def manager3d(): root = core.NodePath("root") manager = core.AudioManager.create_AudioManager() manager3d = Audio3DManager(manager, root=root) yield manager3d del manager3d manager.shutdown()
def __init__(self, render=None, render2d=None, audio3d=None, *a, **k): super(PandaEntityManager, self).__init__(*a, **k) if render: self.render = render else: node = NodePath(PandaNode('entities')) node.reparentTo(base.render) self.render = node self._owns_render = True if render2d: self.render = render2d else: node = NodePath(PandaNode('entities')) node.reparentTo(base.render2d) self.render2d = node self._owns_render2d = True if audio3d: self.audio3d = audio3d else: self.audio3d = Audio3DManager(base.sfxManagerList[0], camera) self.audio3d.setListenerVelocityAuto() self._owns_audio3d = True
def __init__(self, scene, pos): self.scene = scene self.pos = pos # Set up some AI variables self.modelNodePath = scene.addObject( 'chicken.egg', pos=pos, scale=(0.7, 0.7, 0.7), isActor=True, isGeneric=True, anims={'walk': 'resources/generic/chicken-walk'}) self.modelNodePath.loop('walk') self.aiChar = AICharacter("chicken", self.modelNodePath, 300, 0.05, 1) self.aiBehaviour = self.aiChar.getAiBehaviors() # Set up the 3D sound handler self.audio3d = Audio3DManager(scene.app.sfxManagerList[0], scene.app.camera) self.chickenSound = self.audio3d.loadSfx( 'resources/generic/sounds/chicken_cluck.ogg') self.audio3d.attachSoundToObject(self.chickenSound, self.modelNodePath) # Add the collision Traverser to the app object self.scene.app.cTrav = CollisionTraverser() # Setup automatic sound velocity determination self.audio3d.setSoundVelocityAuto(self.chickenSound) self.audio3d.setListenerVelocityAuto() # Initialise the distance checking variables self.distance = self.modelNodePath.getDistance(self.scene.app.camera) self.lastDistance = 12 self.framesOfEscape = 0
def postInit(self): # # initialize game content # base.cTrav = CollisionTraverser("base collision traverser") base.pusher = CollisionHandlerPusher() self.menu = Menu() self.credits = Credits() self.charSelection = CharacterSelection() self.levelSelection = LevelSelection() self.koScreen = KoScreen() self.hud = Hud() self.menuMusic = loader.loadMusic("assets/audio/menuMusic.ogg") self.menuMusic.setLoop(True) self.fightMusic = loader.loadMusic("assets/audio/fightMusic.ogg") self.fightMusic.setLoop(True) base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) # # Event handling # self.accept("escape", self.__escape) # # Start with the menu # self.request("Menu")
def __init__(self): """initialise the engine""" ShowBase.__init__(self) base.camLens.setNearFar(1.0, 10000) base.camLens.setFov(75) a = 33 base.camera.setPos(0,-a,a+3)#80) # collision base.cTrav = CollisionTraverser("base collision traverser") base.cHandler = CollisionHandlerEvent() base.cPusher = CollisionHandlerPusher() base.cQueue = CollisionHandlerQueue() base.globalClock=ClockObject.getGlobalClock() base.cHandler.addInPattern('%fn-into-%in') base.cHandler.addOutPattern('%fn-out-%in') base.cHandler.addAgainPattern('%fn-again-%in') # ai init base.AIworld = AIWorld(render) # 3d manager base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) self.monsters = [] self.accept('c',self._create) base.enableParticles()
def postInit(self): # # initialize game content # # camera base.camLens.setNearFar(1.0, 10000) base.camLens.setFov(75) a = 33 base.camera.setPos(0, -a, a + 3) #80) # collision base.cTrav = CollisionTraverser("base collision traverser") base.cHandler = CollisionHandlerEvent() base.cPusher = CollisionHandlerPusher() base.cQueue = CollisionHandlerQueue() base.globalClock = ClockObject.getGlobalClock() base.cHandler.addInPattern('%fn-into-%in') base.cHandler.addOutPattern('%fn-out-%in') base.cHandler.addAgainPattern('%fn-again-%in') # ai init base.AIworld = AIWorld(render) # 3d manager base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) # manager self.archiveManager = ArchiveManager() self.mapManager = MapManager() self.initHeroInfo = None # Lock self.lock = threading.Lock() self.gameThread = None self.filters = CommonFilters(base.win, base.cam) # UI self.menu = Menu() self.option = Option() self.archive = Archive() self.death = Death() # self.oobe() #self.Archive_status = 0 # self.menuMusic = loader.loadMusic("assets/audio/menuMusic.ogg") # self.menuMusic.setLoop(True) # self.fightMusic = loader.loadMusic("assets/audio/fightMusic.ogg") # self.fightMusic.setLoop(True) # base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) self.titleVideo, self.titleCard = loadVideo('title.mp4') self.isInited = False self.isSkip = False self.isRenew = False # # Event handling # self.accept("escape", self.__escape) # # Start with the menu # self.request("Menu")
