def addRalph(self, pos):
        ralphStartPos = pos
        self.ralph = Actor("models/ralph",
                                 {"run":"models/ralph-run",
                                  "walk":"models/ralph-walk"})
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos)
        self.cTrav = CollisionTraverser()

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

        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0,0,1000)
        self.camGroundRay.setDirection(0,0,-1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)
Example #2
0
 def loadFood(self, foodIndex):
     self.foodNum += 1
     if foodIndex in self.foodModelDict:
         foodModel = self.foodModelDict[foodIndex]
         foodModel.reparentTo(self.foodNodes[foodIndex])
         colNp = foodModel.find('**/FoodCol*')
         colNp.setTag('foodNum', str(self.foodNum))
     else:
         foodModelScale = ToontownGlobals.BossbotFoodModelScale
         foodModel = loader.loadModel('phase_12/models/bossbotHQ/canoffood')
         foodModel.setScale(foodModelScale)
         foodModel.reparentTo(self.foodNodes[foodIndex])
         target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
         target.setTangible(0)
         colName = 'FoodCol-%d-%d' % (self.index, foodIndex)
         targetNode = CollisionNode(colName)
         targetNode.addSolid(target)
         targetNode.setCollideMask(ToontownGlobals.WallBitmask)
         targetNodePath = foodModel.attachNewNode(targetNode)
         targetNodePath.setScale(1.0 / foodModelScale)
         targetNodePath.setTag('foodIndex', str(foodIndex))
         targetNodePath.setTag('beltIndex', str(self.index))
         targetNodePath.setTag('foodNum', str(self.foodNum))
         targetNodePath.setZ(targetNodePath.getZ() - 1.5)
         self.accept('enter' + colName, self.touchedFood)
         self.foodModelDict[foodIndex] = foodModel
Example #3
0
 def __init__(self,gmap,gaming_zone):
    DirectObject.__init__(self)
    #gaming zone (used for mouse movement), as a tools.Rectangle
    self.gaming_zone=gaming_zone
    #actual camera node
    self.p3dcam=base.camera
    #what the cam is oriented to
    self._target=base.render.attachNewNode('GaminCam.target')
    #range=[0,1] between min and max closeness to ground
    self.level=.7
    #
    #keys_down acts as a pool containing keys (+mouse buttons) currently down
    self.keys_down=[]
    update_list.append(self.update)
    #setup for mouse picking
    picker_node=CollisionNode('gcam_to_mouse_ray')#general collision node
    picker_node.setFromCollideMask(GeomNode.getDefaultCollideMask())
    self.picker_ray=CollisionRay()#solid ray to attach to coll node
    picker_node.addSolid(self.picker_ray)
    self.picker_np=self.p3dcam.attachNewNode(picker_node)#attach this node to gcam
    self.collision_queue=CollisionHandlerQueue()#stores collisions
    self.collision_traverser=CollisionTraverser('gcam_traverser')#actual computer
    self.collision_traverser.addCollider(self.picker_np,self.collision_queue)
    base.cTrav=self.collision_traverser
    self.gmap=gmap
    #stack of states (state=pos+zoom)
    self.states_stack=[]
    #enable the cam to move according to keyboard and mouse
    self.move_enabled=True
Example #4
0
    def doAttack(self, particlePaths, track_name, particleCollId, animation_name, delayUntilRelease, animationSpeed = 1, handObjPath = None, handObjParent = None, startRightAway = True, ts = 0):
        for path in particlePaths:
            particle = ParticleLoader.loadParticleEffect(path)
            self.particles.append(particle)

        sphere = CollisionSphere(0, 0, 0, 1)
        sphere.setTangible(0)
        node = CollisionNode(particleCollId)
        node.addSolid(sphere)
        node.setCollideMask(CIGlobals.WallBitmask)
        self.targetX = self.attacksClass.target.getX(render)
        self.targetY = self.attacksClass.target.getY(render)
        self.targetZ = self.attacksClass.target.getZ(render)
        if len(self.particles) == 1:
            self.shootOutCollNP = self.particles[0].attachNewNode(node)
        else:
            self.shootOutCollNP = self.suit.attachNewNode(node)
        if handObjPath and handObjParent:
            self.handObj = loader.loadModel(handObjPath)
            self.handObj.reparentTo(handObjParent)
        self.suit.setPlayRate(animationSpeed, animation_name)
        self.suit.play(animation_name)
        if hasattr(self.suit, 'uniqueName'):
            track_name = self.suit.uniqueName(track_name)
            particleCollId = self.suit.uniqueName(particleCollId)
        self.suitTrack = Sequence(name=track_name)
        self.suitTrack.append(Wait(delayUntilRelease))
        self.suitTrack.append(Func(self.releaseAttack))
        self.suitTrack.append(Wait(self.particleIvalDur))
        self.suitTrack.setDoneEvent(self.suitTrack.getName())
        self.acceptOnce(self.suitTrack.getDoneEvent(), self.finishedAttack)
        if startRightAway:
            self.suitTrack.start(ts)
class MyPanda:
    count=0
    def __init__(self, tempworld):
        MyPanda.count += 1
        self.id = MyPanda.count
        self.world = tempworld

        self.pandaNode=render.attachNewNode('pandaNode')
        self.actor=Actor("models/panda-model",
                     {"walk": "models/panda-walk4"})
        self.actor.reparentTo(self.pandaNode)
        self.actor.setPos(int(self.id) * 30,0,0)
        self.actor.setScale(0.002, 0.002, 0.002)

        self.cNode = CollisionNode('panda')
        self.cNode.addSolid(CollisionSphere(2, 0, 400, 500))
        self.frowneyC = self.actor.attachNewNode(self.cNode)
        base.cTrav.addCollider(self.frowneyC, self.world.pusher)
        self.world.pusher.addCollider(self.frowneyC, self.actor, base.drive.node())

    def getActor(self):
        return self.actor

    def getPandaCount(self):
        return MyRalph.count

    def getMyPandaId(self):
        return self.id
 def setupCollisions(self):
     sphere = CollisionSphere(0, 0, 0, 2)
     sphere.setTangible(0)
     node = CollisionNode(self.collisionName)
     node.addSolid(sphere)
     node.setCollideMask(CIGlobals.WallBitmask)
     self.collisionNode = self.attachNewNode(node)
Example #7
0
def addWall(render, position, l, w, h=WALL_HEIGHT, opaque=False):
    cn = CollisionNode('wall')
    cn.addSolid(CollisionBox((0,0,0),l,w,h))
    cube = render.attachNewNode(cn)
    cube.setTwoSided(True)
    cube.setPos(position)
    cube.setScale(1)

    if opaque:
        square0 = models.makeSquare(-1*l, -1*w, -1*h, l, -1*w, h) # back plane
        square1 = models.makeSquare(-1*l, 1*w, -1*h, l, 1*w, h) #
        square2 = models.makeSquare(-1*l, 1*w, h, l, -1*w, h)
        square3 = models.makeSquare(-1*l, 1*w, -1*h, l, -1*w, -1*h)
        square4 = models.makeSquare(-1*l, -1*w, -1*h, -1*l, 1*w, h)
        square5 = models.makeSquare(1*l, -1*w, -1*h, l, 1*w, h)
        snode = GeomNode('wall')
        snode.addGeom(square0)
        snode.addGeom(square1)
        snode.addGeom(square2)
        snode.addGeom(square3)
        snode.addGeom(square4)
        snode.addGeom(square5)
        cubewall = render.attachNewNode(snode)
        cubewall.setTwoSided(True)
        cubewall.setPos(position)
    else:
        cube.show()
Example #8
0
  def makePerspective(parent):
    v = Viewport('persp', parent)
    v.camPos = Point3(-19, -19, 19)
    v.camLookAt = Point3(0, 0, 0)

    v.grid = DirectGrid(parent=render)
    collPlane = CollisionNode('PerspGridCol')
    collPlane.addSolid(CollisionPlane(Plane(0, 0, 1, 0)))
    #oldBitmask = collPlane.getIntoCollideMask()
    #collPlane.setIntoCollideMask(BitMask32.bit(21)|oldBitmask)
    collPlane.setIntoCollideMask(BitMask32.bit(21))
    v.collPlane = NodePath(collPlane)
    v.collPlane.reparentTo(v.grid)

    collPlane2 = CollisionNode('PerspGridCol2')
    collPlane2.addSolid(CollisionPlane(Plane(0, 0, -1, 0)))
    #oldBitmask = collPlane2.getIntoCollideMask()
    #collPlane2.setIntoCollideMask(BitMask32.bit(21)|oldBitmask)
    collPlane2.setIntoCollideMask(BitMask32.bit(21))
    v.collPlane2 = NodePath(collPlane2)
    v.collPlane2.reparentTo(v.grid)

