrame()
        base.graphicsEngine.renderFrame()
        base.setBackgroundColor(0, 0, 0, 0)
        base.setFrameRateMeter(True)
        _sky = Vec4(0.01, 0.01, 0.01, 0.01)
        _clouds = Vec4(0.01, 0.01, 0.01, 0.01)  # vx, vy, vx, vy

        base.cam.setPos(0, -20, 4)
        base.cam.lookAt(0, 0, 0)
        self.skyNP = loader.loadModel('models/sky')
        self.skyNP.reparentTo(render)
        self.skyNP.setScale(1000, 1000, 300)
        self.skyNP.setPos(0, 0, 0)
        self.skyNP.setTexture(loader.loadTexture('models/clouds.jpg'))
        self.skyNP.setShader(loader.loadShader('shaders/sky.sha'))
        self.skyNP.setShaderInput('sky', _sky)
        self.skyNP.setShaderInput('clouds', _clouds)

        # Light
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)

        dlight = DirectionalLight('directionalLight')
        dlight.setDirection(Vec3(1, 1, -1))
        dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        dlightNP = render.attachNewNode(dlight)

        render.clearLight()
        render.setLight(alightNP)
        render.setLight(dlightNP)

        # Input
        self.accept('escape', self.doExit)
        self.accept('r', self.doReset)
        self.accept('f1', self.toggleWireframe)
        self.accept('f2', self.toggleTexture)
        self.accept('f3', self.toggleDebug)
        self.accept('s', self.doScreenshot)

        self.accept('space', self.doJump)

        inputState.watchWithModifiers('forward', 'arrow_up')
        #inputState.watchWithModifiers('left', 'arrow_left')
        inputState.watchWithModifiers('reverse', 'arrow_down')
        #inputState.watchWithModifiers('right', 'arrow_right')
        inputState.watchWithModifiers('turnLeft', 'arrow_left')
        inputState.watchWithModifiers('turnRight', 'arrow_right')

        # Task
        taskMgr.add(self.update, 'updateWorld')

        # Physics
        self.worldNP = render.attachNewNode('World')

        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        self.debugNP.show()

        self.world = BulletWorld()
        self.world.setGravity(Vec3(0, 0, -9.81))
        # self.world.setDebugNode(self.debugNP.node())

        # Ground
        shape = BulletPlaneShape(Vec3(0, 0, 1), 0)

        #img = PNMImage(Filename('models/elevation2.png'))
        #shape = BulletHeightfieldShape(img, 1.0, ZUp)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, -100)
        np.setCollideMask(BitMask32.allOn())

        self.world.attachRigidBody(np.node())

        # Box

        # Character
        self.crouching = False

        h = 2.75
        w = 0.9
        shape = BulletCapsuleShape(w, h - 2 * w, ZUp)

        self.character = BulletCharacterControllerNode(shape, 0.4, 'Player')
        self.characterNP = self.worldNP.attachNewNode(self.character)
        self.characterNP.setPos(-2, 0, 14)
        #self.characterNP.setPos(-4, 75, 74)

        self.characterNP.setCollideMask(BitMask32.allOn())
        self.world.attachCharacter(self.character)

        base.cam.reparentTo(self.characterNP)

        self.pvisualNP = Actor("models/panda-model",
                               {"walk": "models/panda-walk4"})
        self.pvisualNP.clearModelNodes()
        self.pvisualNP.setScale(0.003)
        self.pvisualNP.setZ(-1.2)
        self.pvisualNP.reparentTo(self.characterNP)
        self.pvisualNP.setH(180)
        #self.pvisualNP.loop("walk")
        self.accept('arrow_up', self.pandawalk)
        self.accept('arrow_up-up', self.pandastop)
        self.accept('arrow_down', self.pandawalk)
        self.accept('arrow_down-up', self.pandastop)
        '''
    visualNP.reparentTo(self.characterNP)
    visualNP = loader.loadModel('models/pilot-model')
    visualNP.clearModelNodes()
    visualNP.setScale(0.05)
    visualNP.setZ(-1.1)
    visualNP.setH(190)
    visualNP.reparentTo(self.characterNP)
    '''
        shape = BulletBoxShape(Vec3(2, 2, 0.2))

        self.Elev = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.Elev.node().setMass(0)
        self.Elev.node().addShape(shape)
        self.Elev.setPos(-0.4, 90, 5)
        self.Elev.setScale(2)
        self.Elev.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.Elev.node())

        visualNP = loader.loadModel('models/elevator')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.Elev)
        visualNP.setScale(0.5)
        shape = BulletBoxShape(Vec3(2, 2, 0.2))

        self.Elev2 = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.Elev2.node().setMass(0)
        self.Elev2.node().addShape(shape)
        self.Elev2.setPos(0, 0, 28)
        self.Elev2.setScale(2)
        self.Elev2.setH(180)

        self.Elev2.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.Elev2.node())

        visualNP = loader.loadModel('models/elevator')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.Elev2)
        visualNP.setScale(0.5)

        #self.makeblockwood(1,1,1,1,1,1)

        self.makeblock(0, 0, 0, 5, 5, 0.5)
        self.makeblock(0, 10, -1, 2, 20, 0.5)
        self.makeblock(0, 20, 0, 2, 3, 0.5)
        self.makeblock(0, 25, 1, 2, 3, 0.5)
        self.makeblock(0, 30, 2, 2, 3, 0.5)
        self.makeblock(0, 35, 3, 2, 3, 0.5)
        self.makeblock(0, 40, 4, 2, 3, 0.5)
        self.makeblock(0, 50, 4, 10, 20, 0.5)
        self.makeblockgold(-1, 50, 5, 1, 1, 1)
        self.makeblockcrate(0, 50, 6, 0.7, 0.7, 0.7)

        self.makeblockwood(1, 50, 5, 1, 1, 1)
        self.makeblocksilver(-2.5, 50, 5, 1, 1, 1)
        self.makeblockstone(2.5, 50, 5, 1, 1, 1)
        self.makeblock(0, 70, 4, 2, 20, 0.5)
        self.makeblock(0, 90, 4, 20, 20, 0.5)
        self.makeblock(0, 75, 20, 20, 20, 0.5)
        self.makeblockcrate(-1, 75, 25, 1, 1, 1)
        self.makeblockwood(-1, 75, 28, 1, 1, 1)
        self.makeblocksilver(-1, 75, 31, 1, 1, 1)
        self.makeblockgold(-1, 75, 34, 1, 1, 1)
        self.makeblockstone(-1, 75, 38, 1, 1, 1)
        self.makeblock(-0.53, 50, 21.58, 2, 20, 0.5)
        self.makeblock(0, 40, 23, 5, 5, 0.5)
        self.makeblock(0, 20, 23, 5, 5, 0.5)
        self.makeblock(0, 0, 23, 5, 5, 0.5)
        self.makeblock(0, 0, 26, 20, 20, 0.5)
        self.makeblock(0, 25, 46, 50, 50, 0.5)

        self.imageObject.hide()
Example #37
0
    def __init__(self, parserClass, mainClass, mapLoaderClass,
                 modelLoaderClass):
        self.switchState = False

        #self.t = Timer()

        self.keyMap = {"left": 0, "right": 0, "forward": 0, "backward": 0}
        self.ralph = Actor(
            "data/models/units/ralph/ralph", {
                "run": "data/models/units/ralph/ralph-run",
                "walk": "data/models/units/ralph/ralph-walk"
            })
        self.ralph.reparentTo(render)
        #		self.ralph.setPos(42, 30, 0)
        self.ralph.setPos(6, 10, 0)
        self.ralph.setScale(0.1)

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("arrow_down", self.setKey, ["backward", 1])
        self.accept("arrow_down-up", self.setKey, ["backward", 0])

        self.isMoving = False

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
        #self.ralphGroundCol.show()

        base.cam.reparentTo(self.ralph)
        base.cam.setPos(0, 9, 7)
        self.floater2 = NodePath(PandaNode("floater2"))
        self.floater2.reparentTo(self.ralph)
        self.floater2.setZ(self.floater2.getZ() + 6)
        base.cam.lookAt(self.floater2)

        # Uncomment this line to see the collision rays
        #		self.ralphGroundColNp.show()
        #		self.camGroundColNp.show()

        #Uncomment this line to show a visual representation of the
        #collisions occuring
        #		self.cTrav.showCollisions(render)

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        taskMgr.add(self.move,
                    "movingTask",
                    extraArgs=[
                        mainClass, parserClass, mapLoaderClass,
                        modelLoaderClass
                    ])
Example #38
0
class MyPlayer:
    def __init__(self, Connection):
        self.SetModel("")

        self.keyMap = {
            "left": 0,
            "right": 0,
            "forward": 0,
            "back": 0,
            "space": 0
        }

        self.render = 0
        self.connection = Connection
        self.connection.RegisterLocalPlayer(self)
        self.MyDamage = 20.0
        self.MyHealth = 100.0
        self.AttackDistance = 10.0
        self.AttackCooldown = 0.5
        self.AttackCooldownTimer = Timer()

    #TODO: sets this actor the model set by path
    def SetModel(self, path):
        self.Actor = Actor("panda-model", {"walk": "panda-walk4"})
        self.Actor.setScale(0.005, 0.005, 0.005)

        self.CamLoc = NodePath(PandaNode("floater"))
        self.CamLoc.reparentTo(self.Actor)
        self.CamLoc.setZ(1000.0)
        self.CamLoc.setY(1000.0)
        self.CamLoc.setH(180)
        self.CamLoc.setP(-15)

    #adds our character to scene and sets up input
    def AddToScene(self, app):

        self.render = app.render
        self.Actor.reparentTo(app.render)
        # Loop its animation.
        self.Actor.loop("walk")

        app.accept("escape", sys.exit)
        app.accept("a", self.setKey, ["left", True])
        app.accept("d", self.setKey, ["right", True])
        app.accept("w", self.setKey, ["forward", True])
        app.accept("s", self.setKey, ["back", True])
        app.accept("a-up", self.setKey, ["left", False])
        app.accept("d-up", self.setKey, ["right", False])
        app.accept("w-up", self.setKey, ["forward", False])
        app.accept("s-up", self.setKey, ["back", False])
        app.accept("space", self.setKey, ["space", True])
        app.accept("space-up", self.setKey, ["space", False])

        app.taskMgr.add(self.HandleGameplay, "gameplayHandler")

    def setKey(self, key, value):
        self.keyMap[key] = value

    def HandleGameplay(self, task):
        bHasMoved = False
        bAttack = False

        if self.keyMap["left"]:
            self.Actor.setH(self.Actor.getH() + 3.0)
            bHasMoved = True
        if self.keyMap["right"]:
            self.Actor.setH(self.Actor.getH() - 3.0)
            bHasMoved = True
        if self.keyMap["forward"]:
            self.Actor.setPos(
                self.Actor.getPos() -
                self.render.getRelativeVector(self.Actor, Vec3(0, 1, 0)) * 50)
            bHasMoved = True
        if self.keyMap["back"]:
            self.Actor.setPos(
                self.Actor.getPos() +
                self.render.getRelativeVector(self.Actor, Vec3(0, 1, 0)) * 50)
            bHasMoved = True
        if self.keyMap["space"]:
            bAttack = True

        if bHasMoved:
            pos = self.Actor.getPos()
            rot = self.Actor.getHpr()
            self.connection.SendMessage(self.connection.OP_POSITION + " " +
                                        str(pos.getX()) + " " +
                                        str(pos.getY()) + " " +
                                        str(pos.getZ()) + " " +
                                        str(rot.getX()) + " " +
                                        str(rot.getY()) + " " +
                                        str(rot.getZ()))

        #Only Send Attack if close enough and not in attack cooldown (based on timer)
        if bAttack and self.AttackCooldownTimer.GetElapsed(
        ) > self.AttackCooldown:
            print "Attack"
            self.AttackCooldownTimer.reset()
            distanceToOpponent = self.connection.GetDistanceToOpponent()
            if distanceToOpponent < self.AttackDistance:
                MSG = self.connection.OP_ATTACK + " " + str(self.MyDamage)
                self.connection.SendMessage(MSG)

        return task.cont

    def TakeDamage(self, Dmg):
        self.MyHealth -= Dmg
        if self.MyHealth <= 0.0:
            print "You Lose!"
            MSG = self.connection.OP_DESTROYED
            self.connection.SendMessage(MSG)
            self.Actor.hide()
Example #39
0
class World(DirectObject):
    def __init__(self):

        self.keyMap = {
            "arrow_left": 0,
            "arrow_right": 0,
            "arrow_up": 0,
            "arrow_down": 0,
            "cam-left": 0,
            "cam-right": 0,
            "make-bunny": 0,
            "do-something": 0,
            "ignore": 0
        }
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # Track all of the bunnies
        self.bunnies = []

        # Post the instructions

        self.title = addTitle("Keyboard Roaming")
        self.inst1 = addInstructions(0.95, "[Shift+ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst4 = addInstructions(0.75, "[Down Arrow]: Run Ralph Backward")
        self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
        self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")

        # 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("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)

        # Create the main character, Ralph

        ralphStartPos = self.environ.find("**/start_point").getPos()
        self.ralph = Actor("models/ralph", {
            "run": "models/ralph-run",
            "walk": "models/ralph-walk"
        })
        self.ralph.reparentTo(render)
        self.ralph.setScale(0.3)
        self.ralph.setPos(ralphStartPos)

        # 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)

        # Shift+ESC key exits
        self.accept("shift-escape", sys.exit)

        # Tke keyboard is divided into six sections or tiles:
        #
        #         1                   2
        #  +----------------+  +-------------+
        #  | f1 ... F5      |  | F6 ... F12  |
        #  +----------------+  +-------------+
        #
        #         3                         4
        #  +----------------+  +-------------------------+
        #  | ` 1 2 3 4 5 6  |  | 7 8 9 0 - = BACKSPACE   |
        #  | Q W E R T Y    |  |   Y U I O P [ ] \       |
        #  | A S D F G      |  | H J K L ; ' ENTER       |
        #  | Z X C V B      |  | N M , . /               |
        #  | CTRL WIN ALT   |  | SPACE ALT WIN MENU CTRL |
        #  +----------------+  +-------------------------+
        #
        #            5
        #  +----------------------+
        #  | PRT SCR PAUSE        |
        #  | INSERT HOME PAGEUP   |
        #  | DELETE END PAGEDOWN  |
        #  +----------------------+

        #             6
        #  +----------------------+
        #  | UP LEFT DOWN RIGHT   |
        #  +----------------------+
        #

        Section1 = ["f1", "f2", "f3", "f4", "f5"]

        Section2 = ["f6", "f7", "f8", "f9", "f10", "f11", "f12"]

        Section3 = [
            "`", "1", "2", "3", "4", "5", "6", "q", "w", "e", "r", "t", "y",
            "a", "s", "d", "f", "g", "lshift", "z", "x", "c", "v", "b"
        ]

        Section4 = [
            "7", "8", "9", "0", "backspace", "y", "u", "i", "o", "p", "[", "]",
            "\\", "h", "j", "k", "l", ";", "'", "enter", "n", "m", ",", ".",
            "/", "rshift"
        ]

        Section5 = [
            "print_screen", "scroll_lock", "pause", "insert", "home",
            "page_up", "delete", "end", "page_down"
        ]

        Section6 = ["arrow_left", "arrow_right", "arrow_up", "arrow_down"]

        # Map each section
        action = "cam-left"
        for k in Section1:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        action = "cam-right"
        for k in Section2:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        action = "arrow_up"
        for k in Section3:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        action = "arrow_down"
        for k in Section4:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        action = "make-bunny"
        for k in Section5:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        for k in Section6:
            self.accept(k, self.setKey, [k, 1])
            self.accept("shift-" + k, self.setKey, [k, 1])
            self.accept(k + "-up", self.setKey, [k, 0])
            self.accept("shift-" + k + "-up", self.setKey, [k, 0])

        taskMgr.add(self.move, "moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera

        base.disableMouse()
        base.camera.setPos(self.ralph.getX(), self.ralph.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 ralph'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.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        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(0))
        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.ralphGroundColNp.show()
        #self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        #self.cTrav.showCollisions(render)

        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))

        # Set up some sounds
        self.runSound = base.loader.loadSfx(
            "sounds/54779__bevangoldswain__running-hard-surface.wav")
        self.bumpSound = base.loader.loadSfx(
            "sounds/31126__calethos__bump.wav")
        self.spawnSound = base.loader.loadSfx(
            "sounds/51710__bristolstories__u-chimes3.mp3")

    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    # Lines the bunnies up behind Ralph
    def positionBunnies(self):
        ralphH = self.ralph.getH() * (3.1415927 / 180.0)
        X = self.ralph.getX()
        Y = self.ralph.getY()
        print "Ralph at " + str(X) + ", " + str(Y) + ", heading " + str(ralphH)

        dX = math.cos(ralphH + PI / 2.0)
        dY = math.sin(ralphH + PI / 2.0)
        i = 1
        for bunny in self.bunnies:
            bX = X + (dX * 2 * i)
            bY = Y + (dY * 2 * i)
            bunny.setX(bX)
            bunny.setY(bY)
            print "    Bunny at " + str(bX) + ", " + str(bY)
            bunny.setZ(self.ralph.getZ() + 0.5 + random.random())
            bunny.lookAt(self.ralph)
            i = i + 1
        print

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # Ignore certain keys
        if (self.keyMap["ignore"] != 0):
            self.keyMap["ignore"] = 0
            print("Ignoring key...")