def init(dropOffFactor, distanceFactor, dopplerFactor): "Loads all common sounds and initializes the Panda3D Audio3DManager." global manager, physicsManager # Setup audio manager = Audio3DManager(base.sfxManagerList[0], camera) manager.setDropOffFactor(dropOffFactor) manager.setDistanceFactor(distanceFactor) addSoundGroup(SoundGroup("chaingun", ["sounds/chaingun.ogg"], volume=0.5)) addSoundGroup(SoundGroup("shotgun", ["sounds/shotgun.ogg"], volume=1.0)) addSoundGroup( SoundGroup("large-explosion", [ "sounds/large-explosion.ogg", "sounds/large-explosion2.ogg", "sounds/large-explosion3.ogg", "sounds/large-explosion4.ogg", "sounds/large-explosion5.ogg" ], volume=1.0)) addSoundGroup( SoundGroup("sniper-rifle", ["sounds/sniper-rifle.ogg"], volume=1.0)) addSoundGroup( SoundGroup("grenade", ["sounds/grenade.ogg", "sounds/grenade2.ogg"], volume=0.5)) addSoundGroup( SoundGroup("grenade-launch", ["sounds/grenade-launch.ogg"], volume=0.3)) addSoundGroup( SoundGroup("ricochet", [ "sounds/ricochet1.ogg", "sounds/ricochet2.ogg", "sounds/ricochet3.ogg", "sounds/ricochet4.ogg", "sounds/ricochet5.ogg" ], volume=0.15)) addSoundGroup( SoundGroup("grenade-bounce", ["sounds/grenade-bounce.ogg"], volume=0.2)) addSoundGroup(SoundGroup("claw", ["sounds/claw.ogg"], volume=1.0)) addSoundGroup(SoundGroup("claw-fail", ["sounds/claw-fail.ogg"], volume=1.0)) addSoundGroup( SoundGroup("claw-retract", ["sounds/claw-retract.ogg"], volume=1.0)) addSoundGroup(SoundGroup("spawn", ["sounds/spawn.ogg"], volume=1.0)) addSoundGroup(SoundGroup("shield", ["sounds/shield.ogg"], volume=1.0)) addSoundGroup( SoundGroup("kamikaze-special", ["sounds/kamikaze-special.ogg"], volume=1.0)) addSoundGroup(SoundGroup("rocket", ["sounds/rocket.ogg"], volume=1.0)) addSoundGroup(SoundGroup("reload", ["sounds/reload.ogg"], volume=0.3)) addSoundGroup(SoundGroup("alarm", ["sounds/alarm.ogg"], volume=0.25)) addSoundGroup( SoundGroup("glass-shatter", [ "sounds/glass-shatter1.ogg", "sounds/glass-shatter2.ogg", "sounds/glass-shatter3.ogg" ], volume=1.0)) addSoundGroup(SoundGroup("pistol", ["sounds/pistol.ogg"], volume=1.0)) addSoundGroup( SoundGroup("pod-landing", ["sounds/pod-landing.ogg"], volume=1.0)) addSoundGroup( SoundGroup("change-weapon", ["sounds/change-weapon.ogg"], volume=0.1))
def __init__(self, table=None, mask=None): """ @keyword table: filename of a table texture. See table_template.psd. Either paint anywhere inside the mask for a complete background or turn off the pads and spinner and paint in the table circle for just a table texture that will have spinners and pads put on top of it. @type mask: str @keyword mask: filename of a mask texture of the non-Jam-o-Drum area. probably jod_mask.png that comes with the Jam-o-Drum library. @type mask: str """ NodePath.__init__(self, "JamoDrum") totalHeight = max(1.0, math.sqrt(2) / 4.0 + SPINNER_RADIUS) * 2 cm = CardMaker("card") cm.setFrame(-1, 1, -1, 1) self.tableCard = self.attachNewNode(cm.generate()) self.tableCard.setP(-90) self.tableCard.setScale(4.0 / 3.0) self.tableCard.setLightOff() self.tableCard.setBin("background", 0) self.tableCard.setDepthTest(0) self.tableCard.setDepthWrite(0) self.tableCard.hide() if (table): self.setTableTexture(loader.loadTexture(table)) if (mask): cm = CardMaker("JOD Mask") cm.setFrame(-4.0 / 3.0, 4.0 / 3.0, -4.0 / 3.0, 4.0 / 3.0) self.mask = aspect2d.attachNewNode(cm.generate()) #self.mask.setP(-90) self.mask.setTexture(loader.loadTexture(mask), 1) self.mask.setTransparency(1) self.mask.setDepthTest(0) else: self.mask = None self.stations = [] for i in range(4): station = Station(self, i) station.reparentTo(self) self.stations.append(station) self.reparentTo(render) base.disableMouse() self.lens = OrthographicLens() self.lens.setFilmSize(totalHeight * base.getAspectRatio(), totalHeight) base.cam.node().setLens(self.lens) camera.setPosHpr(0, 0, 10.0, 0, -90, 0) base.setBackgroundColor(0, 0, 0) self.audio3d = Audio3DManager(base.sfxManagerList[0], self) self.audio3d.setDropOffFactor(0)
def __init__(self): System.__init__(self) self.audio3d = Audio3DManager(base.sfxManagerList[0], None) #self.audio3d.set_distance_factor(1.0) #self.audio3d.set_drop_off_factor(0.0) # We need cross fading. base.musicManager.set_concurrent_sound_limit(2)
def __init__(self): ShowBase.__init__(self) self.smiley = loader.loadModel("smiley") self.smiley.reparentTo(render) self.audio = Audio3DManager(self.sfxManagerList[0]) self.audio.attachListener(self.cam) self.loop = self.audio.loadSfx("loop.wav") self.loop.setLoop(True) self.audio.attachSoundToObject(self.loop, self.smiley) self.loop.play() self.cam.setPos(0, -40, 0)
def start(self, title): cfg = GlobalConf().child('panda') self.set_defaults(cfg) self.base = ShowBase() self.base.disableMouse() self.audio = self.base.sfxManagerList[0] self.audio3d = Audio3DManager(self.audio, camera) self.audio3d.setListenerVelocityAuto() self.audio3d.setDropOffFactor(0.1) # HACK self.create_properties(title) self.update_properties(cfg) self.listen_conf(cfg) loadPrcFileData("", "interpolate-frames 1") loadPrcFileData("", "support-threads #f") path = getModelPath() path.prependPath('./data') self.base.enableParticles()
def setup3DAudio(self): """ Initializes the 3D audio manager """ self.audio3d = Audio3DManager(base.sfxManagerList[0], base.cam)
def __init__(self): """initialise the engine""" ShowBase.__init__(self) base.notify.info("Version {}".format(versionstring)) FSM.