def __init__(self, nodeGroundHandler, name): self.name = name self.bullet = NodePath( "bullet") # loader.loadModel('res/models/box.egg') self.bullet.setScale(1) self.shoot = NodePath("shoot") self.shoot.setPos(self.Start) self.bullet.reparentTo(self.shoot) DoorImage = OnscreenImage(image="res/portal/door.png", pos=(0, -2, 0), scale=(8.8, 1, 14.2)) DoorImage.setTransparency(TransparencyAttrib.MAlpha) DoorImage.setSa(0.5) self.Portal = NodePath("Portal") DoorImage.reparentTo(self.Portal) self.Portal.setScale(5) # forward Segment forwardSegment = CollisionRay(0, 0, 0, 0, 1, 0) self.cn = CollisionNode(name) self.cn.addSolid(forwardSegment) self.cn.setFromCollideMask(BitMask32.bit(0)) self.cn.setIntoCollideMask(BitMask32.allOff()) self.solid = self.shoot.attachNewNode(self.cn) base.cTrav.addCollider(self.solid, nodeGroundHandler) # Right Segment RightSegment = CollisionSegment(-20, -0.2, 0, 20, -0.2, 0) self.cnRight = CollisionNode(name + 'right') self.cnRight.addSolid(RightSegment) self.cnRight.setFromCollideMask(BitMask32.allOff()) self.cnRight.setIntoCollideMask(BitMask32.allOff()) self.solid = self.Portal.attachNewNode(self.cnRight) self.RightSegmentCollisionHandlerQueue = CollisionHandlerQueue() base.cTrav.addCollider(self.solid, self.RightSegmentCollisionHandlerQueue) # self.solid.show() # Up Segment UpSegment = CollisionSegment(0, -0.2, -15, 0, -0.2, 15) self.cnUp = CollisionNode(name + 'up') self.cnUp.addSolid(UpSegment) self.cnUp.setFromCollideMask(BitMask32.allOff()) self.cnUp.setIntoCollideMask(BitMask32.allOff()) self.solid = self.Portal.attachNewNode(self.cnUp) # self.solid.show() base.cTrav.addCollider(self.solid, self.RightSegmentCollisionHandlerQueue) Sphere = CollisionSphere(0, 0, 0, 60) self.cnout = CollisionNode(name + 'out') self.cnout.addSolid(Sphere) self.cnout.setFromCollideMask(BitMask32.bit(0)) self.cnout.setIntoCollideMask(BitMask32.allOff()) self.solid = self.shoot.attachNewNode(self.cnout) # self.solid.show() base.cTrav.addCollider(self.solid, nodeGroundHandler) self.NeedCheckPos = False self.initParticle()
class LevelThree(object): def __init__(self, m): """ :param m: Menu """ self.levelName = "levelThree" self.gameState = '' m.game = self self.menu = m self.loadScene() if self.menu.tempPlayer is None: self.initCollision() self.initPlayer() else: print 'temp not none' self.node = self.menu.tempPlayer self.node.node.setPos(-250, 265, 20) self.node.game = self self.node.initMission() self.node.mission.memoryNum = self.menu.tempPlayer.mission.memoryNum # self.enmey = self.menu.tempPlayer.game.enemy self.enemy = Enemylevel2(self.node) self.node.node.setPos(200, 5, 20) base.accept("escape", self.pauseGame) base.disableMouse() props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) self.mutableMap = {} self.glowFilter() self.initMania() self.finalcard.reparentTo(hidden) self.initBag() self.menu.loadState = True self.menu.passFrame.show() self.node.erosionFrame.show() self.node.currentItemFrame.show() taskMgr.add(self.waitOne, "waitOne") self.setupskillpattern() self.setLight() def waitOne(self, task): if task.time < 1: self.menu.passFrame['frameColor'] = (0, 0, 0, 1 - task.time) return task.cont self.menu.passFrame['frameColor'] = (0, 0, 0, 0) self.menu.passFrame.hide() # self.beginPlot() return task.done def beginPlot(self): self.menu.tutorialDialog.show() props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.node.endTask() self.nextPlot(0) def nextPlot(self, index): if index == 1 or index == 0: self.menu.nextButton['text'] = self.node.mission.plotText[0][index] self.menu.nextButton['command'] = self.nextPlot self.menu.nextButton['extraArgs'] = [index + 1] elif index == 2: self.menu.ocanioButton['text'] = self.node.mission.plotText[0][index] self.menu.ocanioButton['command'] = self.nextPlot self.menu.ocanioButton['extraArgs'] = [index + 1] self.menu.tutorialDialog.hide() self.menu.ocanioDialog.show() elif index == 3: self.menu.nextButton['text'] = self.node.mission.plotText[0][index] self.menu.nextButton['command'] = self.node.mission.hideTutorial self.menu.nextButton['extraArgs'] = [] self.menu.tutorialDialog.show() self.menu.ocanioDialog.hide() def initBag(self): self.bagState = True self.bagText = "" if self.menu.tempPlayer is not None: self.node.bag = self.menu.tempPlayer.bag else: self.node.bag = Bag(self.node) base.accept("b", self.openBag) def openBag(self): # print 'b' if self.bagState: self.node.bag.bagframe.show() self.node.bag.showdisplay.setActive(True) self.node.bag.textObject.setText(self.bagText) self.bagState = not self.bagState props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.menu.selectDialog.hide() self.gameState = 'pause' self.node.state = 'pause' self.node.endTask() base.accept('escape', self.openBag) else: self.node.bag.bagframe.hide() self.node.bag.showdisplay.setActive(False) self.bagText = self.node.bag.textObject.getText() self.node.bag.textObject.setText("") self.node.bag.textObject.setWordwrap(0) self.bagState = not self.bagState props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) self.gameState = '' self.node.state = '' self.node.initTask() base.accept('escape', self.pauseGame) def initCollision(self): """ create the collision system """ base.cTrav = CollisionTraverser() base.pusher = CollisionHandlerPusher() base.cTrav.setRespectPrevTransform(True) def loadScene(self): """ load the self.sceneModel must have <Group> *something* { <Collide> { Polyset keep descend } in the egg file """ self.goodmanager = GoodsManager() # AddGoods(self,Node,CollisionName,Name,Interactive) self.goodmanager.AddGoods(loader.loadModel('res/models/Scene3/Scene3Cat/Scene3_Ver3.0_wall.egg'), ["Wall1", "Wall2", "floor"], "wall", False) self.goodmanager.AddGoods(loader.loadModel('res/models/Scene3/Scene3Cat/Scene3_light.egg'), ["light_box"], "light_box", False) ''' studyroom ''' prefix = 'res/models/Scene3/Scene3Cat/studyroom/Scene3_' self.loadIn(prefix + 'zhuozi.egg', "zhuozi_box", False) self.loadIn(prefix + 'biaoyu1.egg', "biaoyu1_box", True) self.loadIn(prefix + 'biaoyu2.egg', "biaoyu2_box", True) self.loadIn(prefix + 'biaoyu3.egg', "biaoyu3_box", True) self.loadIn(prefix + 'vaccine.egg', "vaccine_studyroom_box", True) self.loadIn(prefix + 'book_studyroom.egg', "book_studyroom_box", True) self.loadIn(prefix + 'bookshelf.egg', "bookshelf_box", True) ''' lab ''' prefix = 'res/models/Scene3/Scene3Cat/lab/Scene3_' self.loadIn(prefix + 'desk.egg', 'desk_box', False) # self.loadIn(prefix + 'bottle.egg', 'bottle_box', True) self.loadIn(prefix + 'emptybottle.egg', 'emptybottle_box', True) self.loadIn(prefix + 'biaoyu.egg', 'biaoyu_box', True) self.loadIn(prefix + 'labtable.egg', 'labtable_box', False) self.loadIn(prefix + 'notebook1.egg', 'notebook1_box', True) self.loadIn(prefix + 'notebook2.egg', 'notebook2_box', True) self.loadIn(prefix + 'notebook3.egg', 'notebook3_box', True) self.loadIn(prefix + 'pool.egg', 'pool_box', True) self.goodmanager.GoodsIta['pool_box'].Node.setTwoSided(True) ''' hall ''' prefix = 'res/models/Scene3/Scene3Cat/hall/Scene3_' self.loadIn(prefix + 'exit.egg', 'exit_box', True) self.loadIn(prefix + 'king.egg', 'king_box', False) self.loadIn(prefix + 'rook1.egg', 'rook1_box', False) self.loadIn(prefix + 'rook2.egg', 'rook2_box', False) self.loadIn(prefix + 'knight.egg', 'knight_box', False) self.loadIn(prefix + 'bishop.egg', 'bishop_box', False) self.loadIn(prefix + 'chessdesk.egg', 'chessdesk_box', True) self.goodmanager.GoodsIta["studydoor_box"] = Door(Vec3(-624.5253, -831.2924, 105.000), "studydoor_box", prefix + 'studydoor.egg', 90, Door.Out) self.goodmanager.GoodsIta["labdoor_box"] = Door(Vec3(-272.8592, 182.9539, 105.000), "labdoor_box", prefix + 'labdoor.egg', 90, Door.Out) self.goodmanager.GoodsIta["chessdoor_box"] = Door(Vec3(-837.2316, -684.3346, 105.000), "chessdoor_box", prefix + 'chessdoor.egg', 90, Door.Out) ''' chessroom ''' prefix = 'res/models/Scene3/Scene3Cat/chessroom/Scene3_' self.loadIn(prefix + 'key.egg', 'key_box', True) self.loadIn(prefix + 'zitiao.egg', 'zitiao_box', True) self.loadIn(prefix + 'paints.egg', 'paints_box', True) self.loadIn(prefix + 'pillar.egg', 'pillar_box', False) self.loadIn(prefix + 'midpillar.egg', 'midpillar_box', True) self.loadIn(prefix + 'vaccine1.egg', 'vaccine1_box', True) self.loadIn(prefix + 'vaccine2.egg', 'vaccine2_box', True) self.loadIn(prefix + 'book_chessroom.egg', 'book_chessroom_box', True) ''' elevator ''' prefix = 'res/models/Scene3/Scene3Cat/elevator/Scene3_' self.loadIn(prefix + 'leftdianti.egg', 'leftdianti_box', False) self.loadIn(prefix + 'rightdianti.egg', 'rightdianti_box', False) self.loadIn(prefix + 'diantikuang.egg', 'diantikuang_box', False) self.loadIn(prefix + 'elebutton.egg', 'elebutton_box', True) def loadIn(self, path, name, b): self.goodmanager.AddGoods(loader.loadModel(path), [name], name, b) def itemCollision(self, model, name, radius): nodePath = NodePath(name) node = CollisionNode(name) node.addSolid(CollisionSphere(20, 0, radius, radius)) solid = model.attachNewNode(node) nodePath.reparentTo(model) solid.show() base.cTrav.addCollider(solid, base.pusher) base.pusher.addCollider(solid, nodePath, base.drive.node()) def initPlayer(self): """ loads the player and creates