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        base.camera.lookAt(self.ralph)
        if (self.keyMap["cam-left"] != 0):
            base.camera.setX(base.camera, -20 * globalClock.getDt())
        if (self.keyMap["cam-right"] != 0):
            base.camera.setX(base.camera, +20 * globalClock.getDt())

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["arrow_left"] != 0):
            self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt())
            self.positionBunnies()

        if (self.keyMap["arrow_right"] != 0):
            self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
            self.positionBunnies()

        if (self.keyMap["arrow_up"] != 0):
            self.ralph.setY(self.ralph, -50 * globalClock.getDt())
            self.positionBunnies()

        if (self.keyMap["arrow_down"] != 0):
            self.ralph.setY(self.ralph, 50 * globalClock.getDt())
            self.positionBunnies()

        # If an object creation key is pressed, create an object of the desired type
        if (self.keyMap["make-bunny"] != 0):
            self.keyMap["make-bunny"] = 0  # Avoid multiplying like rabbits!
            if (self.spawnSound.status() != AudioSound.PLAYING):
                self.spawnSound.play()

            if (random.random() < 0.5):
                new_bunny = Actor("models/Bunny2")
            else:
                new_bunny = Actor("models/Chicken")
            new_bunny.reparentTo(render)
            new_bunny.setScale(0.3)
            self.bunnies.append(new_bunny)
            self.positionBunnies()

        # Handle the catch-all do-something keys
        if (self.keyMap["do-something"] != 0):
            self.keyMap["do-something"] = 0
            print "Something!"

        # If ralph is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if (self.keyMap["arrow_up"] !=
                0) or (self.keyMap["arrow_down"] !=
                       0) or (self.keyMap["arrow_left"] !=
                              0) or (self.keyMap["arrow_right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True
                if (self.runSound.status() != AudioSound.PLAYING):
                    self.runSound.play()
        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False
                self.runSound.stop()

        # If the camera is too far from ralph, move it closer.
        # If the camera is too close to ralph, move it farther.

        camvec = self.ralph.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 10.0):
            base.camera.setPos(base.camera.getPos() + camvec * (camdist - 10))
            camdist = 10.0
        if (camdist < 5.0):
            base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist))
            camdist = 5.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph'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.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.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"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.ralph.setPos(startpos)
            if (self.bumpSound.status() != AudioSound.PLAYING):
                self.bumpSound.play()

        # Keep the camera at one foot above the terrain,
        # or two feet above ralph, 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() + 1.0)
        if (base.camera.getZ() < self.ralph.getZ() + 2.0):
            base.camera.setZ(self.ralph.getZ() + 2.0)

        # The camera should look in ralph's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above ralph's head.

        self.floater.setPos(self.ralph.getPos())
        self.floater.setZ(self.ralph.getZ() + 2.0)
        base.camera.lookAt(self.floater)

        return task.cont
Example #40
0
    def __init__(self):
        # Set up the window, camera, etc.
        ShowBase.__init__(self)

        # Set the background color to black
        self.win.setClearColor(BACKGROUND_COLOR)

        # 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("models/world")
        self.environ.reparentTo(render)

        # Create the main character

        playerStartPos = self.environ.find("**/start_point").getPos()
        self.player = Actor("models/player",
                           {"run": "models/player-run",
                            "walk": "models/player-walk"})
        self.player.reparentTo(render)
        self.player.setScale(.2)
        self.player.setPos(playerStartPos + (0, 0, 0.5))

        # Create a floater object, which floats 2 units above player.  We
        # use this as a target for the camera to look at.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(self.player)
        self.floater.setZ(CAMERA_TARGET_HEIGHT_DELTA)

        self.first_person = False

        def key_dn(name):
            return lambda: self.setKey(name, True)
        def key_up(name):
            return lambda: self.setKey(name, False)
        def quit():
            self.destroy()
        def toggle_first():
            self.first_person = not self.first_person
        # Accept the control keys for movement and rotation
        key_map = [
            # key              command        action                   help
            # ---              -------        ------                   ----
            ("escape",         "esc",         lambda: quit(),          '[ESC]: Quit'),
            ("arrow_left",     'left',        key_dn("left"),          "[Left Arrow]: Rotate Left"),
            ("arrow_left-up",  'left',        key_up("left"),          None),
            ("arrow_right",    'right',       key_dn("right"),         "[Right Arrow]: Rotate Right"),
            ("arrow_right-up", 'right',       key_up("right"),         None),
            ("arrow_up",       'forward',     key_dn("forward"),       "[Up Arrow]: Run Forward"),
            ("arrow_up-up",    'forward',     key_up("forward"),       None),
            ("arrow_down",     'backward',    key_dn("backward"),      "[Down Arrow]: Run Backward"),
            ("arrow_down-up",  'backward',    key_up("backward"),      None),
            ("a",              'cam-left',    key_dn("cam-left"),      "[A]: Rotate Camera Left"),
            ("a-up",           'cam-left',    key_up("cam-left"),      None),
            ("s",              'cam-right',   key_dn("cam-right"),     "[S]: Rotate Camera Right"),
            ("s-up",           'cam-right',   key_up("cam-right"),     None),
            ('f',              'first-pers',  lambda: toggle_first(),  '[F]: Toggle first-person'),
            ]
        self.keyMap = {}
        inst = Instructions()
        for key, command, action, description in key_map:
            if command:
                self.setKey(command, False)
            self.accept(key, action)
            if description:
                inst.add(description)

        taskMgr.add(self.move, "moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera
        self.disableMouse()
        self.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, 9)
        self.playerGroundRay.setDirection(0, 0, -1)
        self.playerGroundCol = CollisionNode('playerRay')
        self.playerGroundCol.addSolid(self.playerGroundRay)
        self.playerGroundCol.setFromCollideMask(CollideMask.bit(0))
        self.playerGroundCol.setIntoCollideMask(CollideMask.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, 9)
        self.camGroundRay.setDirection(0, 0, -1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(CollideMask.bit(0))
        self.camGroundCol.setIntoCollideMask(CollideMask.allOff())
        self.camGroundColNp = self.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)

        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor((.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection((-5, -5, -5))
        directionalLight.setColor((1, 1, 1, 1))
        directionalLight.setSpecularColor((1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
Example #41
0
class DistributedPartyJukeboxActivityBase(DistributedPartyActivity):
    notify = directNotify.newCategory('DistributedPartyJukeboxActivityBase')

    def __init__(self, cr, actId, phaseToMusicData):
        DistributedPartyActivity.__init__(self, cr, actId,
                                          ActivityTypes.Continuous)
        self.phaseToMusicData = phaseToMusicData
        self.jukebox = None
        self.gui = None
        self.tunes = []
        self.music = None
        self.currentSongData = None
        self.localQueuedSongInfo = None
        self.localQueuedSongListItem = None
        return

    def generateInit(self):
        self.gui = JukeboxGui(self.phaseToMusicData)

    def load(self):
        DistributedPartyActivity.load(self)
        self.jukebox = Actor(
            'phase_13/models/parties/jukebox_model',
            {'dance': 'phase_13/models/parties/jukebox_dance'})
        self.jukebox.reparentTo(self.root)
        self.collNode = CollisionNode(self.getCollisionName())
        self.collNode.setCollideMask(ToontownGlobals.CameraBitmask
                                     | ToontownGlobals.WallBitmask)
        collTube = CollisionTube(0, 0, 0, 0.0, 0.0, 4.25, 2.25)
        collTube.setTangible(1)
        self.collNode.addSolid(collTube)
        self.collNodePath = self.jukebox.attachNewNode(self.collNode)
        self.sign.setPos(-5.0, 0, 0)
        self.activate()

    def unload(self):
        DistributedPartyActivity.unload(self)
        self.gui.unload()
        if self.music is not None:
            self.music.stop()
        self.jukebox.stop()
        self.jukebox.delete()
        self.jukebox = None
        self.ignoreAll()
        return

    def getCollisionName(self):
        return self.uniqueName('jukeboxCollision')

    def activate(self):
        self.accept('enter' + self.getCollisionName(),
                    self.__handleEnterCollision)

    def __handleEnterCollision(self, collisionEntry):
        if base.cr.playGame.getPlace().fsm.getCurrentState().getName(
        ) == 'walk':
            base.cr.playGame.getPlace().fsm.request('activity')
            self.d_toonJoinRequest()

    def joinRequestDenied(self, reason):
        DistributedPartyActivity.joinRequestDenied(self, reason)
        self.showMessage(TTLocalizer.PartyJukeboxOccupied)

    def handleToonJoined(self, toonId):
        toon = base.cr.doId2do.get(toonId)
        if toon:
            self.jukebox.lookAt(base.cr.doId2do[toonId])
            self.jukebox.setHpr(self.jukebox.getH() + 180.0, 0, 0)
        if toonId == base.localAvatar.doId:
            self.__localUseJukebox()

    def handleToonExited(self, toonId):
        if toonId == base.localAvatar.doId and self.gui.isLoaded():
            self.__deactivateGui()

    def handleToonDisabled(self, toonId):
        self.notify.warning('handleToonDisabled no implementation yet')

    def __localUseJukebox(self):
        base.localAvatar.disableAvatarControls()
        base.localAvatar.stopPosHprBroadcast()
        self.__activateGui()
        self.accept(JukeboxGui.CLOSE_EVENT, self.__handleGuiClose)
        taskMgr.doMethodLater(0.5,
                              self.__localToonWillExitTask,
                              self.uniqueName('toonWillExitJukeboxOnTimeout'),
                              extraArgs=None)
        self.accept(JukeboxGui.ADD_SONG_CLICK_EVENT, self.__handleQueueSong)
        if self.isUserHost():
            self.accept(JukeboxGui.MOVE_TO_TOP_CLICK_EVENT,
                        self.__handleMoveSongToTop)
        return

    def __localToonWillExitTask(self, task):
        self.localToonExiting()
        return Task.done

    def __activateGui(self):
        self.gui.enable(timer=JUKEBOX_TIMEOUT)
        self.gui.disableAddSongButton()
        if self.currentSongData is not None:
            self.gui.setSongCurrentlyPlaying(self.currentSongData[0],
                                             self.currentSongData[1])
        self.d_queuedSongsRequest()
        return

    def __deactivateGui(self):
        self.ignore(JukeboxGui.CLOSE_EVENT)
        self.ignore(JukeboxGui.SONG_SELECT_EVENT)
        self.ignore(JukeboxGui.MOVE_TO_TOP_CLICK_EVENT)
        base.cr.playGame.getPlace().setState('walk')
        base.localAvatar.startPosHprBroadcast()
        base.localAvatar.enableAvatarControls()
        self.gui.unload()
        self.__localClearQueuedSong()

    def isUserHost(self):
        return self.party.partyInfo.hostId == base.localAvatar.doId

    def d_queuedSongsRequest(self):
        self.sendUpdate('queuedSongsRequest')

    def queuedSongsResponse(self, songInfoList, index):
        if self.gui.isLoaded():
            for i in range(len(songInfoList)):
                songInfo = songInfoList[i]
                self.__addSongToQueue(songInfo,
                                      isLocalQueue=index >= 0 and i == index)

            self.gui.enableAddSongButton()

    def __handleGuiClose(self):
        self.__deactivateGui()
        self.d_toonExitDemand()

    def __handleQueueSong(self, name, values):
        self.d_setNextSong(values[0], values[1])

    def d_setNextSong(self, phase, filename):
        self.sendUpdate('setNextSong', [(phase, filename)])

    def setSongInQueue(self, songInfo):
        if self.gui.isLoaded():
            phase = sanitizePhase(songInfo[0])
            filename = songInfo[1]
            data = self.getMusicData(phase, filename)
            if data:
                if self.localQueuedSongListItem is not None:
                    self.localQueuedSongListItem['text'] = data[0]
                else:
                    self.__addSongToQueue(songInfo, isLocalQueue=True)
        return

    def __addSongToQueue(self, songInfo, isLocalQueue=False):
        isHost = isLocalQueue and self.isUserHost()
        data = self.getMusicData(sanitizePhase(songInfo[0]), songInfo[1])
        if data:
            listItem = self.gui.addSongToQueue(data[0],
                                               highlight=isLocalQueue,
                                               moveToTopButton=isHost)
            if isLocalQueue:
                self.localQueuedSongInfo = songInfo
                self.localQueuedSongListItem = listItem

    def __localClearQueuedSong(self):
        self.localQueuedSongInfo = None
        self.localQueuedSongListItem = None
        return

    def __play(self, phase, filename, length):
        self.music = base.loader.loadMusic(
            (MUSIC_PATH + '%s') % (phase, filename))
        if self.music:
            if self.__checkPartyValidity() and hasattr(
                    base.cr.playGame.getPlace().loader,
                    'music') and base.cr.playGame.getPlace().loader.music:
                base.cr.playGame.getPlace().loader.music.stop()
            base.resetMusic.play()
            self.music.setTime(0.0)
            self.music.setLoopCount(getMusicRepeatTimes(length))
            self.music.play()
            jukeboxAnimControl = self.jukebox.getAnimControl('dance')
            if not jukeboxAnimControl.isPlaying():
                self.jukebox.loop('dance')
            self.currentSongData = (phase, filename)

    def __stop(self):
        self.jukebox.stop()
        self.currentSongData = None
        if self.music:
            self.music.stop()
        if self.gui.isLoaded():
            self.gui.clearSongCurrentlyPlaying()
        return

    def setSongPlaying(self, songInfo, toonId):
        phase = sanitizePhase(songInfo[0])
        filename = songInfo[1]
        if not filename:
            self.__stop()
            return
        data = self.getMusicData(phase, filename)
        if data:
            self.__play(phase, filename, data[1])
            self.setSignNote(data[0])
            if self.gui.isLoaded():
                item = self.gui.popSongFromQueue()
                self.gui.setSongCurrentlyPlaying(phase, filename)
                if item == self.localQueuedSongListItem:
                    self.__localClearQueuedSong()
        if toonId == localAvatar.doId:
            localAvatar.setSystemMessage(0, TTLocalizer.PartyJukeboxNowPlaying)

    def __handleMoveSongToTop(self):
        if self.isUserHost() and self.localQueuedSongListItem is not None:
            self.d_moveHostSongToTopRequest()
        return

    def d_moveHostSongToTopRequest(self):
        self.notify.debug('d_moveHostSongToTopRequest')
        self.sendUpdate('moveHostSongToTopRequest')

    def moveHostSongToTop(self):
        self.notify.debug('moveHostSongToTop')
        if self.gui.isLoaded():
            self.gui.pushQueuedItemToTop(self.localQueuedSongListItem)

    def getMusicData(self, phase, filename):
        data = []
        phase = sanitizePhase(phase)
        phase = self.phaseToMusicData.get(phase)
        if phase:
            data = phase.get(filename, [])
        return data

    def __checkPartyValidity(self):
        if hasattr(base.cr.playGame,
                   'getPlace') and base.cr.playGame.getPlace() and hasattr(
                       base.cr.playGame.getPlace(),
                       'loader') and base.cr.playGame.getPlace().loader:
            return True
        else:
            return False
Example #42
0
class Game(ShowBase):
    def __init__(self):
        # Set up the window, camera, etc.
        ShowBase.__init__(self)

        # Set the background color to black
        self.win.setClearColor(BACKGROUND_COLOR)

        # 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("models/world")
        self.environ.reparentTo(render)

        # Create the main character

        playerStartPos = self.environ.find("**/start_point").getPos()
        self.player = Actor("models/player",
                           {"run": "models/player-run",
                            "walk": "models/player-walk"})
        self.player.reparentTo(render)
        self.player.setScale(.2)
        self.player.setPos(playerStartPos + (0, 0, 0.5))

        # Create a floater object, which floats 2 units above player.  We
        # use this as a target for the camera to look at.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(self.player)
        self.floater.setZ(CAMERA_TARGET_HEIGHT_DELTA)

        self.first_person = False

        def key_dn(name):
            return lambda: self.setKey(name, True)
        def key_up(name):
            return lambda: self.setKey(name, False)
        def quit():
            self.destroy()
        def toggle_first():
            self.first_person = not self.first_person
        # Accept the control keys for movement and rotation
        key_map = [
            # key              command        action                   help
            # ---              -------        ------                   ----
            ("escape",         "esc",         lambda: quit(),          '[ESC]: Quit'),
            ("arrow_left",     'left',        key_dn("left"),          "[Left Arrow]: Rotate Left"),
            ("arrow_left-up",  'left',        key_up("left"),          None),
            ("arrow_right",    'right',       key_dn("right"),         "[Right Arrow]: Rotate Right"),
            ("arrow_right-up", 'right',       key_up("right"),         None),
            ("arrow_up",       'forward',     key_dn("forward"),       "[Up Arrow]: Run Forward"),
            ("arrow_up-up",    'forward',     key_up("forward"),       None),
            ("arrow_down",     'backward',    key_dn("backward"),      "[Down Arrow]: Run Backward"),
            ("arrow_down-up",  'backward',    key_up("backward"),      None),
            ("a",              'cam-left',    key_dn("cam-left"),      "[A]: Rotate Camera Left"),
            ("a-up",           'cam-left',    key_up("cam-left"),      None),
            ("s",              'cam-right',   key_dn("cam-right"),     "[S]: Rotate Camera Right"),
            ("s-up",           'cam-right',   key_up("cam-right"),     None),
            ('f',              'first-pers',  lambda: toggle_first(),  '[F]: Toggle first-person'),
            ]
        self.keyMap = {}
        inst = Instructions()
        for key, command, action, description in key_map:
            if command:
                self.setKey(command, False)
            self.accept(key, action)
            if description:
                inst.add(description)

        taskMgr.add(self.move, "moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera
        self.disableMouse()
        self.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, 9)
        self.playerGroundRay.setDirection(0, 0, -1)
        self.playerGroundCol = CollisionNode('playerRay')
        self.playerGroundCol.addSolid(self.playerGroundRay)
        self.playerGroundCol.setFromCollideMask(CollideMask.bit(0))
        self.playerGroundCol.setIntoCollideMask(CollideMask.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, 9)
        self.camGroundRay.setDirection(0, 0, -1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(CollideMask.bit(0))
        self.camGroundCol.setIntoCollideMask(CollideMask.allOff())
        self.camGroundColNp = self.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)

        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor((.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection((-5, -5, -5))
        directionalLight.setColor((1, 1, 1, 1))
        directionalLight.setSpecularColor((1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))

    # Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # Get the time that elapsed since last frame.  We multiply this with
        # the desired speed in order to find out with which distance to move
        # in order to achieve that desired speed.
        dt = globalClock.getDt()

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        if self.keyMap["cam-left"]:
            self.camera.setX(self.camera, -20 * dt)
        if self.keyMap["cam-right"]:
            self.camera.setX(self.camera, +20 * dt)

        # 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"]:
            self.player.setH(self.player.getH() + 300 * dt)
        if self.keyMap["right"]:
            self.player.setH(self.player.getH() - 300 * dt)
        if self.keyMap["forward"]:
            self.player.setY(self.player, -25 * dt)
        if self.keyMap["backward"]:
            self.player.setY(self.player, 25 * dt)

        # If player is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if self.keyMap["forward"] or self.keyMap["backward"] or self.keyMap["left"] or self.keyMap["right"]:
            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.

        if self.first_person:
            self.camera.setPos(self.player.getPos())
        else:
            camvec = self.player.getPos() - self.camera.getPos()
            camvec.setZ(0)
            camdist = camvec.length()
            camvec.normalize()
            if camdist > CAMERA_DISTANCE_MAX:
                self.camera.setPos(self.camera.getPos() + camvec * (camdist - int(CAMERA_DISTANCE_MAX)))
                camdist = CAMERA_DISTANCE_MAX
                if camdist < CAMERA_DISTANCE_MIN:
                    self.camera.setPos(self.camera.getPos() - camvec * (int(CAMERA_DISTANCE_MIN) - camdist))
                    camdist = CAMERA_DISTANCE_MIN

        # Normally, we would have to call traverse() to check for collisions.
        # However, the class ShowBase that we inherit from has a task to do
        # this for us, if we assign a CollisionTraverser to self.cTrav.
        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.

        entries = list(self.playerGroundHandler.getEntries())
        entries.sort(key=lambda x: x.getSurfacePoint(render).getZ())

        if len(entries) > 0 and entries[0].getIntoNode().getName() == "terrain":
            self.player.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.player.setPos(startpos)

        # Keep the camera at one foot above the terrain,
        # or two feet above player, whichever is greater.

        entries = list(self.camGroundHandler.getEntries())
        entries.sort(key=lambda x: x.getSurfacePoint(render).getZ())

        if len(entries) > 0 and entries[0].getIntoNode().getName() == "terrain":
            self.camera.setZ(entries[0].getSurfacePoint(render).getZ() + CAMERA_POSITION_HEIGHT_DELTA_MIN)
        if self.camera.getZ() < self.player.getZ() + CAMERA_POSITION_HEIGHT_DELTA_MAX:
            self.camera.setZ(self.player.getZ() + CAMERA_POSITION_HEIGHT_DELTA_MAX)

        # 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.camera.lookAt(self.floater)

        return task.cont
Example #43
0
    def setupVarsNPs(self, startPos, name):
        self.name = name
        # Stores a unique name for this cycle.

        self.root = render.attachNewNode("Root")
        # Creates and stores the NodePath that will be used as the root of the cycle
        # for the purpose of movement.

        self.cycle = self.root.attachNewNode("Cycle")
        # Creates a dummy node to go between self.root and the actualy cycle model.

        if (startPos == 1):
            self.root.setPos(5, 0, 0)
            self.model = loader.loadModel("../Models/RedCycle.bam")
            self.turret = loader.loadModel("../Models/RedTurr.bam")
        elif (startPos == 2):
            self.root.setPos(-5, -5, 0)
            self.model = loader.loadModel("../Models/BlueCycle.bam")
            self.turret = loader.loadModel("../Models/BlueTurr.bam")
        elif (startPos == 3):
            self.root.setPos(5, -10, 0)
            self.model = loader.loadModel("../Models/GreenCycle.bam")
            self.turret = loader.loadModel("../Models/GreenTurr.bam")
        elif (startPos == 4):
            self.root.setPos(-5, -15, 0)
            self.model = loader.loadModel("../Models/YellowCycle.bam")
            self.turret = loader.loadModel("../Models/YellowTurr.bam")
        # Sets the root to a new position according to what place it is given.
        # Also loads the model and turret of the appropriate color.

        self.mounts = Actor("../Models/Mounts.egg")
        # Loads an actor with 3 mounting joints for the moving parts of the cycle.

        self.model.reparentTo(self.cycle)
        self.mounts.reparentTo(self.model)
        # Attaches the model to the go-between node and attaches the mounts to
        # the model.

        turretMount = self.mounts.exposeJoint(None, "modelRoot", "Turret")
        fdMount = self.mounts.exposeJoint(None, "modelRoot", "FrontDisc")
        rdMount = self.mounts.exposeJoint(None, "modelRoot", "RearDisc")
        # exposes the mount joints so pieces can be attached to them.

        self.fd = loader.loadModel("../Models/Disc.bam")
        self.rd = loader.loadModel("../Models/Disc.bam")
        # loads the models for the discs.

        self.turretActor = Actor("../Models/TurretActor.egg")
        self.turretActor.reparentTo(turretMount)
        self.turret.reparentTo(self.turretActor)
        self.trgtrMount = self.turretActor.exposeJoint(None, "modelRoot",
                                                       "TargeterMount")
        self.fd.reparentTo(fdMount)
        self.rd.reparentTo(rdMount)
        # Attaches the turret and discs to their mounts.

        self.LMGMount = self.turretActor.exposeJoint(None, "modelRoot",
                                                     "LMGMount")
        self.RMGMount = self.turretActor.exposeJoint(None, "modelRoot",
                                                     "RMGMount")
        self.LMG = MachineGun(self, self.LMGMount)
        self.RMG = MachineGun(self, self.RMGMount)
        self.CannonMount = self.turretActor.exposeJoint(
            None, "modelRoot", "CannonMount")
        self.cannon = Cannon(self, self.CannonMount)

        self.dirNP = self.root.attachNewNode("DirNP")
        self.refNP = self.root.attachNewNode("RefNP")
        # Creates and stores two more NodePaths, one to track the direction the cycle
        # is moving in and another to use as a reference during various calculations
        # the cycle performs.

        self.dirVec = Vec3(0, 0, 0)
        self.cycleVec = Vec3(0, 0, 0)
        self.refVec = Vec3(0, 0, 0)
        # Creates and stores 3 vector objects to be used in simulating drift when the
        # cycle turns.

        self.speed = 0
        self.throttle = 0
        self.maxSpeed = 200
        self.maxShield = 500
        self.shield = self.maxShield
        self.accel = 25
        self.handling = 25
        self.maxEnergy = 100
        self.energy = self.maxEnergy
        # Sets basic variables for the cycle's racing attributes.

        self.turning = None
        self.lean = 0
        # Creates two variables to control the cycle's lean

        self.markerCount = 0
        self.currentLap = 0
        # Creates two variables that will be used to track the progress
        # of the cycle on the track.

        self.freeFall = False
        self.fallSpeed = 0
        # Creates two variables to assist with managing the cycle's falls from
        # hills and ramps.
        self.trackNP = render.attachNewNode(self.name + "_TrackNode")
        # Creates a NodePath to use when setting the cycle's height above the track.
        # refNP won't serve for this purpose, because it exists in root's coordinate space.
        # We need a NodePath in render's coordinate space for this purpose.

        self.active = False
        # creates a variable that determines if the cycle can be controlled or not.

        return
Example #44
0
class Cycle(DirectObject):
    def __init__(self, inputManager, track, startPos, name, ai=None):
        self.inputManager = inputManager
        # Stores a reference to the InputManager to access user input.

        self.setupVarsNPs(startPos, name)
        self.setupCollisions()
        # Sets up initial variables, NodePaths, and collision objects.

        self.track = track
        # Stores a reference to the track.

        self.lanes = self.track.trackLanes.lanes
        # gets a reference to the lanes on the track, to shorten the variable name.

        startingLane = self.track.trackLanes.getNearestMarker(self).lane
        # Gets the lane for the closest marker to the cycle.

        self.uc1 = self.lanes[startingLane][0]
        self.uc2 = self.lanes[startingLane][1]
        self.uc3 = self.lanes[startingLane][2]
        # Sets up 3 variables to store references to the 3 up-coming markers on the
        # track, ahead of the cycle. These are used by the AI to steer, and by player
        # cycles to measure progress along the track.

        if (ai == True):
            self.ai = CycleAI(self)
        # if the ai input is passed anything, it won't default to None, and the cycle will create
        # an AI to control itself.
        elif (ai == None):
            self.ai = None
            taskMgr.add(self.cycleControl, "Cycle Control")
        # If the cycle isn't using an AI, activate player control.
        # With this set up, if AI == False, the cycle will be completely uncontrolled.

        self.setupLight()
        # Calls the method that creates a light to represent the glow of the cycle's discs and engine.

    def setupVarsNPs(self, startPos, name):
        self.name = name
        # Stores a unique name for this cycle.

        self.root = render.attachNewNode("Root")
        # Creates and stores the NodePath that will be used as the root of the cycle
        # for the purpose of movement.

        self.cycle = self.root.attachNewNode("Cycle")
        # Creates a dummy node to go between self.root and the actualy cycle model.

        if (startPos == 1):
            self.root.setPos(5, 0, 0)
            self.model = loader.loadModel("../Models/RedCycle.bam")
            self.turret = loader.loadModel("../Models/RedTurr.bam")
        elif (startPos == 2):
            self.root.setPos(-5, -5, 0)
            self.model = loader.loadModel("../Models/BlueCycle.bam")
            self.turret = loader.loadModel("../Models/BlueTurr.bam")
        elif (startPos == 3):
            self.root.setPos(5, -10, 0)
            self.model = loader.loadModel("../Models/GreenCycle.bam")
            self.turret = loader.loadModel("../Models/GreenTurr.bam")
        elif (startPos == 4):
            self.root.setPos(-5, -15, 0)
            self.model = loader.loadModel("../Models/YellowCycle.bam")
            self.turret = loader.loadModel("../Models/YellowTurr.bam")
        # Sets the root to a new position according to what place it is given.
        # Also loads the model and turret of the appropriate color.

        self.mounts = Actor("../Models/Mounts.egg")
        # Loads an actor with 3 mounting joints for the moving parts of the cycle.

        self.model.reparentTo(self.cycle)
        self.mounts.reparentTo(self.model)
        # Attaches the model to the go-between node and attaches the mounts to
        # the model.

        turretMount = self.mounts.exposeJoint(None, "modelRoot", "Turret")
        fdMount = self.mounts.exposeJoint(None, "modelRoot", "FrontDisc")
        rdMount = self.mounts.exposeJoint(None, "modelRoot", "RearDisc")
        # exposes the mount joints so pieces can be attached to them.

        self.fd = loader.loadModel("../Models/Disc.bam")
        self.rd = loader.loadModel("../Models/Disc.bam")
        # loads the models for the discs.

        self.turretActor = Actor("../Models/TurretActor.egg")
        self.turretActor.reparentTo(turretMount)
        self.turret.reparentTo(self.turretActor)
        self.trgtrMount = self.turretActor.exposeJoint(None, "modelRoot",
                                                       "TargeterMount")
        self.fd.reparentTo(fdMount)
        self.rd.reparentTo(rdMount)
        # Attaches the turret and discs to their mounts.

        self.LMGMount = self.turretActor.exposeJoint(None, "modelRoot",
                                                     "LMGMount")
        self.RMGMount = self.turretActor.exposeJoint(None, "modelRoot",
                                                     "RMGMount")
        self.LMG = MachineGun(self, self.LMGMount)
        self.RMG = MachineGun(self, self.RMGMount)
        self.CannonMount = self.turretActor.exposeJoint(
            None, "modelRoot", "CannonMount")
        self.cannon = Cannon(self, self.CannonMount)

        self.dirNP = self.root.attachNewNode("DirNP")
        self.refNP = self.root.attachNewNode("RefNP")
        # Creates and stores two more NodePaths, one to track the direction the cycle
        # is moving in and another to use as a reference during various calculations
        # the cycle performs.

        self.dirVec = Vec3(0, 0, 0)
        self.cycleVec = Vec3(0, 0, 0)
        self.refVec = Vec3(0, 0, 0)
        # Creates and stores 3 vector objects to be used in simulating drift when the
        # cycle turns.

        self.speed = 0
        self.throttle = 0
        self.maxSpeed = 200
        self.maxShield = 500
        self.shield = self.maxShield
        self.accel = 25
        self.handling = 25
        self.maxEnergy = 100
        self.energy = self.maxEnergy
        # Sets basic variables for the cycle's racing attributes.

        self.turning = None
        self.lean = 0
        # Creates two variables to control the cycle's lean

        self.markerCount = 0
        self.currentLap = 0
        # Creates two variables that will be used to track the progress
        # of the cycle on the track.

        self.freeFall = False
        self.fallSpeed = 0
        # Creates two variables to assist with managing the cycle's falls from
        # hills and ramps.
        self.trackNP = render.attachNewNode(self.name + "_TrackNode")
        # Creates a NodePath to use when setting the cycle's height above the track.
        # refNP won't serve for this purpose, because it exists in root's coordinate space.
        # We need a NodePath in render's coordinate space for this purpose.

        self.active = False
        # creates a variable that determines if the cycle can be controlled or not.

        return
# setupVarsNPs: Initializes most of the non-collision variables and NodePaths needed by the cycle.

    def setupCollisions(self):
        self.shieldCN = CollisionNode(self.name + "_ShieldCN")
        # Creates a CollisionNode to store the 3 CollisionSpheres that represent the
        # invisible energy shield surrounding the cycle.

        self.shieldCN.setPythonTag("owner", self)
        # Connects a reference to the instance of this class to the shield CollisionNode.
        # This will make it much easier to identify this cycle when its shield is struck.

        CS1 = CollisionSphere(0, -.025, .75, .785)
        CS2 = CollisionSphere(0, -1.075, .85, .835)
        CS3 = CollisionSphere(0, 1.125, .6, .61)
        self.shieldCN.addSolid(CS1)
        self.shieldCN.addSolid(CS2)
        self.shieldCN.addSolid(CS3)
        # Creates the 3 CollisionSpheres that make up the shield and adds them into
        # the CollisionNode.

        self.shieldCN.setIntoCollideMask(BitMask32.range(2, 3))
        self.shieldCN.setFromCollideMask(BitMask32.bit(2))
        # Sets the BitMasks on the CollisionNode. The From mask has bit 2 turned on, so
        # the shield can bump into things on bit 2. The Into mask has bits 2, 3, and 4 turned
        # on so the shield can be struck by things on bit 2 (other cycles), 3 (guns), and 4 (explosions)

        self.shieldCNP = self.model.attachNewNode(self.shieldCN)
        # Connects the shield and its 3 spheres to the cycle model and gets a NodePath to
        # the shield.

        self.bumpCTrav = CollisionTraverser()
        self.bumpHan = CollisionHandlerPusher()
        # Creates a CollisionTraverser and a Pusher-type handler to detect and manage
        # collisions caused by the cycle's shield.

        self.bumpHan.addCollider(self.shieldCNP, self.root)
        # Tells the pusher handler to push back on self.root when self.shieldCNP is
        # involved in a collision.

        self.bumpHan.addAgainPattern("%fn-again")
        # Tells the pusher handler to create an event using the From CollisionNode's
        # name when it handles recurring collisions.

        self.bumpCTrav.addCollider(self.shieldCNP, self.bumpHan)
        # Registers the shield and the handler with the traverser.

        self.accept(self.name + "_ShieldCN-again", self.bump)
        # Registers the event that the pusher handler will generate and connects it to
        # the bump method.

        self.gRayCN = CollisionNode(self.name + "_GRayCN")
        # Creates a second CollisionNode to store the rays that will be used for collision
        # with the ground.

        self.fRay = CollisionRay(0, .5, 10, 0, 0, -1)
        self.bRay = CollisionRay(0, -.5, 10, 0, 0, -1)
        # Creates two rays 10 meters up and points them downward. This time we keep a
        # reference to the rays because we will need them when organizing their collision data.

        self.gRayCN.addSolid(self.fRay)
        self.gRayCN.addSolid(self.bRay)
        # Adds the rays to the CollisionNode.

        self.gRayCN.setFromCollideMask(BitMask32.bit(1))
        self.gRayCN.setIntoCollideMask(BitMask32.allOff())
        # Sets the BitMasks for gRayCN. The From mask has bit 1 on so it can cause collisions
        # with the ground. The Into mask is turned off completely, because rays should never
        # be collided into.

        self.gRayCNP = self.cycle.attachNewNode(self.gRayCN)
        # Attaches the gRayCN to the cycle and gets a NodePath to it.

        self.gCTrav = CollisionTraverser()
        self.gHan = CollisionHandlerQueue()
        self.gCTrav.addCollider(self.gRayCNP, self.gHan)
        # Creates a traverser and a Queue-type handler to detect and manage the rays' collisions.
        # Then registers gRayCNP and the handler with the traverser.

        self.trgtrCN = CollisionNode(self.name + "_TargeterCN")
        self.trgtrRay = CollisionRay(0, 0, 0, 0, 1, 0)
        self.trgtrCN.addSolid(self.trgtrRay)
        self.trgtrCN.setFromCollideMask(BitMask32.bit(3))
        self.trgtrCN.setIntoCollideMask(BitMask32.allOff())
        self.trgtrCNP = self.trgtrMount.attachNewNode(self.trgtrCN)
        # creates 1 collision ray to represent the line of fire of the cycle for the purpose shooting.
        # The ray is added to a collision node which is parented to the targeter mount of the turret.

        self.trgtrCTrav = CollisionTraverser()
        self.trgtrCHan = CollisionHandlerQueue()
        self.trgtrCTrav.addCollider(self.trgtrCNP, self.trgtrCHan)
        # creates a traverser and Queue-type handler to detect and manage the collisions of the
        # targeter ray, and registers the ray and handler with the traverser.

        return
# setupCollisions: Preps CollisionNodes, collision solids, traversers, and handlers to get them
# ready for use.