    #v.grid.gridBack.findAllMatches("**/+GeomNode")[0].setName("_perspViewGridBack")
    LE_showInOneCam(v.grid, 'persp')
    return v
Example #9
0
    def __init__(self, _main):
        self.main = _main
        self.strenght = self.main.enemyStrength
        self.id = id(self)
        self.model = loader.loadModel("Enemy")
        self.model.setP(-90)
        self.model.setH(180)
        self.model.hide()
        cs = CollisionSphere(0, 0, 0, 0.5)
        cnode = CollisionNode('colEnemy' + str(self.id))
        cnode.addSolid(cs)
        self.colNP = self.model.attachNewNode(cnode)
        #self.colNP.show()

        # Game state
        self.health = 100 + (100 * self.strenght)
        self.damageDone = 0.1 + (0.1 * self.strenght)
        self.lastShot = 0.0
        self.attackRate = 10.0


        self.statusHealth = DirectWaitBar(
            text = "",
            value = self.health,
            range = self.health,
            frameSize = (0.12, 0.8, -0.12, 0.0),
            pos = (-0.5, 0, -0.5),
            barColor = (1, 0, 0, 1))
        self.statusHealth.reparentTo(self.model)
        self.statusHealth.setDepthWrite(False)
        self.statusHealth.setBin('fixed', 0)
        self.statusHealth.setBillboardAxis()
Example #10
0
    def initCollisions(self):
        # Initialize the collision traverser.
        self.cTrav = CollisionTraverser()

        self.cTrav.showCollisions(self.render)

        #         self.cQueue = CollisionHandlerQueue()

        # Initialize the Pusher collision handler.
        # self.pusher = CollisionHandlerPusher()
        self.pusher = CollisionHandlerFloor()

        ### player

        print DirectNotifyGlobal.directNotify.getCategories()
        # Create a collsion node for this object.
        playerNode = CollisionNode("player")
        playerNode.addSolid(CollisionSphere(0, 0, 0, 1))

        #         playerNode.setFromCollideMask(BitMask32.bit(0))
        #         playerNode.setIntoCollideMask(BitMask32.allOn())

        # Attach the collision node to the object's model.
        self.playerC = self.fpscamera.player.attachNewNode(playerNode)
        # Set the object's collision node to render as visible.
        self.playerC.show()
class MyCar:
    count=0
    def __init__(self, tempworld):
        self.world = tempworld
        MyCar.count += 1
        self.carNode = render.attachNewNode('dummy_car')
        self.car = loader.loadModel("models/knucklehead")
        self.car_tex = loader.loadTexture("models/knucklehead.jpg")
    	self.car.setTexture(self.car_tex, 1)
        self.car.reparentTo(self.carNode)
        self.car.setPos(20,20,0)
        self.car.setScale(.08)
        self.car.setP(-90)
        self.car.setColor(0.6, 0.6, 1.0, 1.0)
        self.car.setColorScale(0.6, 0.6, 1.0, 1.0)

        self.carCNode = CollisionNode('car')
        self.carCNode.addSolid(CollisionSphere(0, 0, 3, 3))
        self.carC = self.car.attachNewNode(self.carCNode)
        base.cTrav.addCollider(self.carC, self.world.pusher)
        self.world.pusher.addCollider(self.carC, self.car, base.drive.node())

        #self.actor = self.car

    def getMyCar(self):
        return self.car
class MyRalph:
    count = 0
    def __init__(self, tempworld):
        self.world = tempworld
        MyRalph.count += 1
        self.id = MyRalph.count

        self.actor = Actor("models/ralph/ralph",
                         {"run":"models/ralph/ralph-run",
                          "walk":"models/ralph/ralph-walk"})
        self.actor.reparentTo(render)
        self.actor.setScale(.2)
        self.actor.setPos(int(self.id)*20, 0, 0)

        # Create a collsion node for this object.
        self.cNode = CollisionNode('ralph')
        # Attach a collision sphere solid to the collision node.
        self.cNode.addSolid(CollisionSphere(0, 0, 3, 3))
        # Attach the collision node to the object's model.
        self.smileyC = self.actor.attachNewNode(self.cNode)
        base.cTrav.addCollider(self.smileyC, self.world.pusher)
        self.world.pusher.addCollider(self.smileyC, self.actor, base.drive.node())

    def getActor(self):
        return self.actor

    def getRalphCount(self):
        return MyRalph.count

    def getMyRalphId(self):
        return self.id
Example #13
0
class ShipCollision:
    def __init__(self, ship):

        self.ship = ship

        self.setup_collision()
        self.queue = CollisionHandlerQueue()
        self.traverser = CollisionTraverser('Collision Traverser')
        self.traverser.showCollisions(render)
        self.traverser.add_collider(self.target_nodepath, self.queue)
        base.taskMgr.add(self.collide, "Collision Task")

    def setup_collision(self):

        self.target = CollisionSphere(0, 0, 0, 0.5)
        self.target_node = CollisionNode('collision_ship')
        self.target_node.setFromCollideMask(ENEMIES)
        self.target_node.setIntoCollideMask(ALLIES)
        self.target_nodepath = self.ship.model.attach_new_node(self.target_node)
        self.target_nodepath.node().addSolid(self.target)
        #self.target_nodepath.show()

    def collide(self, task):

        self.traverser.traverse(render)

        for entry in self.queue.get_entries():
            #print("Ship:")
            #print(entry)
            self.ship.model.cleanup()
            self.ship.model.removeNode()

