Example #1
0
 def loadFlatQuad(self, fullFilename):
     cm = CardMaker('cm-%s' % fullFilename)
     cm.setColor(1.0, 1.0, 1.0, 1.0)
     aspect = base.camLens.getAspectRatio()
     htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
     htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)
     cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0,
                 htmlHeight / 2.0)
     bottomRightX = WEB_WIDTH_PIXELS / float(WEB_WIDTH + 1)
     bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)
     cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))
     card = cm.generate()
     quad = NodePath(card)
     jpgFile = PNMImage(WEB_WIDTH, WEB_HEIGHT)
     smallerJpgFile = PNMImage()
     readFile = smallerJpgFile.read(Filename(fullFilename))
     if readFile:
         jpgFile.copySubImage(smallerJpgFile, 0, 0)
         guiTex = Texture('guiTex')
         guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1,
                             Texture.TUnsignedByte, Texture.FRgba)
         guiTex.setMinfilter(Texture.FTLinear)
         guiTex.load(jpgFile)
         guiTex.setWrapU(Texture.WMClamp)
         guiTex.setWrapV(Texture.WMClamp)
         ts = TextureStage('webTS')
         quad.setTexture(ts, guiTex)
         quad.setTransparency(0)
         quad.setTwoSided(True)
         quad.setColor(1.0, 1.0, 1.0, 1.0)
         result = quad
     else:
         result = None
     Texture.setTexturesPower2(1)
     return result
 def loadFlatQuad(self, fullFilename):
     cm = CardMaker("cm-%s" % fullFilename)
     cm.setColor(1.0, 1.0, 1.0, 1.0)
     aspect = base.camLens.getAspectRatio()
     htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
     htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)
     cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
     bottomRightX = WEB_WIDTH_PIXELS / float(WEB_WIDTH + 1)
     bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)
     cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))
     card = cm.generate()
     quad = NodePath(card)
     jpgFile = PNMImage(WEB_WIDTH, WEB_HEIGHT)
     smallerJpgFile = PNMImage()
     readFile = smallerJpgFile.read(Filename(fullFilename))
     if readFile:
         jpgFile.copySubImage(smallerJpgFile, 0, 0)
         guiTex = Texture("guiTex")
         guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
         guiTex.setMinfilter(Texture.FTLinear)
         guiTex.load(jpgFile)
         guiTex.setWrapU(Texture.WMClamp)
         guiTex.setWrapV(Texture.WMClamp)
         ts = TextureStage("webTS")
         quad.setTexture(ts, guiTex)
         quad.setTransparency(0)
         quad.setTwoSided(True)
         quad.setColor(1.0, 1.0, 1.0, 1.0)
         result = quad
     else:
         result = None
     Texture.setTexturesPower2(1)
     return result
Example #3
0
    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in range(self._mazeHeight):
            for y in range(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        mapTexture = Texture('mapTexture')
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution,
                                self._maskResolution, 1, Texture.TUnsignedByte,
                                Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)
        mapImage.clear()
        del mapImage
        cm = CardMaker('map_cardMaker')
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map
    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in xrange(self._mazeHeight):
            for y in xrange(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        mapTexture = Texture('mapTexture')
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)
        mapImage.clear()
        del mapImage
        cm = CardMaker('map_cardMaker')
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map
Example #5
0
    def loadFlatQuad(self, fullFilename):
        """Load the flat jpg into a quad."""
        assert self.notify.debugStateCall(self)
        #Texture.setTexturesPower2(AutoTextureScale.ATSUp)
        #Texture.setTexturesPower2(2)
        
        cm = CardMaker('cm-%s'%fullFilename)
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0*aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)		
        htmlHeight = 2.0*float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT) 

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, - htmlHeight / 2.0, htmlHeight / 2.0)

        bottomRightX = (WEB_WIDTH_PIXELS) / float( WEB_WIDTH +1)
        bottomRightY = WEB_HEIGHT_PIXELS / float (WEB_HEIGHT+1)

        #cm.setUvRange(Point2(0,0), Point2(bottomRightX, bottomRightY))
        cm.setUvRange(Point2(0,1-bottomRightY), Point2(bottomRightX,1))
        
        card = cm.generate()
        quad = NodePath(card)
        #quad.reparentTo(self.parent)

        jpgFile = PNMImage(WEB_WIDTH, WEB_HEIGHT)
        smallerJpgFile = PNMImage()
        readFile = smallerJpgFile.read(Filename(fullFilename))
        if readFile:
            jpgFile.copySubImage(smallerJpgFile, 0, 0)

            guiTex = Texture("guiTex")
            guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
            guiTex.setMinfilter(Texture.FTLinear)
            guiTex.load(jpgFile)
            #guiTex.setKeepRamImage(True)		
            #guiTex.makeRamImage()				
            guiTex.setWrapU(Texture.WMClamp)
            guiTex.setWrapV(Texture.WMClamp)

            ts = TextureStage('webTS')
            quad.setTexture(ts, guiTex)
            #quad.setTexScale(ts, 1.0, -1.0)

            quad.setTransparency(0)
            quad.setTwoSided(True)
            quad.setColor(1.0, 1.0, 1.0, 1.0)
            result= quad
        else:
            # if we have an error loading the file, return None to signify an error
            result = None

        #Texture.setTexturesPower2(AutoTextureScale.ATSDown)
        Texture.setTexturesPower2(1)
        return result
    def __init__(self,
                 scene=base.render,
                 ambient=0.2,
                 hardness=16,
                 fov=40,
                 near=10,
                 far=100):
        """Create an instance of this class to initiate shadows.
    Also, a shadow casting 'light' is created when this class is called.
    The first parameter is the nodepath in the scene where you
    want to apply your shadows on, by default this is render."""

        # Read and store the function parameters
        self.scene = scene
        self.__ambient = ambient
        self.__hardness = hardness

        # By default, mark every object as textured.
        self.flagTexturedObject(self.scene)

        # Create the buffer plus a texture to store the output in
        buffer = createOffscreenBuffer(-3)
        depthmap = Texture()
        buffer.addRenderTexture(depthmap, GraphicsOutput.RTMBindOrCopy,
                                GraphicsOutput.RTPColor)

        # Set the shadow filter if it is supported
        if (base.win.getGsg().getSupportsShadowFilter()):
            depthmap.setMinfilter(Texture.FTShadow)
            depthmap.setMagfilter(Texture.FTShadow)

        # Make the camera
        self.light = base.makeCamera(buffer)
        self.light.node().setScene(self.scene)
        self.light.node().getLens().setFov(fov)
        self.light.node().getLens().setNearFar(near, far)

        # Put a shader on the Light camera.
        lci = NodePath(PandaNode("lightCameraInitializer"))
        lci.setShader(loader.loadShader("caster.sha"))
        self.light.node().setInitialState(lci.getState())

        # Put a shader on the Main camera.
        mci = NodePath(PandaNode("mainCameraInitializer"))
        mci.setShader(loader.loadShader("softshadow.sha"))
        base.cam.node().setInitialState(mci.getState())

        # Set up the blurring buffers, one that blurs horizontally, the other vertically
        #blurXBuffer = makeFilterBuffer(buffer, "Blur X", -2, loader.loadShader("blurx.sha"))
        #blurYBuffer = makeFilterBuffer(blurXBuffer, "Blur Y", -1, loader.loadShader("blury.sha"))

        # Set the shader inputs
        self.scene.setShaderInput("light", self.light)
        #self.scene.setShaderInput("depthmap", blurYBuffer.getTexture())
        self.scene.setShaderInput("depthmap", buffer.getTexture())
        self.scene.setShaderInput("props", ambient, hardness, 0, 1)
    def __init__(self, scene=base.render, ambient=0.2, hardness=16, fov=40, near=10, far=100):
        """Create an instance of this class to initiate shadows.
    Also, a shadow casting 'light' is created when this class is called.
    The first parameter is the nodepath in the scene where you
    want to apply your shadows on, by default this is render."""