    def setupLight(self):
        self.glow = self.cycle.attachNewNode(PointLight(self.name + "Glow"))
        self.glow.node().setColor(Vec4(.2, .6, 1, 1))
        # Creates a point light on the cycle and sets it's color to a blue-white.

        self.glow.node().setAttenuation(Vec3(0, 0, .75))
        # Sets the attenuation on the point light. This controls the fall-off.

        self.cycle.setLight(self.glow)
        self.track.track.setLight(self.glow)
        # Sets the light to illuminate the cycle and the track.
        return
# setupLight: Creates a point light to represent the glow of the cycle and sets its attributes. Then
# sets the light to illuminate the scene.

    def cycleControl(self, task):
        if (self.cycle == None):
            return task.done
            # Ends the task if the cycle model is removed.

        dt = globalClock.getDt()
        if (dt > .20):
            return task.cont
        # Gets the amount of time that has passed since the last frame from the global clock.
        # If the value is too large, there has been a hiccup and the frame will be skipped.

        if (self.active == True):
            # limits player control to only occur when self.active is true.

            if (self.inputManager.keyMap["up"] == True):
                self.adjustThrottle("up", dt)
            elif (self.inputManager.keyMap["down"] == True):
                self.adjustThrottle("down", dt)
            # Checks the InputManager for throttle control initiated by the user and performs
            # the adjustments.

            if (self.inputManager.keyMap["right"] == True):
                self.turn("r", dt)
                self.turning = "r"
            elif (self.inputManager.keyMap["left"] == True):
                self.turn("l", dt)
                self.turning = "l"
            else:
                self.turning = None
            # Checks the InputManager for turning initiated by the user and performs it.
            # Also updates the self.turning variable to reflect it.

            if (self.inputManager.keyMap["mouse1"] == True):
                self.LMG.fire()
                self.RMG.fire()
            # If the left mouse button is pressed, fire the machine guns.

            if (self.inputManager.keyMap["mouse3"] == True):
                self.cannon.fire()
            # If the right mouse button is pressed, fire the cannon.

        aimPoint = self.inputManager.getMouseAim()
        if (aimPoint != None):
            self.turretActor.lookAt(render, aimPoint)

        self.speedCheck(dt)
        self.simDrift(dt)
        self.groundCheck(dt)
        self.move(dt)
        self.checkMarkers()
        # Calls the methods that control cycle behavior frame-by-frame.

        self.bumpCTrav.traverse(render)
        # Checks for collisions caused by the cycle's shield.

        return task.cont
# cycleControl: Manages the cycle's behavior when under player control.

    def cameraZoom(self, dir, dt):
        if (dir == "in"): base.camera.setY(base.camera, 10 * dt)
        else: base.camera.setY(base.camera, -10 * dt)
        return
# cameraZoom: Moves the camera toward or away from the cycle at a rate of 10
# meters per second.

    def turn(self, dir, dt):
        turnRate = self.handling * (2 - (self.speed / self.maxSpeed))
        # Determines the current turn rate of the cycle according to its speed.

        if (dir == "r"):
            turnRate = -turnRate
            self.turning = "r"
        # If this is a right turn, then turnRate should be negative.

        self.cycle.setH(self.cycle, turnRate * dt)
        # Rotates the cycle according to the turnRate and time.

        return
# turn: Rotates the cycle based on its speed to execute turns.

    def adjustThrottle(self, dir, dt):
        if (dir == "up"):
            self.throttle += .25 * dt
            # Increases the throttle setting at a rate of 25% per second.
            if (self.throttle > 1): self.throttle = 1
            # Limits the throttle to a maximum of 100%
        else:
            self.throttle -= .25 * dt
            # Decreases the throttle setting at a rate of 25% per second.
            if (self.throttle < -1): self.throttle = -1
            # Limits the throttle to a minimum of 100%
        return
# adjustThrottle: Increases or decreases the throttle.

    def speedCheck(self, dt):
        if (self.freeFall == False):
            # The cycle can't accelerate or deccelerate under it's own power if
            # it's in freefall, so we check to make sure it isn't.

            tSetting = (self.maxSpeed * self.throttle)
            # Gets the KpH value that corresponds to the current throttle setting.

            if (self.speed < tSetting):
                # Checks if the speed is too low.
                if ((self.speed + (self.accel * dt)) > tSetting):
                    # If so, check if accelerating at the normal rate would raise speed too high.
                    self.speed = tSetting
                    # If so, just set the speed to the throttle setting.
                else:
                    self.speed += (self.accel * dt)
                # If accelerating won't raise the speed too high, go ahead and accelerate.

            elif (self.speed > tSetting):
                # Checks if the speed is too high.
                if ((self.speed - (self.accel * dt)) < tSetting):
                    # If so, check if decelerating at the normal rate would lower speed too much.
                    self.speed = tSetting
                    # If so, just set the speed to the throttle setting.
                else:
                    self.speed -= (self.accel * dt)
                # If decelerating won't loser the speed too much, go ahead and decelerate.
        else:
            self.speed -= (self.speed * .125) * dt
        # If the cycle is in freefall, lower it's speed by 12.5% per second to simulate loss
        # of momentum to friction.
        return
# speedCheck: Controls the speed at which the cycle is moving by adjusting it according to the
# throttle, or degrading it over time when in freefall.

    def simDrift(self, dt):
        self.refNP.setPos(self.dirNP, 0, 1, 0)
        self.dirVec.set(self.refNP.getX(), self.refNP.getY(), 0)
        # Uses refNP to get a vector that describes the facing of dirNP. The height value is
        # discarded as it is unnecessary.

        self.refNP.setPos(self.cycle, 0, 1, 0)
        self.cycleVec.set(self.refNP.getX(), self.refNP.getY(), 0)
        # Uses refNP to get a vector that describes the facing of the cycle. The height value is
        # discarded as it is unnecessary.

        self.refVec.set(0, 0, 1)
        # Sets refVec to point straight up. This vector will be the axis used to determine the
        # difference in the angle between dirNP and the cycle.

        vecDiff = self.dirVec.signedAngleDeg(self.cycleVec, self.refVec)
        # Gets a signed angle that describes the difference between the facing of dirNP and
        # the cycle.

        if (vecDiff < .1 and vecDiff > -.1):
            self.dirNP.setHpr(self.cycle.getH(), 0, 0)
        # if the difference between the two facings is insignificant, set dirNP to face the
        # same direction as the cycle.

        else:
            self.dirNP.setHpr(self.dirNP, vecDiff * dt * 2.5, 0, 0)
        # If the difference is significant, tell dirNP to slowly rotate to try and catch up
        # to the cycle's facing.

        self.dirNP.setP(self.cycle.getP())
        self.dirNP.setR(0)
        # Constrains dirNP pitch and roll to the cycle and 0, respectively.

        return
# simDrift: This function simulates the cycle drifting when it turns by causing the dirNP, which
# faces the direction the cycle is moving in, to slowly catch up to the actual facing of the cycle
# over time.

    def groundCheck(self, dt):
        self.gCTrav.traverse(render)
        # Checks for collisions between the ground and the CollisionRays attached to the cycle.

        points = [None, None]
        # Preps a list to hold the data from the collisions.

        if (self.gHan.getNumEntries() > 1):
            # Verifies that at least 2 collisions occured. If not, there's no point in checking
            # the collisions because we can't get data from both rays.

            self.gHan.sortEntries()
            # Arranges the collision entries in the cues from nearest to furthest.

            for E in range(self.gHan.getNumEntries()):
                # Iterates through all the entries in the CollisionHandlerQueue

                entry = self.gHan.getEntry(E)
                # Stores the current entry in a temporary variable.

                if (entry.getFrom() == self.fRay and points[0] == None):
                    # Checks if this entry is a collision caused by the front ray, and
                    # verifies that we don't have front ray data for this frame yet.
                    points[0] = entry.getSurfacePoint(render)
                    # Stores the actual point of collision, in the coordinate system of render,
                    # in the first slot of the points list.
                elif (entry.getFrom() == self.bRay and points[1] == None):
                    # Checks if this entry is a collision caused by the back ray, and
                    # verifies that we don't have back ray data for this frame yet.
                    points[1] = entry.getSurfacePoint(render)
                    # Stores the actual point of collision, in the coordinate system of render,
                    # in the second slot of the points list.

        if (points[0] == None or points[1] == None):
            self.teleport()
            return
        # If either ray didn't collide with the track, the cycle is going out of bounds
        # and needs to be teleported back onto the track.

        else:
            # If both rays gave us collision data, we can proceed.
            ''' The following segment of code controls the pitch of the cycle '''
            if (self.freeFall == False):
                # Checks if the cycle is in freefall. If it's not, we'll need to make the cycle's
                # pitch match the angle of the track.

                self.refNP.setPos(points[1])
                # Sets refNP to the spot on the track where the back ray collided.
                self.refNP.lookAt(points[0])
                # Tells refNP to point at the spot on the track where the front ray collided.

                pDiff = self.refNP.getP() - self.cycle.getP()
                # Finds the difference in pitch between refNP and the cycle, which is equivalent
                # to the difference between the cycle's pitch and the angle of the track.

                if (pDiff < .1 and pDiff > -.1):
                    self.cycle.setP(self.refNP.getP())
                # If the pitch difference is insignificant, set the cycle to match the pitch of
                # refNP.

                else:
                    self.cycle.setP(self.cycle, pDiff * dt * 5)
                # If the difference is significant, smoothly adjust the cycle's pitch toward the
                # pitch of refNP.

            elif ((self.cycle.getP() - (dt * 10)) > -15):
                self.cycle.setP(self.cycle, -(dt * 10))
            # If the cycle is in freefall and slowly dropping the pitch won't lower it past -15,
            # go ahead and slowly lower it.
            else:
                self.cycle.setP(-15)
            # If we're in freefall and the cycle's pitch is to low to drop it any further, lock it
            # to exactly -15.
            ''' End pitch control '''
            ''' The following section of code will control the height of the cycle above the track. '''
            if (self.speed >= 0):
                self.trackNP.setPos(points[0].getX(), points[0].getY(),
                                    points[0].getZ())
            else:
                self.trackNP.setPos(points[1].getX(), points[1].getY(),
                                    points[1].getZ())
            # Set trackNP at the collision point on the leading end of the cycle.

            height = self.root.getZ(self.trackNP)
            # Get the height of root as seen from the trackNP.

            if (height > 2 and self.freeFall == False):
                self.freeFall = True
                self.fallSpeed = 0
            # If the height is greater than 2 and we aren't in freefall,
            # enter a freefall state and prep freefall variables.

            if (self.freeFall == True):
                self.fallSpeed += (self.track.gravity * 9.8) * dt
                newHeight = height - (self.fallSpeed * dt)
            # In a freefall state, begin accelerating the fall speed and
            # calculate a new height based on that fall speed.

            else:
                hDiff = 1 - height
                # If not in a freefall state, calculate the difference in the actual height and the
                # desired height.

                if (hDiff > .01 or hDiff < -.01):
                    newHeight = height + (hDiff * dt * 5)
                # If the difference is significant, calculate a new height that drifts toward
                # the desired height.
                else:
                    newHeight = 1
                # If you're close to the desired height, just set it as the calculated new height.

            if (newHeight >= 0):
                self.root.setZ(self.trackNP, newHeight)
            # If the new height is greater than or equal to zero, set it as root's height.

            else:
                self.root.setZ(self.trackNP, 0)
                self.freeFall = False
            # Otherwise, set the root node to a height of 0, and turn off the freefall state.
            ''' end of height control code '''

            self.cycle.setR(0)
            # Constrain the cycle's roll to 0.

        return
# groundCheck: Controls the cycle's pitch and it's height above the track.

    def move(self, dt):
        mps = self.speed * 1000 / 3600
        # Convert kph to meters per second

        self.refNP.setPos(self.dirNP, 0, 1, 0)
        self.dirVec.set(self.refNP.getX(), self.refNP.getY(),
                        self.refNP.getZ())
        # Uses refNP to get a vector describing the direction dirNP is facing.

        self.root.setPos(self.root,
                         self.dirVec.getX() * dt * mps,
                         self.dirVec.getY() * dt * mps,
                         self.dirVec.getZ() * dt * mps)
        # Moves root forward according to the direction vector, speed, and time.

        currentLean = self.model.getR()
        # Get the current amount of lean.

        if (self.turning == "r"):
            self.lean += 2.5
            if (self.lean > 25): self.lean = 25
            self.model.setR(self.model, (self.lean - currentLean) * dt * 5)
        # If the cycle is turning right, increase lean up to 25 and model the frame to lean the cycle.

        elif (self.turning == "l"):
            self.lean -= 2.5
            if (self.lean < -25): self.lean = -25
            self.model.setR(self.model, (self.lean - currentLean) * dt * 5)
        # If the cycle is turning left, decrease lean down to -25 and roll the model to lean the cycle.

        else:
            self.lean = 0
            self.model.setR(self.model, (self.lean - currentLean) * dt * 5)
        # If the cycle isn't turning, set lean to 0 and roll the model back toward upright.

        self.fd.setH(self.fd, 5 + (20 * self.throttle))
        self.rd.setH(self.rd, -5 + (-20 * self.throttle))

        return
# move: Controls the forward or backward movement of the cycle.

    def checkMarkers(self):
        if (self.uc1.checkInFront(self) == True):
            # Checks if the cycle has passed in front of uc1.

            self.uc1 = self.uc2
            self.uc2 = self.uc3
            self.uc3 = self.uc2.nextMarker
            # If so, get the next set of markers on the track.

            self.markerCount += 1
            # Update the cycle's marker count by one.

            if (self.uc1 == self.lanes[0][1] or self.uc1 == self.lanes[1][1]):
                self.currentLap += 1
            # If the cycle just passed the first marker, which is at the finish line, increment the lap count.

        return
# checkMarkers: Checks if the nearest marker has been passed, and if so,
# updates all the markers, marker count, and lap count if needed.

    def teleport(self):
        marker = self.track.trackLanes.getNearestMarker(self)
        markerPos = marker.getPos()
        self.root.setPos(markerPos.getX(), markerPos.getY(), self.root.getZ())
        # Put the cycle back on the track.

        self.gCTrav.traverse(render)
        # Checks for collisions between the ground and the CollisionRays attached to the cycle.

        points = [None, None]
        # Preps a list to hold the data from the collisions.

        if (self.gHan.getNumEntries() > 1):
            # Verifies that at least 2 collisions occured. If not, there's no point in checking
            # the collisions because we can't get data from both rays.

            self.gHan.sortEntries()
            # Arranges the collision entries in the cues from nearest to furthest.

            for E in range(self.gHan.getNumEntries()):
                # Iterates through all the entries in the CollisionHandlerQueue

                entry = self.gHan.getEntry(E)
                # Stores the current entry in a temporary variable.

                if (entry.getFrom() == self.fRay and points[0] == None):
                    # Checks if this entry is a collision caused by the front ray, and
                    # verifies that we don't have front ray data for this frame yet.
                    points[0] = entry.getSurfacePoint(render)
                    # Stores the actual point of collision, in the coordinate system of render,
                    # in the first slot of the points list.
                elif (entry.getFrom() == self.bRay and points[1] == None):
                    # Checks if this entry is a collision caused by the back ray, and
                    # verifies that we don't have back ray data for this frame yet.
                    points[1] = entry.getSurfacePoint(render)
                    # Stores the actual point of collision, in the coordinate system of render,
                    # in the second slot of the points list.

            if (self.speed >= 0):
                self.trackNP.setPos(points[0].getX(), points[0].getY(),
                                    points[0].getZ())
            else:
                self.trackNP.setPos(points[1].getX(), points[1].getY(),
                                    points[1].getZ())
            # Set the track node at the collision point on the leading end of the cycle.

            self.root.setZ(self.trackNP, 1)
            # Set the root to a height of 1 above trackNP.

        self.dirNP.setHpr(marker.getHpr())
        self.cycle.setHpr(marker.getHpr())
        # Reorients dirNP and the cycle to the same facing as the marker we teleported to.

        self.speed /= 2
        # Cuts the speed by half as a penalty for going off the track.

        return
# teleport: Moves the cycle back onto the track, fixes its height, and fixes its orientation.

    def bump(self, entry):
        print(entry.getFromNodePath().getPythonTag("owner").name)
        print("has bumped into:")
        print(entry.getIntoNodePath().getPythonTag("owner").name)
        print("")
        return
# bump: Prints a message to the command prompt when the cycle bumps into another cycle.

    def hit(self, damage):
        print(self.name + " has taken " + str(damage) + " damage!")
        return
# hit: Handles tracking damage for the cycle.

    def getPos(self, ref=None):
        if (ref == None): return (self.root.getPos())
        else: return (self.root.getPos(ref))
# getPos: returns the position of root in the coordinate system of the given NodePath, if one is given.

    def destroy(self):
        self.root.removeNode()
        self.cycle.removeNode()
        self.mounts.delete()
        self.turretActor.delete()
        self.model.removeNode()
        self.turret.removeNode()
        self.fd.removeNode()
        self.rd.removeNode()
        self.dirNP.removeNode()
        self.refNP.removeNode()
        self.trackNP.removeNode()
        self.shieldCNP.removeNode()
        self.gRayCNP.removeNode()
        self.trgtrCNP.removeNode()
        self.glow.removeNode()
        # removes all of the cycle's NodePaths from the scene.

        self.LMG.destroy()
        self.LMG = None
        self.RMG.destroy()
        self.RMG = None
        self.cannon.destroy()
        self.cannon = None
        # Removes the cycle's weapons.

        self.cycle = None
        # sets self.cycle to None to end player cycle control and notify
        # any AI that the cycle is being removed.

        if (self.ai != None):
            self.ai = None
        # removes the cycles reference to the AI, if it has one.

        return
Example #45
0
    def __init__(self):

        self.keyMap = {
            "arrow_left": 0,
            "arrow_right": 0,
            "arrow_up": 0,
            "arrow_down": 0,
            "cam-left": 0,
            "cam-right": 0,
            "make-bunny": 0,
            "do-something": 0,
            "ignore": 0
        }
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # Track all of the bunnies
        self.bunnies = []