__init__(self, "FSM-Game") # # BASIC APPLICATION CONFIGURATIONS # # disable pandas default camera driver self.disableMouse() # set antialias for the complete sceen to automatic self.render.setAntialias(AntialiasAttrib.MAuto) # shader generator render.setShaderAuto() # Enhance font readability DGG.getDefaultFont().setPixelsPerUnit(100) # get the displays width and height for later usage self.dispWidth = self.pipe.getDisplayWidth() self.dispHeight = self.pipe.getDisplayHeight() # # CONFIGURATION LOADING # # load given variables or set defaults # check if particles should be enabled # NOTE: If you use the internal physics engine, this always has # to be enabled! particles = ConfigVariableBool("particles-enabled", True).getValue() if particles: self.enableParticles() def setFullscreen(): """Helper function to set the window fullscreen with width and height set to the screens size""" # set window properties # clear all properties not previously set base.win.clearRejectedProperties() # setup new window properties props = WindowProperties() # Fullscreen props.setFullscreen(True) # set the window size to the screen resolution props.setSize(self.dispWidth, self.dispHeight) # request the new properties base.win.requestProperties(props) # Set the config variables so we correctly store the # new size and fullscreen setting later winSize = ConfigVariableString("win-size") winSize.setValue("{} {}".format(self.dispWidth, self.dispHeight)) fullscreen = ConfigVariableBool("fullscreen") fullscreen.setValue(True) # Render a frame to make sure the fullscreen is applied # before we do anything else self.taskMgr.step() # make sure to propagate the new aspect ratio properly so # the GUI and other things will be scaled appropriately aspectRatio = self.dispWidth / self.dispHeight self.adjustWindowAspectRatio(aspectRatio) # check if the config file hasn't been created if not os.path.exists(prcFile): setFullscreen() # automatically safe configuration at application exit #base.exitFunc = self.__writeConfig # # INITIALIZE GAME CONTENT # base.cTrav = CollisionTraverser("base collision traverser") base.pusher = CollisionHandlerPusher() self.menu = Menu() self.credits = Credits() self.charSelection = CharacterSelection() self.levelSelection = LevelSelection() self.koScreen = KoScreen() self.hud = Hud() self.menuMusic = loader.loadMusic("assets/audio/menuMusic.ogg") self.menuMusic.setLoop(True) self.fightMusic = loader.loadMusic("assets/audio/fightMusic.ogg") self.fightMusic.setLoop(True) base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) # # EVENT HANDLING # # By default we accept the escape key self.accept("escape", self.__escape) # # ENTER GAMES INITIAL FSM STATE # self.request("Menu")
def enterSetup(self): ropes = loader.loadModel('phase_4/models/modules/tt_m_ara_int_ropes') ropes.reparentTo(self.interior) self.sillyMeter = Actor.Actor('phase_4/models/props/tt_a_ara_ttc_sillyMeter_default', {'arrowTube': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_arrowFluid', 'phaseOne': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseOne', 'phaseTwo': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseTwo', 'phaseThree': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseThree', 'phaseFour': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFour', 'phaseFourToFive': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFourToFive', 'phaseFive': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFive'}) self.sillyMeter.reparentTo(self.interior) self.flatSillyMeter = loader.loadModel('phase_3.5/models/modules/tt_m_ara_int_sillyMeterFlat') self.flatSillyMeter.reparentTo(self.interior) self.flatSillyMeter.hide() self.flatDuck = loader.loadModel('phase_3.5/models/modules/tt_m_ara_int_scientistDuckFlat') loc1 = self.interior.find('**/npc_origin_1') if loc1: self.flatDuck.reparentTo(loc1) self.flatDuck.hide() self.flatMonkey = loader.loadModel('phase_3.5/models/modules/tt_m_ara_int_scientistMonkeyFlat') loc1 = self.interior.find('**/npc_origin_2') if loc1: self.flatMonkey.reparentTo(loc1) self.flatMonkey.hide() self.flatHorse = loader.loadModel('phase_3.5/models/modules/tt_m_ara_int_scientistHorseFlat') loc1 = self.interior.find('**/npc_origin_3') if loc1: self.flatHorse.reparentTo(loc1) self.flatHorse.hide() self.smPhase1 = self.sillyMeter.find('**/stage1') self.smPhase2 = self.sillyMeter.find('**/stage2') self.smPhase3 = self.sillyMeter.find('**/stage3') self.smPhase4 = self.sillyMeter.find('**/stage4') self.smPhase2.hide() self.smPhase3.hide() self.smPhase4.hide() thermometerLocator = self.sillyMeter.findAllMatches('**/uvj_progressBar')[1] thermometerMesh = self.sillyMeter.find('**/tube') thermometerMesh.setTexProjector(thermometerMesh.findTextureStage('default'), thermometerLocator, self.sillyMeter) self.sillyMeter.flattenMedium() self.sillyMeter.makeSubpart('arrow', ['uvj_progressBar*', 'def_springA']) self.sillyMeter.makeSubpart('meter', ['def_pivot'], ['uvj_progressBar*', 'def_springA']) self.audio3d = Audio3DManager(base.sfxManagerList[0], camera) self.phase1Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseOne.ogg') self.phase1Sfx.setLoop(True) self.phase2Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseTwo.ogg') self.phase2Sfx.setLoop(True) self.phase3Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseThree.ogg') self.phase3Sfx.setLoop(True) self.phase4Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFour.ogg') self.phase4Sfx.setLoop(True) self.phase4To5Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFourToFive.ogg') self.phase4To5Sfx.setLoop(False) self.phase5Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFive.ogg') self.phase5Sfx.setLoop(True) self.arrowSfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterArrow.ogg') self.arrowSfx.setLoop(False) self.audio3d.setDropOffFactor(0.1) self.accept('SillyMeterPhase', self.selectPhase) self.accept('SillyMeterIsRunning', self.sillyMeterIsRunning) self.startIfNeeded()