        return task.cont
Example #14
0
 def loadAttack(self):
     self.phone = loader.loadModel('phase_3.5/models/props/phone.bam')
     self.phone.setHpr(0, 0, 180)
     if self.suit.type == 'B':
         self.phone.setPos(0.7, 0.15, 0)
     elif self.suit.type == 'C':
         self.phone.setPos(0.25, 0, 0)
     self.receiver = loader.loadModel('phase_3.5/models/props/receiver.bam')
     self.receiver.reparentTo(self.phone)
     self.cord = Rope()
     self.cord.ropeNode.setUseVertexColor(1)
     self.cord.ropeNode.setUseVertexThickness(1)
     self.cord.setup(3, ({'node': self.phone,
       'point': (0.8, 0, 0.2),
       'color': (0, 0, 0, 1),
       'thickness': 1000}, {'node': self.phone,
       'point': (2, 0, 0),
       'color': (0, 0, 0, 1),
       'thickness': 1000}, {'node': self.receiver,
       'point': (1.1, 0.25, 0.5),
       'color': (0, 0, 0, 1),
       'thickness': 1000}), [])
     self.cord.setH(180)
     self.phoneSfx = base.audio3d.loadSfx('phase_3.5/audio/sfx/SA_hangup.mp3')
     base.audio3d.attachSoundToObject(self.phoneSfx, self.phone)
     self.hangupSfx = base.audio3d.loadSfx('phase_3.5/audio/sfx/SA_hangup_place_down.mp3')
     base.audio3d.attachSoundToObject(self.hangupSfx, self.phone)
     collSphere = CollisionSphere(0, 0, 0, 2)
     collSphere.setTangible(0)
     collNode = CollisionNode('phone_shootout')
     collNode.addSolid(collSphere)
     collNode.setCollideMask(CIGlobals.WallBitmask)
     self.collNP = self.phone.attachNewNode(collNode)
Example #15
0
 def loadToonup(self, toonupIndex):
     self.toonupNum += 1
     if toonupIndex in self.toonupModelDict:
         toonupModel = self.toonupModelDict[toonupIndex]
         toonupModel.reparentTo(self.foodNodes[toonupIndex])
         colNp = toonupModel.find('**/ToonupCol*')
         colNp.setTag('toonupNum', str(self.toonupNum))
     else:
         toonupModelScale = self.ToonupScales[toonupIndex]
         modelName = self.ToonupModels[toonupIndex]
         toonupModel = loader.loadModel(modelName)
         self.foodNodes[toonupIndex].setZ(self.beltHeight - 0.1)
         toonupModel.setZ(self.ToonupZOffsets[toonupIndex])
         toonupModel.setScale(toonupModelScale)
         toonupModel.reparentTo(self.foodNodes[toonupIndex])
         target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
         target.setTangible(0)
         colName = 'ToonupCol-%d-%d' % (self.index, toonupIndex)
         targetNode = CollisionNode(colName)
         targetNode.addSolid(target)
         targetNode.setCollideMask(ToontownGlobals.WallBitmask)
         targetNodePath = toonupModel.attachNewNode(targetNode)
         targetNodePath.setScale(1.0 / toonupModelScale)
         targetNodePath.setTag('toonupIndex', str(toonupIndex))
         targetNodePath.setTag('beltIndex', str(self.index))
         targetNodePath.setTag('toonupNum', str(self.toonupNum))
         targetNodePath.setZ(targetNodePath.getZ() - 1.5 / toonupModelScale)
         self.accept('enter' + colName, self.touchedToonup)
         self.toonupModelDict[toonupIndex] = toonupModel
 def load(self):
     spawn = random.choice(DGG.SpawnPoints)
     base.localAvatar.setPos(spawn)
     base.localAvatar.setHpr(0, 0, 0)
     self.soundPickUpBarrel = base.loadSfx("phase_6/audio/sfx/SZ_MM_gliss.mp3")
     self.soundDropOff = base.loadSfx("phase_4/audio/sfx/MG_sfx_travel_game_bell_for_trolley.mp3")
     self.setMinigameMusic("phase_4/audio/bgm/MG_Delivery.mp3")
     self.setDescription(
         "A new supply of Gags were just shipped to Toontown! "
         + "Run over to a truck with Gag barrels to take a barrel out. Then, carry it over to the Gag Shop. "
         + "Try to unload and deliver as many barrels as you can to the Gag Shop. "
         + "Watch out for the Cogs - they might try to snatch a barrel!"
     )
     self.setWinnerPrize(100)
     self.setLoserPrize(0)
     self.gagShop = loader.loadModel("phase_4/models/modules/gagShop_TT.bam")
     self.gagShop.reparentTo(base.render)
     self.gagShop.setY(-70)
     sphere = CollisionSphere(0, 0, 0, 3)
     sphere.setTangible(0)
     node = CollisionNode("MGDeliveryGagShop")
     node.addSolid(sphere)
     self.gagShopCollNP = self.gagShop.attachNewNode(node)
     self.world = loader.loadModel("phase_4/models/minigames/delivery_area.egg")
     self.world.setY(-5)
     self.world.reparentTo(base.render)
     self.sky = loader.loadModel("phase_3.5/models/props/TT_sky.bam")
     self.sky.reparentTo(base.camera)
     ce = CompassEffect.make(NodePath(), CompassEffect.PRot | CompassEffect.PZ)
     self.sky.node().setEffect(ce)
     self.sky.setZ(-20)
     self.skyUtil.startSky(self.sky)
     base.camera.setPos(20, 50, 30)
     base.camera.lookAt(20, 0, 7.5)
     DistributedMinigame.load(self)
Example #17
0
class EntityCollision:
    def __init__(self, entity):

        self.entity = entity

        self.setup_collision()
        self.queue = CollisionHandlerQueue()
        self.traverser = CollisionTraverser('Collision Traverser')
        self.traverser.showCollisions(render)
        self.traverser.add_collider(self.target_nodepath, self.queue)
        base.taskMgr.add(self.collide, "Collision Task")

    def setup_collision(self):
        self.target = CollisionSphere(0, 0, 0, 1)
        self.target_node = CollisionNode('collision_entity')
        self.target_node.setFromCollideMask(ALLIES)  # unused
        self.target_node.setIntoCollideMask(ENEMIES)
        self.target_nodepath = self.entity.model.attach_new_node(self.target_node)
        self.target_nodepath.node().addSolid(self.target)
        self.target_nodepath.show()

    def collide(self, task):

        self.traverser.traverse(render)

        for entry in self.queue.get_entries():
            # print("Entity:")
            pos = entry.getSurfacePoint(self.entity.model)
            pos_x = pos[0]
            pos_z = pos[2]
            self.entity.spawn_particles(pos_x, pos_z)
            self.entity.life -= 1

        return task.cont
 def announceGenerate(self):
     DistributedNode.announceGenerate(self)
     self.kart = loader.loadModel('phase_6/models/karting/Kart3_Final.bam')
     self.kart.find('**/decals').removeNode()
     self.kart.reparentTo(self)
     self.pod = loader.loadModel('phase_4/models/minigames/pods_truck.egg')
     self.pod.reparentTo(self)
     self.pod.setScale(0.2)
     self.pod.setY(8.5)
     self.pod.setH(180)
     self.rope = Rope()
     self.rope.ropeNode.setUseVertexColor(1)
     self.rope.setup(3, ({'node': self.kart,
       'point': (0, 1.5, 0.7),
       'color': (0, 0, 0, 1),
       'thickness': 1000}, {'node': self.kart,
       'point': (0, 1.5, 0.7),
       'color': (0, 0, 0, 1),
       'thickness': 1000}, {'node': self.pod,
       'point': (0, 31, 5),
       'color': (0, 0, 0, 1),
       'thickness': 1000}), [])
     self.rope.setH(180)
     self.rope.reparentTo(self)
     sphere = CollisionSphere(0, 0, 0, 2)
     sphere.setTangible(0)
     node = CollisionNode(self.uniqueName('truck_trigger'))
     node.addSolid(sphere)
     node.setCollideMask(CIGlobals.WallBitmask)
     self.triggerNP = self.attachNewNode(node)
     self.triggerNP.setPos(0, 8.0, 2.0)
     self.setScale(2.0)
     self.accept('enter' + self.triggerNP.node().getName(), self.__handleTruckTrigger)
Example #19
0
def addCube(render, position, scale=1, rotate=1):
    # square0 = models.makeSquare(-1, -1, -1, 1, -1, 1)
    # square1 = models.makeSquare(-1, 1, -1, 1, 1, 1)
    # square2 = models.makeSquare(-1, 1, 1, 1, -1, 1)
    # square3 = models.makeSquare(-1, 1, -1, 1, -1, -1)
    # square4 = models.makeSquare(-1, -1, -1, -1, 1, 1)
    # square5 = models.makeSquare(1, -1, -1, 1, 1, 1)
    # snode = GeomNode('square')
    # snode.addGeom(square0)
    # snode.addGeom(square1)
    # snode.addGeom(square2)
    # snode.addGeom(square3)
    # snode.addGeom(square4)
    # snode.addGeom(square5)

    #cube = render.attachNewNode(snode)

    cn = CollisionNode('test')
    cn.addSolid(CollisionSphere(0, 0, 0, scale))
    cube = render.attachNewNode(cn)
    cube.show()
    cube.setScale(scale)

    #if rorate:
    #    cube.hprInterval(1.5, (360, 360, 360)).loop()
    
    # OpenGl by default only draws "front faces" (polygons whose vertices are
    # specified CCW).
    cube.setTwoSided(True)
    
    cube.setPos(position)
Example #20
0
 def __setupCollisions(self):
     sphere = CollisionSphere(0, 0, 0, 4)
     sphere.setTangible(0)
     collisionNode = CollisionNode(self.uniqueName('NPCToonSphere'))
     collisionNode.addSolid(sphere)
     collisionNode.setCollideMask(CIGlobals.WallBitmask)
     self.collisionNodePath = self.attachNewNode(collisionNode)
     self.collisionNodePath.setY(1.5)
Example #21
0
    def setUpCamera(self):
        """ puts camera behind the player in third person """
        
        
        # Set up the camera
        # Adding the camera to actor is a simple way to keep the camera locked
        # in behind actor regardless of actor's movement.
        base.camera.reparentTo(self.actor)
        # We don't actually want to point the camera at actors's feet.
        # This value will serve as a vertical offset so we can look over the actor
        self.cameraTargetHeight = 0.5
        # How far should the camera be from the actor
        self.cameraDistance = 10
        # Initialize the pitch of the camera
        self.cameraPitch = 45
        
        # The mouse moves rotates the camera so lets get rid of the cursor
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)
        
        #set up FOV
        pl =  base.cam.node().getLens()
        pl.setFov(70)
        base.cam.node().setLens(pl)
        