        # Read and store the function parameters
        self.scene = scene
        self.__ambient = ambient
        self.__hardness = hardness

        # By default, mark every object as textured.
        self.flagTexturedObject(self.scene)

        # Create the buffer plus a texture to store the output in
        buffer = createOffscreenBuffer(-3)
        depthmap = Texture()
        buffer.addRenderTexture(depthmap, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor)

        # Set the shadow filter if it is supported
        if base.win.getGsg().getSupportsShadowFilter():
            depthmap.setMinfilter(Texture.FTShadow)
            depthmap.setMagfilter(Texture.FTShadow)

        # Make the camera
        self.light = base.makeCamera(buffer)
        self.light.node().setScene(self.scene)
        self.light.node().getLens().setFov(fov)
        self.light.node().getLens().setNearFar(near, far)

        # Put a shader on the Light camera.
        lci = NodePath(PandaNode("lightCameraInitializer"))
        lci.setShader(loader.loadShader("caster.sha"))
        self.light.node().setInitialState(lci.getState())

        # Put a shader on the Main camera.
        mci = NodePath(PandaNode("mainCameraInitializer"))
        mci.setShader(loader.loadShader("softshadow.sha"))
        base.cam.node().setInitialState(mci.getState())

        # Set up the blurring buffers, one that blurs horizontally, the other vertically
        # blurXBuffer = makeFilterBuffer(buffer, "Blur X", -2, loader.loadShader("blurx.sha"))
        # blurYBuffer = makeFilterBuffer(blurXBuffer, "Blur Y", -1, loader.loadShader("blury.sha"))

        # Set the shader inputs
        self.scene.setShaderInput("light", self.light)
        # self.scene.setShaderInput("depthmap", blurYBuffer.getTexture())
        self.scene.setShaderInput("depthmap", buffer.getTexture())
        self.scene.setShaderInput("props", ambient, hardness, 0, 1)
Example #8
0
class PandaHandler(DirectObject):

    def __init__(self):
        DirectObject.__init__(self)
        # base.disableMouse()
        # base.cam.setPos(0, -28, 6)
        self.testModel = loader.loadModel('panda')
        self.testModel.reparentTo(render)
        # print self.testModel.getPos()
        self.rotateInterval = LerpHprInterval(self.testModel, 3, Point3(360, 0, 0))
        self.rotateInterval.loop()

        self.screenTexture = Texture()
        self.screenTexture.setMinfilter(Texture.FTLinear)
        base.win.addRenderTexture(self.screenTexture, GraphicsOutput.RTMCopyRam)
Example #9
0
    def _createMapTextureCard(self):
        """
        This will return a NodePath with a card textured with the minimap.  The
        minimap texture is dynamically created from the map data.
        """
        # create and fill empty map image
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        blockFiles = []
        for i in range(5):
            blockFiles.append(PNMImage())
            #blockFiles[i].read(Filename("mapBlock%i.jpg"%(i+1)))
            # TODO:maze either reference a set of textures for each piece or fill with color
            blockFiles[i].read(Filename('phase_4/maps/male_sleeve4New.jpg'))
        mapImage.fill(0.8, 0.8, 0.8)

        # iterate through the map data and place a block in the map image where appropriate
        for x in range( len(self._mazeLayout[0]) ):
            for y in range( len(self._mazeLayout) ):
                if self._mazeLayout[y][x]:
                    ax = float(x)/len(self._mazeLayout[0]) * MAP_RESOLUTION
                    ay = float(y)/len(self._mazeLayout) * MAP_RESOLUTION

                    #TODO:maze use different blocks for different wall types or items
                    #mapImage.copySubImage(random.choice(blockFiles), int(ax), int(ay), 20, 20, 32, 32)

                    #TODO:maze find the ideal block texture size for the map so we dont
                    #          have to do this strange offset
                    #mapImage.copySubImage(blockFiles[0], int(ax), int(ay), 0, 0, 32, 32)
                    self._drawSquare(mapImage, int(ax), int(ay), 10, VBase4D(0.5, 0.5, 0.5, 1.0))

        # create a texture from the map image
        mapTexture = Texture("mapTexture")
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)

        mapImage.clear()
        del mapImage

        # put the texture on a card and return it
        cm = CardMaker("map_cardMaker")
        cm.setFrame(-1.0,1.0,-1.0,1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map
Example #10
0
class Sprite2d:
    class Cell:
        def __init__(self, col, row):
            self.col = col
            self.row = row

        def __str__(self):
            return "Cell - Col %d, Row %d" % (self.col, self.row)

    class Animation:
        def __init__(self, cells, fps):
            self.cells = cells
            self.fps = fps
            self.playhead = 0

    ALIGN_CENTER = "Center"
    ALIGN_LEFT = "Left"
    ALIGN_RIGHT = "Right"
    ALIGN_BOTTOM = "Bottom"
    ALIGN_TOP = "Top"

    TRANS_ALPHA = TransparencyAttrib.MAlpha
    TRANS_DUAL = TransparencyAttrib.MDual
    # One pixel is divided by this much. If you load a 100x50 image with PIXEL_SCALE of 10.0
    # you get a card that is 1 unit wide, 0.5 units high
    PIXEL_SCALE = 20.0

    def __init__(self, image_path, rowPerFace, name=None,\
         rows=1, cols=1, scale=1.0,\
         twoSided=False, alpha=TRANS_ALPHA,\
         repeatX=1, repeatY=1,\
         anchorX=ALIGN_CENTER, anchorY=ALIGN_BOTTOM):
        """
		Create a card textured with an image. The card is sized so that the ratio between the
		card and image is the same.
		"""

        global SpriteId
        self.spriteNum = str(SpriteId)
        SpriteId += 1

        scale *= self.PIXEL_SCALE

        self.animations = {}

        self.scale = scale
        self.repeatX = repeatX
        self.repeatY = repeatY
        self.flip = {'x': False, 'y': False}
        self.rows = rows
        self.cols = cols

        self.currentFrame = 0
        self.currentAnim = None
        self.loopAnim = False
        self.frameInterrupt = True

        # Create the NodePath
        if name:
            self.node = NodePath("Sprite2d:%s" % name)
        else:
            self.node = NodePath("Sprite2d:%s" % image_path)

        # Set the attribute for transparency/twosided
        self.node.node().setAttrib(TransparencyAttrib.make(alpha))
        if twoSided:
            self.node.setTwoSided(True)

        # Make a filepath
        self.imgFile = Filename(image_path)
        if self.imgFile.empty():
            raise IOError, "File not found"

        # Instead of loading it outright, check with the PNMImageHeader if we can open
        # the file.
        imgHead = PNMImageHeader()
        if not imgHead.readHeader(self.imgFile):
            raise IOError, "PNMImageHeader could not read file. Try using absolute filepaths"

        # Load the image with a PNMImage
        image = PNMImage()
        image.read(self.imgFile)

        self.sizeX = image.getXSize()
        self.sizeY = image.getYSize()

        # We need to find the power of two size for the another PNMImage
        # so that the texture thats loaded on the geometry won't have artifacts
        textureSizeX = self.nextsize(self.sizeX)
        textureSizeY = self.nextsize(self.sizeY)

        # The actual size of the texture in memory
        self.realSizeX = textureSizeX
        self.realSizeY = textureSizeY

        self.paddedImg = PNMImage(textureSizeX, textureSizeY)
        if image.hasAlpha():
            self.paddedImg.alphaFill(0)
        # Copy the source image to the image we're actually using
        self.paddedImg.blendSubImage(image, 0, 0)
        # We're done with source image, clear it
        image.clear()

        # The pixel sizes for each cell
        self.colSize = self.sizeX / self.cols
        self.rowSize = self.sizeY / self.rows

        # How much padding the texture has
        self.paddingX = textureSizeX - self.sizeX
        self.paddingY = textureSizeY - self.sizeY

        # Set UV padding
        self.uPad = float(self.paddingX) / textureSizeX
        self.vPad = float(self.paddingY) / textureSizeY

        # The UV dimensions for each cell
        self.uSize = (1.0 - self.uPad) / self.cols
        self.vSize = (1.0 - self.vPad) / self.rows

        self.cards = []
        self.rowPerFace = rowPerFace
        for i in range(len(rowPerFace)):
            card = CardMaker("Sprite2d-Geom")

            # The positions to create the card at
            if anchorX == self.ALIGN_LEFT:
                posLeft = 0
                posRight = (self.colSize / scale) * repeatX
            elif anchorX == self.ALIGN_CENTER:
                posLeft = -(self.colSize / 2.0 / scale) * repeatX
                posRight = (self.colSize / 2.0 / scale) * repeatX
            elif anchorX == self.ALIGN_RIGHT:
                posLeft = -(self.colSize / scale) * repeatX
                posRight = 0

            if anchorY == self.ALIGN_BOTTOM:
                posTop = 0
                posBottom = (self.rowSize / scale) * repeatY
            elif anchorY == self.ALIGN_CENTER:
                posTop = -(self.rowSize / 2.0 / scale) * repeatY
                posBottom = (self.rowSize / 2.0 / scale) * repeatY
            elif anchorY == self.ALIGN_TOP:
                posTop = -(self.rowSize / scale) * repeatY
                posBottom = 0

            card.setFrame(posLeft, posRight, posTop, posBottom)
            card.setHasUvs(True)
            self.cards.append(self.node.attachNewNode(card.generate()))
            self.cards[-1].setH(i * 360 / len(rowPerFace))