from lib.coginvasion.cog.Suit import Suit from direct.interval.IntervalGlobal import * from lib.coginvasion.cog.DistributedSuit import DistributedSuit from direct.distributed.ClientRepository import ClientRepository from lib.coginvasion.toon.Toon import Toon from lib.coginvasion.toon import NameTag, ToonDNA, ToonHead from direct.directutil import Mopath from direct.showbase.Audio3DManager import Audio3DManager from direct.showutil.Rope import Rope import glob base.enableParticles() base.cr = ClientRepository([]) base.cr.isShowingPlayerIds = False base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) vfs = VirtualFileSystem.getGlobalPtr() vfs.mount(Filename("phase_0.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_3.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_3.5.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_4.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_5.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_5.5.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_6.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_7.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_8.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_9.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_10.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_11.mf"), ".", VirtualFileSystem.MFReadOnly) vfs.mount(Filename("phase_12.mf"), ".", VirtualFileSystem.MFReadOnly)
class Suit(Avatar): notify = directNotify.newCategory('Suit') audio3d = Audio3DManager(base.sfxManagerList[0], camera) audio3d.setDistanceFactor(25) audio3d.setDropOffFactor(audio3d.getDistanceFactor() / 1000) def __init__(self): Avatar.__init__(self) self.dept = None self.suit = None self.head = None self.headModel = None self.variant = None self.handColor = None self.voice = None self.chat = None self.chatDial = None self.shadow = None self.propeller = None self.smallExp = None self.largeExp = None self.explosion = None self.hasSpawned = False self.suitTrack = None self.timestampAnimTrack = None self.propellerSounds = {} self.healthBar = None self.healthBarGlow = None self.condition = 0 self.avatarType = CIGlobals.Suit self.suitPlan = None self.animFSM = ClassicFSM('Suit', [ State('off', self.enterOff, self.exitOff), State('neutral', self.enterNeutral, self.exitNeutral), State('walk', self.enterWalk, self.exitWalk), State('die', self.enterDie, self.exitDie), State('win', self.enterWin, self.exitWin), State('attack', self.enterAttack, self.exitAttack), State('flail', self.enterFlail, self.exitFlail), State('flyDown', self.enterFlyDown, self.exitFlyDown), State('flyAway', self.enterFlyAway, self.exitFlyAway), State('flyNeutral', self.enterFlyNeutral, self.exitFlyNeutral), State('trayWalk', self.enterTrayWalk, self.exitTrayWalk), State('trayNeutral', self.enterTrayNeutral, self.exitTrayNeutral) ], 'off', 'off') self.animFSM.enterInitialState() self.initializeBodyCollisions() def getNametagJoints(self): return [] # BEGIN STATES def enterOff(self, ts=0): self.anim = None return def exitOff(self): pass def exitGeneral(self): self.stop() def enterTrayWalk(self, ts=0): self.show() self.loop('tray-walk') def exitTrayWalk(self): self.exitGeneral() def enterTrayNeutral(self, ts=0): self.loop('tray-neutral') def exitTrayNeutral(self): self.stop() def enterNeutral(self, ts=0): self.show() self.loop("neutral") def exitNeutral(self): self.exitTimestampAnimTrack() self.exitGeneral() def enterWalk(self, ts=0): self.show() self.loop("walk") self.disableShadowRay() def exitWalk(self): self.exitTimestampAnimTrack() self.exitGeneral() self.enableShadowRay() def enterFlail(self, ts=0): self.pingpong('flail', fromFrame=30, toFrame=35) def exitFlail(self): self.stop() def exitTimestampAnimTrack(self): if self.timestampAnimTrack: self.timestampAnimTrack.pause() self.timestampAnimTrack = None def enterAttack(self, attack, target, ts=0): self.show() if hasattr(self, 'uniqueName'): doneEvent = self.uniqueName('suitAttackDone') else: doneEvent = 'suitAttackDone' self.suitAttackState = SuitAttacks(doneEvent, self, target) self.suitAttackState.load(attack) self.suitAttackState.enter(ts) self.headsUp(target) self.acceptOnce(doneEvent, self.handleSuitAttackDone) def handleSuitAttackDone(self): self.exitAttack() def exitAttack(self): if hasattr(self, 'uniqueName'): self.ignore(self.uniqueName('suitAttackDone')) else: self.ignore('suitAttackDone') if hasattr(self, 'suitAttackState'): self.suitAttackState.exit() if hasattr(self, 'suitAttackState'): self.suitAttackState.unload() if hasattr(self, 'suitAttackState'): del self.suitAttackState def interruptAttack(self): if hasattr(self, 'suitAttackState'): self.suitAttackState.currentAttack.interruptAttack() self.clearChatbox() def handleWeaponTouch(self): if hasattr(self, 'suitAttackState'): currentAttack = self.suitAttackState.currentAttack if hasattr(currentAttack, 'handleWeaponTouch'): currentAttack.handleWeaponTouch() def enterFlyNeutral(self, ts=0): self.disableRay() if not self.propeller: self.generatePropeller() sfx = self.propellerSounds['neutral'] sfx.setLoop(True) base.playSfx(sfx, node=self) self.propeller.loop('chan', fromFrame=0, toFrame=3) self.setPlayRate(0.8, 'land') self.pingpong('land', fromFrame=0, toFrame=10) def exitFlyNeutral(self): self.cleanupPropeller() def enterFlyDown(self, ts=0): self.disableRay() if not self.propeller: self.generatePropeller() sfx = self.propellerSounds['in'] base.playSfx(sfx, node=self) groundF = 28 dur = self.getDuration('land') fr = self.getFrameRate('land') if fr: animTimeInAir = groundF / fr else: animTimeInAir = groundF impactLength = dur - animTimeInAir timeTillLanding = 6.5 - impactLength waitTime = timeTillLanding - animTimeInAir lastSpinFrame = 8 propDur = self.propeller.getDuration('chan') fr = self.propeller.getFrameRate('chan') spinTime = lastSpinFrame / fr openTime = (lastSpinFrame + 1) / fr if hasattr(self, 'uniqueName'): name = self.uniqueName('enterFlyDown') else: name = 'enterFlyDown' animTrack = Sequence(Func(self.pose, 'land', 0), Wait(waitTime), ActorInterval(self, 'land', duration=dur)) propTrack = Parallel( SoundInterval(sfx, duration=waitTime + dur, node=self), Sequence( ActorInterval(self.propeller, 'chan', constrainedLoop=1, duration=waitTime + spinTime, startTime=0.0, endTime=spinTime), ActorInterval(self.propeller, 'chan', duration=propDur - openTime, startTime=openTime))) self.suitTrack = Parallel(animTrack, propTrack, name=self.taskName('flyDown')) if not self.hasSpawned: self.show() fadeInTrack = Sequence( Func(self.setTransparency, 1), self.colorScaleInterval(1, colorScale=VBase4(1, 1, 1, 1), startColorScale=VBase4(1, 1, 1, 0)), Func(self.clearColorScale), Func(self.clearTransparency)) self.hasSpawned = True self.suitTrack.append(fadeInTrack) self.suitTrack.setDoneEvent(self.suitTrack.getName()) self.acceptOnce(self.suitTrack.getDoneEvent(), self.exitFlyDown) self.suitTrack.delayDelete = DelayDelete.DelayDelete(self, name) self.suitTrack.start(ts) def exitFlyDown(self): self.initializeRay(self.avatarType, 2) if self.suitTrack != None: self.ignore(self.suitTrack.getDoneEvent()) self.suitTrack.finish() DelayDelete.cleanupDelayDeletes(self.suitTrack) self.suitTrack = None self.exitGeneral() self.cleanupPropeller() def enterFlyAway(self, ts=0, doFadeOut=0): self.show() if not self.propeller: self.generatePropeller() sfx = self.propellerSounds['out'] if hasattr(self, 'uniqueName'): name = self.uniqueName('enterFlyAway') else: name = 'enterFlyAway' dur = self.getDuration('land') actInt = ActorInterval(self, 'land', loop=0, startTime=dur, endTime=0.0) lastSpinFrame = 8 propDur = self.propeller.getDuration('chan') fr = self.propeller.getFrameRate('chan') spinTime = lastSpinFrame / fr openTime = (lastSpinFrame + 1) / fr propTrack = Parallel( SoundInterval(sfx, node=self), Sequence( Func(self.propeller.show), ActorInterval(self.propeller, 'chan', endTime=openTime, startTime=propDur), ActorInterval(self.propeller, 'chan', constrainedLoop=1, duration=propDur - openTime, startTime=spinTime, endTime=0.0))) self.suitTrack = Parallel(actInt, propTrack, name=self.taskName('trackName')) if doFadeOut: fadeOut = Sequence( Wait(4.0), Func(self.setTransparency, 1), self.colorScaleInterval(1, colorScale=VBase4(1, 1, 1, 0), startColorScale=VBase4(1, 1, 1, 1)), Func(self.clearColorScale), Func(self.clearTransparency), Func(self.reparentTo, hidden)) self.suitTrack.append(fadeOut) self.suitTrack.setDoneEvent(self.suitTrack.getName()) self.acceptOnce(self.suitTrack.getDoneEvent(), self.exitFlyAway) self.suitTrack.delayDelete = DelayDelete.DelayDelete(self, name) self.suitTrack.start(ts) self.disableRay() def exitFlyAway(self): if self.suitTrack: self.ignore(self.suitTrack.getDoneEvent()) self.suitTrack.finish() DelayDelete.cleanupDelayDeletes(self.suitTrack) self.suitTrack = None self.cleanupPropeller() self.exitGeneral() def enterDie(self, ts=0): self.show() self.generateCog(isLose=1) self.nametag.clearChatText() self.deleteNameTag() deathSound = base.audio3d.loadSfx( "phase_3.5/audio/sfx/Cog_Death_Full.ogg") base.audio3d.attachSoundToObject(deathSound, self) trackName = self.uniqueName('enterDie') smallGears = ParticleLoader.loadParticleEffect( 'phase_3.5/etc/gearExplosionSmall.ptf') smallGears.getParticlesNamed('particles-1').setPoolSize(30) singleGear = ParticleLoader.loadParticleEffect( 'phase_3.5/etc/gearExplosion.ptf') singleGear.getParticlesNamed('particles-1').setPoolSize(1) smallGearExplosion = ParticleLoader.loadParticleEffect( 'phase_3.5/etc/gearExplosion.ptf') smallGearExplosion.getParticlesNamed('particles-1').setPoolSize(10) bigGearExplosion = ParticleLoader.loadParticleEffect( 'phase_3.5/etc/gearExplosionBig.ptf') bigGearExplosion.getParticlesNamed('particles-1').setPoolSize(30) smallGears.setDepthWrite(False) singleGear.setDepthWrite(False) smallGearExplosion.setDepthWrite(False) bigGearExplosion.setDepthWrite(False) self.smallGears = smallGears self.smallGears.setPos(self.find('**/joint_head').getPos() + (0, 0, 2)) self.singleGear = singleGear self.smallGearExp = smallGearExplosion self.bigGearExp = bigGearExplosion gearTrack = Sequence(Wait(0.7), Func(self.doSingleGear), Wait(1.5), Func(self.doSmallGears), Wait(3.0), Func(self.doBigExp)) self.suitTrack = Parallel(Sequence( Wait(0.8), SoundInterval(deathSound, node=self, duration=deathSound.length() / 2)), Sequence(Wait(0.7), Func(self.doSingleGear), Wait(4.3), Func(self.suitExplode), Wait(1.0), Func(self.disableBodyCollisions), Func(self.