        # A CollisionRay beginning above the camera and going down toward the
        # ground is used to detect camera collisions and the height of the
        # camera above the ground. A ray may hit the terrain, or it may hit a
        # rock or a tree.  If it hits the terrain, we detect the camera's
        # height.  If it hits anything else, the camera is in an illegal
        # position.
        """
TODO::        This will need to be changed to bullet
        """
        self.cTrav = CollisionTraverser()
        self.groundRay = CollisionRay()
        self.groundRay.setOrigin(0,0,1000)
        self.groundRay.setDirection(0,0,-1)
        self.groundCol = CollisionNode('camRay')
        self.groundCol.addSolid(self.groundRay)
        self.groundCol.setFromCollideMask(BitMask32.bit(1))
        self.groundCol.setIntoCollideMask(BitMask32.allOff())
        self.groundColNp = base.camera.attachNewNode(self.groundCol)
        self.groundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.groundColNp, self.groundHandler)
        
        # We will detect anything obstructing the camera's view of the player

        self.cameraRay = CollisionSegment((0,0,self.cameraTargetHeight),(0,5,5))
        self.cameraCol = CollisionNode('cameraRay')
        self.cameraCol.addSolid(self.cameraRay)
        self.cameraCol.setFromCollideMask(BitMask32.bit(0))
        self.cameraCol.setIntoCollideMask(BitMask32.allOff())
        self.cameraColNp = self.actor.attachNewNode(self.cameraCol)
        self.cameraColHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.cameraColNp, self.cameraColHandler)
Example #22
0
    def getSprayTrack(self, origin, target, scaleUp, hold, scaleDown, horizScale = 1.0, vertScale = 1.0):
        base.localAvatar.stop(self.toonAnim)
        self.lastFrame = self.avatar.getCurrentFrame(self.toonAnim)
        track = Sequence()
        sprayProp = loader.loadModel(GagGlobals.SPRAY_MDL)
        sprayProp.setTwoSided(1)
        sprayScale = hidden.attachNewNode('spray-parent')
        sprayRot = hidden.attachNewNode('spray-rotate')
        sprayRot.setColor(GagGlobals.WATER_SPRAY_COLOR)
        sprayRot.setTransparency(1)
        collNode = CollisionNode('Collision')
        spraySphere = CollisionSphere(0, 0, 0, 1)
        spraySphere.setTangible(0)
        collNode.addSolid(spraySphere)
        collNode.setCollideMask(CIGlobals.WallBitmask)
        sprayNP = sprayRot.attachNewNode(collNode)
        sprayNP.setY(1)
        self.sprayNP = sprayNP
        event = CollisionHandlerEvent()
        event.set_in_pattern('%fn-into')
        event.set_out_pattern('%fn-out')
        base.cTrav.add_collider(sprayNP, event)
        self.avatar.acceptOnce(sprayNP.node().getName() + '-into', self.onCollision)

        def showSpray(sprayScale, sprayProp, origin, target):
            objects = [sprayRot, sprayScale, sprayProp]
            for item in objects:
                index = objects.index(item)
                if index == 0:
                    item.reparentTo(self.sprayJoint)
                    item.setPos(self.sprayJoint.getPos(render))
                    item.setHpr(self.sprayJoint.getHpr(render))
                    item.setP(0)
                else:
                    item.reparentTo(objects[index - 1])
                item.clearMat()

        track.append(Func(showSpray, sprayScale, sprayProp, origin, target))
        self.spray = sprayRot

        def calcTargetScale():
            distance = Vec3(target - origin).length()
            yScale = distance / GagGlobals.SPRAY_LEN
            targetScale = Point3(yScale * horizScale, yScale, yScale * vertScale)
            return targetScale

        track.append(Parallel(LerpScaleInterval(sprayScale, scaleUp, calcTargetScale, startScale=GagGlobals.PNT3NEAR0), sprayNP.posInterval(0.25, self.spray.getPos(render) + Point3(0, 50, 0), startPos=self.spray.getPos(render) + Point3(0, 5, 0))))
        track.append(Wait(hold))
        track.append(Func(self.handleMiss))
        track.append(LerpScaleInterval(sprayScale, 0.75, GagGlobals.PNT3NEAR0))

        def hideSpray():
            (lambda prop: prop.removeNode(), [sprayProp, sprayRot, sprayScale])

        track.append(Func(hideSpray))
        track.append(Func(self.completeSquirt))
        return track
Example #23
0
 def __init__(self, _main):
     self.main = _main
     self.type = "gun"
     self.id = id(self)
     self.model = loader.loadModel("ItemMG")
     cs = CollisionSphere(0, 0, 0, 0.5)
     cnode = CollisionNode('itemWeapon' + str(self.id))
     cnode.addSolid(cs)
     self.colNP = self.model.attachNewNode(cnode)
Example #24
0
 def initCollisionSphere(self,node,name):
    bounds = node.getBounds()
    center = bounds.getCenter()
    radius = bounds.getRadius()*0.6
    cNode = CollisionNode(name)
    cNode.addSolid(CollisionSphere(center,radius))
    cNP=node.attachNewNode(cNode)
    cNP.show()
    return cNP
Example #25
0
 def __initializeEventSphere(self):
     sphere = CollisionSphere(0, 0, 0, 2)
     sphere.setTangible(0)
     node = CollisionNode(self.uniqueName('DEagleSuit-eventSphere'))
     node.addSolid(sphere)
     node.setCollideMask(CIGlobals.WallBitmask)
     np = self.attachNewNode(node)
     np.setSz(2.5)
     np.setZ(5.5)
     self.eventSphereNodePath = np
 def create_sphere(self, model_name, bitmask):
     model = loader.loadModel("models/" + model_name)
     model.reparent_to(base.render)
     target = CollisionSphere(0, 0, 0, 1)
     target_node = CollisionNode('collision_target')
     target_node.setIntoCollideMask(bitmask)
     target_nodepath = model.attach_new_node(target_node)
     target_nodepath.node().addSolid(target)
     target_nodepath.show()
     return model
 def makeCollisionNodePath(self, nodepath, solid):
     '''
     Creates a collision node and attaches the collision solid to the
     supplied NodePath. Returns the nodepath of the collision node.
     '''
     # Creates a collision node named after the name of the NodePath.
     collNode = CollisionNode("%s c_node" % nodepath.getName())
     collNode.addSolid(solid)
     collisionNodepath = nodepath.attachNewNode(collNode)
     return collisionNodepath
Example #28
0
 def __init__(self, _main, _value=25):
     self.main = _main
     self.id = id(self)
     self.type = "heal"
     self.healValue = _value
     self.model = loader.loadModel("ItemHeal")
     cs = CollisionSphere(0, 0, 0, 0.5)
     cnode = CollisionNode('itemHeal' + str(self.id))
     cnode.addSolid(cs)
     self.colNP = self.model.attachNewNode(cnode)
Example #29
0
 def __initCollisions(self, name):
     self.notify.debug("Initializing collision sphere...")
     ss = CollisionSphere(0, 0, 0, 5)
     ss.setTangible(0)
     snode = CollisionNode(name)
     snode.add_solid(ss)
     snode.set_collide_mask(CIGlobals.WallBitmask)
     self.snp = self.attach_new_node(snode)
     self.snp.setZ(3)
     self.acceptOnce("enter" + self.snp.node().getName(), self.__handleEnterCollisionSphere)
Example #30
0
def r_constructCollisionTree(self, solidTree, parentNode, colName):
        for item in solidTree:
            if type(item[0]) == type([]):
                newNode = parentNode.attachNewNode('%s-branch' % colName)
                self.r_constructCollisionTree(item, newNode, colName)
            else:
                cn = CollisionNode('%s-leaf' % colName)
                for solid in item:
                    cn.addSolid(solid)
                parentNode.attachNewNode(cn)
Example #31
0
    def CreateGfx(
            self, loader, idx
    ):  # idx is neccesary to be able to track it down for mouse picking

        self.idx = idx
        self.__node = loader.loadModel(os.path.join(os.getcwd(),
                                                    "models/cube"))
        self.__node.setPos(0, 0, 0)
        self.__node.setScale(0.5, 0.5, 0.5)
        self.__node.setTag("clickable", str(idx))  # to be able to click on it
        self.__node.setName("cell")