all the controls for him""" self.node = Player(self.goodmanager, self.menu, self) # self.enemy = Enemy(self.node) # self.enemy = Enemylevel2(self.node) # self.goodmanager.GoodsIta["enemy"] = Enemy(self.node) # self.goodmanager.GoodsIta["enemy"].state = 1 def pauseGame(self): props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.menu.selectDialog.hide() self.gameState = 'pause' self.node.state = 'pause' self.node.endTask() self.node.erosionFrame.hide() self.node.currentItemFrame.hide() base.accept('escape', self.escapeEvent) base.accept('b', self.menu.nothing) self.menu.pauseFrame.show() def escapeEvent(self): self.menu.pauseFrame.hide() self.node.state = '' self.node.initTask() self.node.erosionFrame.show() self.node.currentItemFrame.show() base.accept('escape', self.pauseGame) base.accept('b', self.openBag) props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) def makeFilterBuffer(self, srcbuffer, name, sort, prog): blurBuffer = base.win.makeTextureBuffer(name, 512, 512) blurBuffer.setSort(sort) blurBuffer.setClearColor(LVector4(1, 0, 0, 1)) blurCamera = base.makeCamera2d(blurBuffer) blurScene = NodePath("new Scene") blurCamera.node().setScene(blurScene) shader = loader.loadShader(prog) card = srcbuffer.getTextureCard() card.reparentTo(blurScene) card.setShader(shader) return blurBuffer def glowFilter(self): glowShader = loader.loadShader("shaders/glowShader.sha") # dlight = DirectionalLight('dlight') # alight = AmbientLight('alight') # dlnp = render.attachNewNode(dlight) # alnp = render.attachNewNode(alight) # dlight.setColor(LVector4(0.3, 0.3, 0.3, 1)) # alight.setColor(LVector4(0.8, 0.8, 0.8, 1)) # dlnp.setHpr(0, -60, 0) # render.setLight(dlnp) # render.setLight(alnp) # create the glow buffer. This buffer renders like a normal scene, # except that only the glowing materials should show up nonblack. glowBuffer = base.win.makeTextureBuffer("Glow scene", 1024, 768) glowBuffer.setSort(-3) glowBuffer.setClearColor(LVector4(0, 0, 0, 1)) # We have to attach a camera to the glow buffer. The glow camera # must have the same frustum as the main camera. As long as the aspect # ratios match, the rest will take care of itself. self.glowCamera = base.makeCamera( glowBuffer, lens=base.cam.node().getLens()) # Tell the glow camera to use the glow shader tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(glowShader) self.glowCamera.node().setInitialState(tempnode.getState()) self.glowCamera.node().setCameraMask(BitMask32.bit(0)) # set up the pipeline: from glow scene to blur x to blur y to main # window. blurXBuffer = self.makeFilterBuffer( glowBuffer, "Blur X", -2, "shaders/XBlurShader.sha") blurYBuffer = self.makeFilterBuffer( blurXBuffer, "Blur Y", -1, "shaders/YBlurShader.sha") self.finalcard = blurYBuffer.getTextureCard() self.finalcard.reparentTo(render2d) Attrib = ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.O_incoming_alpha, ColorBlendAttrib.O_incoming_alpha) self.finalcard.setAttrib(Attrib) base.bufferViewer.setPosition("llcorner") base.bufferViewer.setLayout("hline") base.bufferViewer.setCardSize(0.652, 0) base.accept("tab", self.toggleGlow) self.glowOn = False def limitGlow(self, task): if task.time < 5: return task.cont else: self.glowOn = False self.finalcard.reparentTo(hidden) # self.goodmanager.GoodsIta["box"].CloseHighLight() return task.done def toggleGlow(self): self.showskillpattern("eyepattern") if self.glowOn: return self.glowOn = True taskMgr.add(self.limitGlow, "limitGlow") if self.node.EROSION + 10 > 100: self.node.EROSION = 100 else: self.node.EROSION += 10 self.finalcard.reparentTo(render2d) # self.goodmanager.GoodsIta["box"].OpenHighLight() def initMania(self): base.accept("space", self.mania) self.maniaState = False def mania(self): self.showskillpattern("maniapattern") if not self.maniaState: self.node.speed *= 1.4 self.maniaState = True if self.node.EROSION + 10 > 100: self.node.EROSION = 100 else: self.node.EROSION += 10 taskMgr.remove("fadeSpeed") taskMgr.add(self.fadeSpeed, "fadeSpeed") def fadeSpeed(self, task): if task.time < 10: return task.cont else: self.node.speed /= 1.4 self.maniaState = False return task.done def setupskillpattern(self): self.eyepattern = OnscreenImage(image="res/skill_icon/eye-white.png", pos=(-1.2, 1, -0.8)) self.eyepattern.setTransparency(TransparencyAttrib.MAlpha) self.eyepattern.setScale(0.1) self.eyepattern.setSa(0.8) self.eyepattern.hide() self.maniapattern = OnscreenImage(image="res/skill_icon/mania-white.png", pos=(-1.2 + 0.3, 1, -0.8)) self.maniapattern.setTransparency(TransparencyAttrib.MAlpha) self.maniapattern.setScale(0.1) self.maniapattern.setSa(0.8) self.maniapattern.hide() self.screen_patternArray = {} self.screen_patternArray["eyepattern"] = [self.eyepattern, False, 5.0, 5.0] self.screen_patternArray["maniapattern"] = [self.maniapattern, False, 10.0, 10.] self.patterntask = False self.patterntaskpretime = 0 # self.mouseIconNormal.setSa(0.5) def showskillpattern(self, patternname): self.screen_patternArray[patternname][2] = self.screen_patternArray[patternname][3] self.screen_patternArray[patternname][1] = True self.screen_patternArray[patternname][0].show() if self.patterntask == False: taskMgr.add(self.showskillpatterntask, "showskillpatterntask") self.patterntask = True def showskillpatterntask(self, task): num = 0 for key in self.screen_patternArray: if self.screen_patternArray[key][1] == True: self.screen_patternArray[key][2] -= globalClock.getDt() if self.screen_patternArray[key][2] < 5.: if sin(self.screen_patternArray[key][2] * pi * 5) > 0: self.screen_patternArray[key][0].setSa(0) else: self.screen_patternArray[key][0].setSa(0.8) self.screen_patternArray[key][0].setPos(-1.2 + num * 0.3, 1, -0.8) if self.screen_patternArray[key][2] < 0: self.screen_patternArray[key][1] = False self.screen_patternArray[key][0].hide() self.screen_patternArray[key][0].setSa(0.8) num += 1 if num > 0: return task.cont self.patterntask = False return def setLight(self): render.setLightOff() alight=AmbientLight("alight") alnp=render.attachNewNode(alight) alight.setColor(VBase4(0.1,0.1,0.1,1)) render.setLight(alnp) self.lightpivot1 = render.attachNewNode("lightpivot1") self.lightpivot1.setPos(-371, -94, 100) self.plight1 = PointLight('plight1') self.plight1.setColor(VBase4(1, 0.5, 0, 1)) self.temp = LVector3(0.6, 0.08, 0) self.plight1.setAttenuation(self.temp) plnp1 = self.lightpivot1.attachNewNode(self.plight1) # plnp1.setPos(0, 0, 50) render.setLight(plnp1) # render.setShaderAuto() self.lightpivot2 = render.attachNewNode("lightpivot2") self.lightpivot2.setPos(131, -22, 100) self.plight2 = PointLight('plight2') self.plight2.setColor(VBase4(1, 0.5, 0, 1)) self.temp = LVector3(0.6, 0.1, 0) self.plight2.setAttenuation(self.temp) plnp2 = self.lightpivot2.attachNewNode(self.plight2) # plnp1.setPos(0, 0, 50) render.setLight(plnp2) self.lightpivot3 = render.attachNewNode("lightpivot3") self.lightpivot3.setPos(-426, -937, 100) self.plight3 = PointLight('plight3') self.plight3.setColor(VBase4(1, 0.5, 0, 1)) self.temp = LVector3(0.6, 0.1, 0) self.plight3.setAttenuation(self.temp) plnp3 = self.lightpivot3.attachNewNode(self.plight3) # plnp1.setPos(0, 0, 50) render.setLight(plnp3) self.lightpivot4 = render.attachNewNode("lightpivot4") self.lightpivot4.setPos(-1313, -532, 100) self.plight4 = PointLight('plight3') self.plight4.setColor(VBase4(1, 0.5, 0, 1)) self.temp = LVector3(0.6, 0.1, 0) self.plight4.setAttenuation(self.temp) plnp4 = self.lightpivot4.attachNewNode(self.plight4) # plnp1.setPos(0, 0, 50) render.setLight(plnp4) slight = PointLight('slight') slight.setColor(VBase4(0.1, 0.5, 0.1, 1)) # # slight.setAttenuation(LVector3(0.5,0.08,0)) # lens = PerspectiveLens() # lens.setFov(10) # slight.setLens(lens) self.chessdesk=self.goodmanager.GoodsIta["chessdesk_box"].Node slnp = self.chessdesk.attachNewNode(slight) slnp.setPos(-486,-320,1000) # slnp.lookAt(self.goodmanager.GoodsIta["chessdesk_box"].Node) self.chessdesk.setLight(slnp)