__cleanupExplosion)), gearTrack, Sequence( ActorInterval(self, 'lose', duration=6), Func(self.getGeomNode().hide)), name=trackName) self.suitTrack.setDoneEvent(self.suitTrack.getName()) self.acceptOnce(self.suitTrack.getName(), self.exitDie) self.suitTrack.delayDelete = DelayDelete.DelayDelete(self, trackName) self.suitTrack.start(ts) del deathSound def doSingleGear(self): self.singleGear.start(self.getGeomNode()) def doSmallGears(self): self.smallGears.start(self.getGeomNode()) def doSmallExp(self): self.smallGearExp.start(self.getGeomNode()) def doBigExp(self): self.bigGearExp.start(self.getGeomNode()) def suitExplode(self): self.explosion = loader.loadModel( 'phase_3.5/models/props/explosion.bam') self.explosion.setScale(0.5) self.explosion.reparentTo(render) self.explosion.setBillboardPointEye() if self.variant == Variant.SKELETON: self.explosion.setPos( self.getPart('body').find('**/joint_head').getPos(render) + (0, 0, 2)) else: self.explosion.setPos(self.headModel.getPos(render) + (0, 0, 2)) def __cleanupExplosion(self): if self.explosion: self.explosion.removeNode() self.explosion = None def exitDie(self): if self.suitTrack != None: self.ignore(self.suitTrack.getName()) self.suitTrack.finish() DelayDelete.cleanupDelayDeletes(self.suitTrack) self.suitTrack = None if hasattr(self, 'singleGear'): self.singleGear.cleanup() del self.singleGear if hasattr(self, 'smallGears'): self.smallGears.cleanup() del self.smallGears if hasattr(self, 'smallGearExp'): self.smallGearExp.cleanup() del self.smallGearExp if hasattr(self, 'bigGearExp'): self.bigGearExp.cleanup() del self.bigGearExp self.__cleanupExplosion() def enterWin(self, ts=0): self.play('win') def exitWin(self): self.exitGeneral() # END STATES def generate(self, suitPlan, variant, voice=None, hideFirst=True): self.suitPlan = suitPlan self.suit = suitPlan.getSuitType() self.head = suitPlan.getHead() self.dept = suitPlan.getDept() self.handColor = suitPlan.getHandColor() self.variant = variant self.setVoice(voice) self.generateCog() if hideFirst: self.hide() def __blinkRed(self, task): self.healthBar.setColor(SuitGlobals.healthColors[3], 1) self.healthBarGlow.setColor(SuitGlobals.healthGlowColors[3], 1) if self.condition == 5: self.healthBar.setScale(1.17) return Task.done def __blinkGray(self, task): if not self.healthBar: return self.healthBar.setColor(SuitGlobals.healthColors[4], 1) self.healthBarGlow.setColor(SuitGlobals.healthGlowColors[4], 1) if self.condition == 5: self.healthBar.setScale(1.0) return Task.done def generateHealthBar(self): self.removeHealthBar() button = loader.loadModel('phase_3.5/models/gui/matching_game_gui.bam' ).find('**/minnieCircle') button.setScale(3.0) button.setH(180) button.setColor(SuitGlobals.healthColors[0]) chestNull = self.find('**/def_joint_attachMeter') if chestNull.isEmpty(): chestNull = self.find('**/joint_attachMeter') button.reparentTo(chestNull) self.healthBar = button self.healthBarGlow = loader.loadModel( 'phase_3.5/models/props/glow.bam') self.healthBarGlow.reparentTo(self.healthBar) self.healthBarGlow.setScale(0.28) self.healthBarGlow.setPos(-0.005, 0.01, 0.015) self.healthBarGlow.setColor(SuitGlobals.healthGlowColors[0]) button.flattenLight() self.condition = 0 if hasattr(self, 'getHealth'): self.updateHealthBar(self.getHealth()) def updateHealthBar(self, hp): if not self.healthBar: return if hp > self.health: self.health = hp health = 0.0 try: health = float(hp) / float(self.maxHealth) except: pass if health > 0.95: condition = 0 elif health > 0.7: condition = 1 elif health > 0.3: condition = 2 elif health > 0.05: condition = 3 elif health > 0.0: condition = 4 else: condition = 5 if self.condition != condition: if condition == 4: blinkTask = Task.loop(Task(self.__blinkRed), Task.pause(0.75), Task(self.__blinkGray), Task.pause(0.1)) taskMgr.add(blinkTask, self.taskName('blink-task')) elif condition == 5: if self.condition == 4: taskMgr.remove(self.taskName('blink-task')) blinkTask = Task.loop(Task(self.__blinkRed), Task.pause(0.25), Task(self.__blinkGray), Task.pause(0.1)) taskMgr.add(blinkTask, self.taskName('blink-task')) else: self.healthBar.setColor(SuitGlobals.healthColors[condition], 1) self.healthBarGlow.setColor( SuitGlobals.healthGlowColors[condition], 1) self.condition = condition def removeHealthBar(self): if self.healthBar: self.healthBar.removeNode() self.healthBar = None if self.condition == 4 or self.condition == 5: taskMgr.remove(self.taskName('blink-task')) self.healthCondition = 0 return def initializeLocalCollisions(self, name): self.notify.info('Initializing Local Collisions!') Avatar.initializeLocalCollisions(self, 1, 3, name) def initializeBodyCollisions(self): self.notify.info('Initializing Body Collisions!') Avatar.initializeBodyCollisions(self, self.avatarType, 6, 2) self.initializeRay(self.avatarType, 2) def hideSuit(self): self.hide() def showSuit(self): self.show() fadeIn = Sequence( Func(self.setTransparency, 1), self.colorScaleInterval(0.6, colorScale=Vec4(1, 1, 1, 1), startColorScale=Vec4(1, 1, 1, 0)), Func(self.clearColorScale), Func(self.clearTransparency), Func(self.reparentTo, render)) fadeIn.start() def generateCog(self, isLose=0): self.cleanup() if not isLose: if self.variant == Variant.SKELETON or self.variant == Variant.ZOMBIE: self.loadModel( 'phase_5/models/char/cog%s_robot-zero.bam' % (str(self.suit)), 'body') else: self.loadModel( 'phase_3.5/models/char/suit%s-mod.bam' % (str(self.suit)), 'body') animations = SuitGlobals.animations anims = {} for anim in animations: if not self.suit in anim.getSuitTypes(): continue path = 'phase_%s/models/char/suit%s-%s.bam' % ( anim.getPhase(), self.suit, anim.getFile()) anims[anim.getName()] = path self.loadAnims(anims, 'body') self.generateHealthBar() self.generatePropeller() else: if self.variant == Variant.SKELETON or self.variant == Variant.ZOMBIE: self.loadModel( 'phase_5/models/char/cog%s_robot-lose-mod.bam' % (str(self.suit)), 'body') else: self.loadModel( 'phase_4/models/char/suit%s-lose-mod.bam' % (str(self.suit)), 'body') self.loadAnims( { 'lose': 