        # Since the texture is padded, we need to set up offsets and scales to make
        # the texture fit the whole card
        self.offsetX = (float(self.colSize) / textureSizeX)
        self.offsetY = (float(self.rowSize) / textureSizeY)

        # self.node.setTexScale(TextureStage.getDefault(), self.offsetX * repeatX, self.offsetY * repeatY)
        # self.node.setTexOffset(TextureStage.getDefault(), 0, 1-self.offsetY)

        self.texture = Texture()

        self.texture.setXSize(textureSizeX)
        self.texture.setYSize(textureSizeY)
        self.texture.setZSize(1)

        # Load the padded PNMImage to the texture
        self.texture.load(self.paddedImg)

        self.texture.setMagfilter(Texture.FTNearest)
        self.texture.setMinfilter(Texture.FTNearest)

        #Set up texture clamps according to repeats
        if repeatX > 1:
            self.texture.setWrapU(Texture.WMRepeat)
        else:
            self.texture.setWrapU(Texture.WMClamp)
        if repeatY > 1:
            self.texture.setWrapV(Texture.WMRepeat)
        else:
            self.texture.setWrapV(Texture.WMClamp)

        self.node.setTexture(self.texture)
        self.setFrame(0)

    def nextsize(self, num):
        """ Finds the next power of two size for the given integer. """
        p2x = max(1, log(num, 2))
        notP2X = modf(p2x)[0] > 0
        return 2**int(notP2X + p2x)

    def setFrame(self, frame=0):
        """ Sets the current sprite to the given frame """
        self.frameInterrupt = True  # A flag to tell the animation task to shut it up ur face
        self.currentFrame = frame
        self.flipTexture()

    def playAnim(self, animName, loop=False):
        """ Sets the sprite to animate the given named animation. Booleon to loop animation"""
        if not taskMgr.hasTaskNamed("Animate sprite" + self.spriteNum):
            if hasattr(self, "task"):
                taskMgr.remove("Animate sprite" + self.spriteNum)
                del self.task
            self.frameInterrupt = False  # Clear any previous interrupt flags
            self.loopAnim = loop
            self.currentAnim = self.animations[animName]
            self.currentAnim.playhead = 0
            self.task = taskMgr.doMethodLater(
                1.0 / self.currentAnim.fps, self.animPlayer,
                "Animate sprite" + self.spriteNum)

    def createAnim(self, animName, frameCols, fps=12):
        """ Create a named animation. Takes the animation name and a tuple of frame numbers """
        self.animations[animName] = Sprite2d.Animation(frameCols, fps)
        return self.animations[animName]

    def flipX(self, val=None):
        """ Flip the sprite on X. If no value given, it will invert the current flipping."""
        if val:
            self.flip['x'] = val
        else:
            if self.flip['x']:
                self.flip['x'] = False
            else:
                self.flip['x'] = True
        self.flipTexture()
        return self.flip['x']

    def flipY(self, val=None):
        """ See flipX """
        if val:
            self.flip['y'] = val
        else:
            if self.flip['y']:
                self.flip['y'] = False
            else:
                self.flip['y'] = True
        self.flipTexture()
        return self.flip['y']

    def updateCameraAngle(self, cameraNode):
        baseH = cameraNode.getH(render) - self.node.getH(render)
        degreesBetweenCards = 360 / len(self.cards)
        bestCard = int(
            ((baseH) + degreesBetweenCards / 2) % 360 / degreesBetweenCards)
        #print baseH, bestCard
        for i in range(len(self.cards)):
            if i == bestCard:
                self.cards[i].show()
            else:
                self.cards[i].hide()

    def flipTexture(self):
        """ Sets the texture coordinates of the texture to the current frame"""
        for i in range(len(self.cards)):
            currentRow = self.rowPerFace[i]

            sU = self.offsetX * self.repeatX
            sV = self.offsetY * self.repeatY
            oU = 0 + self.currentFrame * self.uSize
            #oU = 0 + self.frames[self.currentFrame].col * self.uSize
            #oV = 1 - self.frames[self.currentFrame].row * self.vSize - self.offsetY
            oV = 1 - currentRow * self.vSize - self.offsetY
            if self.flip['x'] ^ i == 1:  ##hack to fix side view
                #print "flipping, i = ",i
                sU *= -1
                #oU = self.uSize + self.frames[self.currentFrame].col * self.uSize
                oU = self.uSize + self.currentFrame * self.uSize
            if self.flip['y']:
                sV *= -1
                #oV = 1 - self.frames[self.currentFrame].row * self.vSize
                oV = 1 - currentRow * self.vSize
            self.cards[i].setTexScale(TextureStage.getDefault(), sU, sV)
            self.cards[i].setTexOffset(TextureStage.getDefault(), oU, oV)

    def clear(self):
        """ Free up the texture memory being used """
        self.texture.clear()
        self.paddedImg.clear()
        self.node.removeNode()

    def animPlayer(self, task):
        if self.frameInterrupt:
            return task.done
        #print "Playing",self.currentAnim.cells[self.currentAnim.playhead]
        self.currentFrame = self.currentAnim.cells[self.currentAnim.playhead]
        self.flipTexture()
        if self.currentAnim.playhead + 1 < len(self.currentAnim.cells):
            self.currentAnim.playhead += 1
            return task.again
        if self.loopAnim:
            self.currentAnim.playhead = 0
            return task.again
Example #11
0
class MazeMapGui(DirectFrame):
    __module__ = __name__
    notify = directNotify.newCategory('MazeMapGui')

    def __init__(self,
                 mazeCollTable,
                 maskResolution=None,
                 radiusRatio=None,
                 bgColor=(0.8, 0.8, 0.8),
                 fgColor=(0.5, 0.5, 0.5, 1.0)):
        DirectFrame.__init__(self,
                             relief=None,
                             state=DGG.NORMAL,
                             sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self.hide()
        self._bgColor = bgColor
        self._fgColor = fgColor
        self._mazeCollTable = mazeCollTable
        self._mazeWidth = len(self._mazeCollTable[0])
        self._mazeHeight = len(self._mazeCollTable)
        if not maskResolution:
            self._maskResolution = DEFAULT_MASK_RESOLUTION
            self._radius = radiusRatio is None and self._maskResolution * DEFAULT_RADIUS_RATIO
        else:
            self._radius = self._maskResolution * radiusRatio
        self._revealedCells = []
        for y in range(self._mazeHeight):
            self._revealedCells.append([])
            for u in range(self._mazeWidth):
                self._revealedCells[y].append(False)

        self._revealFunctions = {
            MazeRevealType.SmoothCircle: self._revealSmoothCircle,
            MazeRevealType.HardCircle: self._revealHardCircle,
            MazeRevealType.Square: self._revealSquare
        }
        self._revealFunction = MAZE_REVEAL_TYPE
        self.map = self._createMapTextureCard()
        self.map.reparentTo(self)
        self.maskedLayer = self.attachNewNode('maskedLayer')
        self.mask = self._createMaskTextureCard()
        self.mask.reparentTo(self)
        self.visibleLayer = self.attachNewNode('visibleLayer')
        self._laffMeterModel = loader.loadModel(
            'phase_3/models/gui/laff_o_meter')
        self._toon2marker = {}
        return

    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in range(self._mazeHeight):
            for y in range(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        mapTexture = Texture('mapTexture')
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution,
                                self._maskResolution, 1, Texture.TUnsignedByte,
                                Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)
        mapImage.clear()
        del mapImage
        cm = CardMaker('map_cardMaker')
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map

    def _createMaskTextureCard(self):
        self._maskImage = PNMImage(self._maskResolution, self._maskResolution,
                                   4)
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)

        self.maskTexture = Texture('maskTexture')
        self.maskTexture.setupTexture(Texture.TT2dTexture,
                                      self._maskResolution,
                                      self._maskResolution, 1,
                                      Texture.TUnsignedByte, Texture.FRgba)
        self.maskTexture.setMinfilter(Texture.FTLinear)
        self.maskTexture.setWrapU(Texture.WMClamp)
        self.maskTexture.setWrapV(Texture.WMClamp)
        self.maskTexture.load(self._maskImage)
        base.graphicsEngine.renderFrame()
        cm = CardMaker('mask_cardMaker')
        cm.setFrame(-1.1, 1.1, -1.1, 1.1)
        mask = self.attachNewNode(cm.generate())
        mask.setTexture(self.maskTexture, 1)
        mask.setTransparency(1)
        return mask

    def _drawSquare(self, image, ulx, uly, size, color):
        x = int(ulx)
        while x <= ulx + size:
            y = int(uly)
            while y <= uly + size:
                if x > 0 and y > 0 and x < image.getXSize(
                ) and y < image.getYSize():
                    image.setXelA(x, y, color)
                y += 1