class LevelTwo(object): def __init__(self, m): """ :param m: Menu """ self.levelName = "levelTwo" self.gameState = '' m.game = self self.menu = m self.setLight() self.loadScene() if self.menu.tempPlayer is None: self.initCollision() self.initPlayer() else: print 'temp not none' self.node = self.menu.tempPlayer self.node.node.setPos(-250, 265, 20) self.node.game = self self.node.initMission() self.node.mission.memoryNum = self.menu.tempPlayer.mission.memoryNum self.enemy = Enemylevel2(self.node) # self.node.node.setPos(-800, 0, 20) # self.node.node.setPos(-370, 2800, 25) self.node.node.setPos(-700, 0, 25) self.node.node.setHpr(-90, 0, 0) base.accept("escape", self.pauseGame) base.disableMouse() props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) self.mutableMap = {} self.glowFilter() self.initMania() self.finalcard.reparentTo(hidden) self.initBag() # self.menu.loadState = True self.menu.passFrame.show() self.node.erosionFrame.show() self.node.currentItemFrame.show() if not self.menu.skipUseless: self.menu.loadState = True taskMgr.add(self.waitOne, "waitOne") else: self.save = Save(self) if self.menu.selectedSave == 2: self.save.loadFile('gameinfo_2.save') elif self.menu.selectedSave == 3: self.save.loadFile('gameinfo_3.save') self.node.changeCamera() self.menu.loadState = True self.menu.passFrame.hide() self.setupskillpattern() def waitOne(self, task): if task.time < 1: self.menu.passFrame['frameColor'] = (0, 0, 0, 1 - task.time) return task.cont self.menu.passFrame['frameColor'] = (0, 0, 0, 0) self.menu.passFrame.hide() self.beginPlot() return task.done def beginPlot(self): self.menu.ocanioDialog.show() props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.node.endTask() self.nextPlot() def nextPlot(self): self.menu.ocanioButton['text'] = '刚一踏出房间,房间的门就被重重的锁上了。无论我怎么叫喊,\n' \ '里面都没有回应。我尽可能不去想最糟糕的情况,大概kura不会有什么问题的吧。' self.menu.ocanioButton['command'] = self.node.mission.hideOcanio self.menu.ocanioButton['extraArgs'] = [] def initBag(self): self.bagState = True self.bagText = "" if self.menu.tempPlayer is not None: self.node.bag = self.menu.tempPlayer.bag else: self.node.bag = Bag(self.node) base.accept("b", self.openBag) def openBag(self): # print 'b' if self.bagState: self.node.bag.bagframe.show() self.node.bag.showdisplay.setActive(True) self.node.bag.textObject.setText(self.bagText) self.bagState = not self.bagState props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.menu.selectDialog.hide() self.gameState = 'pause' self.node.state = 'pause' self.node.endTask() base.accept('escape', self.openBag) else: self.node.bag.bagframe.hide() self.node.bag.showdisplay.setActive(False) self.bagText = self.node.bag.textObject.getText() self.node.bag.textObject.setText("") self.node.bag.textObject.setWordwrap(0) self.bagState = not self.bagState props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) self.gameState = '' self.node.state = '' self.node.initTask() base.accept('escape', self.pauseGame) def initCollision(self): """ create the collision system """ base.cTrav = CollisionTraverser() base.pusher = CollisionHandlerPusher() base.cTrav.setRespectPrevTransform(True) def loadScene(self): """ load the self.sceneModel must have <Group> *something* { <Collide> { Polyset keep descend } in the egg file """ self.goodmanager = GoodsManager() # AddGoods(self,Node,CollisionName,Name,Interactive) self.goodmanager.AddGoods(loader.loadModel('res/models/Scene2/Scene2Cat/Scene2_light.egg'), ["light"], "light", False) self.goodmanager.AddGoods(loader.loadModel('res/models/Scene2/Scene2Cat/Scene2_Ver7.0_wall.egg'), ["Wall", "floor"], "wall", False) self.goodmanager.AddGoods(loader.loadModel('res/models/Scene2/Scene2Cat/Elevator/dianti.egg'), ["dianti"], "dianti_box", True) self.goodmanager.AddGoods(loader.loadModel('res/models/Scene2/Scene2Cat/Elevator/broken_dianti.egg'), ["broken_dianti"], "broken_dianti_box", True) self.goodmanager.GoodsIta['broken_dianti_box'].Node.hide() ''' corridor ''' prefix = 'res/models/Scene2/Scene2Cat/Corridor/Scene2_Ver5.0_' self.loadIn(prefix + 'clock_2.egg', "clock_box", True) # self.loadIn(prefix + 'Outdoor.egg', "outdoor_box", True) self.loadIn(prefix + 'ElectricBox_2.egg', "ElectricBox", True) self.loadIn(prefix + 'entrance.egg', "entrance_box", True) self.loadIn(prefix + 'picture1.egg', "painting_1", True) self.loadIn(prefix + 'picture2.egg', "painting_2", True) self.loadIn(prefix + 'picture3.egg', "painting_3", True) self.loadIn(prefix + 'picture4.egg', "painting_4", True) self.loadIn(prefix + 'picture5.egg', "painting_5", True) self.loadIn(prefix + 'picture6.egg', "painting_6", True) self.loadIn(prefix + 'picture7.egg', "painting_7", True) self.loadIn(prefix + 'picture8.egg', "painting_8", True) self.loadIn(prefix + 'picture9.egg', "painting_9", True) self.loadIn(prefix + 'picture8_cut.egg', "painting_cut", True) self.goodmanager.GoodsIta["painting_cut"].Node.hide() self.goodmanager.GoodsIta["outdoor_box"] = Door(Vec3(374.1351, 1973.22, 105.000), "outdoor_box", prefix + 'Outdoor.egg', 90, Door.Out) ''' hall ''' prefix = 'res/models/Scene2/Scene2Cat/Hall/Scene2_Ver5.0_' self.loadIn(prefix + 'food.egg', 'food_box', True) self.loadIn(prefix + 'cake.egg', 'cake_box', True) self.loadIn(prefix + 'diary.egg', 'diary_box', True) self.loadIn(prefix + 'safe_2.egg', 'safe_box', True) self.loadIn(prefix + 'carrot.egg', 'carrot_box', True) self.loadIn(prefix + 'window.egg', 'window_box', True) self.loadIn(prefix + 'window_broken.egg', 'window_broken_box', True) self.goodmanager.GoodsIta['window_broken_box'].Node.hide() self.loadIn(prefix + 'biaoyu.egg', 'biaoyu_box', True) # self.loadIn(prefix + 'Backdoor.egg', 'backdoor', True) # self.loadIn(prefix + 'Frontdoor.egg', 'frontdoor', True) self.loadIn(prefix + 'hammer_2.egg', 'hammer_box', True) self.loadIn(prefix + 'zhalan_2.egg', 'rabbit_cage', True) self.loadIn(prefix + 'vaccine.egg', 'hallvaccine_box', True) self.loadIn(prefix + 'refrigerator_2.egg', 'fridge_box', True) self.loadIn(prefix + 'rabbit.egg', 'rabbit_box', False) self.loadIn(prefix + 'yuanzhuo.egg', 'yuanzhuo_box', False) self.loadIn(prefix + 'changzhuo_2.egg', 'changzhuo_box', False) self.goodmanager.GoodsIta["Frontdoor"] = Door(Vec3(342.9760, 357.22, 105.000), "Frontdoor", prefix + 'Frontdoor.egg', 90, Door.Out) self.goodmanager.GoodsIta["Backdoor"] = Door(Vec3(342.9760, 1571.22, 105.000), "Backdoor", prefix + 'Backdoor.egg', 90, Door.Out) ''' Outroom ''' prefix = 'res/models/Scene2/Scene2Cat/Outroom/Scene2_Ver5.0_' self.loadIn(prefix + 'vase_2.egg', 'vase_box', True) self.loadIn(prefix + 'knife.egg', 'knife_box', True) self.loadIn(prefix + 'jiazi_2.egg', 'jiazi_box', False) self.loadIn(prefix + 'rongqi.egg', 'rongqi_box', False) self.loadIn(prefix + 'vaccine.egg', 'vaccine_box', True) self.loadIn(prefix + 'lavabo_2.egg', 'lavabo_box', True) self.loadIn(prefix + 'mirror.egg', 'mirror_box', True) self.loadIn(prefix + 'furnace_2.egg', 'furnace_box', True) self.loadIn(prefix + 'bookshelf.egg', 'bookshelf_box', True) self.loadIn(prefix + 'xiaozhuozi_2.egg', 'xiaozhuozi_box', False) self.goodmanager.staticGoods["infireish"] = GoodsParticle("fireish", (-370, 3183, 25), 16, render,31) self.goodmanager.staticGoods["insteam"] = GoodsParticle("steam", (-370, 3183, 50), 5, render,30) self.goodmanager.GoodsIta['Scene2_book-beijuji'] = Book(prefix+'beijuji.egg','beijuji',(-350, 3183, 50)) self.goodmanager.GoodsIta['Scene2_book-beijuji'].Node.setHpr(30, 30, 30) for i in range(8): name = "outflowers" + str(i+1) self.goodmanager.AddGoods(loader.loadModel(prefix + name + '.egg'), [name], name, False) self.goodmanager.staticGoods[name].Node.setTwoSided(True) self.goodmanager.staticGoods['outflowers7'].Node.hide() self.goodmanager.staticGoods['outflowers8'].Node.hide() self.mirrorShader = loader.loadShader("shaders/mirrorShader.sha") self.goodmanager.GoodsIta['mirror_box'].Node.setShader(self.mirrorShader) # self.goodmanager.GoodsIta['mirror_box'].Node.setTwoSided(True) self.mirror(self.goodmanager.GoodsIta['mirror_box'].Node) ''' Inroom ''' prefix = 'res/models/Scene2/Scene2Cat/Inroom/Scene2_Ver5.0_' self.loadIn(prefix + 'invase.egg', 'invase_box', True) self.loadIn(prefix + 'inknife.egg', 'inknife_box', True) self.loadIn(prefix + 'injiazi.egg', 'injiazi_box', False) self.loadIn(prefix + 'inlavabo.egg', 'inlavabo_box', True) self.loadIn(prefix + 'inrongqi.egg', 'inrongqi_box', False) self.loadIn(prefix + 'infurnace.egg', 'infurnace_box', True) self.loadIn(prefix + 'inbookshelf.egg', 'inbookshelf_box', True) self.loadIn(prefix + 'inxiaozhuozi.egg', 'inxiaozhuozi_box', False) self.goodmanager.staticGoods["fireish"] = GoodsParticle("fireish", (-370, 2870, 25), 16, render, 31) self.goodmanager.staticGoods["steam"] = GoodsParticle("steam", (-370, 2870, 50), 5, render, 30) self.goodmanager.GoodsIta['Scene2_book-xijuji'] = Book(prefix + 'inxijuji.egg', 'inxijuji', (-350, 2870, 50)) self.goodmanager.GoodsIta['Scene2_book-xijuji'].Node.setHpr(30, 30, 30) for i in range(8): name = "inflowers" + str(i+1) self.goodmanager.AddGoods(loader.loadModel(prefix + name + '.egg'), [name], name, False) self.goodmanager.staticGoods[name].Node.hide() self.goodmanager.staticGoods[name].Node.setTwoSided(True) self.goodmanager.staticGoods['inflowers1'].Node.show() self.h2so4_1 = GoodsParticle("H2SO4", (-380, 2270, 136), 6, render, 32) self.h2so4_2 = GoodsParticle("smo", (-380, 2270, 110), 5, render, 33) self.h2so4_3 = GoodsParticle("surface-1", (-365, 2270, 100), 10, render, 34) self.h2so4_3.particle.setScale(10, 20, 10) self.h2so4_4 = GoodsParticle("H2SO4", (-380, 3895.5, 136), 6, render, 32) self.h2so4_5 = GoodsParticle("smo", (-380, 3890, 110), 5, render, 33) self.h2so4_6 = GoodsParticle("surface-1", (-363, 3890, 100), 10, render, 34) self.h2so4_6.particle.setScale(10, 20, 10) def loadIn(self, path, name, b): self.goodmanager.AddGoods(loader.loadModel(path), [name], name, b) def itemCollision(self, model, name, radius): nodePath = NodePath(name) node = CollisionNode(name) node.addSolid(CollisionSphere(20, 0, radius, radius)) solid = model.attachNewNode(node) nodePath.reparentTo(model) solid.show() base.cTrav.addCollider(solid, base.pusher) base.pusher.addCollider(solid, nodePath, base.drive.node()) def initPlayer(self): """ loads the player and creates all the controls for him""" self.node = Player(self.goodmanager, self.menu, self) # self.enemy = Enemy(self.node) self.enemy = Enemylevel2(self.node) # self.goodmanager.GoodsIta["enemy"] = Enemy(self.node) # self.goodmanager.GoodsIta["enemy"].state = 1 def pauseGame(self): props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.menu.selectDialog.hide() self.gameState = 'pause' self.node.state = 'pause' self.node.endTask() self.node.erosionFrame.hide() self.node.currentItemFrame.hide() base.accept('escape', self.escapeEvent) base.accept('b', self.menu.nothing) self.menu.pauseFrame.show() def escapeEvent(self): self.menu.pauseFrame.hide() self.node.state = '' self.node.initTask() self.node.erosionFrame.show() self.node.currentItemFrame.show() base.accept('escape', self.pauseGame) base.accept('b', self.openBag) props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) def mirror(self,tex): self.mirrorBuffer = base.win.makeTextureBuffer("mirror", 512, 512) print 'mirrorBuffer',self.mirrorBuffer self.mirrorBuffer.setSort(-3) self.mirrorBuffer.setClearColor(LVector4(0, 0, 0, 1)) print base.cam.node().getLens() self.mirrorCamera = base.makeCamera(self.mirrorBuffer) self.mirrorCamera.reparentTo(render) self.mirrorCamera.setPos((424,3080,104. )) self.mirrorCamera.setH(180) pl = self.mirrorCamera.node().getLens() pl.setFov(90) pl.setNear(100) self.mirrorCamera.node().setLens(pl) self.finalcard = self.mirrorBuffer.getTexture() tex.setTexture(self.finalcard,1) # self.UnLoadmirror() def UnLoadmirror(self): self.mirrorBuffer.getEngine().removeWindow(self.mirrorBuffer) self.mirrorBuffer = None self.mirrorCamera = None def makeFilterBuffer(self, srcbuffer, name, sort, prog): blurBuffer = base.win.makeTextureBuffer(name, 512, 512) blurBuffer.setSort(sort) blurBuffer.setClearColor(LVector4(1, 0, 0, 1)) blurCamera = base.makeCamera2d(blurBuffer) blurScene = NodePath("new Scene") blurCamera.node().setScene(blurScene) shader = loader.loadShader(prog) card = srcbuffer.getTextureCard() card.reparentTo(blurScene) card.setShader(shader) return blurBuffer def glowFilter(self): glowShader = loader.loadShader("shaders/glowShader.sha") # dlight = DirectionalLight('dlight') # alight = AmbientLight('alight') # dlnp = render.attachNewNode(dlight) # alnp = render.attachNewNode(alight) # dlight.setColor(LVector4(0.3, 0.3, 0.3, 1)) # alight.setColor(LVector4(0.8, 0.8, 0.8, 1)) # dlnp.setHpr(0, -60, 0) # render.setLight(dlnp) # render.setLight(alnp) # create the glow buffer. This buffer renders like a normal scene, # except that only the glowing materials should show up nonblack. glowBuffer = base.win.makeTextureBuffer("Glow scene", 1024, 768) glowBuffer.setSort(-3) glowBuffer.setClearColor(LVector4(0, 0, 0, 1)) # We have to attach a camera to the glow buffer. The glow camera # must have the same frustum as the main camera. As long as the aspect # ratios match, the rest will take care of itself. self.glowCamera = base.makeCamera( glowBuffer, lens=base.cam.node().getLens()) # Tell the glow camera to use the glow shader tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(glowShader) self.glowCamera.node().setInitialState(tempnode.getState()) self.glowCamera.node().setCameraMask(BitMask32.bit(0)) # set up the pipeline: from glow scene to blur x to blur y to main # window. blurXBuffer = self.makeFilterBuffer( glowBuffer, "Blur X", -2, "shaders/XBlurShader.sha") blurYBuffer = self.makeFilterBuffer( blurXBuffer, "Blur Y", -1, "shaders/YBlurShader.sha") self.finalcard = blurYBuffer.getTextureCard() self.finalcard.reparentTo(render2d) Attrib = ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.O_incoming_alpha, ColorBlendAttrib.O_incoming_alpha) self.finalcard.setAttrib(Attrib) base.bufferViewer.setPosition("llcorner") base.bufferViewer.setLayout("hline") base.bufferViewer.setCardSize(0.652, 0) base.accept("tab", self.toggleGlow) self.glowOn = False def limitGlow(self, task): if task.time < 5: return task.cont else: self.glowOn = False self.finalcard.reparentTo(hidden) # self.goodmanager.GoodsIta["box"].CloseHighLight() return task.done def toggleGlow(self): self.showskillpattern("eyepattern") if self.glowOn: return self.glowOn = True taskMgr.add(self.limitGlow, "limitGlow") if self.node.EROSION + 10 > 100: self.node.EROSION = 100 else: self.node.EROSION += 10 self.finalcard.reparentTo(render2d) # self.goodmanager.GoodsIta["box"].OpenHighLight() def initMania(self): base.accept("space", self.mania) self.maniaState = False def mania(self): self.showskillpattern("maniapattern") if not self.maniaState: self.node.speed *= 1.4 self.maniaState = True if self.node.EROSION + 10 > 100: self.node.EROSION = 100 else: self.node.EROSION += 10 taskMgr.remove("fadeSpeed") taskMgr.add(self.fadeSpeed, "fadeSpeed") def fadeSpeed(self, task): if task.time < 10: return task.cont else: self.node.speed /= 1.4 self.maniaState = False return task.done def setupskillpattern(self): self.eyepattern = OnscreenImage(image="res/skill_icon/eye-white.png", pos=(-1.2, 1, -0.8)) self.eyepattern.setTransparency(TransparencyAttrib.MAlpha) self.eyepattern.setScale(0.1) self.eyepattern.setSa(0.8) self.eyepattern.hide() self.maniapattern = OnscreenImage(image="res/skill_icon/mania-white.png", pos=(-1.2 + 0.3, 1, -0.8)) self.maniapattern.setTransparency(TransparencyAttrib.MAlpha) self.maniapattern.setScale(0.1) self.maniapattern.setSa(0.8) self.maniapattern.hide() self.screen_patternArray = {} self.screen_patternArray["eyepattern"] = [self.eyepattern, False, 5.0, 5.0] self.screen_patternArray["maniapattern"] = [self.maniapattern, False, 10.0, 10.] self.patterntask = False self.patterntaskpretime = 0 # self.mouseIconNormal.setSa(0.5) def showskillpattern(self, patternname): self.screen_patternArray[patternname][2] = self.screen_patternArray[patternname][3] self.screen_patternArray[patternname][1] = True self.screen_patternArray[patternname][0].show() if self.patterntask == False: taskMgr.add(self.showskillpatterntask, "showskillpatterntask") self.patterntask = True def showskillpatterntask(self, task): num = 0 for key in self.screen_patternArray: if self.screen_patternArray[key][1] == True: self.screen_patternArray[key][2] -= globalClock.getDt() if self.screen_patternArray[key][2] < 5.: if sin(self.screen_patternArray[key][2] * pi * 5) > 0: self.screen_patternArray[key][0].setSa(0) else: self.screen_patternArray[key][0].setSa(0.8) self.screen_patternArray[key][0].setPos(-1.2 + num * 0.3, 1, -0.8) if self.screen_patternArray[key][2] < 0: self.screen_patternArray[key][1] = False self.screen_patternArray[key][0].hide() self.screen_patternArray[key][0].setSa(0.8) num += 1 if num > 0: return task.cont self.patterntask = False return def setLight(self): render.setLightOff() alight=AmbientLight('alight') alnp=render.attachNewNode(alight) alight.setColor(VBase4(0.3,0.3,0.3,1)) render.setLight(alnp) # myFog = Fog("Fog Name") # myFog.setColor(0.2,0.5, 0.1) # myFog.setExpDensity(0.5) # render.setFog(myFog) self.lightpivot1 = render.attachNewNode("lightpivot1") self.lightpivot1.setPos(-124, 947, 50) self.plight1=PointLight('plight1') self.plight1.setColor(VBase4(1, 0.5, 0, 1)) self.temp=LVector3(0.6, 0.08, 0) self.plight1.setAttenuation(self.temp) plnp1=self.lightpivot1.attachNewNode(self.plight1) plnp1.setPos(0,0,50) render.setLight(plnp1) self.lightpivot2 = render.attachNewNode("lightpivot2") self.lightpivot2.setPos(0, 0, 50) self.plight2 = PointLight('plight2') self.plight2.setColor(VBase4(1, 0.5, 0, 1)) self.temp = LVector3(0.6, 0.08, 0) self.plight2.setAttenuation(self.temp) plnp2 = self.lightpivot2.attachNewNode(self.plight2) plnp2.setPos(-200, 0, 50) render.setLight(plnp2) self.lightpivot3 = render.attachNewNode("lightpivot3") self.lightpivot3.setPos(52, 2491, 50) self.plight3 = PointLight('plight3') self.plight3.setColor(VBase4(1, 0.5, 0, 1)) self.temp = LVector3(0.6, 0.08, 0) self.plight3.setAttenuation(self.temp) plnp3 = self.lightpivot3.attachNewNode(self.plight3) plnp3.setPos(-200, 0, 50) render.setLight(plnp3) slight = Spotlight('slight') slight.setColor(VBase4(0.1, 0.5, 0.1, 1)) #slight.setAttenuation(LVector3(0.5,0.08,0)) lens = PerspectiveLens() lens.setFov(10) slight.setLens(lens) slnp = render.attachNewNode(slight) slnp.setPos(-811, 3, 0) slnp.lookAt(415,10,0) # slnp.setPos(0,0,0) # slnp.lookAt(0,0,50) render.setLight(slnp)