'phase_4/models/char/suit%s-lose.bam' % (str(self.suit)) }, 'body') if self.variant != Variant.SKELETON: self.headModel = self.head.generate() self.headModel.reparentTo(self.find('**/joint_head')) if self.suitPlan.getName() == SuitGlobals.VicePresident: self.headModel.setScale(0.35) self.headModel.setHpr(270, 0, 270) self.headModel.setZ(-0.10) self.headModel.loop('neutral') self.setClothes() self.setAvatarScale(self.suitPlan.getScale() / SuitGlobals.scaleFactors[self.suit]) self.setHeight(self.suitPlan.getHeight()) self.setupNameTag() Avatar.initShadow(self) def cleanup(self): self.cleanupPropeller() self.clearChatbox() if self.shadow: self.deleteShadow() if self.getPart('body'): self.removePart('body') if self.headModel: self.headModel.removeNode() self.headModel = None self.timestampAnimTrack = None def generatePropeller(self): self.cleanupPropeller() self.propeller = Actor( 'phase_4/models/props/propeller-mod.bam', {'chan': 'phase_4/models/props/propeller-chan.bam'}) self.propeller.reparentTo(self.find('**/joint_head')) self.propellerSounds['in'] = self.audio3d.loadSfx( SuitGlobals.propellerInSfx) self.propellerSounds['out'] = self.audio3d.loadSfx( SuitGlobals.propellerOutSfx) self.propellerSounds['neutral'] = self.audio3d.loadSfx( SuitGlobals.propellerNeutSfx) for sound in self.propellerSounds.values(): self.audio3d.attachSoundToObject(sound, self.propeller) def cleanupPropeller(self): for sound in self.propellerSounds.values(): self.audio3d.detachSound(sound) sound.stop() self.propellerSounds = {} if self.propeller: self.propeller.cleanup() self.propeller = None def setVoice(self, voice): if not voice: if self.variant == Variant.SKELETON or self.variant == Variant.ZOMBIE: self.voice = Voice.SKELETON else: self.voice = Voice.NORMAL else: self.voice = voice def setClothes(self): if self.variant == Variant.SKELETON: parts = self.findAllMatches('**/pPlane*') for partNum in range(0, parts.getNumPaths()): bb = parts.getPath(partNum) bb.setTwoSided(1) tie = loader.loadTexture('phase_5/maps/cog_robot_tie_%s.jpg' % self.dept.getTie()) tie.setMinfilter(Texture.FTLinearMipmapLinear) tie.setMagfilter(Texture.FTLinear) self.find('**/tie').setTexture(tie, 1) else: prefix = 'phase_3.5/maps/' + self.dept.getClothingPrefix( ) + '_%s.jpg' if self.variant == Variant.WAITER: prefix = 'phase_3.5/maps/waiter_m_%s.jpg' self.find('**/legs').setTexture(loader.loadTexture(prefix % 'leg'), 1) self.find('**/arms').setTexture( loader.loadTexture(prefix % 'sleeve'), 1) self.find('**/torso').setTexture( loader.loadTexture(prefix % 'blazer'), 1) self.find('**/hands').setColor(self.handColor) def setName(self, nameString, charName): Avatar.setName(self, nameString, avatarType=self.avatarType, charName=charName, createNow=1) def setupNameTag(self, tempName=None): Avatar.setupNameTag(self, tempName=tempName) if self.nametag: if self.level > 0: self.nametag.setText(self.nametag.getText() + '\n%s\nLevel %s' % (self.dept.getName(), self.level)) else: self.nametag.setText(self.nametag.getText() + '\n%s' % (self.dept.getName())) def setChat(self, chat): self.clearChatbox() Avatar.setChat(self, chat) self.chat = chat chatDial = None questionDial = self.voice.getSoundFile('question') question02Dial = None gruntDial = self.voice.getSoundFile('grunt') statementDial = self.voice.getSoundFile('statement') if self.voice == Voice.NORMAL: question02Dial = self.voice.getSoundFile('question_2') if '!' in self.chat: chatDial = self.audio3d.loadSfx(gruntDial) elif '?' in self.chat: questionDials = [questionDial] if self.voice == Voice.NORMAL: questionDials.append(question02Dial) chatDial = self.audio3d.loadSfx(random.choice(questionDials)) else: chatDial = self.audio3d.loadSfx(statementDial) self.chatDial = chatDial if self.variant == Variant.SKELETON: self.audio3d.attachSoundToObject(self.chatDial, self) else: self.audio3d.attachSoundToObject(self.chatDial, self.headModel) base.playSfx(self.chatDial, node=self) def clearChatbox(self): self.clearChat() self.chat = None if self.chatDial: self.chatDial.stop() self.chatDial = None def getDept(self): return self.dept def getVariant(self): return self.variant def disable(self): if self.suitTrack: self.suitTrack.finish() DelayDelete.cleanupDelayDeletes(self.suitTrack) self.suitTrack = None self.animFSM.requestFinalState() self.cleanup() Avatar.disable(self) def delete(self): Avatar.delete(self) self.cleanup()
def __init__(self, root_node, mode): self.root_node = root_node.attachNewNode('Game') self.mode = mode base.audio3d = Audio3DManager(base.sfxManagerList[0], camera)
def __init__(self, music, serverVersion): self.music = music self.serverVersion = serverVersion AstronClientRepository.