            x += 1

    def destroy(self):
        del self._mazeCollTable
        del self._maskResolution
        del self._radius
        del self._revealedCells
        del self._revealFunctions
        del self._revealFunction
        self.map.removeNode()
        del self.map
        self.mask.removeNode()
        del self.mask
        self.maskedLayer.removeNode()
        del self.maskedLayer
        self.visibleLayer.removeNode()
        del self.visibleLayer
        self._maskImage.clear()
        del self._maskImage
        self.maskTexture.clear()
        del self.maskTexture
        self._laffMeterModel.removeNode()
        del self._laffMeterModel
        DirectFrame.destroy(self)

    def _revealSmoothCircle(self, x, y, center):
        length = (Vec2(x, y) - center).length()
        goalAlpha = max(0.0, length / float(self._radius) - 0.5)
        self._maskImage.setXelA(
            x, y,
            VBase4D(0.0, 0.0, 0.0,
                    min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))

    def _revealHardCircle(self, x, y, center):
        length = (Vec2(x, y) - center).length()
        if length <= self._radius:
            self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))

    def _revealSquare(self, x, y, center):
        self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))

    def _drawHole(self, x, y):
        center = Vec2(x, y)
        ul = center - Vec2(self._radius, self._radius)
        lr = center + Vec2(self._radius, self._radius)
        x = int(ul[0])
        while x <= lr[0]:
            y = int(ul[1])
            while y <= lr[1]:
                if x > 0 and y > 0 and x < self._maskResolution and y < self._maskResolution:
                    self._revealFunctions[self._revealFunction](x, y, center)
                y += 1

            x += 1

        self.maskTexture.load(self._maskImage)
        self.mask.setTexture(self.maskTexture, 1)

    def _createSimpleMarker(self, size, color=(1, 1, 1)):
        halfSize = size * 0.5
        cm = CardMaker('mazemap_simple_marker')
        cm.setFrame(-halfSize, halfSize, -halfSize, halfSize)
        markerNP = self.maskedLayer.attachNewNode(cm.generate())
        markerNP.setColor(*color)
        return markerNP

    def tile2gui(self, x, y):
        y = self._mazeHeight - y
        cellWidth = self._maskResolution / self._mazeWidth
        cellHeight = self._maskResolution / self._mazeHeight
        ax = float(x) / self._mazeWidth * self._maskResolution
        ax += cellWidth
        ay = float(y) / self._mazeHeight * self._maskResolution
        ay += cellHeight
        return (ax, ay)

    def gui2pos(self, x, y):
        return (x / self._maskResolution * 2.0 - 0.97, 0,
                y / self._maskResolution * -2.0 + 1.02)

    def _getToonMarker(self, toon):
        hType = toon.style.getType()
        if hType == 'rabbit':
            hType = 'bunny'
        return self._laffMeterModel.find('**/' + hType + 'head')

    def addToon(self, toon, tX, tY):
        marker = NodePath('toon_marker-%i' % toon.doId)
        marker.reparentTo(self)
        self._getToonMarker(toon).copyTo(marker)
        marker.setColor(toon.style.getHeadColor())
        if toon.isLocal():
            marker.setScale(0.07)
        else:
            marker.setScale(0.05)
        marker.flattenStrong()
        marker.setPos(*self.gui2pos(*self.tile2gui(tX, tY)))
        self._toon2marker[toon] = marker

    def removeToon(self, toon):
        if not self._toon2marker.has_key(toon):
            return
        self._toon2marker[toon].removeNode()
        del self._toon2marker[toon]

    def updateToon(self, toon, tX, tY):
        if not self._toon2marker.has_key(toon):
            return
        x, y = self.tile2gui(tX, tY)
        self._toon2marker[toon].setPos(*self.gui2pos(x, y))
        if tY < 0 or tY >= len(self._revealedCells):
            self.notify.warning('updateToon earlying out:')
            self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
            self.notify.warning('len(_revealedCells): %s' %
                                (len(self._revealedCells), ))
            if len(self._revealedCells) > 0:
                self.notify.warning('len(_revealedCells[0]): %s' %
                                    (len(self._revealedCells[0]), ))
            return
        if tX < 0 or tX >= len(self._revealedCells[tY]):
            self.notify.warning('updateToon earlying out:')
            self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
            self.notify.warning('len(_revealedCells): %s' %
                                (len(self._revealedCells), ))
            if tY < len(self._revealedCells):
                self.notify.warning('len(_revealedCells[tY]): %s' %
                                    (len(self._revealedCells[tY]), ))
            elif len(self._revealedCells) > 0:
                self.notify.warning('len(_revealedCells[0]): %s' %
                                    (len(self._revealedCells[0]), ))
            return
        if not self._revealedCells[tY][tX]:
            self._drawHole(x, y)
            self._revealedCells[tY][tX] = True

    def revealCell(self, x, y):
        ax, ay = self.tile2gui(x, y)
        if not self._revealedCells[y][x]:
            self._drawHole(ax, ay)
            self._revealedCells[y][x] = True

    def revealAll(self):
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 0)

        self.revealCell(0, 0)

    def reset(self):
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)
Example #12
0
class Effect:
    baseWidth = 0
    baseHeight = 0
    effectWidth = 1
    effectHeight = 1
    effectTargetMS = 143
    noSampling = False
    tex = None
    loadedFormat = None
    # Animation variables
    internalFrameIndex = 1
    startIndex = 1
    endIndex = 1
    loopEffect = False
    # XML variables
    tree = None
    frames = None
    colors = None
    tweens = None
    compositeFrames = None
    # Nodes
    consumedNodesList = None
    # Accessible object (nodePath)
    effectCameraNodePath = None
    effectCardNodePath = None
    # Constant value; Unit comparison for card size; basis is from cure, which is [140x110]
    cardDimensionBasis = [-5.0, 5.0, 0.0, 10.0, 140.0, 110.0]
    pixelScaleX = cardDimensionBasis[4] / (cardDimensionBasis[1] - cardDimensionBasis[0])
    pixelScaleZ = cardDimensionBasis[5] / (cardDimensionBasis[3] - cardDimensionBasis[2])
    effectIsCentered = True
    effectAdjustment = [0, 0, 0]

    def __init__(self, effectFileName, parent=None, loop=False, effectIsCentered=True, effectAdjustment=[0, 0, 0]):
        self.effectAdjustment = effectAdjustment
        self.loopEffect = loop
        self.effectIsCentered = effectIsCentered
        self.loadedFormat = None
        if effectFileName != None:
            effectFileNameSplit = effectFileName.split(".")
            self.loadedFormat = effectFileNameSplit[len(effectFileNameSplit) - 2]  # Get value at penultimate index
            if self.loadedFormat == effectFileNameSplit[0]:
                self.loadedFormat = None  # Get rid of bad format name.
            pass