class Game(object): def __init__(self, m): """ :param m: Menu """ self.levelName = "tutorial" self.gameState = '' m.game = self self.menu = m self.initCollision() self.loadScene() self.initPlayer() base.accept("escape", self.pauseGame) base.disableMouse() props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) self.mutableMap = {} self.glowFilter() self.initMania() self.finalcard.reparentTo(hidden) self.initBag() self.menu.loadState = True # self.menu.passFrame.show() # self.node.erosionFrame.show() # self.node.currentItemFrame.show() # taskMgr.add(self.waitOne, "waitOne") self.maniaSound = loader.loadSfx("res/sounds/Darkness3.mp3") self.setupskillpattern() self.SetLight() if not self.menu.skipUseless: self.initVideo() self.attachControls() self.IgnoreControls() def IgnoreControls(self): for name in self.keyEven: base.ignore(name) print base.getAllAccepting() def attachControls(self): self.keyEven = ["tab", 'escape', 'b', 'space'] base.accept('b', self.openBag) base.accept("tab", self.toggleGlow) base.accept("escape", self.pauseGame) base.accept('space', self.mania) def initVideo(self): self.node.endTask() media_file = "res/videos/begining.avi" self.tex = MovieTexture("preVideo") success = self.tex.read(media_file) assert success, "Failed to load video!" cm = CardMaker("preVideo Card") # cm.setFrameFullscreenQuad() # cm.setFrame(-1.3, 1.3, -1, 1) cm.setFrame(-1.2, 1.2, -.95, .95) # Tell the CardMaker to create texture coordinates that take into # account the padding region of the texture. cm.setUvRange(self.tex) self.card = NodePath(cm.generate()) self.card.reparentTo(base.render2d) self.card.setTexture(self.tex) self.videoSound = loader.loadSfx(media_file) self.tex.synchronizeTo(self.videoSound) self.videoSound.play() taskMgr.add(self.playVideo, 'playGameVideo') def playVideo(self, task): if self.videoSound.status() != AudioSound.PLAYING: self.videoSound.stop() self.menu.soundMgr.setMusicVolume(0) self.menu.musicVolume = 0 self.card.hide() # self.menu.soundMgr.playMusic('bgm1.mp3') self.menu.passFrame.show() self.node.erosionFrame.show() self.node.currentItemFrame.show() taskMgr.add(self.waitOne, "waitOne") self.attachControls() self.node.initTask() return task.done return task.cont def waitOne(self, task): if task.time < 2: self.menu.passFrame['frameColor'] = (0, 0, 0, 1 - task.time) return task.cont self.menu.passFrame['frameColor'] = (0, 0, 0, 0) self.menu.passFrame.hide() self.beginPlot() return task.done def beginPlot(self): self.menu.tutorialDialog.show() props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.node.endTask() self.nextPlot(0) def nextPlot(self, index): if index == 1 or index == 0: self.menu.nextButton['text'] = self.node.mission.plotText[0][index] self.menu.nextButton['command'] = self.nextPlot self.menu.nextButton['extraArgs'] = [index + 1] elif index == 2: self.menu.ocanioButton['text'] = self.node.mission.plotText[0][ index] self.menu.ocanioButton['command'] = self.nextPlot self.menu.ocanioButton['extraArgs'] = [index + 1] self.menu.tutorialDialog.hide() self.menu.ocanioDialog.show() elif index == 3: self.menu.nextButton['text'] = self.node.mission.plotText[0][index] self.menu.nextButton['command'] = self.node.mission.hideTutorial self.menu.nextButton['extraArgs'] = [] self.menu.tutorialDialog.show() self.menu.ocanioDialog.hide() def initBag(self): self.bagState = True self.bagText = "" self.node.bag = Bag(self.node) base.accept("b", self.openBag) def openBag(self): # print 'b' if self.bagState: self.node.bag.bagframe.show() self.node.bag.showdisplay.setActive(True) self.node.bag.textObject.setText(self.bagText) self.bagState = not self.bagState props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.menu.selectDialog.hide() self.gameState = 'pause' self.node.state = 'pause' self.node.endTask() base.accept('escape', self.openBag) else: self.node.bag.bagframe.hide() self.node.bag.showdisplay.setActive(False) self.bagText = self.node.bag.textObject.getText() self.node.bag.textObject.setText("") self.node.bag.textObject.setWordwrap(0) self.bagState = not self.bagState props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) self.gameState = '' self.node.state = '' self.node.initTask() base.accept('escape', self.pauseGame) # threading.currentThread().join('gameThread') def initCollision(self): """ create the collision system """ base.cTrav = CollisionTraverser() base.pusher = CollisionHandlerPusher() base.cTrav.setRespectPrevTransform(True) def loadScene(self): """ load the self.sceneModel must have <Group> *something* { <Collide> { Polyset keep descend } in the egg file """ self.goodmanager = GoodsManager() # AddGoods(self,Node,CollisionName,Name,Interactive) # self.goodmanager.AddGoods(loader.loadModel('res/models/Scene3/Scene3_Ver3.0.egg'), ["Wall1", "Wall2", "floor"], # # "wall", False) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver7.0_wall.egg'), ["Wall1", "Wall2", "floor"], "wall", False) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_bed_2.egg'), ["bed_box"], "bed_box", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_bookshelf.egg'), ["bookshelf_box"], "bookshelf_box", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_box.egg'), ["box"], "box", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_light.egg'), ["light"], "light", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_chair1.egg'), ["chair1"], "chair1", False) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_chair2.egg'), ["chair2"], "chair2", False) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_chair3.egg'), ["chair3"], "chair3", False) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_chair4.egg'), ["chair4"], "chair4", False) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_desk2.egg'), ["desk2"], "desk2", False) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_desk3.egg'), ["desk3_2"], "desk3_2", False) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_matong.egg'), ["matong_box3"], "matong_box3", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_xishoupen.egg'), ["xishoupen"], "xishoupen", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Ver6.0_yaoshui.egg'), ["yaoshui"], "yaoshui", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_Exit.egg'), ["Scene1_Exit"], "Scene1_Exit", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_wallword_1.egg'), ["Scene1_wallword_1"], "Scene1_wallword_1", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_wallword_2.egg'), ["Scene1_wallword_2"], "Scene1_wallword_2", True) self.goodmanager.AddGoods( loader.loadModel('res/models/Scene1_MusicBox.egg'), ["MusicBox"], "MusicBox", True) self.goodmanager.GoodsIta["toilet_door"] = Door( Vec3(305, -762.5, 100), "toilet_door", 'res/models/Scene1_Ver6.0_toilet_door.egg', 0, Door.In) self.goodmanager.GoodsIta["yaoshui"].Node.setPos(0, -350, 0) self.goodmanager.GoodsIta['MusicBox'].Node.setPos(400, 200, 90) self.goodmanager.GoodsIta['MusicBox'].Node.setHpr(-90, 0, 0) self.goodmanager.GoodsIta['MusicBox'].Node.setScale(1.5) def itemCollision(self, model, name, radius): nodePath = NodePath(name) node = CollisionNode(name) node.addSolid(CollisionSphere(20, 0, radius, radius)) solid = model.attachNewNode(node) nodePath.reparentTo(model) solid.show() base.cTrav.addCollider(solid, base.pusher) base.pusher.addCollider(solid, nodePath, base.drive.node()) def initPlayer(self): """ loads the player and creates all the controls for him""" self.node = Player(self.goodmanager, self.menu, self) # self.enemy = Enemy(self.node) self.goodmanager.GoodsIta["enemy"] = Enemy(self.node) self.goodmanager.GoodsIta["enemy"].state = 1 def pauseGame(self): props = WindowProperties() props.setCursorHidden(False) base.win.requestProperties(props) self.menu.selectDialog.hide() self.gameState = 'pause' self.node.state = 'pause' self.node.endTask() self.node.erosionFrame.hide() self.node.currentItemFrame.hide() base.accept('escape', self.escapeEvent) base.accept('b', self.menu.nothing) self.menu.pauseFrame.show() def escapeEvent(self): self.menu.pauseFrame.hide() self.node.state = '' self.node.initTask() self.node.erosionFrame.show() self.node.currentItemFrame.show() base.accept('escape', self.pauseGame) base.accept('b', self.openBag) props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) def SetLight(self): render.setLightOff() alight = AmbientLight('alight') alnp = render.attachNewNode(alight) alight.setColor(LVector4(0.1, 0.1, 0.1, 1)) #render.setLight(alnp) plight = PointLight('plight') plight.setColor(VBase4(3, 3, 3, 1)) plight.setAttenuation(Point3(0.1, 0.1, 0)) plnp = render.attachNewNode(plight) plnp.setPos(0, 0, 200) render.setLight(plnp) plight = PointLight('plight') plight.setColor(VBase4(1, 1, 1, 1)) plight.setAttenuation(Point3(0.10, 0.1, 0)) plnp = render.attachNewNode(plight) plnp.setPos(333, -900, 217) render.setLight(plnp) plight = PointLight('plight') plight.setColor(VBase4(1, 1, 1, 1)) plight.setAttenuation(Point3(0.10, 0.1, 0)) plnp = render.attachNewNode(plight) plnp.setPos((-438.104, 377.736, 400)) render.setLight(plnp) def makeFilterBuffer(self, srcbuffer, name, sort, prog): blurBuffer = base.win.makeTextureBuffer(name, 512, 512) blurBuffer.setSort(sort) blurBuffer.setClearColor(LVector4(1, 0, 0, 1)) blurCamera = base.makeCamera2d(blurBuffer) blurScene = NodePath("new Scene") blurCamera.node().setScene(blurScene) shader = loader.loadShader(prog) card = srcbuffer.getTextureCard() card.reparentTo(blurScene) card.setShader(shader) return blurBuffer def glowFilter(self): glowShader = loader.loadShader("shaders/glowShader.sha") # dlight = DirectionalLight('dlight') # alight = AmbientLight('alight') # dlnp = render.attachNewNode(dlight) # alnp = render.attachNewNode(alight) # dlight.setColor(LVector4(0.3, 0.3, 0.3, 1)) # alight.setColor(LVector4(0.8, 0.8, 0.8, 1)) # dlnp.setHpr(0, -60, 0) # render.setLight(dlnp) # render.setLight(alnp) # create the glow buffer. This buffer renders like a normal scene, # except that only the glowing materials should show up nonblack. glowBuffer = base.win.makeTextureBuffer("Glow scene", 1024, 768) glowBuffer.setSort(-3) glowBuffer.setClearColor(LVector4(0, 0, 0, 1)) # We have to attach a camera to the glow buffer. The glow camera # must have the same frustum as the main camera. As long as the aspect # ratios