        # COLLISION
        collBox = CollisionBox(self.__node.getPos(), 1.0, 1.0, 1.0)
        cnodePath = self.__node.attachNewNode(CollisionNode("cnode"))
        cnodePath.node().addSolid(collBox)

        self.UpdateState(False, False, False)
 def createCatchCollisions(self):
     radius = 0.7
     handler = CollisionHandlerEvent()
     handler.setInPattern('ltCatch%in')
     self.ltLegsCollNode = CollisionNode('catchLegsCollNode')
     self.ltLegsCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltHeadCollNode = CollisionNode('catchHeadCollNode')
     self.ltHeadCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltLHandCollNode = CollisionNode('catchLHandCollNode')
     self.ltLHandCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltRHandCollNode = CollisionNode('catchRHandCollNode')
     self.ltRHandCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     legsCollNodepath = base.localAvatar.attachNewNode(self.ltLegsCollNode)
     legsCollNodepath.hide()
     head = base.localAvatar.getHeadParts().getPath(2)
     headCollNodepath = head.attachNewNode(self.ltHeadCollNode)
     headCollNodepath.hide()
     lHand = base.localAvatar.getLeftHands()[0]
     lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode)
     lHandCollNodepath.hide()
     rHand = base.localAvatar.getRightHands()[0]
     rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode)
     rHandCollNodepath.hide()
     base.localAvatar.cTrav.addCollider(legsCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(headCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(lHandCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(lHandCollNodepath, handler)
     if self.ShowToonSpheres:
         legsCollNodepath.show()
         headCollNodepath.show()
         lHandCollNodepath.show()
         rHandCollNodepath.show()
     self.ltLegsCollNode.addSolid(CollisionSphere(0, 0, radius, radius))
     self.ltHeadCollNode.addSolid(CollisionSphere(0, 0, 0, radius))
     self.ltLHandCollNode.addSolid(
         CollisionSphere(0, 0, 0, 2 * radius / 3.0))
     self.ltRHandCollNode.addSolid(
         CollisionSphere(0, 0, 0, 2 * radius / 3.0))
     self.toonCollNodes = [
         legsCollNodepath, headCollNodepath, lHandCollNodepath,
         rHandCollNodepath
     ]
Example #33
0
    def __init__(self, entity, mesh=None, center=(0,0,0)):
        super().__init__()
        center = Vec3(center)
        if mesh == None and entity.model:
            print('auto gen mesh colider from entity mesh')
            mesh = entity.model

        self.node_path = entity.attachNewNode(CollisionNode('CollisionNode'))
        node = self.node_path.node()

        if mesh.triangles:
            for tri in mesh.triangles:
                if len(tri) == 3:
                    shape = CollisionPolygon(
                        swap_y_z(Vec3(mesh.vertices[tri[0]])) + center,
                        swap_y_z(Vec3(mesh.vertices[tri[1]])) + center,
                        swap_y_z(Vec3(mesh.vertices[tri[2]])) + center)
                    node.addSolid(shape)
                elif len(tri) == 4:
                    shape = CollisionPolygon(
                        swap_y_z(Vec3(mesh.vertices[tri[0]])) + center,
                        swap_y_z(Vec3(mesh.vertices[tri[1]])) + center,
                        swap_y_z(Vec3(mesh.vertices[tri[2]])) + center)
                    node.addSolid(shape)
                    shape = CollisionPolygon(
                        swap_y_z(Vec3(mesh.vertices[tri[2]])) + center,
                        swap_y_z(Vec3(mesh.vertices[tri[3]])) + center,
                        swap_y_z(Vec3(mesh.vertices[tri[0]])) + center)
                    node.addSolid(shape)

        elif mesh.mode == 'triangle':
            for i in range(0, len(mesh.vertices), 3):
                shape = CollisionPolygon(
                    swap_y_z(Vec3(mesh.vertices[i])) + center,
                    swap_y_z(Vec3(mesh.vertices[i+1])) + center,
                    swap_y_z(Vec3(mesh.vertices[i+2])) + center
                    )
                node.addSolid(shape)

        else:
            print('error: mesh collider does not support', mesh.mode, 'mode')


        self.visible = False
Example #34
0
 def setUpMouseCollider(self):
     # clicking on objects stuff came from here:
     # https://www.panda3d.org/manual/index.php/Collision_Traversers
     # https://www.panda3d.org/manual/index.php/Collision_Handlers
     # will not use the traverser set up by car because slow
     # instead we will render each time clicked
     self.mouseCollideTrav = CollisionTraverser("mouseTraverse")
     self.mousehandler = CollisionHandlerQueue()
     # edit this so that from Object is the camera
     # self.mouseCollideTrav.addCollider(fromObject, queue)
     # self.mouseCollideTrav.traverse(render)
     # this next part came from:
     # https://www.panda3d.org/manual/index.php/Clicking_on_3D_Objects
     pickerNode = CollisionNode("mouseRay")
     pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
     pickerNode.setIntoCollideMask(CollideMask.allOff())
     self.pickerRay = CollisionRay()
     pickerNode.addSolid(self.pickerRay)
     pickerNp = camera.attachNewNode(pickerNode)
     self.mouseCollideTrav.addCollider(pickerNp, self.mousehandler)
Example #35
0
 def _base_combined_cdnp(name, radius):
     collision_node = CollisionNode(name)
     collision_primitive_c0 = CollisionBox(Point3(-0.1, 0.0, 0.14 - 0.82),
                                           x=.35 + radius,
                                           y=.3 + radius,
                                           z=.14 + radius)
     collision_node.addSolid(collision_primitive_c0)
     collision_primitive_c1 = CollisionBox(Point3(0.0, 0.0, -.3),
                                           x=.112 + radius,
                                           y=.112 + radius,
                                           z=.3 + radius)
     collision_node.addSolid(collision_primitive_c1)
     return collision_node
Example #36
0
 def _base_combined_cdnp(name, radius):
     collision_node = CollisionNode(name)
     collision_primitive_c0 = CollisionBox(Point3(.0, 0.0, 0.225),
                                           x=.14 + radius,
                                           y=.14 + radius,
                                           z=.225 + radius)
     collision_node.addSolid(collision_primitive_c0)
     collision_primitive_c1 = CollisionBox(Point3(0.031, 0.0, 0.73),
                                           x=.0855 + radius,
                                           y=.0855 + radius,
                                           z=.27 + radius)
     collision_node.addSolid(collision_primitive_c1)
     return collision_node
Example #37
0
 def __endFireWater(self):
     if self.aimStart == None:
         return
     if not self.state == 'Controlled':
         return
     if not self.avId == localAvatar.doId:
         return
     taskMgr.remove(self.waterPowerTaskName)
     messenger.send('wakeup')
     self.aimStart = None
     origin = self.nozzle.getPos(render)
     target = self.boss.getPos(render)
     angle = deg2Rad(self.waterPitcherNode.getH() + 90)
     x = math.cos(angle)
     y = math.sin(angle)
     fireVector = Point3(x, y, 0)
     if self.power < 0.001:
         self.power = 0.001
     self.lastPowerFired = self.power
     fireVector *= self.fireLength * self.power
     target = origin + fireVector
     segment = CollisionSegment(origin[0], origin[1], origin[2], target[0],
                                target[1], target[2])
     fromObject = render.attachNewNode(CollisionNode('pitcherColNode'))
     fromObject.node().addSolid(segment)
     fromObject.node().setFromCollideMask(ToontownGlobals.PieBitmask
                                          | ToontownGlobals.CameraBitmask
                                          | ToontownGlobals.FloorBitmask)
     fromObject.node().setIntoCollideMask(BitMask32.allOff())
     queue = CollisionHandlerQueue()
     base.cTrav.addCollider(fromObject, queue)
     base.cTrav.traverse(render)
     queue.sortEntries()
     self.hitObject = None
     if queue.getNumEntries():
         entry = queue.getEntry(0)
         target = entry.getSurfacePoint(render)
         self.hitObject = entry.getIntoNodePath()
     base.cTrav.removeCollider(fromObject)
     fromObject.removeNode()
     self.d_firingWater(origin, target)
     self.fireWater(origin, target)
     self.resetPowerBar()
     return
Example #38
0
File: Item.py Project: quopple/Game
    def initModel(self, pos, scale, player, buffState, parent=None):
        '''
        初始化道具模型和设置碰撞检测
        #pos 道具模型的放置位置 (世界坐标系)
        #scale 模型缩放比例
        #player 英雄实例
        '''