        # Post the instructions

        self.title = addTitle("Keyboard Roaming")
        self.inst1 = addInstructions(0.95, "[Shift+ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst4 = addInstructions(0.75, "[Down Arrow]: Run Ralph Backward")
        self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
        self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")

        # 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("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)

        # Create the main character, Ralph

        ralphStartPos = self.environ.find("**/start_point").getPos()
        self.ralph = Actor("models/ralph", {
            "run": "models/ralph-run",
            "walk": "models/ralph-walk"
        })
        self.ralph.reparentTo(render)
        self.ralph.setScale(0.3)
        self.ralph.setPos(ralphStartPos)

        # 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)

        # Shift+ESC key exits
        self.accept("shift-escape", sys.exit)

        # Tke keyboard is divided into six sections or tiles:
        #
        #         1                   2
        #  +----------------+  +-------------+
        #  | f1 ... F5      |  | F6 ... F12  |
        #  +----------------+  +-------------+
        #
        #         3                         4
        #  +----------------+  +-------------------------+
        #  | ` 1 2 3 4 5 6  |  | 7 8 9 0 - = BACKSPACE   |
        #  | Q W E R T Y    |  |   Y U I O P [ ] \       |
        #  | A S D F G      |  | H J K L ; ' ENTER       |
        #  | Z X C V B      |  | N M , . /               |
        #  | CTRL WIN ALT   |  | SPACE ALT WIN MENU CTRL |
        #  +----------------+  +-------------------------+
        #
        #            5
        #  +----------------------+
        #  | PRT SCR PAUSE        |
        #  | INSERT HOME PAGEUP   |
        #  | DELETE END PAGEDOWN  |
        #  +----------------------+

        #             6
        #  +----------------------+
        #  | UP LEFT DOWN RIGHT   |
        #  +----------------------+
        #

        Section1 = ["f1", "f2", "f3", "f4", "f5"]

        Section2 = ["f6", "f7", "f8", "f9", "f10", "f11", "f12"]

        Section3 = [
            "`", "1", "2", "3", "4", "5", "6", "q", "w", "e", "r", "t", "y",
            "a", "s", "d", "f", "g", "lshift", "z", "x", "c", "v", "b"
        ]

        Section4 = [
            "7", "8", "9", "0", "backspace", "y", "u", "i", "o", "p", "[", "]",
            "\\", "h", "j", "k", "l", ";", "'", "enter", "n", "m", ",", ".",
            "/", "rshift"
        ]

        Section5 = [
            "print_screen", "scroll_lock", "pause", "insert", "home",
            "page_up", "delete", "end", "page_down"
        ]

        Section6 = ["arrow_left", "arrow_right", "arrow_up", "arrow_down"]

        # Map each section
        action = "cam-left"
        for k in Section1:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        action = "cam-right"
        for k in Section2:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        action = "arrow_up"
        for k in Section3:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        action = "arrow_down"
        for k in Section4:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        action = "make-bunny"
        for k in Section5:
            self.accept(k, self.setKey, [action, 1])
            self.accept("shift-" + k, self.setKey, [action, 1])
            self.accept(k + "-up", self.setKey, [action, 0])
            self.accept("shift-" + k + "-up", self.setKey, [action, 0])

        for k in Section6:
            self.accept(k, self.setKey, [k, 1])
            self.accept("shift-" + k, self.setKey, [k, 1])
            self.accept(k + "-up", self.setKey, [k, 0])
            self.accept("shift-" + k + "-up", self.setKey, [k, 0])

        taskMgr.add(self.move, "moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera

        base.disableMouse()
        base.camera.setPos(self.ralph.getX(), self.ralph.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 ralph'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.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        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(0))
        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.ralphGroundColNp.show()
        #self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        #self.cTrav.showCollisions(render)

        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))

        # Set up some sounds
        self.runSound = base.loader.loadSfx(
            "sounds/54779__bevangoldswain__running-hard-surface.wav")
        self.bumpSound = base.loader.loadSfx(
            "sounds/31126__calethos__bump.wav")
        self.spawnSound = base.loader.loadSfx(
            "sounds/51710__bristolstories__u-chimes3.mp3")
Example #46
0
 def __init__(self):
     ShowBase.__init__(self)
     self.actor = Actor("worm.bam")
     self.actor.reparent_to(render)
     self.actor.loop("idle")
class DistributedEagleSuit(DistributedSuit):
    notify = directNotify.newCategory("DistributedEagleSuit")

    def __init__(self, cr):
        DistributedSuit.__init__(self, cr)
        self.eagleCry = base.audio3d.loadSfx(
            'phase_5/audio/sfx/tt_s_ara_cfg_eagleCry.ogg')
        base.audio3d.attachSoundToObject(self.eagleCry, self)
        self.fallWhistle = base.audio3d.loadSfx(
            'phase_5/audio/sfx/incoming_whistleALT.ogg')
        base.audio3d.attachSoundToObject(self.fallWhistle, self)
        self.explode = base.audio3d.loadSfx(
            'phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')
        base.audio3d.attachSoundToObject(self.explode, self)
        self.eventSphereNodePath = None
        self.fallingPropeller = None
        self.fallingPropProjectile = None
        self.mg = None
        self.flySpeed = 0.0

    # A work around to prevent the weird standing eagles in the air.

    def enterNeutral(self, ts=0):
        self.show()
        self.timestampAnimTrack = Sequence(Wait(ts),
                                           Func(self.loop, "flyNeutral"))
        self.timestampAnimTrack.start()

    def makeStateDict(self):
        self.suitFSM.addState(
            State('eagleFly', self.enterEagleFly, self.exitEagleFly))
        self.suitFSM.addState(
            State('eagleFall', self.enterEagleFall, self.exitEagleFall))
        self.stateIndex2suitState = {
            0: self.suitFSM.getStateNamed('off'),
            1: self.suitFSM.getStateNamed('walking'),
            2: self.suitFSM.getStateNamed('flyingDown'),
            3: self.suitFSM.getStateNamed('flyingUp'),
            4: self.suitFSM.getStateNamed('lured'),
            5: self.suitFSM.getStateNamed('eagleFly'),
            6: self.suitFSM.getStateNamed('eagleFall')
        }
        self.suitState2stateIndex = {}
        for stateId, state in self.stateIndex2suitState.items():
            self.suitState2stateIndex[state.getName()] = stateId

    def setFlySpeed(self, value):
        self.flySpeed = value

    def getFlySpeed(self):
        return self.flySpeed

    def enterEagleFly(self, startIndex, endIndex, ts=0.0):
        durationFactor = self.getFlySpeed()
        if startIndex > -1:
            startPos = EGG.EAGLE_FLY_POINTS[startIndex]
        else:
            startPos = self.getPos(render)
        endPos = EGG.EAGLE_FLY_POINTS[endIndex]

        if self.moveIval:
            self.moveIval.pause()
            self.moveIval = None

        self.moveIval = NPCWalkInterval(self,
                                        endPos,
                                        durationFactor=durationFactor,
                                        startPos=startPos,
                                        fluid=1)
        self.moveIval.start(ts)

    def exitEagleFly(self):
        if self.moveIval:
            self.moveIval.pause()
            self.moveIval = None

    def enterEagleFall(self, startIndex, endIndex, ts=0.0):
        self.moveIval = LerpPosInterval(self,
                                        duration=4.0,
                                        pos=self.getPos(render) - (0, 0, 75),
                                        startPos=self.getPos(render),
                                        blendType='easeIn')
        self.moveIval.start(ts)

    def exitEagleFall(self):
        if self.moveIval:
            self.moveIval.finish()
            self.moveIval = None

    def fallAndExplode(self):
        self.cleanupPropeller()
        self.fallingPropeller = Actor(
            "phase_4/models/props/propeller-mod.bam",
            {"chan": "phase_4/models/props/propeller-chan.bam"})
        self.fallingPropeller.reparentTo(render)
        self.fallingPropeller.loop('chan', fromFrame=0, toFrame=3)

        parentNode = self.attachNewNode('fallingPropParentNode')
        h = random.randint(0, 359)
        parentNode.setH(h)

        dummyNode = parentNode.attachNewNode('dummyNode')
        dummyNode.setPos(0, 10, -50)

        self.fallingPropProjectile = FlightProjectileInterval(
            self.fallingPropeller,
            startPos=self.find('**/joint_head').getPos(render),
            endPos=dummyNode.getPos(render),
            duration=5.0,
            gravityMult=.25)
        self.fallingPropProjectile.start()

        dummyNode.removeNode()
        del dummyNode
        parentNode.removeNode()
        del parentNode

        self.updateHealthBar(0)
        self.ignoreHit()
        base.playSfx(self.fallWhistle, node=self)
        taskMgr.doMethodLater(4.0, self.doExplodeSound,
                              self.uniqueName("DEagleSuit-doExplodeSound"))

    def doExplodeSound(self, task):
        base.playSfx(self.explode, node=self)
        return Task.done

    def __initializeEventSphere(self):
        sphere = CollisionSphere(0, 0, 0, 2)
        sphere.setTangible(0)
        node = CollisionNode(self.uniqueName("DEagleSuit-eventSphere"))
        node.addSolid(sphere)
        node.setCollideMask(CIGlobals.WallBitmask)
        np = self.attachNewNode(node)
        np.setSz(2.5)
        np.setZ(5.5)
        #np.show()
        self.eventSphereNodePath = np

    def removeEventSphere(self):
        if self.eventSphereNodePath:
            self.eventSphereNodePath.removeNode()
            self.eventSphereNodePath = None

    def acceptHit(self):
        self.acceptOnce('enter' + self.eventSphereNodePath.node().getName(),
                        self.__handleHit)

    def ignoreHit(self):
        self.ignore('enter' + self.eventSphereNodePath.node().getName())

    def __handleHit(self, entry):
        messenger.send(EGG.EAGLE_HIT_EVENT, [self.doId])

    def setSuit(self, arg, variant):
        DistributedSuit.setSuit(self, arg, 3)
        self.deleteShadow()
        self.disableBodyCollisions()
        self.disableRay()
        self.__initializeEventSphere()
        self.show()
        self.setAnimState('flyNeutral')

    def __doEagleCry(self, task):
        base.playSfx(self.eagleCry, node=self)
        task.delayTime = random.uniform(3, 30)
        return Task.again

    def announceGenerate(self):
        DistributedSuit.announceGenerate(self)
        taskMgr.doMethodLater(random.uniform(5, 25), self.__doEagleCry,
                              self.uniqueName("DEagleSuit-doEagleCry"))
        self.acceptHit()

    def disable(self):
        self.ignoreHit()
        self.removeEventSphere()
        taskMgr.remove(self.uniqueName("DEagleSuit-doExplodeSound"))
        taskMgr.remove(self.uniqueName("DEagleSuit-doEagleCry"))
        if self.fallingPropProjectile:
            self.fallingPropProjectile.finish()
            self.fallingPropProjectile = None
        if self.fallingPropeller:
            self.fallingPropeller.cleanup()
            self.fallingPropeller = None
        base.audio3d.detachSound(self.fallWhistle)
        del self.fallWhistle
        base.audio3d.detachSound(self.explode)
        del self.explode
        base.audio3d.detachSound(self.eagleCry)
        del self.eagleCry
        self.mg = None
        DistributedSuit.disable(self)
Example #48
0
 def getModel(self):
     return Actor('models/eve/eve.egg', {
         'run': 'models/eve/eve-run.egg',
         'walk': 'models/eve/eve-walk.egg'
     })
Example #49
0
    def move(self, task):

        # Ignore certain keys
        if (self.keyMap["ignore"] != 0):
            self.keyMap["ignore"] = 0
            print("Ignoring key...")

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        base.camera.lookAt(self.ralph)
        if (self.keyMap["cam-left"] != 0):
            base.camera.setX(base.camera, -20 * globalClock.getDt())
        if (self.keyMap["cam-right"] != 0):
            base.camera.setX(base.camera, +20 * globalClock.getDt())

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["arrow_left"] != 0):
            self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt())
            self.positionBunnies()

        if (self.keyMap["arrow_right"] != 0):
            self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
            self.positionBunnies()

        if (self.keyMap["arrow_up"] != 0):
            self.ralph.setY(self.ralph, -50 * globalClock.getDt())
            self.positionBunnies()

        if (self.keyMap["arrow_down"] != 0):
            self.ralph.setY(self.ralph, 50 * globalClock.getDt())
            self.positionBunnies()

        # If an object creation key is pressed, create an object of the desired type
        if (self.keyMap["make-bunny"] != 0):
            self.keyMap["make-bunny"] = 0  # Avoid multiplying like rabbits!
            if (self.spawnSound.status() != AudioSound.PLAYING):
                self.spawnSound.play()

            if (random.random() < 0.5):
                new_bunny = Actor("models/Bunny2")
            else:
                new_bunny = Actor("models/Chicken")
            new_bunny.reparentTo(render)
            new_bunny.setScale(0.3)
            self.bunnies.append(new_bunny)
            self.positionBunnies()

        # Handle the catch-all do-something keys
        if (self.keyMap["do-something"] != 0):
            self.keyMap["do-something"] = 0
            print "Something!"

        # If ralph is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if (self.keyMap["arrow_up"] !=
                0) or (self.keyMap["arrow_down"] !=
                       0) or (self.keyMap["arrow_left"] !=
                              0) or (self.keyMap["arrow_right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True
                if (self.runSound.status() != AudioSound.PLAYING):
                    self.runSound.play()
        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False
                self.runSound.stop()

        # If the camera is too far from ralph, move it closer.
        # If the camera is too close to ralph, move it farther.

        camvec = self.ralph.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 10.0):
            base.camera.setPos(base.camera.getPos() + camvec * (camdist - 10))
            camdist = 10.0
        if (camdist < 5.0):
            base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist))
            camdist = 5.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph'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.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.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"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.ralph.setPos(startpos)
            if (self.bumpSound.status() != AudioSound.PLAYING):
                self.bumpSound.play()

        # Keep the camera at one foot above the terrain,
        # or two feet above ralph, 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() + 1.0)
        if (base.camera.getZ() < self.ralph.getZ() + 2.0):
            base.camera.setZ(self.ralph.getZ() + 2.0)

        # The camera should look in ralph's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above ralph's head.

        self.floater.setPos(self.ralph.getPos())
        self.floater.setZ(self.ralph.getZ() + 2.0)
        base.camera.lookAt(self.floater)

        return task.cont
class Me(DirectObject):
    """Testing self controlled player, can be build upon"""
    def __init__(self):
        self.model = Actor("assets/models/ninja",
                           {"walk": "assets/models/ninja"})
        self.actorHead = self.model.exposeJoint(None, 'modelRoot', 'Joint8')
        # self.model.setScale(4)
        self.username = input("Input username: \n")
        self.player_id = None
        self.Dt_update = self.Dt = 0
        self.model.reparentTo(base.render)
        self.model.setScale(0.5)
        self.moving = False
        self.AnimControl = self.model.getAnimControl('walk')
        self.AnimControl.setPlayRate(0.05)
        self.model.setBlend(frameBlend=1)
        self.model.setPos(244, 188, 0)
        # STORE TERRAIN SCALE FOR LATER USE#
        self.terrainScale = terrain.terrain.getRoot().getSz()
        base.camera.reparentTo(self.model)
        self.camDummy = self.model.attachNewNode("camDummy")
        self.camDummy.setZ(5)

    def move(self, arg):
        # self.meTerrainHeight = terrainClass.terrain.getElevation(self.model.getX(),self.model.getY()) * self.terrainScale
        # self.camTerrainHeight = terrainClass.terrain.getElevation(camera.getX(),camera.getY()) * self.terrainScale
        self.Dt = globalClock.getDt()
        # base.camera.lookAt(self.actorHead)
        if keys.keyMap["left"] != 0:
            self.model.setH(self.model.getH() + self.Dt * 300)
            logging.debug(f"{self.model.getY()}, {self.model.getX()}")
        if keys.keyMap["right"] != 0:
            self.model.setH(self.model.getH() - self.Dt * 300)
        if keys.keyMap["forward"] != 0:
            self.model.setY(self.model, (self.Dt * 40))
        if keys.keyMap["back"] != 0:
            self.model.setY(self.model, -(self.Dt * 40))

        if (keys.keyMap["forward"] != 0) or \
                (keys.keyMap["left"] != 0) or \
                (keys.keyMap["right"] != 0):
            if self.moving is False:
                self.model.loop("walk", fromFrame=1, toFrame=11)
                self.moving = True
        else:
            if self.moving:
                self.model.stop()
                self.model.pose("walk", 5)
                self.moving = False

        self.meTerrainHeight = terrain.terrain.getElevation(
            self.model.getX(), self.model.getY()) * self.terrainScale
        self.model.setZ(self.meTerrainHeight)

        # base.camera.reparentTo(self.model)
        base.camera.lookAt(self.camDummy)
        base.camLens.setNear(.1)

        if keys.keyMap["cam"] == 1:
            # base.camera.setZ(5)
            # base.camera.setY(1)
            base.disableMouse()
            base.camera.setPosHpr(0, 2, 5, 0, 0, 0)

        elif keys.keyMap["cam"] == 2:
            # base.camera.setPosHpr(0,-30,10,0,0,0)
            base.enableMouse()
        else:
            base.disableMouse()
            base.camera.setPosHpr(0, -30, 10, 0, 0, 0)
            # base.camera.setZ(10)
            # base.camera.setY(-30)
        return Task.cont
Example #51
0
class World(ShowBase):
    def __init__(self):

        # Load the default configuration.prc. This is recommended, as it
        # contains some important panda options
        loadPrcFile("../../Config/configuration.prc")

        ShowBase.__init__(self)

        # Create a new pipeline instance
        self.renderPipeline = RenderingPipeline(self)

        # Set the base path for the pipeline. This is required as we are in
        # a subdirectory
        self.renderPipeline.getMountManager().setBasePath("../../")