match, the rest will take care of itself. self.glowCamera = base.makeCamera(glowBuffer, lens=base.cam.node().getLens()) # Tell the glow camera to use the glow shader tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(glowShader) self.glowCamera.node().setInitialState(tempnode.getState()) self.glowCamera.node().setCameraMask(BitMask32.bit(0)) # set up the pipeline: from glow scene to blur x to blur y to main # window. blurXBuffer = self.makeFilterBuffer(glowBuffer, "Blur X", -2, "shaders/XBlurShader.sha") blurYBuffer = self.makeFilterBuffer(blurXBuffer, "Blur Y", -1, "shaders/YBlurShader.sha") self.finalcard = blurYBuffer.getTextureCard() self.finalcard.reparentTo(render2d) Attrib = ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.O_incoming_alpha, ColorBlendAttrib.O_incoming_alpha) self.finalcard.setAttrib(Attrib) base.bufferViewer.setPosition("llcorner") base.bufferViewer.setLayout("hline") base.bufferViewer.setCardSize(0.652, 0) base.accept("tab", self.toggleGlow) self.glowOn = False def limitGlow(self, task): if task.time < 5: return task.cont else: self.glowOn = False self.finalcard.reparentTo(hidden) self.goodmanager.GoodsIta["box"].CloseHighLight() self.goodmanager.GoodsIta["yaoshui"].CloseHighLight() self.goodmanager.GoodsIta["MusicBox"].CloseHighLight() self.goodmanager.GoodsIta["matong_box3"].CloseHighLight() self.goodmanager.GoodsIta["Scene1_Exit"].CloseHighLight() self.goodmanager.GoodsIta["Scene1_wallword_1"].CloseHighLight() self.goodmanager.GoodsIta["Scene1_wallword_2"].CloseHighLight() self.goodmanager.GoodsIta["enemy"].CloseHighLight() self.goodmanager.GoodsIta["xishoupen"].CloseHighLight() return task.done def toggleGlow(self): self.showskillpattern("eyepattern") if self.glowOn: return self.glowOn = True taskMgr.add(self.limitGlow, "limitGlow") if self.node.EROSION + 10 > 100: self.node.EROSION = 100 else: self.node.EROSION += 10 self.toggleGlowSound = loader.loadSfx("res/sounds/Raise3.mp3") self.toggleGlowSound.play() self.finalcard.reparentTo(render2d) self.goodmanager.GoodsIta["box"].OpenHighLight() self.goodmanager.GoodsIta["yaoshui"].OpenHighLight() self.goodmanager.GoodsIta["MusicBox"].OpenHighLight() self.goodmanager.GoodsIta["matong_box3"].OpenHighLight() self.goodmanager.GoodsIta["Scene1_Exit"].OpenHighLight() self.goodmanager.GoodsIta["Scene1_wallword_1"].OpenHighLight() self.goodmanager.GoodsIta["Scene1_wallword_2"].OpenHighLight() self.goodmanager.GoodsIta["enemy"].OpenHighLight() self.goodmanager.GoodsIta["xishoupen"].OpenHighLight() # if not self.glowOn: # self.finalcard.reparentTo(hidden) # self.goodmanager.GoodsIta["box"].CloseHighLight() # self.goodmanager.GoodsIta["yaoshui"].CloseHighLight() # self.goodmanager.GoodsIta["MusicBox"].CloseHighLight() # self.goodmanager.GoodsIta["matong_box3"].CloseHighLight() # self.goodmanager.GoodsIta["Scene1_Exit"].CloseHighLight() # self.goodmanager.GoodsIta["Scene1_wallword_1"].CloseHighLight() # self.goodmanager.GoodsIta["Scene1_wallword_2"].CloseHighLight() # self.goodmanager.GoodsIta["enemy"].CloseHighLight() # self.goodmanager.GoodsIta["xishoupen"].CloseHighLight() # else: # self.finalcard.reparentTo(render2d) # self.goodmanager.GoodsIta["box"].OpenHighLight() # self.goodmanager.GoodsIta["yaoshui"].OpenHighLight() # self.goodmanager.GoodsIta["MusicBox"].OpenHighLight() # self.goodmanager.GoodsIta["matong_box3"].OpenHighLight() # self.goodmanager.GoodsIta["Scene1_Exit"].OpenHighLight() # self.goodmanager.GoodsIta["Scene1_wallword_1"].OpenHighLight() # self.goodmanager.GoodsIta["Scene1_wallword_2"].OpenHighLight() # self.goodmanager.GoodsIta["enemy"].OpenHighLight() # self.goodmanager.GoodsIta["xishoupen"].OpenHighLight() # self.node.EROSION += 10 # #print self.goodmanager.staticGoods['wall'].Node # # self.glowOn = not (self.glowOn) def initMania(self): base.accept("space", self.mania) self.maniaState = False def mania(self): self.showskillpattern("maniapattern") if not self.maniaState: self.node.speed *= 1.4 self.maniaState = True if self.node.EROSION + 10 > 100: self.node.EROSION = 100 else: self.node.EROSION += 10 taskMgr.remove("fadeSpeed") taskMgr.add(self.fadeSpeed, "fadeSpeed") def fadeSpeed(self, task): if task.time < 10: return task.cont else: self.node.speed /= 1.4 self.maniaState = False return task.done def setupskillpattern(self): self.eyepattern = OnscreenImage(image="res/skill_icon/eye-white.png", pos=(-1.2, 1, -0.8)) self.eyepattern.setTransparency(TransparencyAttrib.MAlpha) self.eyepattern.setScale(0.1) self.eyepattern.setSa(0.8) self.eyepattern.hide() self.maniapattern = OnscreenImage( image="res/skill_icon/mania-white.png", pos=(-1.2 + 0.3, 1, -0.8)) self.maniapattern.setTransparency(TransparencyAttrib.MAlpha) self.maniapattern.setScale(0.1) self.maniapattern.setSa(0.8) self.maniapattern.hide() self.screen_patternArray = {} self.screen_patternArray["eyepattern"] = [self.eyepattern, False, 5.0] self.screen_patternArray["maniapattern"] = [ self.maniapattern, False, 5.0 ] self.patterntask = False def showskillpattern(self, patternname): self.screen_patternArray[patternname][2] = 10. self.screen_patternArray[patternname][1] = True self.screen_patternArray[patternname][0].show() if self.patterntask == False: taskMgr.add(self.showskillpatterntask, "showskillpatterntask") def showskillpatterntask(self, task): num = 0 for key in self.screen_patternArray: if self.screen_patternArray[key][1] == True: self.screen_patternArray[key][2] -= globalClock.getDt() if self.screen_patternArray[key][2] < 5.: if sin(self.screen_patternArray[key][2] * pi * 5) > 0: self.screen_patternArray[key][0].setSa(0) else: self.screen_patternArray[key][0].setSa(0.8) self.screen_patternArray[key][0].setPos( -1.2 + num * 0.3, 1, -0.8) if self.screen_patternArray[key][2] < 0: self.screen_patternArray[key][1] = False self.screen_patternArray[key][0].hide() self.screen_patternArray[key][0].setSa(0.8) num += 1 if num > 0: return task.cont self.patterntask = False return
class Player(object): """ Player is the main actor in the fps game """ HP = 100 EROSION = 0 updateTime = 0 speed = 10 FORWARD = Vec3(0, 2, 0) BACK = Vec3(0, -1, 0) LEFT = Vec3(-1, 0, 0) RIGHT = Vec3(1, 0, 0) STOP = Vec3(0) walk = STOP strafe = STOP readyToJump = False jump = 0 state = '' cameraState = 1 visionState = 0 RightButton = 0 LeftButton = 0 goodmanager = None isInteractive = False SLOW = 1 End = 0 Begin = 1 TaskState = End def __init__(self, goodmanager, m, g): """ inits the player """ # 6/17 self.walksound = loader.loadSfx("res/sounds/footstep.mp3") self.goodmanager = goodmanager self.menu = m self.game = g self.loadModel() self.setUpCamera() self.setMouseIcon() self.createCollisions() self.attachControls() self.initSkill() self.shoot = Shoot() # init mouse update task self.initSave() self.initTask() self.initMission() def initMission(self): if self.game.levelName == "tutorial": self.mission = Mission(self, self.menu) elif self.game.levelName == "levelTwo": self.mission = MissionTwo(self, self.menu) elif self.game.levelName == "levelThree": self.mission = MissionThree(self, self.menu) def initSave(self): self.erosionFrame = DirectFrame(frameColor=(0, 0, 0, 0), frameSize=(-1, 1, -1, 1), pos=(-1.2, 0, 0)) self.erosionFrame.hide() self.erosionFrame.setScale(.02, 1, .4) self.background = OnscreenImage('res/erosion_bar.png', pos=(0, 0, 0), scale=(1, 1, 1)) self.background.setTransparency(TransparencyAttrib.MAlpha) self.background.reparentTo(self.erosionFrame) # self.erosionBar = DirectWaitBar(value=self.EROSION, pos=(0, 0, 0), barTexture='res/erosion_value.png', # relief=None) # self.erosionBar.setHpr(0, 0, -90) # self.erosionBar.setScale(0.98, 1, 10) # self.erosionBar.hide() # self.erosionBar.reparentTo(self.erosionFrame) self.erosionBar = OnscreenImage('res/erosion_value.png', pos=(0, 0, 0), scale=(1, 1, 1)) self.erosionBar.setScale(1) self.erosionBar.setTransparency(TransparencyAttrib.MAlpha) self.erosionBar.reparentTo(self.erosionFrame) self.currentItemFrame = DirectFrame( frameColor=(0, 0, 0, 0), frameSize=(-2, 2, -2, 2), pos=(-1.2, 0, .8), image='res/models/items/injection.png', scale=(.1)) self.currentItemFrame.setTransparency(TransparencyAttrib.MAlpha) self.currentItemFrame.hide() # self.currentItemFrame.show() def initTask(self): if self.TaskState == self.Begin: return self.TaskState = self.Begin self.state = '' self.game.gameState = '' self.mouseIconNormal.show() taskMgr.add(self.mouseUpdate, "mouse-task") taskMgr.add(self.moveUpdate, "move-task") taskMgr.add(self.jumpUpdate, 'jump-task') taskMgr.add(self.erosionUpdate, "erosion-task") def endTask(self): if self.TaskState == self.End: return self.TaskState = self.End self.state = 'pause' self.mouseIconWatch.hide() self.mouseIconNormal.hide() taskMgr.remove('mouse-task') taskMgr.remove('move-task') taskMgr.remove('jump-task') taskMgr.remove('erosion-task') # reset update time self.updateTime = 5 def loadModel(self): """ make the nodepath for player """ # self.playerModel = Actor("res/models/ralph", {"run": "res/models/ralph-run", "walk": "res/models/ralph-walk"}) self.playerModel = Actor("res/models/hitman-model5", { "walk": "res/models/hitman-walk5", "stand": "res/models/hitman-stand" }) # self.playerModel = Actor("res/models/hitman2-model", {"walk": "res/models/hitman2-walk", "stand":"res/models/hitman-stand"}) self.playerModel.setH(180) self.playerModel.setZ(0) self.playerModel.setScale(1.1) # self.playerModel.hide() self.node = NodePath("player") self.node.reparentTo(render) self.playerModel.reparentTo(self.node) # self.node.setPos(0, 0, 10) self.node.setPos(-250, 265, 0) self.node.setHpr(150, 0, 0) self.node.setScale(20) self.node.hide(BitMask32.bit(0)) self.node.hide(BitMask32.bit(1)) def setMouseIcon(self): self.mouseIconNormal = OnscreenImage(image="res/mouse/mouse1.png", pos=(0, 1.1, 0)) self.mouseIconNormal.setTransparency(TransparencyAttrib.MAlpha) self.mouseIconNormal.setScale(0.02) self.mouseIconNormal.setLightOff() self.mouseIconNormal.setSa(0.5) self.mouseIconWatch = OnscreenImage(image="res/mouse/mouse2.png", pos=(0, 1.1, 0)) self.mouseIconWatch.setTransparency(TransparencyAttrib.MAlpha) self.mouseIconWatch.setScale(0.05) self.mouseIconWatch.setSa(0.5) self.mouseIconWatch.setLightOff() self.mouseIconNormal.reparentTo(base.camera) self.mouseIconWatch.reparentTo(base.camera) self.mouseIconWatch.hide() def SetMouseModeNormal(self, mode): if mode == 'Watch': self.mouseIconWatch.show() self.mouseIconNormal.hide() elif mode == 'Normal': self.mouseIconNormal.show() self.mouseIconWatch.hide() def setUpCamera(self): """ puts camera at the players node """ pl = base.cam.node().getLens() pl.setFov(70) base.cam.node().setLens(pl) base.camera.reparentTo(self.node) base.cam.node().setCameraMask(BitMask32.bit(3)) self.oldcameraState = 0 self.cameranewPos = None self.cameranewH = None self.changeCamera() # 6/17 def createCollisions(self): """ create a collision solid and ray for the player """ cn = CollisionNode('PlayerCollideNode') cn.addSolid(CollisionSphere(0, 0, 4, 1)) solid = self.node.attachNewNode(cn) solid.setScale(1, 1, 1) solid.setPos(0, 0, 0) # solid.show() base.cTrav.addCollider(solid, base.pusher) base.pusher.addCollider(solid, self.node, base.drive.node()) # init players floor collisions ray = CollisionRay() ray.setOrigin(0, 0, 3) ray.setDirection(0, 0, -1) cn = CollisionNode('playerRay') cn.addSolid(ray) cn.setFromCollideMask(BitMask32.bit(0)) cn.setIntoCollideMask(BitMask32.allOff()) solid = self.node.attachNewNode(cn) # solid.show() base.cTrav.setRespectPrevTransform(True) self.nodeGroundHandler = CollisionHandlerQueue() base.cTrav.addCollider(solid, self.nodeGroundHandler) # init players Forward Ray ForwardSegment = CollisionSegment(0, 2, 0, 0, 20, 0) cn = CollisionNode('playerForwardSegment') cn.addSolid(ForwardSegment) cn.setFromCollideMask(BitMask32.bit(0)) cn.setIntoCollideMask(BitMask32.allOff()) solid = base.camera.attachNewNode(cn) # solid.show() base.cTrav.addCollider(solid, self.nodeGroundHandler) # repair cross wall ForwardSegment = CollisionSegment(0, -4, 3, 0, 4, 3) cn = CollisionNode('PlayerMoveForwardSegment') cn.addSolid(ForwardSegment) cn.setFromCollideMask(BitMask32.bit(0)) cn.setIntoCollideMask(BitMask32.allOff()) solid = self.node.attachNewNode(cn) # solid.show() base.cTrav.addCollider(solid, self.nodeGroundHandler) # init play Right Ray ForwardSegment = CollisionSegment(-2, 0, 3, 2, 0, 3) cn = CollisionNode('PlayerMoveRightSegment') cn.addSolid(ForwardSegment) cn.setFromCollideMask(BitMask32.bit(0)) cn.setIntoCollideMask(BitMask32.allOff()) solid = self.node.attachNewNode(cn) # solid.show() base.cTrav.addCollider(solid, self.nodeGroundHandler) def attachControls(self): """ attach key events """ # base.accept("space", self.__setattr__, ["readyToJump", True]) # base.accept("space-up", self.__setattr__, ["readyToJump", False]) self.keyEven = [ "s", "s-up", "w", "w-up", "a", "d", "a-up", "d-up", "c", "o", "mouse3", "mouse3-up", "mouse1", "mouse1-up" ] base.accept("s", self.__setattr__, ["walk", self.STOP]) base.accept("w", self.__setattr__, ["walk", self.FORWARD]) base.accept("s", self.__setattr__, ["walk", self.BACK]) base.accept("s-up", self.__setattr__, ["walk", self.STOP]) base.accept("w-up", self.__setattr__, ["walk", self.STOP]) base.accept("a", self.__setattr__, ["strafe", self.LEFT]) base.accept("d", self.__setattr__, ["strafe", self.RIGHT]) base.accept("a-up", self.__setattr__, ["strafe", self.STOP]) base.accept("d-up", self.__setattr__, ["strafe", self.STOP]) base.accept("c", self.changeCamera) base.accept("o", self.doubleVision) base.accept("mouse3", self.__setattr__, ["RightButton", 1]) base.accept("mouse3-up", self.__setattr__, ["RightButton", 0]) base.accept("mouse1", self.__setattr__, ["LeftButton", 1]) base.accept("mouse1-up", self.__setattr__, ["LeftButton", 0]) def IgnoreControls(self): for name in self.keyEven: base.ignore(name) print base.getAllAccepting() def initSkill(self): self.tex = Texture() self.tex.setMinfilter(Texture.FTLinear) base.win.addRenderTexture(self.tex, GraphicsOutput.RTMTriggeredCopyTexture) self.tex.setClearColor((0, 0, 0, 1)) self.tex.clearImage() # Create another 2D camera. Tell it to render before the main camera. self.backcam = base.makeCamera2d(base.win, sort=-10) self.background = NodePath("background") self.backcam.reparentTo(self.background) self.background.setDepthTest(0) self.background.setDepthWrite(0) self.backcam.node().getDisplayRegion(0).setClearDepthActive(0) self.bcard = base.win.getTextureCard() self.bcard.reparentTo(base.render2d) self.bcard.setTransparency(1) self.fcard = base.win.getTextureCard() self.fcard.reparentTo(base.render2d) self.fcard.setTransparency(1) # Add the task that initiates the screenshots. taskMgr.add(self.takeSnapShot, "takeSnapShot") if base.win.getGsg().getCopyTextureInverted(): # print("Copy texture is inverted.") self.bcard.setScale(1, 1, -1) self.fcard.setScale(1, 1, -1) self.bcard.hide() self.fcard.hide() self.nextclick = 0 self.clickrate = 10000 def takeSnapShot(self, task): if task.time > self.nextclick: self.nextclick += 1.0 / self.clickrate if self.nextclick < task.time: self.nextclick = task.time base.win.triggerCopy() return task.cont def doubleVision(self): self.visionState = 1 - self.visionState if self.visionState == 1: self.bcard.show() self.bcard.setColor(1, 1, 1, 0.60) self.bcard.setScale(1.0) self.bcard.setPos(-0.05, 0, 0) self.bcard.setR(0) self.fcard.show() self.fcard.setColor(1, 1, 1, 0.60) self.fcard.setScale(1.0) self.fcard.setPos(0.05, 0, 0) self.fcard.setR(0) self.clickrate = 10000 self.nextclick = 0 else: self.bcard.hide() self.fcard.hide() def changeCamera(self): if self.cameraState == 1: self.cameraState = 0 else: self.cameraState = 1 self.setCamera() def setCamera(self): self.cameraoldPos = base.camera.getPos() self.cameraoldNear = base.cam.node().getLens().getNear() if self.cameraState == 0: self.cameranewPos = Vec3(0, -5, 10) pl = base.cam.node().getLens() self.cameranewNear = 1 base.cam.node().setLens(pl) elif self.cameraState == 1: self.cameranewPos = Vec3(0, -1, 8) self.cameranewNear = 1 # self.playerModel.hide() self.playerModel.hide(BitMask32.bit(3)) elif self.cameraState == 2: self.cameranewPos = Vec3(0, -1.5, 8) self.cameranewNear = 1 taskMgr.add(self.updatecamera, "updatecamera") def updatecamera(self, task): if task.time < 0.2: camera.setPos( (self.cameraoldPos * (0.2 - task.time) + self.cameranewPos * (task.time)) / 0.2) return task.cont if self.cameraState == 1: self.playerModel.hide(BitMask32.bit(3)) else: self.playerModel.show(BitMask32.bit(3)) pl = base.cam.node().getLens() pl.setNear(self.cameraoldNear) base.cam.node().setLens(pl) return def erosionUpdate(self, task): if self.EROSION >= 100: self.mission.end("endA") return if self.EROSION >= 80: self.visionState = 0 self.doubleVision() else: self.visionState = 1 self.doubleVision() # self.erosionBar['value'] = self.EROSION self.erosionBar.setScale(1, 1, self.EROSION / 100) self.erosionBar.setPos(0, 0, -1 + self.EROSION / 100) if task.time > self.updateTime: self.EROSION = math.pow(2, (self.EROSION / 20 - 1)) / 6 + self.EROSION # print task.time, 'time' # print self.EROSION self.updateTime += 10 # print self.updateTime return task.cont def erosionUpdateTemp(self): if self.EROSION >= 100: if self.game.levelName == 'levelThree': self.mission.chessBoard.hide() self.mission.end("endA") return if self.EROSION >= 80: self.visionState = 0 self.doubleVision() else: self.visionState = 1 self.doubleVision() # self.erosionBar['value'] = self.EROSION self.erosionBar.setScale(1, 1, self.EROSION / 100) self.erosionBar.setPos(0, 0, -1 + self.EROSION / 100) def mouseUpdate(self, task): """ this task updates the mouse """ if self.state == '': md = base.win.getPointer(0) x = md.getX() y = md.getY() if base.win.movePointer(0, base.win.getXSize() / 2, base.win.getYSize() / 2): self.node.setH(self.node.getH() - (x - base.win.getXSize() / 2) * 0.1) base.camera.setP(base.camera.getP() - (y - base.win.getYSize() / 2) * 0.1) if (base.camera.getP() < -45.): base.camera.setP(-45) if (base.camera.getP() > 45.): base.camera.setP(45) if self.RightButton == 1: self.shoot.MouseDown(self.node) self.EROSION += 5 self.RightButton = 0 # check Interactive Goods nearest = 1000.0 goods = None for i in range(self.nodeGroundHandler.getNumEntries()): entry = self.nodeGroundHandler.getEntry(i) IntoName = entry.getIntoNode().getName() FromName = entry.getFromNode().getName() if