        # 加载并设置模型
        try:
            modelName = ModelPath + "model_" + self.itemName
            self.item = Actor(modelName, {'revolve': modelName})
            self.item.loop('revolve')
        except Exception:
            self.item = Actor()
            self.item.setScale(0.3)

        self.item.setPos(pos)
        self.item.setScale(scale)
        if parent == None:
            self.item.reparentTo(base.render)
        else:
            self.item.reparentTo(parent)
        # 设置碰撞检测
        collisionSphere = CollisionSphere(0, 0, 0, 1)
        self.collisionNodeName = "{}CollisionNode{}".format(
            self.itemName, self.number)
        itemColNode = CollisionNode(self.collisionNodeName)
        itemColNode.addSolid(collisionSphere)
        itemColNode.setIntoCollideMask(CollideMask.bit(DefaultHeroMaskVal))
        itemColNode.setFromCollideMask(CollideMask.allOff())
        self.itemCollision = self.item.attachNewNode(itemColNode)
        self.itemCollision.setPythonTag("Item", self)
        ##显示包围体   用于粗略模拟道具盒
        # self.itemCollision.show()
        base.cTrav.addCollider(self.itemCollision, base.cHandler)

        inEvent = "{}-into-{}".format(player.colliderName,
                                      self.collisionNodeName)
        self.accept(inEvent, self.action)
        buffState.accept(inEvent, buffState.addBuff)
Example #39
0
    def OnSpawn(self, parent):
        # Spawn in world (default)

        # Load a model for now its just one.
        self.seed = loader.loadModel("./assets/seed/seed")
        self.seedNP = self.seed.reparentTo(parent)
        self.seed.setZ(1)

        # Collision body
        cs = CollisionSphere(0, 0, 0, 0.4)
        cs.setTangible(False)
        self.cnodePath = self.seed.attachNewNode(
            CollisionNode("seedSphere-" + self.id))
        self.cnodePath.node().addSolid(cs)
        self.cnodePath.node().setIntoCollideMask(BitMask32(0x80))  # 1000 0000

        #self.cnodePath.show()

        self.seedState = 0
Example #40
0
    def show_target(self):
        self.target_select()
        self.intoObject = self.tar.attachNewNode(CollisionNode('colintoNode'))

        if self.table[self.trial_counter,7] == "sphere":
            self.intoObject.node().addSolid(CollisionSphere(0,0,0,1))
        elif self.table[self.trial_counter,7] == "cylinder":
            self.intoObject.node().addSolid(CollisionTube(0,0,-1.4,0,0,1.4,1))
        else:
            raise NameError("No such collision type")

        self.tar.show()
        self.tar2.show()

        for i in range(5):
            if i not in self.highlighted_indices:
                self.players[i].hide()

        self.touch_dur = 0
    def createSquareCollider(self, px, pz, w, h, modelName, collisionNodeName,
                             nodeName, enableFunction, disableFunction,
                             texture, mask):
        obj = self.scene.attachNewNode(nodeName)
        hitbox = CollisionBox(Point3(0, 0, 0), w, 5, h)
        cNodePath = obj.attachNewNode(CollisionNode(collisionNodeName))
        cNodePath.node().addSolid(hitbox)
        cNodePath.node().setIntoCollideMask(mask)
        cNodePath.node().setFromCollideMask(mask)
        #cNodePath.show()
        base.cTrav.addCollider(cNodePath, self.collisionHandlerEvent)

        self.scene.find(f'root/{modelName}').reparentTo(obj)
        obj.setPos(px, 0, pz)
        obj.setTexture(texture)

        self.accept(f'into-{collisionNodeName}', enableFunction)
        self.accept(f'outof-{collisionNodeName}', disableFunction)
        return obj
    def announceGenerate(self):
        DistributedToonFPSGame.announceGenerate(self)

        base.camLens.setMinFov(CIGlobals.GunGameFOV / (4. / 3.))
        base.camLens.setFar(250)
        base.localAvatar.setPythonTag('localAvatar', 1)
        self.avatarBody = base.localAvatar.attachNewNode(
            CollisionNode('sphereforguardeyes'))
        self.avatarBody.node().addSolid(CollisionSphere(0, 0, 0, 1.2))
        self.avatarBody.node().setFromCollideMask(BitMask32.allOff())
        self.avatarBody.node().setIntoCollideMask(CGG.GuardBitmask)
        self.gameWorld = FactorySneakWorld(self)
        self.gameWorld.loadWorld()
        self.gameWorld.loadJellybeanBarrels()
        self.gameWorld.makeGuards()
        self.gameWorld.showWorld()
        self.gameWorld.setupPlayer()

        self.load()
Example #43
0
    def __init__(self, n=1, bins=1):

        #index = md()
        #def get_index():
        #return index
        #indexMan.register('index',get_index)
        #self.iman = indexMan(('127.0.0.1',5000),authkey='none')
        #self.iman.start()
        index = {}
        #index_counter = Counter(0,1)

        collideRoot = render.attachNewNode('collideRoot')
        bases = [
            np.cumsum(np.random.randint(-1, 2, (n, 3)), axis=0)
            for i in range(bins)
        ]
        type_ = GeomPoints
        runs = []

        for base in bases:
            runs.append(convertToGeom(index_counter, base, type_))

        for nodes in runs:
            for node, idx in nodes():  #FIXME stupid
                nd = render.attachNewNode(node)
                index.update(idx)  #FIXME this is nasty
                print(idx)
        for uid, list_ in index.items():
            #TODO to change the color of a selected node we will need something a bit more ... sophisticated
            #parent = list_[1][0]
            if list_ == None:
                continue
            cNode = collideRoot.attachNewNode(
                CollisionNode('collider %s' %
                              uid))  #ultimately used to index??
            cNode.node().addSolid(CollisionSphere(0, 0, 0, .5))
            cNode.node().setIntoCollideMask(BitMask32.bit(BITMASK_COLL_CLICK))
            cNode.setPos(*list_[0])
            cNode.setPythonTag('uid', uid)
            cNode.show()
            list_[
                2] = cNode  #FIXME this is inconsistent and the 'uid' means different things in different contexts!
        print(index_counter.value)
Example #44
0
    def add_shape(self, entity, movement, solid, shape):
        model_proxy = self.proxies['character_node']
        model = entity[model_proxy.component_type]
        model_node = model_proxy.field(entity)

        node = NodePath(
            CollisionNode(
                f'{movement.tag_name}-{solid["tag"]}',
            ),
        )
        solid['node'] = node
        node.node().add_solid(shape)
        node.node().set_from_collide_mask(movement.from_collide_mask)
        node.node().set_into_collide_mask(movement.into_collide_mask)
        node.reparent_to(model_node)
        movement.traverser.add_collider(node, movement.queue)
        node.set_python_tag(movement.tag_name, movement)
        if 'debug' in solid and solid['debug']:
            node.show()
Example #45
0
 def PopulateSpawns(self, cursor, numrows):
     spawn_coords = list()
     globals.model_list = list()
     for x in range(0, numrows):
         row = cursor.fetchone()
         point = Point3(long(row["Spawn2Y"]), long(row["Spawn2X"]), long(row["Spawn2Z"]))
         if point not in spawn_coords:
             s = loader.loadModel("models/cube.egg")
             s.reparentTo(render)
             s.setPos(row["Spawn2Y"], row["Spawn2X"], row["Spawn2Z"])
             min,macks= s.getTightBounds()
             radius = max([macks.getY() - min.getY(), macks.getX() - min.getX()])/2
             cs = CollisionSphere(row["Spawn2X"], row["Spawn2Y"], row["Spawn2Z"], radius)
             csNode = s.attachNewNode(CollisionNode("modelCollide"))
             csNode.node().addSolid(cs)
             s.setTag("name", row["name"])
             picker.makePickable(s)
             globals.model_list.append(s)
             spawn_coords.append(point)
Example #46
0
 def _initCollisions(self):
     self._camCollRay = CollisionRay()
     camCollNode = CollisionNode('CameraToonRay')
     camCollNode.addSolid(self._camCollRay)
     camCollNode.setFromCollideMask(OTPGlobals.WallBitmask
                                    | OTPGlobals.CameraBitmask
                                    | ToontownGlobals.FloorEventBitmask
                                    | ToontownGlobals.CeilingBitmask)
     camCollNode.setIntoCollideMask(0)
     self._camCollNP = self._camera.attachNewNode(camCollNode)
     self._camCollNP.show()
     self._collOffset = Vec3(0, 0, 0.5)
     self._collHandler = CollisionHandlerQueue()
     self._collTrav = CollisionTraverser()
     self._collTrav.addCollider(self._camCollNP, self._collHandler)
     self._betweenCamAndToon = {}
     self._transNP = NodePath('trans')
     self._transNP.reparentTo(render)
     self._transNP.setTransparency(True)
     self._transNP.setAlphaScale(Globals.Camera.AlphaBetweenToon)
     self._transNP.setBin('fixed', 10000)
Example #47
0
class MouseCollision:
    def __init__(self, game):