__init__(self, ['phase_3/etc/direct.dc', 'phase_3/etc/toon.dc']) self.loginFSM = ClassicFSM('login', [State('off', self.enterOff, self.exitOff), State('connect', self.enterConnect, self.exitConnect), State('disconnect', self.enterDisconnect, self.exitDisconnect), State('avChoose', self.enterAvChoose, self.exitAvChoose), State('playingGame', self.enterPlayingGame, self.exitPlayingGame), State('serverUnavailable', self.enterServerUnavailable, self.exitServerUnavailable), State('makeAToon', self.enterMakeAToon, self.exitMakeAToon), State('submitNewToon', self.enterSubmitNewToon, self.exitSubmitNewToon), State('noShards', self.enterNoShards, self.exitNoShards), State('waitForSetAvatarResponse', self.enterWaitForSetAvatarResponse, self.exitWaitForSetAvatarResponse), State('waitForShardList', self.enterWaitForShardList, self.exitWaitForShardList), State('ejected', self.enterEjected, self.exitEjected), State('districtReset', self.enterDistrictReset, self.exitDistrictReset), State('died', self.enterDied, self.exitDied), State('betaInform', self.enterBetaInform, self.exitBetaInform)], 'off', 'off') self.loginFSM.enterInitialState() self.gameFSM = ClassicFSM('game', [State('off', self.enterGameOff, self.exitGameOff), State('waitForGameEnterResponse', self.enterWaitForGameEnterResponse, self.exitWaitForGameEnterResponse), State('playGame', self.enterPlayGame, self.exitPlayGame), State('closeShard', self.enterCloseShard, self.exitCloseShard), State('switchShards', self.enterSwitchShards, self.exitSwitchShards)], 'off', 'off') self.gameFSM.enterInitialState() self.avChooser = AvChooser(self.loginFSM) self.playGame = PlayGame(self.gameFSM, 'playGameDone') self.hoodMgr = HoodMgr() self.makeAToon = MakeAToon() self.loginToken = os.environ.get('LOGIN_TOKEN') self.serverAddress = os.environ.get('GAME_SERVER') self.serverURL = URLSpec('http://%s' % self.serverAddress) self.parentMgr.registerParent(CIGlobals.SPRender, render) self.parentMgr.registerParent(CIGlobals.SPHidden, hidden) self.adminAccess = False self.localAvChoice = None self.SuitsActive = 0 self.BossActive = 0 self.accServerTimesNA = 0 self.maxAccServerTimesNA = 10 self.setZonesEmulated = 0 self.old_setzone_interest_handle = None self.setZoneQueue = Queue() self.accept(self.SetZoneDoneEvent, self._handleEmuSetZoneDone) self.handler = None self.__currentAvId = 0 self.myDistrict = None self.activeDistricts = {} self.shardListHandle = None self.uberZoneInterest = None self.isShowingPlayerIds = False self.doBetaInform = True self.dTutorial = None self.requestedName = None self.whisperNoise = base.loadSfx('phase_3.5/audio/sfx/GUI_whisper_3.ogg') self.checkHttp() base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) base.audio3d.setDropOffFactor(0) base.audio3d.setDopplerFactor(3.0) base.lifter = CollisionHandlerFloor() base.pusher = CollisionHandlerPusher() base.queue = CollisionHandlerQueue() base.minigame = None base.finalExitCallbacks.insert(0, self.__handleExit) self.csm = self.generateGlobalObject(DO_ID_CLIENT_SERVICES_MANAGER, 'ClientServicesManager') self.friendsManager = self.generateGlobalObject(DO_ID_FRIENDS_MANAGER, 'FriendsManager') SpeedHackChecker.startChecking() self.loginFSM.request('connect') return
def __init__(self, map="lab"): ShowBase.__init__(self) pman.shim.init(self) self.audio3d = Audio3DManager( base.sfxManagerList[0], base.cam, ) self.accept('escape', sys.exit) #self.render.setShaderAuto() self.set_frame_rate_meter(True) self.accept('f12', self.debug) self.environment = Environment(self, map) self.bullet_debug() self.accept("f1", self.toggle_bullet_debug) self.vehicles = [] vehicle_files = [ 'Ricardeaut_Magnesium', 'Ricardeaut_Himony', #'Psyoni_Culture', #'Texopec_Nako', #'Texopec_Reaal', # 'Doby_Phalix', ] for vehicle_file in vehicle_files: vehicle = Vehicle( self, vehicle_file, ) self.vehicles.append(vehicle) spawn_points = self.environment.get_spawn_points() for vehicle, spawn_point in zip(self.vehicles, spawn_points): vehicle.place(spawn_point) self.controller_listener = DeviceListener() self.player_vehicle_idx = 0 self.player_controller = VehicleController( self, self.vehicles[self.player_vehicle_idx], self.controller_listener, ) self.player_camera = CameraController( base.cam, self.vehicles[self.player_vehicle_idx], self.player_controller, ) base.task_mgr.add( self.game_loop_pre_render, "game_loop_pre_render", sort=45, ) base.task_mgr.add( self.game_loop_post_render, "game_loop_post_render", sort=55, )
def __init__(self): # The basics ShowBase.__init__(self) base.disableMouse() self.accept("escape", sys.exit) # Audio listener gets attached to the camera self.audio3d = Audio3DManager( base.sfxManagerList[0], self.camera, ) self.emitter = base.render.attach_new_node("repulsor_0") # One repulsor sound self.repulsor_sound = self.audio3d.load_sfx( 'assets/audio/sound/repulsor.wav', ) self.audio3d.attachSoundToObject( self.repulsor_sound, self.emitter, ) self.repulsor_sound.set_loop(True) self.repulsor_sound.play() self.repulsor_power = 0.0 self.repulsor_power_bar = DirectWaitBar( text="", value=0, pos=(0, 0, 0), scale=1, ) self.accept("q", self.change_repulsor_power, [0.1]) self.accept("a", self.change_repulsor_power, [-0.1]) base.task_mgr.add(self.update_repulsor) # One gyro as well self.gyro_sound = self.audio3d.load_sfx( 'assets/audio/sound/gyro.wav', ) self.audio3d.attachSoundToObject( self.gyro_sound, self.emitter, ) self.gyro_sound.set_loop(True) self.gyro_sound.play() self.gyro_duration = 0 self.gyro_power = 0.0 self.gyro_power_bar = DirectWaitBar( text="", value=0, pos=(0, 0, -0.2), scale=1, ) base.task_mgr.add(self.update_gyro) # And one thruster. self.thruster_sound = self.audio3d.load_sfx( 'assets/audio/sound/hairdryer.wav', ) self.audio3d.attachSoundToObject( self.thruster_sound, self.emitter, ) self.thruster_overheat_sound = self.audio3d.load_sfx( 'assets/audio/sound/pop.wav', ) self.audio3d.attachSoundToObject( self.thruster_overheat_sound, self.emitter, ) self.thruster_sound.set_loop(True) self.thruster_sound.play() self.thruster_power = 0.0 self.thruster_overheated = False self.thruster_heat = 0.0 self.thruster_heat_bar = DirectWaitBar( text="", value=0, pos=(0, 0, -0.4), scale=1, ) base.task_mgr.add(self.update_thruster)