        # Load texture; supply alpha channel if it doesn't exist.
        p = transparencyKey(effectFileName)
        self.tex = Texture()
        self.tex.setup2dTexture(p.getXSize(), p.getYSize(), Texture.TUnsignedByte, Texture.FRgba)
        self.tex.load(p)
        if self.loadedFormat != None:
            try:
                self.tree = etree.parse("./" + GAME + "/effects/" + self.loadedFormat + "/sprite.xml")
            except IOError:
                self.loadedFormat = None
            pass
        if self.loadedFormat != None:
            root = self.tree.getroot()
            self.frames = root.find(".//frames")
            self.colors = root.find(".//colors")
            self.tweens = root.find(".//motion-tweens")
            self.compositeFrames = root.find(".//composite-frames")
            self.baseWidth = 0 if root.attrib.get("base-width") == None else float(root.attrib.get("base-width"))
            self.baseHeight = 0 if root.attrib.get("base-height") == None else float(root.attrib.get("base-height"))
            self.effectWidth = 1 if root.attrib.get("frame-width") == None else float(root.attrib.get("frame-width"))
            self.effectHeight = 1 if root.attrib.get("frame-height") == None else float(root.attrib.get("frame-height"))
            self.effectTargetMS = 143 if root.attrib.get("target-ms") == None else float(root.attrib.get("target-ms"))
            self.startIndex = 1 if root.attrib.get("target-start") == None else int(root.attrib.get("target-start"))
            self.endIndex = 1 if root.attrib.get("target-end") == None else int(root.attrib.get("target-end"))
            self.noSampling = False if root.attrib.get("no-sampling") == None else bool(root.attrib.get("no-sampling"))
            if self.noSampling == True:
                self.tex.setMagfilter(Texture.FTNearest)
                self.tex.setMinfilter(Texture.FTNearest)
            cm = CardMaker("card-" + effectFileName)
            cardDeltaX = self.effectWidth / self.pixelScaleX
            cardDeltaZ = self.effectHeight / self.pixelScaleZ
            if self.effectIsCentered == True:
                cm.setFrame(0, 0, 0, 0)
                deltaX = (cardDeltaX / 2.0) - (-cardDeltaX / 2.0)
                deltaY = 0
                deltaZ = (cardDeltaZ / 2.0) - (-cardDeltaZ / 2.0)
                # occluder = OccluderNode('effect-parent-occluder', Point3((-cardDeltaX/2.0), 0, (-cardDeltaZ/2.0)), Point3((-cardDeltaX/2.0), 0, (cardDeltaZ/2.0)), Point3((cardDeltaX/2.0), 0, (cardDeltaZ/2.0)), Point3((cardDeltaX/2.0), 0, (-cardDeltaZ/2.0)))
            else:
                cm.setFrame(0, 0, 0, 0)
                deltaX = (cardDeltaX / 2.0) - (-cardDeltaX / 2.0)
                deltaY = 0
                deltaZ = cardDeltaZ - 0
                # occluder = OccluderNode('effect-parent-occluder', Point3((-cardDeltaX/2.0), 0, 0), Point3((-cardDeltaX/2.0), 0, cardDeltaZ), Point3((cardDeltaX/2.0), 0, cardDeltaZ), Point3((cardDeltaX/2.0), 0, 0))
            self.effectCardNodePath = render.attachNewNode(cm.generate())
            self.effectCardNodePath.setBillboardPointEye()
            self.effectCardNodePath.reparentTo(parent)
            # occluder_nodepath = self.effectCardNodePath.attachNewNode(occluder)
            # self.effectCardNodePath.setOccluder(occluder_nodepath)
            emptyNode = NodePath("effect-parent-translator")
            emptyNode.reparentTo(self.effectCardNodePath)
            if effectIsCentered == True:
                emptyNode.setPos(
                    -deltaX / 2.0 + self.effectAdjustment[0],
                    0 + self.effectAdjustment[1],
                    deltaZ / 2.0 + self.effectAdjustment[2],
                )
            else:
                emptyNode.setPos(
                    -deltaX / 2.0 + self.effectAdjustment[0],
                    0 + self.effectAdjustment[1],
                    deltaZ + self.effectAdjustment[2],
                )
            # emptyNode.place()
            emptyNode.setSx(float(deltaX) / self.effectWidth)
            emptyNode.setSz(float(deltaZ) / self.effectHeight)
            self.effectCameraNodePath = emptyNode
            if parent != None:
                self.effectCardNodePath.reparentTo(parent)
            else:
                self.effectCardNodePath.reparentTo(render)
            # self.effectCardNodePath.place()
            self.effectCardNodePath.setBin("fixed", 40)
            self.effectCardNodePath.setDepthTest(False)
            self.effectCardNodePath.setDepthWrite(False)
        pass

    def getSequence(self):
        sequence = Sequence()
        for x in range(self.startIndex, self.endIndex, 1):
            sequence.append(Func(self.pandaRender))
            sequence.append(Func(self.advanceFrame))
            sequence.append(Wait(self.effectTargetMS * 0.001))
        sequence.append(Func(self.clearNodesForDrawing))
        sequence.append(Func(self.advanceFrame))
        sequence.append(Wait(self.effectTargetMS * 0.001))
        return sequence
        pass

    def hasEffectFinished(self):
        if self.internalFrameIndex > self.endIndex and self.loopEffect == False:
            return True
        else:
            return False
        pass

    def advanceFrame(self):
        if self.internalFrameIndex < self.endIndex:
            self.internalFrameIndex += 1
        elif self.internalFrameIndex == self.endIndex and self.loopEffect == True:
            self.internalFrameIndex = self.startIndex
        else:
            self.internalFrameIndex = self.endIndex + 1
            self.clearNodesForDrawing()
        pass

    def clearNodesForDrawing(self):
        if False:
            self.effectCameraNodePath.analyze()
        if self.consumedNodesList != None and self.consumedNodesList != []:
            for consumedNode in self.consumedNodesList:
                consumedNode.removeNode()
        self.consumedNodesList = []
        pass

    def pandaRender(self):
        frameList = []
        for node in self.compositeFrames.getiterator("composite-frame"):
            if node.tag == "composite-frame" and node.attrib.get("id") == str(self.internalFrameIndex):
                for frameCallNode in node:
                    for frameNode in self.frames.getiterator("frame"):
                        if frameNode.tag == "frame" and frameNode.attrib.get("id") == frameCallNode.attrib.get("id"):
                            offsetX = (
                                0
                                if frameCallNode.attrib.get("offset-x") == None
                                else float(frameCallNode.attrib.get("offset-x"))
                            )
                            offsetY = (
                                0
                                if frameCallNode.attrib.get("offset-y") == None
                                else float(frameCallNode.attrib.get("offset-y"))
                            )
                            tweenId = frameCallNode.attrib.get("tween")
                            frameInTween = (
                                0
                                if frameCallNode.attrib.get("frame-in-tween") == None
                                else int(frameCallNode.attrib.get("frame-in-tween"))
                            )
                            addWidth = 0 if frameNode.attrib.get("w") == None else float(frameNode.attrib.get("w"))
                            addHeight = 0 if frameNode.attrib.get("h") == None else float(frameNode.attrib.get("h"))
                            sInPixels = 0 if frameNode.attrib.get("s") == None else float(frameNode.attrib.get("s"))
                            tInPixels = 0 if frameNode.attrib.get("t") == None else float(frameNode.attrib.get("t"))
                            swInPixels = sInPixels + addWidth
                            thInPixels = tInPixels + addHeight
                            s = sInPixels / self.baseWidth
                            t = 1 - (
                                tInPixels / self.baseHeight
                            )  # Complemented to deal with loading image upside down.
                            S = swInPixels / self.baseWidth
                            T = 1 - (
                                thInPixels / self.baseHeight
                            )  # Complemented to deal with loading image upside down.
                            blend = (
                                "overwrite"
                                if frameCallNode.attrib.get("blend") == None
                                else frameCallNode.attrib.get("blend")
                            )
                            scaleX = (
                                1
                                if frameCallNode.attrib.get("scale-x") == None
                                else float(frameCallNode.attrib.get("scale-x"))
                            )
                            scaleY = (
                                1
                                if frameCallNode.attrib.get("scale-y") == None
                                else float(frameCallNode.attrib.get("scale-y"))
                            )
                            color = Color(1, 1, 1, 1)
                            tweenHasColor = False
                            frameCallHasColor = False
                            frameCallColorName = frameCallNode.attrib.get("color-name")
                            if frameCallColorName != None:
                                # Get color at frame call as first resort.
                                frameCallHasColor = True
                                for colorNode in self.colors.getiterator("color"):
                                    if colorNode.tag == "color" and colorNode.attrib.get("name") == frameCallColorName:
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break  # leave for loop when we find the correct color
                                pass

                            if tweenId != None and tweenId != "0":
                                # Get color at tween frame as second resort.
                                thisTween = None
                                frameLength = 1
                                advancementFunction = "linear"
                                foundTween = False
                                pointList = []
                                colorList = []
                                for tweenNode in self.tweens.getiterator("motion-tween"):
                                    if tweenNode.tag == "motion-tween" and tweenNode.attrib.get("id") == tweenId:
                                        foundTween = True
                                        frameLength = (
                                            1
                                            if tweenNode.attrib.get("length-in-frames") == None
                                            else tweenNode.attrib.get("length-in-frames")
                                        )
                                        advancementFunction = (
                                            "linear"
                                            if tweenNode.attrib.get("advancement-function") == None
                                            else tweenNode.attrib.get("advancement-function")
                                        )
                                        for pointOrColorNode in tweenNode.getiterator():
                                            if pointOrColorNode.tag == "point":
                                                pX = (
                                                    0
                                                    if pointOrColorNode.attrib.get("x") == None
                                                    else float(pointOrColorNode.attrib.get("x"))
                                                )
                                                pY = (
                                                    0
                                                    if pointOrColorNode.attrib.get("y") == None
                                                    else float(pointOrColorNode.attrib.get("y"))
                                                )
                                                pointList.append(Point(pX, pY, 0))
                                            elif pointOrColorNode.tag == "color-state":
                                                colorName = (
                                                    "white"
                                                    if pointOrColorNode.attrib.get("name") == None
                                                    else pointOrColorNode.attrib.get("name")
                                                )
                                                for colorNode in self.colors.getiterator("color"):
                                                    if (
                                                        colorNode.tag == "color"
                                                        and colorNode.attrib.get("name") == colorName
                                                    ):
                                                        R = (
                                                            1
                                                            if colorNode.attrib.get("r") == None
                                                            else float(colorNode.attrib.get("r"))
                                                        )
                                                        G = (
                                                            1
                                                            if colorNode.attrib.get("g") == None
                                                            else float(colorNode.attrib.get("g"))
                                                        )
                                                        B = (
                                                            1
                                                            if colorNode.attrib.get("b") == None
                                                            else float(colorNode.attrib.get("b"))
                                                        )
                                                        A = (
                                                            1
                                                            if colorNode.attrib.get("a") == None
                                                            else float(colorNode.attrib.get("a"))
                                                        )
                                                        colorList.append(Color(R, G, B, A))
                                                        break  # leave for loop when we find the correct color reference
                                            pass  # Run through all child nodes of selected tween
                                        break  # Exit after finding correct tween
                                pass
                                if foundTween:
                                    thisTween = Tween(frameLength, advancementFunction, pointList, colorList)
                                    offset = thisTween.XYFromFrame(frameInTween)
                                    offsetFromTweenX = int(offset.X)
                                    offsetFromTweenY = int(offset.Y)
                                    offsetX += int(offset.X)
                                    offsetY += int(offset.Y)
                                    if thisTween.hasColorComponent():
                                        tweenHasColor = True
                                        if frameCallHasColor == False:
                                            color = thisTween.colorFromFrame(frameInTween)
                                    pass
                            if (
                                frameNode.attrib.get("color-name") != None
                                and frameCallHasColor == False
                                and tweenHasColor == False
                            ):
                                # Get color at frame definition as last resort.
                                for colorNode in colors.getiterator("color"):
                                    if colorNode.tag == "color" and colorNode.attrib.get(
                                        "name"
                                    ) == frameNode.attrib.get("color-name"):
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break  # leave for loop when we find the correct color
                                pass
                            rotationZ = (
                                0
                                if frameCallNode.attrib.get("rotation-z") == None
                                else float(frameCallNode.attrib.get("rotation-z"))
                            )
                            frameList.append(
                                Frame(
                                    Bound(offsetX, offsetY, addWidth, addHeight),
                                    s,
                                    t,
                                    S,
                                    T,
                                    blend,
                                    scaleX,
                                    scaleY,
                                    color,
                                    rotationZ,
                                )
                            )
                    pass
                break  # Leave once we've found the appropriate frame