FromName == 'playerForwardSegment': if entry.getSurfacePoint(base.camera).getY() < nearest: nearest = entry.getSurfacePoint(base.camera).getY() goods = self.goodmanager.GoodsIta.get(IntoName) if goods and goods.Interactive == True: # print goods.Name self.SetMouseModeNormal('Watch') self.isInteractive = True self.currentInteract = goods else: self.SetMouseModeNormal('Normal') self.isInteractive = False self.currentInteract = None if self.LeftButton == 1 and self.isInteractive: print 'trigger interactive event' print goods.Name self.mission.interactiveWith(goods) return task.cont def moveUpdate(self, task): """ this task makes the player move """ # move where the keys set it # print self.node.getPos() nearestForward = 1000.0 nearestRight = 1000.0 RightEntry = None ForwardEntry = None for i in range(self.nodeGroundHandler.getNumEntries()): entry = self.nodeGroundHandler.getEntry(i) IntoName = entry.getIntoNode().getName() FromName = entry.getFromNode().getName() if FromName == 'PlayerMoveForwardSegment' and ( IntoName != 'PlayerCollideNode'): if entry.getSurfacePoint(self.node).getY() < nearestForward: nearestForward = entry.getSurfacePoint(self.node).getY() ForwardEntry = entry if FromName == 'PlayerMoveRightSegment' and (IntoName != 'PlayerCollideNode'): if abs(entry.getSurfacePoint(self.node).getX()) < nearestRight: nearestRight = abs(entry.getSurfacePoint(self.node).getX()) RightEntry = entry if nearestForward < 2 and nearestForward > -2: self.SLOW = abs(nearestForward) * 0.2 self.node.setPos(self.node.getPos() + ForwardEntry.getSurfaceNormal(render)) else: self.SLOW = 1 if nearestRight < 2: self.node.setPos(self.node.getPos() + RightEntry.getSurfaceNormal(render)) if (nearestForward < 0 and nearestForward > -5.) or nearestRight < 5: if self.cameraState == 0: self.cameraState = 2 self.setCamera() else: if self.cameraState == 2: self.cameraState = 0 self.setCamera() if self.state == '': self.walksound.setLoop(False) #self.walksound.stop() if ((self.walk == self.FORWARD) and (self.playerModel.getAnimControl('walk').isPlaying() == False)): self.walksound.setLoop(True) self.walksound.setVolume(0.5) self.walksound.play() self.playerModel.getAnimControl('walk').play() elif self.walk == self.STOP and self.playerModel.getAnimControl( 'stand').isPlaying() == False: self.playerModel.getAnimControl('stand').play() self.playerModel.getAnimControl('walk').stop() self.walksound.setLoop(False) self.walksound.stop() if self.strafe == LVector3f( -1, 0, 0) or self.strafe == LVector3f(1, 0, 0): self.walksound.setLoop(True) # self.walksound.setVolume(0.5) self.walksound.play() elif self.strafe == LVector3f(0, 0, 0): self.walksound.setLoop(False) self.walksound.stop() #elif self.walk == self.BACK: #self.walksound.setLoop(True) #self.walksound.setVolume(0.5) #self.walksound.play() self.node.setFluidPos( self.node, self.walk * globalClock.getDt() * self.speed * self.SLOW) self.node.setFluidPos( self.node, self.strafe * globalClock.getDt() * self.speed * self.SLOW) return task.cont # 6/17 def jumpUpdate(self, task): """ this task simulates gravity and makes the player jump """ # get the highest Z from the down casting ray highestZ = -100 for i in range(self.nodeGroundHandler.getNumEntries()): entry = self.nodeGroundHandler.getEntry(i) # print entry z = entry.getSurfacePoint(render).getZ() # if z > highestZ and entry.getFromNode().getName() == 'playerRay' and entry.getIntoNode().getName() != "PlayerCollideNode": if z > highestZ and entry.getFromNode().getName( ) == 'playerRay' and entry.getIntoNode().getName() == "floor": highestZ = z # print highestZ # gravity effects and jumps self.node.setZ(self.node.getZ() + self.jump * globalClock.getDt() * 600) self.jump -= 1 * globalClock.getDt() if highestZ > self.node.getZ(): self.jump = 0 self.node.setZ(highestZ) if self.readyToJump: self.jump = 1 return task.cont
class CameraHandler(): def __init__(self, character): self.character = character # Setup mouse base.disableMouse() hideMouse(True) self.mouseSensitivity = 0.1 base.taskMgr.doMethodLater(0.1, self.prepareCameraTask, "prepare-camera") # Setup camera base.camera.reparentTo(self.character.node) base.camera.setPos(0, 0, 0) base.camera.lookAt(0, 1, 0) # Create target self.target = OnscreenImage(image = "media/target.png", pos = (0, 0, 0)) self.target.setTransparency(TransparencyAttrib.MAlpha) self.target.setScale(0.1) self.target.setSa(0.5) # Create overlay self.overlayCard = CardMaker("overlayCard") self.overlayCard.setFrameFullscreenQuad() self.overlay = base.render2d.attachNewNode(self.overlayCard.generate()) self.overlay.setTransparency(TransparencyAttrib.MAlpha) self.overlay.setColor(0,0,0,0) # Setup interval sequences self.shakeSequence = None self.flashSequence = None def shake(self, amplitude = (1,0,0), duration = 1.0, swings = 1): if self.shakeSequence != None: self.shakeSequence.finish() self.shakeSequence = Sequence() swings = int(swings) duration = float(duration) dt = duration / (swings * 4) ds = Point3(amplitude) for i in range(swings): self.shakeSequence.append(LerpPosInterval(base.camera, dt, ds*-1)) self.shakeSequence.append(LerpPosInterval(base.camera, dt*2, ds)) self.shakeSequence.append(LerpPosInterval(base.camera, dt, Point3(0, 0, 0))) self.shakeSequence.start() def flash(self, color = (1,1,1,1), duration = 1.0, fadeIn = 0.2): if self.flashSequence != None: self.flashSequence.finish() self.flashSequence = Sequence() dtIn = float(duration) * fadeIn dtOut = duration - dtIn if dtIn > 0: self.flashSequence.append(LerpColorInterval(self.overlay, dtIn, color)) if dtOut > 0: self.flashSequence.append(LerpColorInterval(self.overlay, dtOut, (0,0,0,0), color)) self.flashSequence.start() def prepareCameraTask(self, task): base.win.movePointer(0, base.win.getXSize()/2, base.win.getYSize()/2) base.taskMgr.add(self.controlCameraTask, "camera-control") return task.done def controlCameraTask(self, task): char = self.character.node # Get current mouse location. md = base.win.getPointer(0) x = md.getX() y = md.getY() # Rotate character based on mouse coordinates. if base.win.movePointer(0, base.win.getXSize()/2, base.win.getYSize()/2): char.setP((char.getP() - (y - base.win.getYSize()/2)*self.mouseSensitivity) % 360) char.setH((char.getH() - (x - base.win.getXSize()/2)*self.mouseSensitivity) % 360) # Don't let the camera loop over. Allowed range is 0-90 (up) and 360-270 (down). if char.getP() > 90 and char.getP() < 180: char.setP(90) elif char.getP() < 270 and char.getP() >= 180: char.setP(270) return task.cont
class CameraHandler(): def __init__(self, character): self.character = character # Setup mouse base.disableMouse() hideMouse(True) self.mouseSensitivity = 0.1 base.taskMgr.doMethodLater(0.1, self.prepareCameraTask, "prepare-camera") # Setup camera base.camera.reparentTo(self.character.node) base.camera.setPos(0, 0, 0) base.camera.lookAt(0, 1, 0) # Create target self.target = OnscreenImage(image="media/target.png", pos=(0, 0, 0)) self.target.setTransparency(TransparencyAttrib.MAlpha) self.target.setScale(0.1) self.target.setSa(0.5) # Create overlay self.overlayCard = CardMaker("overlayCard") self.overlayCard.setFrameFullscreenQuad() self.overlay = base.render2d.attachNewNode(self.overlayCard.generate()) self.overlay.setTransparency(TransparencyAttrib.MAlpha) self.overlay.setColor(0, 0, 0, 0) # Setup interval sequences self.shakeSequence = None self.flashSequence = None def shake(self, amplitude=(1, 0, 0), duration=1.0, swings=1): if self.shakeSequence != None: self.shakeSequence.finish() self.shakeSequence = Sequence() swings = int(swings) duration = float(duration) dt = duration / (swings * 4) ds = Point3(amplitude) for i in range(swings): self.shakeSequence.append(LerpPosInterval(base.camera, dt, ds * -1)) self.shakeSequence.append(LerpPosInterval(base.camera, dt * 2, ds)) self.shakeSequence.append( LerpPosInterval(base.camera, dt, Point3(0, 0, 0))) self.shakeSequence.start() def flash(self, color=(1, 1, 1, 1), duration=1.0, fadeIn=0.2): if self.flashSequence != None: self.flashSequence.finish() self.flashSequence = Sequence() dtIn = float(duration) * fadeIn dtOut = duration - dtIn if dtIn > 0: self.flashSequence.append( LerpColorInterval(self.overlay, dtIn, color)) if dtOut > 0: self.flashSequence.append( LerpColorInterval(self.overlay, dtOut, (0, 0, 0, 0), color)) self.flashSequence.start() def prepareCameraTask(self, task): base.win.movePointer(0, base.win.getXSize() / 2, base.win.getYSize() / 2) base.taskMgr.add(self.controlCameraTask, "camera-control") return task.done def controlCameraTask(self, task): char = self.character.node # Get current mouse location. md = base.win.getPointer(0) x = md.getX() y = md.getY() # Rotate character based on mouse coordinates. if base.win.movePointer(0, base.win.getXSize() / 2, base.win.getYSize() / 2): char.setP( (char.getP() - (y - base.win.getYSize() / 2) * self.mouseSensitivity) % 360) char.setH( (char.getH() - (x - base.win.getXSize() / 2) * self.mouseSensitivity) % 360) # Don't let the camera loop over. Allowed range is 0-90 (up) and 360-270 (down). if char.getP() > 90 and char.getP() < 180: char.setP(90) elif char.getP() < 270 and char.getP() >= 180: char.setP(270) return task.cont