        # Also set the write path
        self.renderPipeline.getMountManager().setWritePath("../../Temp/")

        # Load the default settings
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Now create the pipeline
        self.renderPipeline.create()

        # Add a directional light
        dPos = Vec3(40, 40, 15)
        dirLight = DirectionalLight()
        dirLight.setPos(dPos * 1000000.0)
        dirLight.setShadowMapResolution(1024)
        dirLight.setCastsShadows(True)
        dirLight.setColor(Vec3(8))
        self.renderPipeline.addLight(dirLight)
        self.renderPipeline.setScatteringSource(dirLight)
        self.dirLight = dirLight

        self.keyMap = {
            "left": 0,
            "right": 0,
            "forward": 0,
            "cam-left": 0,
            "cam-right": 0
        }
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # Post the instructions

        self.title = addTitle(
            "Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
        self.inst1 = addInstructions(0.95, "[ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
        self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")

        # 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("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)

        self.environ.find("**/wall").removeNode()

        # Create the main character, Ralph
        ralphStartPos = self.environ.find("**/start_point").getPos()
        self.ralph = Actor("models/ralph", {
            "run": "models/ralph-run",
            "walk": "models/ralph-walk"
        })
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos)

        self.renderPipeline.setEffect(self.ralph,
                                      "Effects/Default/Default.effect",
                                      {"dynamic": True})

        # 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("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("a", self.setKey, ["cam-left", 1])
        self.accept("s", self.setKey, ["cam-right", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("a-up", self.setKey, ["cam-left", 0])
        self.accept("s-up", self.setKey, ["cam-right", 0])

        # NOTICE: It is important that your update tasks have a lower priority
        # than -10000
        taskMgr.add(self.move, "moveTask", priority=-20000)

        self.accept("r", self.reloadShader)

        # Game state variables
        self.isMoving = False

        # Set up the camera

        base.disableMouse()
        base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 1.2)

        # 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 ralph'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.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        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(0))
        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.ralphGroundColNp.show()
        # self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        # self.cTrav.showCollisions(render)

        # Create some ocean
        self.water = ProjectedWaterGrid(self.renderPipeline)
        self.water.setWaterLevel(-3.0)

        # Create the skybox
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        self.prepareSRGB(render)
        self.reloadShader()
        self.renderPipeline.onSceneInitialized()

        # Add demo slider to move the sun position
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node["value"] = 50

    def setSunPos(self):
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        dPos = Vec3(100, 100, rawValue - 20)
        self.dirLight.setPos(dPos * 100000000.0)

    def reloadShader(self):
        self.renderPipeline.reloadShaders()

    # Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            if baseFormat == Texture.FRgb:
                tex.setFormat(Texture.FSrgb)
            elif baseFormat == Texture.FRgba:
                tex.setFormat(Texture.FSrgbAlpha)
            else:
                print "Unkown texture format:", baseFormat
                print "\tTexture:", tex

            # tex.setMinfilter(Texture.FTLinearMipmapLinear)
            # tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        base.camera.lookAt(self.ralph)
        if (self.keyMap["cam-left"] != 0):
            base.camera.setX(base.camera, -20 * globalClock.getDt())
        if (self.keyMap["cam-right"] != 0):
            base.camera.setX(base.camera, +20 * globalClock.getDt())

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["left"] != 0):
            self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt())
        if (self.keyMap["right"] != 0):
            self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
        if (self.keyMap["forward"] != 0):
            self.ralph.setY(self.ralph, -25 * globalClock.getDt())

        # If ralph 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.ralph.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        # If the camera is too far from ralph, move it closer.
        # If the camera is too close to ralph, move it farther.

        camvec = self.ralph.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 7.0):
            base.camera.setPos(base.camera.getPos() + camvec * (camdist - 7))
            camdist = 7.0
        if (camdist < 5.0):
            base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist))
            camdist = 5.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph'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.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.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"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.ralph.setPos(startpos)

        # Keep the camera at one foot above the terrain,
        # or two feet above ralph, 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() + 1.0)
        if (base.camera.getZ() < self.ralph.getZ() + 2.5):
            base.camera.setZ(self.ralph.getZ() + 2.5)

        # The camera should look in ralph's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above ralph's head.

        self.floater.setPos(self.ralph.getPos())
        self.floater.setZ(self.ralph.getZ() + 2.0)
        base.camera.lookAt(self.floater)

        return task.cont
Example #52
0
class thirdPerson(DirectObject):
    def __init__(self, parserClass, mainClass, mapLoaderClass,
                 modelLoaderClass):
        self.switchState = False

        #self.t = Timer()

        self.keyMap = {"left": 0, "right": 0, "forward": 0, "backward": 0}
        self.ralph = Actor(
            "data/models/units/ralph/ralph", {
                "run": "data/models/units/ralph/ralph-run",
                "walk": "data/models/units/ralph/ralph-walk"
            })
        self.ralph.reparentTo(render)
        #		self.ralph.setPos(42, 30, 0)
        self.ralph.setPos(6, 10, 0)
        self.ralph.setScale(0.1)

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("arrow_down", self.setKey, ["backward", 1])
        self.accept("arrow_down-up", self.setKey, ["backward", 0])

        self.isMoving = False

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
        #self.ralphGroundCol.show()

        base.cam.reparentTo(self.ralph)
        base.cam.setPos(0, 9, 7)
        self.floater2 = NodePath(PandaNode("floater2"))
        self.floater2.reparentTo(self.ralph)
        self.floater2.setZ(self.floater2.getZ() + 6)
        base.cam.lookAt(self.floater2)

        # Uncomment this line to see the collision rays
        #		self.ralphGroundColNp.show()
        #		self.camGroundColNp.show()

        #Uncomment this line to show a visual representation of the
        #collisions occuring
        #		self.cTrav.showCollisions(render)

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        taskMgr.add(self.move,
                    "movingTask",
                    extraArgs=[
                        mainClass, parserClass, mapLoaderClass,
                        modelLoaderClass
                    ])

    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    def move(self, mainClass, parserClass, mapLoaderClass, modelLoaderClass):
        # Get the time elapsed since last frame. We need this
        # for framerate-independent movement.
        elapsed = globalClock.getDt()

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["left"] != 0):
            self.ralph.setH(self.ralph.getH() + elapsed * 300)
        if (self.keyMap["right"] != 0):
            self.ralph.setH(self.ralph.getH() - elapsed * 300)
        if (self.keyMap["forward"] != 0):
            self.ralph.setY(self.ralph, -(elapsed * 50))  #25))
        if (self.keyMap["backward"] != 0):
            self.ralph.setY(self.ralph, +(elapsed * 20))

        if (self.keyMap["forward"] != 0) or (self.keyMap["left"] !=
                                             0) or (self.keyMap["right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True

        elif (self.keyMap["backward"] != 0):
            if self.isMoving is False:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph'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.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.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()[0:4]
                                   == "tile"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())

        elif (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:5]
                                     == "solid"):
            self.ralph.setPos(startpos)
            x = int(entries[0].getIntoNode().getName()
                    [len(entries[0].getIntoNode().getName()) -
                     6:len(entries[0].getIntoNode().getName()) - 4])
            y = int(entries[0].getIntoNode().getName()
                    [len(entries[0].getIntoNode().getName()) - 2:])
            if (mapLoaderClass.tileArray[y][x].drillTime != None):
                mainClass.changeTile(mapLoaderClass.tileArray[y][x], 0,
                                     parserClass, modelLoaderClass,
                                     mapLoaderClass)
        else:
            self.ralph.setPos(startpos)

        self.ralph.setP(0)
        return Task.cont
Example #53
0
class Player():
    def __init__(self, _game, _name):

        self.game = _game
        self.name = _name

        # Player physics body
        self.pPhysicsBody = None
        self.pRayNode = None
        self.playerModel = None

        # Fsm State
        self.playerActiveState = None

        ## Physics
        self.physics = PlayerPhysics(self)

        # Player Device
        self.device = Device(self)

    def start(self):
        self.buildPlayerPhysicsBody()
        self.setPlayerModel("ball")

        # Player FSM
        self.playerFSM = PlayerFSM(self, self.playerModel)

        # Update
        taskMgr.add(self.update, "player-update")

    def stop(self):
        taskMgr.remove("player-update")

    def buildPlayerPhysicsBody(self):
        self.pPhysicsBody = self.physics.createPlayerBody(self.name)
        #self.playerRopeNode = self.physics.createRopeNode()

    def setPlayerModel(self, _modelName):
        self.playerModel = Actor(
            "assets/models/" + _modelName,
            {'walk': "assets/models/" + _modelName + "-walk"})

        self.playerModel.setScale(.65)
        #self.playerModel.setHpr(180, 0, 0)
        #self.playerModel.setPos(0, 0, 0)

        if self.pPhysicsBody != None:
            self.playerModel.reparentTo(self.pPhysicsBody)
            #self.playerModel.setPos(0, 0, -1.15)
        else:
            print "No Player Physics Body found!"

        ## Attach a raynode used for jumping.
        playerRayNode = self.pPhysicsBody.attachNewNode("ray-dummy")
        #playerRayNode.setCompass()
        self.pRayNode = playerRayNode

        ## Attach a dummy node for the camera
        self.camDummy = self.pPhysicsBody.attachNewNode("cam-dummy")
        #
        #self.camDummy.setCompass()

        ## Telekinesis np to hack pivot
        self.centerRotNode = self.camDummy.attachNewNode("tele-dummy")
        self.centerRotNode.setCompass()
        self.centerRotNode.setPos(-12, 10, 0)

    def update(self, task):

        ## Get the direction to the mouse and set it so that it directs the player to it.
        # Make a change depending on gear
        mpos = self.game.input.getMousePointAlways()
        vector = Vec3(0, 0, 0)
        if mpos != None:
            vector = mpos - self.playerModel.getPos(render)
            #print vector

            self.pPhysicsBody.lookAt(mpos)
        #self.physics.telekinesisTask()
        if self.game.input.rightMDown:
            self.physics.doMovement(vector)

        return task.cont

    ## Event Methods
    def evtPlaceDevice(self, _mouseFromTo):
        pass

    def requestState(self, _state):
        if self.playerActiveState == _state:
            return

        else:
            self.playerFSM.request(_state)

        self.playerActiveState = _state
Example #54
0
 def getModel(self):
     return Actor(
         'models/ralph/ralph.egg.pz', {
             'run': 'models/ralph/ralph-run.egg.pz',
             'walk': 'models/ralph/ralph-walk.egg.pz'
         })
Example #55
0
class Agent(NodePath):
    """
    The Agent class takes care of the Actor component (game) and the ActorNode
    component (physics) inside an agent. You can call this as you would any
    NodePath.
    """
    def __init__(self, 
                    modelStanding, 
                    modelAnimationDict, 
                    turnRate, 
                    speed, 
                    agentList, 
                    massKg, 
                    collisionMask, 
                    name="",
                    collisionHandler = None,
                    collisionTraverser = None):
        NodePath.__init__(self, ActorNode(name + " actor node"))
        self.name = name
        
        self.actor = Actor()
        self.actor.loadModel(modelStanding)
        self.actor.loadAnims(modelAnimationDict)
    
        self.loop = self.actor.loop
        self.stop = self.actor.stop
        self.pose = self.actor.pose
        
        self.turnRate = turnRate
        self.speed = speed
        self.agentList = agentList
        self.massKg = massKg
        self.collisionMask = collisionMask
        
        if self.actor not in agentList:
            self.agentList.append(self.actor)    
            
        self.actor.reparentTo(self)
        
        self.__setupCollisionHandling(collisionHandler, collisionTraverser)

    
    def turnLeft(self, angle):
        self.setH(self, angle)
    
    def turnRight(self, angle):
        self.setH(self, -angle)
    
    def moveForward(self, distance):
        self.setFluidY(self, -distance)
    
    def moveBackward(self, distance):
        self.setFluidY(self, distance)
    
    def __setupCollisionHandling(self, collisionHandler, collisionTraverser):
        if not collisionTraverser.getRespectPrevTransform():
            collisionTraverser.setRespectPrevTransform(True)
            
        # We do this so we don't take into account the actual model, but the collision sphere
        self.actor.setCollideMask(BitMask32.allOff())
            
        self.node().getPhysicsObject().setMass(self.massKg) 
        base.physicsMgr.attachPhysicalNode(self.node())
        fromObject = self.attachNewNode(CollisionNode(self.name + " collision node"))
        fromObject.node().setIntoCollideMask(fromObject.node().getIntoCollideMask() & ~GeomNode.getDefaultCollideMask())
        fromObject.node().setFromCollideMask(self.collisionMask)
        fromObject.node().addSolid(CollisionSphere(0, 0, 2.5, 2.5))
        

        collisionHandler.addCollider(fromObject, self)
        collisionTraverser.addCollider(fromObject, collisionHandler)
Example #56
0
    def __init__(self):
        self.keyMap = {"left":0, "right":0, "forward":0, "back":0, "cam-left":0, "cam-right":0}
        self.flag1=0
        self.flag2=0
        self.flag3=0 
        self.flag4=0
        self.count=0
        self.health = 100
        self.points = -5
        self.flagd=1
        self.player_points = 0
        base.win.setClearColor(Vec4(0,0,0,1))
        
        self.mySound=base.loader.loadSfx("sounds/trial.mp3")
        self.mySound.play()
        
        self.title = addTitle("Bumping Cars")
       
		#Full Screen
        props = WindowProperties.getDefault()
        w=base.pipe.getDisplayWidth()
        h=base.pipe.getDisplayHeight()
        props.setSize(w,h)
        props.setFullscreen(True)
        props.setCursorHidden(True)
        base.win.requestProperties(props) 

		# Load World
        self.environ = loader.loadModel("models/world.egg")      
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)
        
        #Load Sky
        self.sky = loader.loadModel("models/clouds.egg")
        self.sky.reparentTo(render)
        self.sky.setPos(60,0,-450)
        
        
        # Create Player Car
        carStartPos = self.environ.find("**/start_point").getPos()
        self.car = Actor("models/carnsx")
        self.car.reparentTo(render)
        self.car.setScale(0.25)
        #self.car.place()
        self.car.setPos(carStartPos)
        
        # Create Enemy Car 1
        enemyCarStartPos1 = (-108,-1,-.5)
        self.car1 = Actor("models/enemy_cars/monstercar/carmonster")
        self.car1.reparentTo(render)
        self.car1.setScale(0.25)
        #self.car1.place()
        self.car1.setPos(enemyCarStartPos1)
        
        # Create Enemy Car 2
        enemyCarStartPos2 = (-104,-26,-.02)
        self.car2 = Actor("models/enemy_cars/yugo/yugo")
        self.car2.reparentTo(render)
        self.car2.setScale(0.15)
        #self.car2.place()
        self.car2.setPos(enemyCarStartPos2)
        
        # Create Enemy Car 3
        enemyCarStartPos3 = (-111,-26,0)
        self.car3 = Actor("models/enemy_cars/truck/cartruck")
        self.car3.reparentTo(render)
        self.car3.setScale(0.25)
        #self.car3.place()
        self.car3.setPos(enemyCarStartPos3)
        
        # Create Enemy Car 4
        enemyCarStartPos4 = (-111,-2,-.5)
        self.car4 = Actor("models/enemy_cars/truck/cartruck-purple")
        self.car4.reparentTo(render)
        self.car4.setScale(0.25)
        #self.car4.place()
        self.car4.setPos(enemyCarStartPos4)
        

        # 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, ["cam-left",1])
        self.accept("s", self.setKey, ["cam-right",1])
        self.accept("arrow_up",self.setKey, ["forward",1])
        self.accept("arrow_left",self.setKey, ["left",1])
        self.accept("arrow_down",self.setKey, ["back",1])
        self.accept("arrow_right",self.setKey, ["right",1])
        self.accept("a-up", self.setKey, ["cam-left",0])
        self.accept("s-up", self.setKey, ["cam-right",0])
        self.accept("arrow_up-up",self.setKey, ["forward",0])
        self.accept("arrow_left-up",self.setKey, ["left",0])
        self.accept("arrow_right-up",self.setKey, ["right",0])
        self.accept("arrow_down-up",self.setKey, ["back",0])

        taskMgr.add(self.move,"moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera
        
        base.disableMouse()
        base.camera.setPos(self.car.getX(),self.car.getY()+10,2)
        
        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
        
        # AI
        self.AIworld = AIWorld(render)
 
        # AI Car 1
        self.AIchar1 = AICharacter("car1",self.car1, 70, 0.1, 3)
        self.AIworld.addAiChar(self.AIchar1)
        self.AIbehaviors1 = self.AIchar1.getAiBehaviors()
        self.AIbehaviors1.pursue(self.car)
        
        # AI Car 2
        self.AIchar2 = AICharacter("car2",self.car2, 180, 0.1, 1)
        self.AIworld.addAiChar(self.AIchar2)
        self.AIbehaviors2 = self.AIchar2.getAiBehaviors()
        self.AIbehaviors2.pursue(self.car4)
        
        # AI Car 3
        self.AIchar3 = AICharacter("car3",self.car3, 70, 0.1, 3)
        self.AIworld.addAiChar(self.AIchar3)
        self.AIbehaviors3 = self.AIchar3.getAiBehaviors()
        self.AIbehaviors3.pursue(self.car)
        
        # AI Car 4
        self.AIchar4 = AICharacter("car4",self.car4, 200, 0.5, 2)
        self.AIworld.addAiChar(self.AIchar4)
        self.AIbehaviors4 = self.AIchar4.getAiBehaviors()
        self.AIbehaviors4.pursue(self.car3)
        
        # Obstacle avoidance
        self.AIbehaviors1.obstacleAvoidance(1.0)
        self.AIworld.addObstacle(self.car2)
        self.AIworld.addObstacle(self.car3)
        self.AIworld.addObstacle(self.car4)
        
        self.AIbehaviors2.obstacleAvoidance(1.0)
        self.AIbehaviors3.obstacleAvoidance(1.0)
        self.AIbehaviors4.obstacleAvoidance(1.0)
          