        # Prepare tracking list of consumed nodes.
        self.clearNodesForDrawing()
        # Make an identifier to tack onto primitive names in Panda3d's scene graph.
        frameIndexForName = 1

        # Loop through loaded frames that make up composite frame.
        for loadedFrame in frameList:
            # For debugging purposes, print the object.
            if False:
                loadedFrame.printAsString()

            # Set up place to store primitive 3d object; note: requires vertex data made by GeomVertexData
            squareMadeByTriangleStrips = GeomTristrips(Geom.UHDynamic)

            # Set up place to hold 3d data and for the following coordinates:
            #   square's points (V3: x, y, z),
            #   the colors at each point of the square (c4: r, g, b, a), and
            #   for the UV texture coordinates at each point of the square     (t2: S, T).
            vertexData = GeomVertexData(
                "square-" + str(frameIndexForName), GeomVertexFormat.getV3c4t2(), Geom.UHDynamic
            )
            vertex = GeomVertexWriter(vertexData, "vertex")
            color = GeomVertexWriter(vertexData, "color")
            texcoord = GeomVertexWriter(vertexData, "texcoord")

            # Add the square's data
            # Upper-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R, loadedFrame.color.G, loadedFrame.color.B, loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.T)

            # Upper-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R, loadedFrame.color.G, loadedFrame.color.B, loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.T)

            # Lower-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R, loadedFrame.color.G, loadedFrame.color.B, loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.t)

            # Lower-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R, loadedFrame.color.G, loadedFrame.color.B, loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.t)

            # Pass data to primitive
            squareMadeByTriangleStrips.addNextVertices(4)
            squareMadeByTriangleStrips.closePrimitive()
            square = Geom(vertexData)
            square.addPrimitive(squareMadeByTriangleStrips)
            # Pass primtive to drawing node
            drawPrimitiveNode = GeomNode("square-" + str(frameIndexForName))
            drawPrimitiveNode.addGeom(square)
            # Pass node to scene (effect camera)
            nodePath = self.effectCameraNodePath.attachNewNode(drawPrimitiveNode)
            # Linear dodge:
            if loadedFrame.blendMode == "darken":
                nodePath.setAttrib(
                    ColorBlendAttrib.make(
                        ColorBlendAttrib.MAdd,
                        ColorBlendAttrib.OOneMinusFbufferColor,
                        ColorBlendAttrib.OOneMinusIncomingColor,
                    )
                )
                pass
            elif loadedFrame.blendMode == "multiply":
                nodePath.setAttrib(
                    ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OFbufferColor, ColorBlendAttrib.OZero)
                )
                pass
            elif loadedFrame.blendMode == "color-burn":
                nodePath.setAttrib(
                    ColorBlendAttrib.make(
                        ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OOneMinusIncomingColor
                    )
                )
                pass
            elif loadedFrame.blendMode == "linear-burn":
                nodePath.setAttrib(
                    ColorBlendAttrib.make(
                        ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OIncomingColor
                    )
                )
                pass
            elif loadedFrame.blendMode == "lighten":
                nodePath.setAttrib(
                    ColorBlendAttrib.make(
                        ColorBlendAttrib.MMax, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor
                    )
                )
                pass
            elif loadedFrame.blendMode == "color-dodge":
                nodePath.setAttrib(
                    ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne)
                )
                pass
            elif loadedFrame.blendMode == "linear-dodge":
                nodePath.setAttrib(
                    ColorBlendAttrib.make(
                        ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOneMinusIncomingColor
                    )
                )
                pass
            else:  # Overwrite:
                nodePath.setAttrib(
                    ColorBlendAttrib.make(
                        ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOneMinusIncomingAlpha
                    )
                )
                pass
            nodePath.setDepthTest(False)
            # Apply texture
            nodePath.setTexture(self.tex)
            # Apply translation, then rotation, then scaling to node.
            nodePath.setPos(
                (
                    loadedFrame.bound.X + loadedFrame.bound.Width / 2.0,
                    1,
                    -loadedFrame.bound.Y - loadedFrame.bound.Height / 2.0,
                )
            )
            nodePath.setR(loadedFrame.rotationZ)
            nodePath.setScale(loadedFrame.scaleX, 1, loadedFrame.scaleY)
            nodePath.setTwoSided(True)
            self.consumedNodesList.append(nodePath)
            frameIndexForName = frameIndexForName + 1
        # Loop continues on through each frame called in the composite frame.
        pass
Example #13
0
class MazeMapGui(DirectFrame):

    notify = directNotify.newCategory("MazeMapGui")

    def __init__(self, mazeLayout, maskResolution=None, radiusRatio=None):
        """
        Constructor for a MazeMap.  the mazeLayout parameter is a 2d array of
        bools (or ints... maybe more depth will be added with that).
        maskResolution is a value for the resolution of the mask covering the
        map.  It should range from 32 to 256.  radiusRatio is essentially
        the percentage of the map that is revealed with each step.
        """
        DirectFrame.__init__(self,
            relief = None,
            state = DGG.NORMAL,
            sortOrder = DGG.BACKGROUND_SORT_INDEX,
        )

        # store / set parameters
        self._mazeLayout = mazeLayout
        self._maskResolution = maskResolution or DEFAULT_MASK_RESOLUTION
        if radiusRatio is None:
            self._radius = self._maskResolution * DEFAULT_RADIUS_RATIO
        else:
            self._radius = self._maskResolution * radiusRatio

        # store false for all maze cells to represent that none of them have
        # been revealed yet.  This can prevent the expensive call to altering
        # the mask if a cell is already revealed
        self._revealedCells = []
        for y in range( len(self._mazeLayout) ):
            self._revealedCells.append([])
            for x in range( len(self._mazeLayout[0]) ):
                self._revealedCells[y].append(False)

        # create reveal function mappings
        self._revealFunctions = {
            MazeRevealType.SmoothCircle : self._revealSmoothCircle,
            MazeRevealType.HardCircle : self._revealHardCircle,
            MazeRevealType.Square : self._revealSquare,
        }
        self._revealFunction = MAZE_REVEAL_TYPE

        # create the map and the mask
        self.map = self._createMapTextureCard()
        self.map.reparentTo(self)
        self.maskedLayer = self.attachNewNode("maskedLayer")
        self.mask = self._createMaskTextureCard()
        self.mask.reparentTo(self)
        self.visibleLayer = self.attachNewNode("visibleLayer")

        #TODO:maze: handle locks and doors
        self._players = []
        self._locks = []
        self._doors = []