        self.game = game

        self.c_trav = CollisionTraverser()

        self.mouse_groundHandler = CollisionHandlerQueue()
        self.mouse_ground_ray = CollisionRay()
        self.mouse_ground_col = CollisionNode('mouseRay')

        self.mouse_ground_ray.setOrigin(0, 0, 0)
        self.mouse_ground_ray.setDirection(0, -1, 0)

        self.mouse_ground_col.addSolid(self.mouse_ground_ray)
        self.mouse_ground_col.setFromCollideMask(CollideMask.bit(0))
        self.mouse_ground_col.setIntoCollideMask(CollideMask.allOff())

        self.mouse_ground_col_np = self.game.camera.attachNewNode(
            self.mouse_ground_col)

        self.c_trav.addCollider(self.mouse_ground_col_np,
                                self.mouse_groundHandler)

        self.game.taskMgr.add(self.update, 'updateMouse')

    def update(self, task):

        if self.game.mouseWatcherNode.hasMouse():
            if self.game.ship.model:

                mouse_pos = self.game.mouseWatcherNode.getMouse()

                self.mouse_ground_ray.setFromLens(self.game.camNode,
                                                  mouse_pos.getX(),
                                                  mouse_pos.getY())

                near_point = render.getRelativePoint(
                    self.game.camera, self.mouse_ground_ray.getOrigin())
                near_vec = render.getRelativeVector(
                    self.game.camera, self.mouse_ground_ray.getDirection())

                self.game.ship.shipPoint.setPos(
                    self.PointAtY(self.game.ship.model.getY(), near_point,
                                  near_vec))

        return task.cont

    def PointAtY(self, y, point, vec):
        return point + vec * ((y - point.getY()) / vec.getY())
    def start(self):
        self.fullyChargedSound = base.loadSfx(
            'phase_4/audio/sfx/MG_pairing_match.ogg')
        self.rechargeSound = base.loadSfx(
            'phase_4/audio/sfx/MG_sfx_travel_game_blue_arrow.ogg')
        self.batteryFrame = DirectFrame(parent=base.a2dBottomRight,
                                        pos=(-0.2, 0, 0.1),
                                        scale=(0.8, 0, 1))
        self.batteryBg = OnscreenImage(
            image='phase_4/maps/battery_charge_frame.png',
            parent=self.batteryFrame)
        self.batteryBg.setTransparency(1)
        self.batteryBg.setX(0.03)
        self.batteryBg.setScale(0.17, 0, 0.05)
        self.batteryBar = DirectWaitBar(value=0,
                                        range=5,
                                        barColor=(1, 1, 1, 1),
                                        relief=None,
                                        scale=(0.12, 0.0, 0.3),
                                        parent=self.batteryFrame)
        self.cameraFocus = loader.loadModel(
            "phase_4/models/minigames/photo_game_viewfinder.bam")
        self.cameraFocus.reparentTo(base.aspect2d)

        self.focusTrav = CollisionTraverser('CSFP.focusTrav')
        ray = CollisionRay()
        rayNode = CollisionNode('CSFP.rayNode')
        rayNode.addSolid(ray)
        rayNode.setCollideMask(BitMask32(0))
        rayNode.setFromCollideMask(CIGlobals.WallBitmask)
        self.focusRay = ray
        self.focusRayNode = base.camera.attachNewNode(rayNode)
        self.focusHandler = CollisionHandlerQueue()
        self.focusTrav.addCollider(self.focusRayNode, self.focusHandler)

        base.localAvatar.walkControls.setWalkSpeed(CIGlobals.ToonForwardSpeed,
                                                   0.0,
                                                   CIGlobals.ToonReverseSpeed,
                                                   CIGlobals.ToonRotateSpeed)
        FirstPerson.start(self)
Example #49
0
    def __init__(self, cr):
        DistributedObject.__init__(self, cr)
        self.name = "Player"
        self.piece = None

        self.pickerQueue = CollisionHandlerQueue()
        self.pickerRay = CollisionRay()
        pickerNode = CollisionNode('mouseRay')
        pickerNode.setFromCollideMask(BitMask32(0x80))
        pickerNode.addSolid(self.pickerRay)
        self.pickerNP = base.camera.attachNewNode(pickerNode)
        base.cTrav.addCollider(self.pickerNP, self.pickerQueue)

        self.accept("mouse1", self.checkClick)
Example #50
0
 def __init__(self, charId, charNr, controls):
     FSM.__init__(self, "FSM-Player{}".format(charNr))
     self.charId = charId
     charPath = "characters/character{}/".format(charNr)
     self.character = Actor(
         charPath + "char", {
             "Idle": charPath + "idle",
             "Walk": charPath + "walk",
             "Walk_back": charPath + "walk_back",
             "Punch_l": charPath + "punch_l",
             "Punch_r": charPath + "punch_r",
             "Kick_l": charPath + "kick_l",
             "Kick_r": charPath + "kick_r",
             "Hit": charPath + "hit",
             "Defend": charPath + "defend",
             "Defeated": charPath + "defeated"
         })
     self.character.reparentTo(render)
     self.character.hide()
     self.walkSpeed = 2.0
     if controls == "p1":
         self.character.setH(90)
         self.leftButton = KeyboardButton.asciiKey("d")
         self.rightButton = KeyboardButton.asciiKey("f")
         self.punchLButton = KeyboardButton.asciiKey("q")
         self.punchRButton = KeyboardButton.asciiKey("w")
         self.kickLButton = KeyboardButton.asciiKey("a")
         self.kickRButton = KeyboardButton.asciiKey("s")
         self.defendButton = KeyboardButton.asciiKey("e")
     elif controls == "p2":
         self.character.setH(-90)
         self.leftButton = KeyboardButton.right()
         self.rightButton = KeyboardButton.left()
         self.punchLButton = KeyboardButton.asciiKey("i")
         self.punchRButton = KeyboardButton.asciiKey("o")
         self.kickLButton = KeyboardButton.asciiKey("k")
         self.kickRButton = KeyboardButton.asciiKey("l")
         self.defendButton = KeyboardButton.asciiKey("p")
     characterSphere = CollisionSphere(0, 0, 1.0, 0.5)
     self.collisionNodeName = "character{}Collision".format(charId)
     characterColNode = CollisionNode(self.collisionNodeName)
     characterColNode.addSolid(characterSphere)
     self.characterCollision = self.character.attachNewNode(
         characterColNode)
     base.pusher.addCollider(self.characterCollision, self.character)
     base.cTrav.addCollider(self.characterCollision, base.pusher)
     characterHitRay = CollisionSegment(0, -0.5, 1.0, 0, -0.8, 1.0)
     characterColNode.addSolid(characterHitRay)
     self.getPos = self.character.getPos
     self.getX = self.character.getX
Example #51
0
    def __init__(self, pos, modelName, maxHealth, maxSpeed, colliderName,
                 size):
        Enemy.__init__(self, pos, modelName, maxHealth, maxSpeed, colliderName,
                       size)

        self.acceleration = 100.0

        self.turnRate = 200.0

        self.yVector = Vec2(0, 1)

        self.steeringRayNPs = []

        self.steeringQueue = CollisionHandlerQueue()

        self.state = FighterEnemy.STATE_ATTACK
        self.breakAwayTimer = 0
        self.breakAwayMaxDuration = 5

        self.evasionDuration = 2
        self.evasionDurationVariability = 0.2
        self.evasionTimer = 0
        self.evasionDirection = (0, 0)

        for i in range(4):
            ray = CollisionSegment(0, 0, 0, 0, 1, 0)

            rayNode = CollisionNode("steering ray")
            rayNode.addSolid(ray)

            rayNode.setFromCollideMask(MASK_WALLS)
            rayNode.setIntoCollideMask(0)

            rayNodePath = self.actor.attachNewNode(rayNode)

            #rayNodePath.show()

            self.steeringRayNPs.append(rayNodePath)