        #AI World update        
        taskMgr.add(self.AIUpdate,"AIUpdate")
        
    
        self.cTrav = CollisionTraverser()
        #self.cTrav.showCollisions(render)
       
        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0,0,1000)
        self.ralphGroundRay.setDirection(0,0,-1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.carGroundColNp = self.car.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.carGroundColNp, self.ralphGroundHandler)
        
        #car1
        self.car1Ray = CollisionSphere(0,0,0,4)
        self.car1GroundCol = CollisionNode('car1Ray')
        self.car1GroundCol.addSolid(self.car1Ray)
        self.car1GroundCol.setFromCollideMask(BitMask32.bit(0))
        self.car1GroundCol.setIntoCollideMask(BitMask32.allOff())
        self.car1GroundColNp = self.car.attachNewNode(self.car1GroundCol)
        self.car1GroundHandler = CollisionHandlerQueue()
        #self.car1GroundColNp.show()
        self.cTrav.addCollider(self.car1GroundColNp, self.car1GroundHandler)
        cnodePath = self.car1.attachNewNode(CollisionNode('cnode1'))
        cnodePath.node().addSolid(self.car1Ray)
        #cnodePath.show()
        
        #car2
        self.car2Ray = CollisionSphere(0,0,0,4)
        self.car2GroundCol = CollisionNode('car2Ray')
        self.car2GroundCol.addSolid(self.car2Ray)
        self.car2GroundCol.setFromCollideMask(BitMask32.bit(0))
        self.car2GroundCol.setIntoCollideMask(BitMask32.allOff())
        self.car2GroundColNp = self.car.attachNewNode(self.car2GroundCol)
        self.car2GroundHandler = CollisionHandlerQueue()
        #self.car2GroundColNp.show()
        self.cTrav.addCollider(self.car2GroundColNp, self.car2GroundHandler)
        cnodePath = self.car2.attachNewNode(CollisionNode('cnode2'))
        cnodePath.node().addSolid(self.car2Ray)
        #cnodePath.show()
           
        #car3
        self.car3Ray = CollisionSphere(0,0,0,4)
        self.car3GroundCol = CollisionNode('car3Ray')
        self.car3GroundCol.addSolid(self.car3Ray)
        self.car3GroundCol.setFromCollideMask(BitMask32.bit(0))
        self.car3GroundCol.setIntoCollideMask(BitMask32.allOff())
        self.car3GroundColNp = self.car.attachNewNode(self.car3GroundCol)
        self.car3GroundHandler = CollisionHandlerQueue()
        #self.car3GroundColNp.show()
        self.cTrav.addCollider(self.car3GroundColNp, self.car3GroundHandler)
        cnodePath = self.car3.attachNewNode(CollisionNode('cnode3'))
        cnodePath.node().addSolid(self.car3Ray)
        #cnodePath.show()
         
        #car4
        self.car4Ray = CollisionSphere(0,0,0,4)
        self.car4GroundCol = CollisionNode('car4Ray')
        self.car4GroundCol.addSolid(self.car4Ray)
        self.car4GroundCol.setFromCollideMask(BitMask32.bit(0))
        self.car4GroundCol.setIntoCollideMask(BitMask32.allOff())
        self.car4GroundColNp = self.car.attachNewNode(self.car4GroundCol)
        self.car4GroundHandler = CollisionHandlerQueue()
        #self.car4GroundColNp.show()
        self.cTrav.addCollider(self.car4GroundColNp, self.car4GroundHandler)
        cnodePath = self.car4.attachNewNode(CollisionNode('cnode4'))
        cnodePath.node().addSolid(self.car4Ray)
        #cnodePath.show()
       
        
        #camera
        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(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)
Example #57
0
        def panda1(x, r1, g1, b1, r2, g2, b2, r3, g3, b3, v1, v2, v3, u1, u2,
                   u3):
            # Load medium-sized panda
            self.pandaActor = Actor("models/panda-model",
                                    {"walk": "models/panda-walk4"})
            self.pandaActor.setScale(0.005, 0.005, 0.005)  # medium scale
            self.pandaActor.setColorScale(r2, g2, b2, 100)
            self.pandaActor.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor.loop("walk")
            # Walking animation
            pandaPosInterval1 = self.pandaActor.posInterval(v2,
                                                            Point3(x, -10, 5),
                                                            startPos=Point3(
                                                                x, 10, 5))
            pandaPosInterval2 = self.pandaActor.posInterval(v2,
                                                            Point3(x, 10, 5),
                                                            startPos=Point3(
                                                                x, -10, 5))
            pandaHprInterval1 = self.pandaActor.hprInterval(u2,
                                                            Point3(180, 0, 0),
                                                            startHpr=Point3(
                                                                0, 0, 0))
            pandaHprInterval2 = self.pandaActor.hprInterval(u2,
                                                            Point3(0, 0, 0),
                                                            startHpr=Point3(
                                                                180, 0, 0))
            self.pandaPace = Sequence(pandaPosInterval1,
                                      pandaHprInterval1,
                                      pandaPosInterval2,
                                      pandaHprInterval2,
                                      name="pandaPace")
            self.pandaPace.loop()

            # Load small panda
            self.pandaActor2 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor2.setScale(0.0025, 0.0025, 0.0025)  # small scale
            self.pandaActor2.setColorScale(r1, g1, b1, 100)
            self.pandaActor2.reparentTo(self.render)
            # Leg movement animation
            self.pandaActor2.loop("walk")
            # Walking animation
            pandaPosInterval3 = self.pandaActor2.posInterval(v1,
                                                             Point3(x, -10, 0),
                                                             startPos=Point3(
                                                                 x, 10, 7.5))
            pandaPosInterval4 = self.pandaActor2.posInterval(
                v1, Point3(x, 10, 7.5), startPos=Point3(x, -10, 0))
            pandaHprInterval3 = self.pandaActor2.hprInterval(u1,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval4 = self.pandaActor2.hprInterval(u1,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace2 = Sequence(pandaPosInterval3,
                                       pandaHprInterval3,
                                       pandaPosInterval4,
                                       pandaHprInterval4,
                                       name="pandaPace2")
            self.pandaPace2.loop()

            # Load big panda
            self.pandaActor3 = Actor("models/panda-model",
                                     {"walk": "models/panda-walk4"})
            self.pandaActor3.setScale(0.01, 0.01, 0.01)  # large scale
            self.pandaActor3.setColorScale(r3, g3, b3, 1)
            self.pandaActor3.reparentTo(self.render)
            # Leg movement animation.
            self.pandaActor3.loop("walk")
            # Walking animation
            pandaPosInterval5 = self.pandaActor3.posInterval(
                v3, Point3(x, -10, 7.5), startPos=Point3(x, 10, 0))
            pandaPosInterval6 = self.pandaActor3.posInterval(v3,
                                                             Point3(x, 10, 0),
                                                             startPos=Point3(
                                                                 x, -10, 7.5))
            pandaHprInterval5 = self.pandaActor3.hprInterval(u3,
                                                             Point3(180, 0, 0),
                                                             startHpr=Point3(
                                                                 0, 0, 0))
            pandaHprInterval6 = self.pandaActor3.hprInterval(u3,
                                                             Point3(0, 0, 0),
                                                             startHpr=Point3(
                                                                 180, 0, 0))
            self.pandaPace3 = Sequence(pandaPosInterval5,
                                       pandaHprInterval5,
                                       pandaPosInterval6,
                                       pandaHprInterval6,
                                       name="pandaPace3")
            self.pandaPace3.loop()
Example #58
0
class World(DirectObject):

    def __init__(self):
        self.keyMap = {"left":0, "right":0, "forward":0, "back":0, "cam-left":0, "cam-right":0}
        self.flag1=0
        self.flag2=0
        self.flag3=0 
        self.flag4=0
        self.count=0
        self.health = 100
        self.points = -5
        self.flagd=1
        self.player_points = 0
        base.win.setClearColor(Vec4(0,0,0,1))
        
        self.mySound=base.loader.loadSfx("sounds/trial.mp3")
        self.mySound.play()
        
        self.title = addTitle("Bumping Cars")
       
		#Full Screen
        props = WindowProperties.getDefault()
        w=base.pipe.getDisplayWidth()
        h=base.pipe.getDisplayHeight()
        props.setSize(w,h)
        props.setFullscreen(True)
        props.setCursorHidden(True)
        base.win.requestProperties(props) 

		# Load World
        self.environ = loader.loadModel("models/world.egg")      
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)
        
        #Load Sky
        self.sky = loader.loadModel("models/clouds.egg")
        self.sky.reparentTo(render)
        self.sky.setPos(60,0,-450)
        
        
        # Create Player Car
        carStartPos = self.environ.find("**/start_point").getPos()
        self.car = Actor("models/carnsx")
        self.car.reparentTo(render)
        self.car.setScale(0.25)
        #self.car.place()
        self.car.setPos(carStartPos)
        
        # Create Enemy Car 1
        enemyCarStartPos1 = (-108,-1,-.5)
        self.car1 = Actor("models/enemy_cars/monstercar/carmonster")
        self.car1.reparentTo(render)
        self.car1.setScale(0.25)
        #self.car1.place()
        self.car1.setPos(enemyCarStartPos1)
        
        # Create Enemy Car 2
        enemyCarStartPos2 = (-104,-26,-.02)
        self.car2 = Actor("models/enemy_cars/yugo/yugo")
        self.car2.reparentTo(render)
        self.car2.setScale(0.15)
        #self.car2.place()
        self.car2.setPos(enemyCarStartPos2)
        
        # Create Enemy Car 3
        enemyCarStartPos3 = (-111,-26,0)
        self.car3 = Actor("models/enemy_cars/truck/cartruck")
        self.car3.reparentTo(render)
        self.car3.setScale(0.25)
        #self.car3.place()
        self.car3.setPos(enemyCarStartPos3)
        
        # Create Enemy Car 4
        enemyCarStartPos4 = (-111,-2,-.5)
        self.car4 = Actor("models/enemy_cars/truck/cartruck-purple")
        self.car4.reparentTo(render)
        self.car4.setScale(0.25)
        #self.car4.place()
        self.car4.setPos(enemyCarStartPos4)
        

        # 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, ["cam-left",1])
        self.accept("s", self.setKey, ["cam-right",1])
        self.accept("arrow_up",self.setKey, ["forward",1])
        self.accept("arrow_left",self.setKey, ["left",1])
        self.accept("arrow_down",self.setKey, ["back",1])
        self.accept("arrow_right",self.setKey, ["right",1])
        self.accept("a-up", self.setKey, ["cam-left",0])
        self.accept("s-up", self.setKey, ["cam-right",0])
        self.accept("arrow_up-up",self.setKey, ["forward",0])
        self.accept("arrow_left-up",self.setKey, ["left",0])
        self.accept("arrow_right-up",self.setKey, ["right",0])
        self.accept("arrow_down-up",self.setKey, ["back",0])

        taskMgr.add(self.move,"moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera
        
        base.disableMouse()
        base.camera.setPos(self.car.getX(),self.car.getY()+10,2)
        
        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
        
        # AI
        self.AIworld = AIWorld(render)
 
        # AI Car 1
        self.AIchar1 = AICharacter("car1",self.car1, 70, 0.1, 3)
        self.AIworld.addAiChar(self.AIchar1)
        self.AIbehaviors1 = self.AIchar1.getAiBehaviors()
        self.AIbehaviors1.pursue(self.car)
        
        # AI Car 2
        self.AIchar2 = AICharacter("car2",self.car2, 180, 0.1, 1)
        self.AIworld.addAiChar(self.AIchar2)
        self.AIbehaviors2 = self.AIchar2.getAiBehaviors()
        self.AIbehaviors2.pursue(self.car4)
        
        # AI Car 3
        self.AIchar3 = AICharacter("car3",self.car3, 70, 0.1, 3)
        self.AIworld.addAiChar(self.AIchar3)
        self.AIbehaviors3 = self.AIchar3.getAiBehaviors()
        self.AIbehaviors3.pursue(self.car)
        
        # AI Car 4
        self.AIchar4 = AICharacter("car4",self.car4, 200, 0.5, 2)
        self.AIworld.addAiChar(self.AIchar4)
        self.AIbehaviors4 = self.AIchar4.getAiBehaviors()
        self.AIbehaviors4.pursue(self.car3)
        
        # Obstacle avoidance
        self.AIbehaviors1.obstacleAvoidance(1.0)
        self.AIworld.addObstacle(self.car2)
        self.AIworld.addObstacle(self.car3)
        self.AIworld.addObstacle(self.car4)
        
        self.AIbehaviors2.obstacleAvoidance(1.0)
        self.AIbehaviors3.obstacleAvoidance(1.0)
        self.AIbehaviors4.obstacleAvoidance(1.0)
          
        #AI World update        
        taskMgr.add(self.AIUpdate,"AIUpdate")
        
    
        self.cTrav = CollisionTraverser()
        #self.cTrav.showCollisions(render)
       
        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0,0,1000)
        self.ralphGroundRay.setDirection(0,0,-1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.carGroundColNp = self.car.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.carGroundColNp, self.ralphGroundHandler)
        
        #car1
        self.car1Ray = CollisionSphere(0,0,0,4)
        self.car1GroundCol = CollisionNode('car1Ray')
        self.car1GroundCol.addSolid(self.car1Ray)
        self.car1GroundCol.setFromCollideMask(BitMask32.bit(0))
        self.car1GroundCol.setIntoCollideMask(BitMask32.allOff())
        self.car1GroundColNp = self.car.attachNewNode(self.car1GroundCol)
        self.car1GroundHandler = CollisionHandlerQueue()
        #self.car1GroundColNp.show()
        self.cTrav.addCollider(self.car1GroundColNp, self.car1GroundHandler)
        cnodePath = self.car1.attachNewNode(CollisionNode('cnode1'))
        cnodePath.node().addSolid(self.car1Ray)
        #cnodePath.show()
        
        #car2
        self.car2Ray = CollisionSphere(0,0,0,4)
        self.car2GroundCol = CollisionNode('car2Ray')
        self.car2GroundCol.addSolid(self.car2Ray)
        self.car2GroundCol.setFromCollideMask(BitMask32.bit(0))
        self.car2GroundCol.setIntoCollideMask(BitMask32.allOff())
        self.car2GroundColNp = self.car.attachNewNode(self.car2GroundCol)
        self.car2GroundHandler = CollisionHandlerQueue()
        #self.car2GroundColNp.show()
        self.cTrav.addCollider(self.car2GroundColNp, self.car2GroundHandler)
        cnodePath = self.car2.attachNewNode(CollisionNode('cnode2'))
        cnodePath.node().addSolid(self.car2Ray)
        #cnodePath.show()
           
        #car3
        self.car3Ray = CollisionSphere(0,0,0,4)
        self.car3GroundCol = CollisionNode('car3Ray')
        self.car3GroundCol.addSolid(self.car3Ray)
        self.car3GroundCol.setFromCollideMask(BitMask32.bit(0))
        self.car3GroundCol.setIntoCollideMask(BitMask32.allOff())
        self.car3GroundColNp = self.car.attachNewNode(self.car3GroundCol)
        self.car3GroundHandler = CollisionHandlerQueue()
        #self.car3GroundColNp.show()
        self.cTrav.addCollider(self.car3GroundColNp, self.car3GroundHandler)
        cnodePath = self.car3.attachNewNode(CollisionNode('cnode3'))
        cnodePath.node().addSolid(self.car3Ray)
        #cnodePath.show()
         
        #car4
        self.car4Ray = CollisionSphere(0,0,0,4)
        self.car4GroundCol = CollisionNode('car4Ray')
        self.car4GroundCol.addSolid(self.car4Ray)
        self.car4GroundCol.setFromCollideMask(BitMask32.bit(0))
        self.car4GroundCol.setIntoCollideMask(BitMask32.allOff())
        self.car4GroundColNp = self.car.attachNewNode(self.car4GroundCol)
        self.car4GroundHandler = CollisionHandlerQueue()
        #self.car4GroundColNp.show()
        self.cTrav.addCollider(self.car4GroundColNp, self.car4GroundHandler)
        cnodePath = self.car4.attachNewNode(CollisionNode('cnode4'))
        cnodePath.node().addSolid(self.car4Ray)
        #cnodePath.show()
       
        
        #camera
        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(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)
               
		
    def onCollision(self, entry):
		print("123")
		    
    def displayHealth(self):
		healthBar['scale'] = (self.health*0.01*BAR_WIDTH,0.2,0.2)
		
    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value
    

    def makezero4(self,task):
		self.flag4=0
		
    def makezero3(self,task):
		self.flag3=0
		
    #to update the AIWorld
    def AIUpdate(self,task):
        self.AIworld.update()            
        return task.cont
        
    def makezero1(self,task):
		self.flag1=0
		
    def makezero2(self,task):
		self.flag2=0
	
    def move(self, task):
        if (self.flagd==1):
            self.points = self.points + globalClock.getDt()
        self.player_points = int(self.points)
        printPointObj(self.player_points)
        #print int(self.points)

        base.camera.lookAt(self.car)
        if (self.keyMap["cam-left"]!=0):
            base.camera.setX(base.camera, -20 * globalClock.getDt())
        if (self.keyMap["cam-right"]!=0):
            base.camera.setX(base.camera, +20 * globalClock.getDt())

        # save car's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startposcar = self.car.getPos()

        # If a move-key is pressed, move the car in the specified direction.

        if (self.keyMap["left"]!=0):
            self.car.setH(self.car.getH() + 100 * globalClock.getDt())
        if (self.keyMap["right"]!=0):
            self.car.setH(self.car.getH() - 100 * globalClock.getDt())
        if (self.keyMap["forward"]!=0):
            self.car.setY(self.car, -40 * globalClock.getDt())
        if (self.keyMap["back"]!=0):
            self.car.setY(self.car, 40 * globalClock.getDt())
            

        if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0) or (self.keyMap["back"]!=0):
            if self.isMoving is False:
                self.isMoving = True
        else:
            if self.isMoving:
                self.car.stop()
                self.isMoving = False