    #--- Initialization, Destruction, and Resetting ---#########################

    def _createMapTextureCard(self):
        """
        This will return a NodePath with a card textured with the minimap.  The
        minimap texture is dynamically created from the map data.
        """
        # create and fill empty map image
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        blockFiles = []
        for i in range(5):
            blockFiles.append(PNMImage())
            #blockFiles[i].read(Filename("mapBlock%i.jpg"%(i+1)))
            # TODO:maze either reference a set of textures for each piece or fill with color
            blockFiles[i].read(Filename('phase_4/maps/male_sleeve4New.jpg'))
        mapImage.fill(0.8, 0.8, 0.8)

        # iterate through the map data and place a block in the map image where appropriate
        for x in range( len(self._mazeLayout[0]) ):
            for y in range( len(self._mazeLayout) ):
                if self._mazeLayout[y][x]:
                    ax = float(x)/len(self._mazeLayout[0]) * MAP_RESOLUTION
                    ay = float(y)/len(self._mazeLayout) * MAP_RESOLUTION

                    #TODO:maze use different blocks for different wall types or items
                    #mapImage.copySubImage(random.choice(blockFiles), int(ax), int(ay), 20, 20, 32, 32)

                    #TODO:maze find the ideal block texture size for the map so we dont
                    #          have to do this strange offset
                    #mapImage.copySubImage(blockFiles[0], int(ax), int(ay), 0, 0, 32, 32)
                    self._drawSquare(mapImage, int(ax), int(ay), 10, VBase4D(0.5, 0.5, 0.5, 1.0))

        # create a texture from the map image
        mapTexture = Texture("mapTexture")
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)

        mapImage.clear()
        del mapImage

        # put the texture on a card and return it
        cm = CardMaker("map_cardMaker")
        cm.setFrame(-1.0,1.0,-1.0,1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map

    def _createMaskTextureCard(self):
        """
        This will return a NodePath with a card textured with the map mask.  It
        also creates several other members that re needed to change the mask.
        """
        # create and fill empty mask image
        self._maskImage = PNMImage(self._maskResolution, self._maskResolution, 4)
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                #maskImage.setXel(x,y,mapImage.getRed(x/13,y/10),mapImage.getGreen(x/13,y/10),mapImage.getBlue(x/13,y/10))
                self._maskImage.setXelA(x,y,0,0,0,1)

        # create the texture for the mask
        self.maskTexture = Texture("maskTexture")
        self.maskTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.maskTexture.setMinfilter(Texture.FTLinear)
        self.maskTexture.setWrapU(Texture.WMClamp)
        self.maskTexture.setWrapV(Texture.WMClamp)

        self.maskTexture.load(self._maskImage)
        base.graphicsEngine.renderFrame()

        # put the mask texture on a card and return it
        cm = CardMaker("mask_cardMaker")
        cm.setFrame(-1.0,1.0,-1.0,1.0)
        mask = self.attachNewNode(cm.generate())
        mask.setTexture(self.maskTexture, 1)
        mask.setTransparency(1)
        return mask

    def _drawSquare(self, image, ulx, uly, size, color):
        """
        Draws a square on the supplied PNMImage starting at (ulx, uly) with a
        size of "size" and a color of "color".
        """
        x = int(ulx)
        while x <= ulx + size:
            y = int(uly)
            while y <= uly + size:
                if x > 0 and y > 0 and x < image.getXSize() and y < image.getYSize():
                    image.setXelA( x, y, color )
                y += 1
            x += 1

    def destroy(self):
        del self._mazeLayout
        del self._maskResolution
        del self._radius
        del self._revealedCells

        del self._revealFunctions
        del self._revealFunction

        # remove and delete all nodes
        self.map.removeNode()
        del self.map
        self.mask.removeNode()
        del self.mask
        self.maskedLayer.removeNode()
        del self.maskedLayer
        self.visibleLayer.removeNode()
        del self.visibleLayer

        # remove and delete all lists of nodes
        for p in self._players:
            p.removeNode()
        del self._players
        for k in self._locks:
            k.removeNode()
        del self._locks
        for d in self._doors:
            d.removeNode()
        del self._doors

        self._maskImage.clear()
        del self._maskImage

        self.maskTexture.clear()
        del self.maskTexture

        DirectFrame.destroy(self)

    #--- Reveal shape functions ---#############################################

    def _revealSmoothCircle(self, x, y, center):
        length = (Vec2(x,y)-center).length()
        goalAlpha = max(0.0, (length/float(self._radius)) - 0.5)
        self._maskImage.setXelA(
            x,
            y,
            VBase4D( 0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x,y), goalAlpha*2.0))
        )

    def _revealHardCircle(self, x, y, center):
        length = (Vec2(x,y)-center).length()
        if length <= self._radius:
            self._maskImage.setXelA(x,y,VBase4D(0,0,0,0))

    def _revealSquare(self, x, y, center):
        self._maskImage.setXelA(x,y,VBase4D(0,0,0,0))

    #--- Private Functions ---##################################################

    def _drawHole(self, x, y):
        center = Vec2(x, y)
        ul = center - Vec2(self._radius, self._radius)
        lr = center + Vec2(self._radius, self._radius)
        x = int(ul[0])
        while x <= lr[0]:
            y = int(ul[1])
            while y <= lr[1]:
                if x > 0 and y > 0 and x < self._maskResolution and y < self._maskResolution:
                    self._revealFunctions[self._revealFunction](x, y, center)
                y += 1
            x += 1

        self.maskTexture.load(self._maskImage)
        self.mask.setTexture(self.maskTexture, 1)

    def _tileToActualPosition(self, x, y):
        y = len(self._mazeLayout) - y
        cellWidth = self._maskResolution / len(self._mazeLayout[0])
        cellHeight = self._maskResolution / len(self._mazeLayout)
        ax = float(x)/len(self._mazeLayout[0]) * self._maskResolution
        ax += cellWidth
        ay = float(y)/len(self._mazeLayout) * self._maskResolution
        ay += cellHeight
        return ax, ay

    #--- Member Functions ---###################################################

    def addDoor(self, x, y, color):
        """
        Adds a door to the minimap.  This will add a colored dot to the map
        that represents a door.
        --- This is subject to change pending a new player-lock data system. ---
        """
        assert self.notify.debugCall()

        x, y = self._tileToActualPosition(x, y)

        # TODO:maze: replace with door model / texture
        cm = CardMaker("door_cardMaker")
        cm.setFrame(-0.04,0.04,-0.04,0.04)
        #door = self.visibleLayer.attachNewNode(cm.generate())
        door = self.maskedLayer.attachNewNode(cm.generate())

        door.setColor(color)
        door.setPos(x/self._maskResolution*2.0 - 0.97, 0, y/self._maskResolution*-2.0 + 1.02)

        self._doors.append(door)

    def addLock(self, x, y, color):
        """
        Adds a lock to the minimap.  This will add a colored dot to the map
        that represents a lock.
        --- This is subject to change pending a new player-lock data system. ---
        """
        assert self.notify.debugCall()

        x, y = self._tileToActualPosition(x, y)

        # TODO:maze: replace with lock model / texture
        cm = CardMaker("lock_cardMaker")
        cm.setFrame(-0.04,0.04,-0.04,0.04)
        lock = self.maskedLayer.attachNewNode(cm.generate())

        lock.setColor(color)
        lock.setPos(x/self._maskResolution*2.0 - 0.97, 0, y/self._maskResolution*-2.0 + 1.02)

        self._locks.append(lock)

    def addPlayer(self, x, y, color):
        """
        Adds a player to the minimap.  This will add a colored dot to the map
        that represents the player.  The dot location can then be updated
        using the revealCell call.
        --- This is subject to change pending a new player-lock data system. ---
        """
        assert self.notify.debugCall()

        x, y = self._tileToActualPosition(x, y)

        # TODO:maze: replace with player model / texture
        cm = CardMaker("player_cardMaker")
        cm.setFrame(-0.04,0.04,-0.04,0.04)
        player = self.visibleLayer.attachNewNode(cm.generate())

        player.setColor(color)
        player.setPos(x/self._maskResolution*2.0 - 0.97, 0, y/self._maskResolution*-2.0 + 1.02)

        self._players.append(player)

    def revealCell(self, x, y, playerIndex=None):
        """
        Clears out the mask around the given cell and stores that the cell has
        been revealed to prevent attempting to edit the mask for the cell again.
        """

        ax, ay = self._tileToActualPosition(x, y)

        if not self._revealedCells[y][x]:
            self._drawHole(ax, ay)
            self._revealedCells[y][x] = True

        if playerIndex is not None:
            assert(playerIndex < len(self._players))
            self._players[playerIndex].setPos(ax/self._maskResolution*2.0 - 0.97, 0, ay/self._maskResolution*-2.0 + 1.02)

    def revealAll(self):
        """ Clears out all of the mask. """
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x,y,0,0,0,0)

    def reset(self):
        """ Turns all of the mask on, covering the entire map. """
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x,y,0,0,0,1)
Example #14
0
class Sprite2d:

	class Cell:
		def __init__(self, col, row):
			self.col = col
			self.row = row

		def __str__(self):
			return "Cell - Col %d, Row %d" % (self.col, self.row)

	class Animation:
		def __init__(self, cells, fps):
			self.cells = cells
			self.fps = fps
			self.playhead = 0