        Common.framework.traverser.addCollider(rayNodePath, self.steeringQueue)
Example #52
0
 def __initCollisions(self, name):
     self.notify.debug('Initializing collision sphere...')
     numSlots = len(self.circles)
     ss = CollisionSphere(0, 0, 0, self.numPlayers2SphereRadius[numSlots])
     ss.setTangible(0)
     snode = CollisionNode(name)
     snode.add_solid(ss)
     snode.set_collide_mask(CIGlobals.WallBitmask)
     self.snp = self.attach_new_node(snode)
     self.snp.setZ(3)
     self.snp.setY(self.numPlayers2SphereY[numSlots])
     self.snp.setSx(self.numPlayers2SphereSx[numSlots])
     self.snp.setSy(self.numPlayers2SphereSy[numSlots])
     self.acceptOnce('enter' + self.snp.node().getName(), self.__handleEnterCollisionSphere)
Example #53
0
    def setupBoxCollider(self,
                         node,
                         px,
                         py,
                         pz,
                         w,
                         d,
                         h,
                         nm,
                         colliderEventHandler,
                         fromCollisionMask=0,
                         intoCollisionMask=0):

        hitBox = CollisionBox(Point3(px, py, pz), w, d, h)
        cnodePath = node.attachNewNode(CollisionNode(nm))
        cnodePath.node().addSolid(hitBox)
        cnodePath.node().setIntoCollideMask(intoCollisionMask)
        cnodePath.node().setFromCollideMask(fromCollisionMask)
        cnodePath.show()
        base.cTrav.addCollider(cnodePath, colliderEventHandler)
Example #54
0
def make_collision(solid_from, solid_into):
    node_from = CollisionNode("from")
    node_from.add_solid(solid_from)
    node_into = CollisionNode("into")
    node_into.add_solid(solid_into)

    root = NodePath("root")
    trav = CollisionTraverser()
    queue = CollisionHandlerQueue()

    np_from = root.attach_new_node(node_from)
    np_into = root.attach_new_node(node_into)

    trav.add_collider(np_from, queue)
    trav.traverse(root)

    entry = None
    for e in queue.get_entries():
        if e.get_into() == solid_into:
            entry = e

    return (entry, np_from, np_into)
Example #55
0
 def PlaceSpawnPointOn3dMap(self, row):
     spawn = Spawn()
     self.InitSpawnData(spawn, row)
     spawn.model = loader.loadModel(spawn.modelname)
     spawn.initmodel()
     spawn.model.reparentTo(render)
     spawn.initheadingfromdb(row["Spawn2Heading"])
     spawn.placeintoworld(row["Spawn2Y"], row["Spawn2X"], row["Spawn2Z"])
     min, macks = spawn.model.getTightBounds()
     radius = max([macks.getY() - min.getY(), macks.getX() - min.getX()]) / 2
     cs = CollisionSphere(row["Spawn2X"], row["Spawn2Y"], row["Spawn2Z"], radius)
     csNode = spawn.model.attachNewNode(CollisionNode("modelCollide"))
     csNode.node().addSolid(cs)
     # TODO: ADD MORE TAGS??
     spawn.model.setTag("name", row["NpcName"])
     spawn.model.setTag("spawngroup_name", row["spawngroup_name"])
     spawn.model.setTag("spawn2id", str(row["Spawn2Id"]))
     spawn.model.setTag("type", "spawn")
     globals.picker.makePickable(spawn.model)
     globals.spawn_list.append(spawn)
Example #56
0
class CogdoMazeExit(CogdoGameExit, DirectObject):
    EnterEventName = 'CogdoMazeDoor_Enter'

    def __init__(self):
        CogdoGameExit.__init__(self)
        self.revealed = False
        self._players = []
        self._initCollisions()

    def _initCollisions(self):
        collSphere = CollisionSphere(0, 0, 0, 3.0)
        collSphere.setTangible(0)
        self.collNode = CollisionNode(self.getName())
        self.collNode.addSolid(collSphere)
        self.collNP = self.attachNewNode(self.collNode)

    def destroy(self):
        self.ignoreAll()
        CogdoGameExit.destroy(self)

    def enable(self):
        self.collNode.setFromCollideMask(ToontownGlobals.WallBitmask)
        self.accept('enter' + self.getName(), self._handleEnterCollision)

    def disable(self):
        self.ignore('enter' + self.getName())
        self.collNode.setFromCollideMask(BitMask32(0))

    def _handleEnterCollision(self, collEntry):
        messenger.send(CogdoMazeExit.EnterEventName, [self])

    def onstage(self):
        self.unstash()
        self.enable()

    def offstage(self):
        self.stash()
        self.disable()

    def playerEntersDoor(self, player):
        if player not in self._players:
            self._players.append(player)
            self.toonEnters(player.toon)

    def getPlayerCount(self):
        return len(self._players)

    def hasPlayer(self, player):
        return player in self._players
    def placeHealthItems(self):
        self.placeholder = render.attachNewNode("HealthItem-Placeholder")
        self.placeholder.setPos(0, 0, 0)

        # Add the health items to the placeholder node
        for i in range(5):
            # Load in the health item model
            self.healthy = loader.loadModel("models/sphere")
            self.healthy.setPos(0, 0, 0)
            self.healthy.reparentTo(self.placeholder)

            self.placeItem(self.healthy)

            # Add spherical collision detection
            healthSphere = CollisionSphere(0, 0, 0, 1)
            sphereNode = CollisionNode('healthSphere')
            sphereNode.addSolid(healthSphere)
            sphereNode.setFromCollideMask(BitMask32.allOff())
            sphereNode.setIntoCollideMask(BitMask32.bit(0))
            sphereNp = self.healthy.attachNewNode(sphereNode)
            sphereColHandler = CollisionHandlerQueue()
            base.cTrav.addCollider(sphereNp, sphereColHandler)
Example #58
0
 def initKeyDoors(self):
     i = 0
     for keyDoor in self.KeyDoorLogic:
         for door, value in self.doorControls.iteritems():
             if keyDoor == door.getParent().getName():
                 c = Point3(0,0,0)
                 p1 = Point3(c.getX()-1, c.getY()-0.8, c.getZ())
                 p2 = Point3(c.getX()+1, c.getY()+0.8, c.getZ()+2)
                 keyDoorBox = CollisionBox(p1, p2)
                 keyDoorBox.setTangible(False)
                 keyDoorColNP = door.getParent().attachNewNode(CollisionNode('keyDoorActivation%d'%i))
                 keyDoorColNP.node().addSolid(keyDoorBox)
                 keyDoorName = door.getParent().getName()
                 self.accept("playerCollision-in-keyDoorActivation%d"%i,
                             self.__setActivateElement,
                             extraArgs=[True, keyDoorName, "door"])
                 self.accept("playerCollision-out-keyDoorActivation%d"%i,
                             self.__setActivateElement,
                             extraArgs=[False, keyDoorName, "door"])
                 i+=1
Example #59
0
    def initPostsigns(self):
        objects = self.level.findAllMatches('**/Signpost.*')

        self.postsigns = {}

        i = 0
        for object in objects:
            postsphere = CollisionSphere(0, 0, 0.5, 1)
            postsphere.setTangible(False)
            postColNP = object.attachNewNode(CollisionNode('postsignInfo%d'%i))
            postColNP.node().addSolid(postsphere)
            self.postsigns.setdefault(object, postColNP)
            postName = object.getName()
            self.accept("playerCollision-in-postsignInfo%d"%i,
                        self.__setActivateElement,
                        extraArgs=[True, postName, "postsign"])
            self.accept("playerCollision-out-postsignInfo%d"%i,
                        self.__setActivateElement,
                        extraArgs=[False, postName, "postsign"])
            i+=1
    def placeCollectibles(self):
        self.placeCol = render.attachNewNode("Collectible-Placeholder")
        self.placeCol.setPos(0, 0, 0)

        # Add the health items to the placeCol node
        for i in range(self.numObjects):
            # Load in the health item model
            self.collect = loader.loadModel("models/jack")
            self.collect.setPos(0, 0, 0)
            self.collect.reparentTo(self.placeCol)

            self.placeItem(self.collect)

            # Add spherical collision detection
            colSphere = CollisionSphere(0, 0, 0, 1)
            sphereNode = CollisionNode('colSphere')
            sphereNode.addSolid(colSphere)
            sphereNode.setFromCollideMask(BitMask32.allOff())
            sphereNode.setIntoCollideMask(BitMask32.bit(0))
            sphereNp = self.collect.attachNewNode(sphereNode)
            sphereColHandler = CollisionHandlerQueue()
            base.cTrav.addCollider(sphereNp, sphereColHandler)