        # If the camera is too far from the car, move it closer.
        # If the camera is too close to the car, move it farther.

        camvec = self.car.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 10.0):
            base.camera.setPos(base.camera.getPos() + camvec*(camdist-10))
            camdist = 10.0
        if (camdist < 5.0):
            base.camera.setPos(base.camera.getPos() - camvec*(5-camdist))
            camdist = 5.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.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"):
            self.car.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.car.setPos(startposcar)

        entries=[] 
        for i in range(self.car1GroundHandler.getNumEntries()):
            entry = self.car1GroundHandler.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() == "cnode1") and (self.flag1==0):
			#print "car1"
			self.flag1=1
			self.health=self.health - 10
			printHealthObj(self.health)
			print "car1"
			taskMgr.doMethodLater(5,self.makezero1,"flag1")
			
        entries=[]
        for i in range(self.car2GroundHandler.getNumEntries()):
            entry = self.car2GroundHandler.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() == "cnode2") and (self.flag2==0):
			#print "car2"
			self.flag2=1
			self.health=self.health - 10
			printHealthObj(self.health)
			print "car2"
			taskMgr.doMethodLater(5,self.makezero2,"flag2")
			
        
        entries=[]
        for i in range(self.car3GroundHandler.getNumEntries()):
            entry = self.car3GroundHandler.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() == "cnode3") and (self.flag3==0):
			#print "car3"
			self.flag3=1
			self.health=self.health - 10
			printHealthObj(self.health)
			print "car3"
			taskMgr.doMethodLater(5,self.makezero3,"flag3")
			
			
        entries=[]
        for i in range(self.car4GroundHandler.getNumEntries()):
            entry = self.car4GroundHandler.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() == "cnode4") and (self.flag4==0):
			#print "car4"
			self.flag4=1
			self.health=self.health - 10
			printHealthObj(self.health)
			print "car4"
			taskMgr.doMethodLater(5,self.makezero4,"flag4")
			
        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()+1.0)
        if (base.camera.getZ() < self.car.getZ() + 2.0):
            base.camera.setZ(self.car.getZ() + 2.0)
            
            
        if self.health <= 0:
			self.flagd=0
			frame=DirectFrame(image=r"end.jpg",frameSize=(-3, 3, -3, 3))
			textObject1 = OnscreenText(text = 'You Died!', pos = (0, 0.7), scale = 0.22)
			textObject2 = OnscreenText(text = 'Press ESC to Exit', pos = (0,0.9), scale=0.1)
			b = DirectButton(text="Exit Game",scale=0.1,command = sys.exit)
			textObject3 = OnscreenText(text = 'Your Score: ' + str(self.player_points), pos = (-0.2, -0.9), scale = 0.22)
			
        
        self.floater.setPos(self.car.getPos())
        self.floater.setZ(self.car.getZ() + 2.0)
        base.camera.lookAt(self.floater)
        self.displayHealth()

        return task.cont
Example #59
0
class Game(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)
        self.loc_text = addTextField(0.45, "[LOC]: ")
        self.imageObject = OnscreenImage(image='models/intro.jpg',
                                         pos=(-0, 0, 0.02))
        self.imageObject.setScale(1.6, 1.2, 1.2)
        base.graphicsEngine.renderFrame()
        base.graphicsEngine.renderFrame()
        base.graphicsEngine.renderFrame()
        base.graphicsEngine.renderFrame()
        base.setBackgroundColor(0, 0, 0, 0)
        base.setFrameRateMeter(True)
        _sky = Vec4(0.01, 0.01, 0.01, 0.01)
        _clouds = Vec4(0.01, 0.01, 0.01, 0.01)  # vx, vy, vx, vy

        base.cam.setPos(0, -20, 4)
        base.cam.lookAt(0, 0, 0)
        self.skyNP = loader.loadModel('models/sky')
        self.skyNP.reparentTo(render)
        self.skyNP.setScale(1000, 1000, 300)
        self.skyNP.setPos(0, 0, 0)
        self.skyNP.setTexture(loader.loadTexture('models/clouds.jpg'))
        self.skyNP.setShader(loader.loadShader('shaders/sky.sha'))
        self.skyNP.setShaderInput('sky', _sky)
        self.skyNP.setShaderInput('clouds', _clouds)

        # Light
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)

        dlight = DirectionalLight('directionalLight')
        dlight.setDirection(Vec3(1, 1, -1))
        dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        dlightNP = render.attachNewNode(dlight)

        render.clearLight()
        render.setLight(alightNP)
        render.setLight(dlightNP)

        # Input
        self.accept('escape', self.doExit)
        self.accept('r', self.doReset)
        self.accept('f1', self.toggleWireframe)
        self.accept('f2', self.toggleTexture)
        self.accept('f3', self.toggleDebug)
        self.accept('s', self.doScreenshot)

        self.accept('space', self.doJump)

        inputState.watchWithModifiers('forward', 'arrow_up')
        #inputState.watchWithModifiers('left', 'arrow_left')
        inputState.watchWithModifiers('reverse', 'arrow_down')
        #inputState.watchWithModifiers('right', 'arrow_right')
        inputState.watchWithModifiers('turnLeft', 'arrow_left')
        inputState.watchWithModifiers('turnRight', 'arrow_right')

        # Task
        taskMgr.add(self.update, 'updateWorld')

        # Physics
        self.worldNP = render.attachNewNode('World')

        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        self.debugNP.show()

        self.world = BulletWorld()
        self.world.setGravity(Vec3(0, 0, -9.81))
        # self.world.setDebugNode(self.debugNP.node())

        # Ground
        shape = BulletPlaneShape(Vec3(0, 0, 1), 0)

        #img = PNMImage(Filename('models/elevation2.png'))
        #shape = BulletHeightfieldShape(img, 1.0, ZUp)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, -100)
        np.setCollideMask(BitMask32.allOn())

        self.world.attachRigidBody(np.node())

        # Box

        # Character
        self.crouching = False

        h = 2.75
        w = 0.9
        shape = BulletCapsuleShape(w, h - 2 * w, ZUp)

        self.character = BulletCharacterControllerNode(shape, 0.4, 'Player')
        self.characterNP = self.worldNP.attachNewNode(self.character)
        self.characterNP.setPos(-2, 0, 14)
        #self.characterNP.setPos(-4, 75, 74)

        self.characterNP.setCollideMask(BitMask32.allOn())
        self.world.attachCharacter(self.character)

        base.cam.reparentTo(self.characterNP)

        self.pvisualNP = Actor("models/panda-model",
                               {"walk": "models/panda-walk4"})
        self.pvisualNP.clearModelNodes()
        self.pvisualNP.setScale(0.003)
        self.pvisualNP.setZ(-1.2)
        self.pvisualNP.reparentTo(self.characterNP)
        self.pvisualNP.setH(180)
        #self.pvisualNP.loop("walk")
        self.accept('arrow_up', self.pandawalk)
        self.accept('arrow_up-up', self.pandastop)
        self.accept('arrow_down', self.pandawalk)
        self.accept('arrow_down-up', self.pandastop)
        '''
    visualNP.reparentTo(self.characterNP)
    visualNP = loader.loadModel('models/pilot-model')
    visualNP.clearModelNodes()
    visualNP.setScale(0.05)
    visualNP.setZ(-1.1)
    visualNP.setH(190)
    visualNP.reparentTo(self.characterNP)
    '''
        shape = BulletBoxShape(Vec3(2, 2, 0.2))

        self.Elev = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.Elev.node().setMass(0)
        self.Elev.node().addShape(shape)
        self.Elev.setPos(-0.4, 90, 5)
        self.Elev.setScale(2)
        self.Elev.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.Elev.node())

        visualNP = loader.loadModel('models/elevator')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.Elev)
        visualNP.setScale(0.5)
        shape = BulletBoxShape(Vec3(2, 2, 0.2))

        self.Elev2 = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.Elev2.node().setMass(0)
        self.Elev2.node().addShape(shape)
        self.Elev2.setPos(0, 0, 28)
        self.Elev2.setScale(2)
        self.Elev2.setH(180)

        self.Elev2.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.Elev2.node())

        visualNP = loader.loadModel('models/elevator')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.Elev2)
        visualNP.setScale(0.5)

        #self.makeblockwood(1,1,1,1,1,1)

        self.makeblock(0, 0, 0, 5, 5, 0.5)
        self.makeblock(0, 10, -1, 2, 20, 0.5)
        self.makeblock(0, 20, 0, 2, 3, 0.5)
        self.makeblock(0, 25, 1, 2, 3, 0.5)
        self.makeblock(0, 30, 2, 2, 3, 0.5)
        self.makeblock(0, 35, 3, 2, 3, 0.5)
        self.makeblock(0, 40, 4, 2, 3, 0.5)
        self.makeblock(0, 50, 4, 10, 20, 0.5)
        self.makeblockgold(-1, 50, 5, 1, 1, 1)
        self.makeblockcrate(0, 50, 6, 0.7, 0.7, 0.7)

        self.makeblockwood(1, 50, 5, 1, 1, 1)
        self.makeblocksilver(-2.5, 50, 5, 1, 1, 1)
        self.makeblockstone(2.5, 50, 5, 1, 1, 1)
        self.makeblock(0, 70, 4, 2, 20, 0.5)
        self.makeblock(0, 90, 4, 20, 20, 0.5)
        self.makeblock(0, 75, 20, 20, 20, 0.5)
        self.makeblockcrate(-1, 75, 25, 1, 1, 1)
        self.makeblockwood(-1, 75, 28, 1, 1, 1)
        self.makeblocksilver(-1, 75, 31, 1, 1, 1)
        self.makeblockgold(-1, 75, 34, 1, 1, 1)
        self.makeblockstone(-1, 75, 38, 1, 1, 1)
        self.makeblock(-0.53, 50, 21.58, 2, 20, 0.5)
        self.makeblock(0, 40, 23, 5, 5, 0.5)
        self.makeblock(0, 20, 23, 5, 5, 0.5)
        self.makeblock(0, 0, 23, 5, 5, 0.5)
        self.makeblock(0, 0, 26, 20, 20, 0.5)
        self.makeblock(0, 25, 46, 50, 50, 0.5)

        self.imageObject.hide()

    # _____HANDLER_____

    def doExit(self):
        self.cleanup()
        sys.exit(1)

    def pandawalk(self):
        self.pvisualNP.loop("walk")

    def pandastop(self):
        self.pvisualNP.stop()

    def doReset(self):
        self.characterNP.setPos(-2, 0, 14)
        self.Elev.setPos(-0.4, 90, 5)
        self.Elev2.setPos(0, 0, 28)

    def toggleWireframe(self):
        base.toggleWireframe()

    def toggleTexture(self):
        base.toggleTexture()

    def toggleDebug(self):
        if self.debugNP.isHidden():
            self.debugNP.show()
        else:
            self.debugNP.hide()

    def doScreenshot(self):
        base.screenshot('Bullet')

    def doJump(self):
        self.character.setMaxJumpHeight(5.0)
        self.character.setJumpSpeed(8.0)
        self.character.doJump()

    def doCrouch(self):
        self.crouching = not self.crouching
        sz = self.crouching and 0.6 or 1.0

        self.characterNP.setScale(Vec3(1, 1, sz))

        #self.character.getShape().setLocalScale(Vec3(1, 1, sz))
        #self.characterNP.setScale(Vec3(1, 1, sz) * 0.3048)
        #self.characterNP.setPos(0, 0, -1 * sz)

    # ____TASK___

    def processInput(self, dt):
        speed = Vec3(0, 0, 0)
        omega = 0.0

        if inputState.isSet('forward'): speed.setY(20.0)
        if inputState.isSet('reverse'): speed.setY(-20.0)
        if inputState.isSet('left'): speed.setX(-10.0)
        if inputState.isSet('right'): speed.setX(10.0)
        if inputState.isSet('turnLeft'): omega = 120.0
        if inputState.isSet('turnRight'): omega = -120.0

        self.character.setAngularMovement(omega)
        self.character.setLinearMovement(speed, True)

    def update(self, task):
        dt = globalClock.getDt()
        # self.characterNP.setHpr(0,0,0)
        base.cam.setHpr(0, -5, 0)

        self.processInput(dt)
        self.world.doPhysics(dt, 4, 1. / 240.)
        render.setShaderInput('time', task.time)
        #charpos = self.characterNP.getPos()
        # self.Elev.setHpr(0,0,0)
        self.Elevtask()
        self.Elevtask2()

        #import pickle
        #gg = pickle.dumps(charpos)
        # self.title.setText(gg)
        self.loc_text.setText('[LOC] : %03.2f, %03.2f,%03.2f ' % \
                              ( self.characterNP.getX(), self.characterNP.getY(), self.characterNP.getZ() ) )

        return task.cont

    def Elevtask(self):
        if not self.characterNP.node() or not self.Elev.node():
            return
        result = self.world.contactTestPair(self.characterNP.node(),
                                            self.Elev.node())
        for contact in result.getContacts():
            cp = contact.getManifoldPoint()
            node0 = contact.getNode0()
            node1 = contact.getNode1()
            dt = globalClock.getDt()
            # print('HI')
            #force = Vec3(0, 0, 0)
            self.ElevZ = self.Elev.getZ()
            print(self.ElevZ)

            #force.setZ( 100.0)
            #force *= 30.0
            #force = render.getRelativeVector(self.Elev, force)
            self.Elev.setZ(self.Elev.getZ() + 4 * dt)
#self.characterNP.setZ(self.Elev.getZ() + 30 * dt)


#self.characterNP.setH(180)

    def Elevtask2(self):
        if not self.characterNP.node() or not self.Elev2.node():
            return
        result = self.world.contactTestPair(self.characterNP.node(),
                                            self.Elev2.node())
        for contact in result.getContacts():
            cp = contact.getManifoldPoint()
            node0 = contact.getNode0()
            node1 = contact.getNode1()
            dt = globalClock.getDt()
            # print('HI')
            #force = Vec3(0, 0, 0)
            self.ElevZ2 = self.Elev2.getZ()
            print(self.ElevZ2)

            #force.setZ( 100.0)
            #force *= 30.0
            #force = render.getRelativeVector(self.Elev, force)
            self.Elev2.setZ(self.Elev2.getZ() + 4 * dt)
            #self.characterNP.setZ(self.Elev.getZ() + 30 * dt)
            #self.characterNP.setH(180)

    def cleanup(self):
        self.world = None
        self.worldNP.removeNode()

    def makeblock(self, x, y, z, xs, ys, zs):
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))

        self.boxNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.boxNP.node().setMass(0.0)
        self.boxNP.node().addShape(shape)
        self.boxNP.setX(x)
        self.boxNP.setY(y)
        self.boxNP.setZ(z)
        self.boxNP.setScale(xs, ys, zs)

        self.boxNP.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.boxNP.node())

        visualNP = loader.loadModelCopy('models/blockmetal')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.boxNP)
        visualNP.setScale(0.5)

    def makeblockwood(self, x, y, z, xs, ys, zs):
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))

        self.boxNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.boxNP.node().setMass(10.2)
        self.boxNP.node().addShape(shape)
        self.boxNP.setX(x)
        self.boxNP.setY(y)
        self.boxNP.setZ(z)
        self.boxNP.setScale(xs, ys, zs)

        self.boxNP.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.boxNP.node())

        visualNP = loader.loadModelCopy('models/blockwood')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.boxNP)
        visualNP.setScale(0.5)

    def makeblockgold(self, x, y, z, xs, ys, zs):
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))

        self.boxNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.boxNP.node().setMass(10.2)
        self.boxNP.node().addShape(shape)
        self.boxNP.setX(x)
        self.boxNP.setY(y)
        self.boxNP.setZ(z)
        self.boxNP.setScale(xs, ys, zs)

        self.boxNP.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.boxNP.node())

        visualNP = loader.loadModelCopy('models/blockgold')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.boxNP)
        visualNP.setScale(0.5)

    def makeblocksilver(self, x, y, z, xs, ys, zs):
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))

        self.boxNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.boxNP.node().setMass(10.2)
        self.boxNP.node().addShape(shape)
        self.boxNP.setX(x)
        self.boxNP.setY(y)
        self.boxNP.setZ(z)
        self.boxNP.setScale(xs, ys, zs)

        self.boxNP.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.boxNP.node())

        visualNP = loader.loadModelCopy('models/blocksilver')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.boxNP)
        visualNP.setScale(0.5)

    def makeblockstone(self, x, y, z, xs, ys, zs):
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))

        self.boxNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.boxNP.node().setMass(10.2)
        self.boxNP.node().addShape(shape)
        self.boxNP.setX(x)
        self.boxNP.setY(y)
        self.boxNP.setZ(z)
        self.boxNP.setScale(xs, ys, zs)

        self.boxNP.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.boxNP.node())

        visualNP = loader.loadModelCopy('models/blockstone')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.boxNP)
        visualNP.setScale(0.5)

    def makeblockcrate(self, x, y, z, xs, ys, zs):
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))

        self.boxNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        self.boxNP.node().setMass(10.2)
        self.boxNP.node().addShape(shape)
        self.boxNP.setX(x)
        self.boxNP.setY(y)
        self.boxNP.setZ(z)
        self.boxNP.setScale(xs, ys, zs)

        self.boxNP.setCollideMask(BitMask32.allOn())
        #self.boxNP.node().setDeactivationEnabled(False)

        self.world.attachRigidBody(self.boxNP.node())

        visualNP = loader.loadModelCopy('models/crate')
        visualNP.clearModelNodes()
        visualNP.reparentTo(self.boxNP)
        visualNP.setScale(0.5)
Example #60
0
 def getModel(self):
     return Actor('models/panda/panda-model.egg.pz',
                  {'walk': 'models/panda/panda-walk4.egg.pz'})