	ALIGN_CENTER = "Center"
	ALIGN_LEFT = "Left"
	ALIGN_RIGHT = "Right"
	ALIGN_BOTTOM = "Bottom"
	ALIGN_TOP = "Top"

	TRANS_ALPHA = TransparencyAttrib.MAlpha
	TRANS_DUAL = TransparencyAttrib.MDual
	# One pixel is divided by this much. If you load a 100x50 image with PIXEL_SCALE of 10.0
	# you get a card that is 1 unit wide, 0.5 units high
	PIXEL_SCALE = 20.0

	def __init__(self, image_path, rowPerFace, name=None,\
				  rows=1, cols=1, scale=1.0,\
				  twoSided=False, alpha=TRANS_ALPHA,\
				  repeatX=1, repeatY=1,\
				  anchorX=ALIGN_CENTER, anchorY=ALIGN_BOTTOM):
		"""
		Create a card textured with an image. The card is sized so that the ratio between the
		card and image is the same.
		"""

		global SpriteId
		self.spriteNum = str(SpriteId)
		SpriteId += 1

		scale *= self.PIXEL_SCALE

		self.animations = {}

		self.scale = scale
		self.repeatX = repeatX
		self.repeatY = repeatY
		self.flip = {'x':False,'y':False}
		self.rows = rows
		self.cols = cols

		self.currentFrame = 0
		self.currentAnim = None
		self.loopAnim = False
		self.frameInterrupt = True

		# Create the NodePath
		if name:
			self.node = NodePath("Sprite2d:%s" % name)
		else:
			self.node = NodePath("Sprite2d:%s" % image_path)

		# Set the attribute for transparency/twosided
		self.node.node().setAttrib(TransparencyAttrib.make(alpha))
		if twoSided:
			self.node.setTwoSided(True)

		# Make a filepath
		self.imgFile = Filename(image_path)
		if self.imgFile.empty():
			raise IOError, "File not found"

		# Instead of loading it outright, check with the PNMImageHeader if we can open
		# the file.
		imgHead = PNMImageHeader()
		if not imgHead.readHeader(self.imgFile):
			raise IOError, "PNMImageHeader could not read file. Try using absolute filepaths"

		# Load the image with a PNMImage
		image = PNMImage()
		image.read(self.imgFile)

		self.sizeX = image.getXSize()
		self.sizeY = image.getYSize()

		# We need to find the power of two size for the another PNMImage
		# so that the texture thats loaded on the geometry won't have artifacts
		textureSizeX = self.nextsize(self.sizeX)
		textureSizeY = self.nextsize(self.sizeY)

		# The actual size of the texture in memory
		self.realSizeX = textureSizeX
		self.realSizeY = textureSizeY

		self.paddedImg = PNMImage(textureSizeX, textureSizeY)
		if image.hasAlpha():
			self.paddedImg.alphaFill(0)
		# Copy the source image to the image we're actually using
		self.paddedImg.blendSubImage(image, 0, 0)
		# We're done with source image, clear it
		image.clear()

		# The pixel sizes for each cell
		self.colSize = self.sizeX/self.cols
		self.rowSize = self.sizeY/self.rows

		# How much padding the texture has
		self.paddingX = textureSizeX - self.sizeX
		self.paddingY = textureSizeY - self.sizeY

		# Set UV padding
		self.uPad = float(self.paddingX)/textureSizeX
		self.vPad = float(self.paddingY)/textureSizeY

		# The UV dimensions for each cell
		self.uSize = (1.0 - self.uPad) / self.cols
		self.vSize = (1.0 - self.vPad) / self.rows
	
		self.cards = []
		self.rowPerFace = rowPerFace
		for i in range(len(rowPerFace)):
			card = CardMaker("Sprite2d-Geom")

			# The positions to create the card at
			if anchorX == self.ALIGN_LEFT:
				posLeft = 0
				posRight = (self.colSize/scale)*repeatX
			elif anchorX == self.ALIGN_CENTER:
				posLeft = -(self.colSize/2.0/scale)*repeatX
				posRight = (self.colSize/2.0/scale)*repeatX
			elif anchorX == self.ALIGN_RIGHT:
				posLeft = -(self.colSize/scale)*repeatX
				posRight = 0

			if anchorY == self.ALIGN_BOTTOM:
				posTop = 0
				posBottom = (self.rowSize/scale)*repeatY
			elif anchorY == self.ALIGN_CENTER:
				posTop = -(self.rowSize/2.0/scale)*repeatY
				posBottom = (self.rowSize/2.0/scale)*repeatY
			elif anchorY == self.ALIGN_TOP:
				posTop = -(self.rowSize/scale)*repeatY
				posBottom = 0

			card.setFrame(posLeft, posRight, posTop, posBottom)
			card.setHasUvs(True)
			self.cards.append(self.node.attachNewNode(card.generate()))
			self.cards[-1].setH(i * 360/len(rowPerFace))

		# Since the texture is padded, we need to set up offsets and scales to make
		# the texture fit the whole card
		self.offsetX = (float(self.colSize)/textureSizeX)
		self.offsetY = (float(self.rowSize)/textureSizeY)

		# self.node.setTexScale(TextureStage.getDefault(), self.offsetX * repeatX, self.offsetY * repeatY)
		# self.node.setTexOffset(TextureStage.getDefault(), 0, 1-self.offsetY)
		
		self.texture = Texture()

		self.texture.setXSize(textureSizeX)
		self.texture.setYSize(textureSizeY)
		self.texture.setZSize(1)

		# Load the padded PNMImage to the texture
		self.texture.load(self.paddedImg)

		self.texture.setMagfilter(Texture.FTNearest)
		self.texture.setMinfilter(Texture.FTNearest)

		#Set up texture clamps according to repeats
		if repeatX > 1:
			self.texture.setWrapU(Texture.WMRepeat)
		else:
			self.texture.setWrapU(Texture.WMClamp)
		if repeatY > 1:
			self.texture.setWrapV(Texture.WMRepeat)
		else:
			self.texture.setWrapV(Texture.WMClamp)

		self.node.setTexture(self.texture)
		self.setFrame(0)

	def nextsize(self, num):
		""" Finds the next power of two size for the given integer. """
		p2x=max(1,log(num,2))
		notP2X=modf(p2x)[0]>0
		return 2**int(notP2X+p2x)

	def setFrame(self, frame=0):
		""" Sets the current sprite to the given frame """
		self.frameInterrupt = True # A flag to tell the animation task to shut it up ur face
		self.currentFrame = frame
		self.flipTexture()

	def playAnim(self, animName, loop=False):
		""" Sets the sprite to animate the given named animation. Booleon to loop animation"""
		if not taskMgr.hasTaskNamed("Animate sprite" + self.spriteNum):
			if hasattr(self, "task"):
					taskMgr.remove("Animate sprite" + self.spriteNum)
					del self.task
			self.frameInterrupt = False # Clear any previous interrupt flags
			self.loopAnim = loop
			self.currentAnim = self.animations[animName]
			self.currentAnim.playhead = 0
			self.task = taskMgr.doMethodLater(1.0/self.currentAnim.fps,self.animPlayer, "Animate sprite" + self.spriteNum)

	def createAnim(self, animName, frameCols, fps=12):
		""" Create a named animation. Takes the animation name and a tuple of frame numbers """
		self.animations[animName] = Sprite2d.Animation(frameCols, fps)
		return self.animations[animName]

	def flipX(self, val=None):
		""" Flip the sprite on X. If no value given, it will invert the current flipping."""
		if val:
			self.flip['x'] = val
		else:
			if self.flip['x']:
				self.flip['x'] = False
			else:
				self.flip['x'] = True
		self.flipTexture()
		return self.flip['x']

	def flipY(self, val=None):
		""" See flipX """
		if val:
			self.flip['y'] = val
		else:
			if self.flip['y']:
				self.flip['y'] = False
			else:
				self.flip['y'] = True
		self.flipTexture()
		return self.flip['y']

	def updateCameraAngle(self, cameraNode):
		baseH =  cameraNode.getH(render) - self.node.getH(render)
		degreesBetweenCards = 360/len(self.cards)
		bestCard = int(((baseH)+degreesBetweenCards/2)%360 / degreesBetweenCards)
		#print baseH, bestCard
		for i in range(len(self.cards)):
			if i == bestCard:
				self.cards[i].show()
			else:
				self.cards[i].hide()

	def flipTexture(self):
		""" Sets the texture coordinates of the texture to the current frame"""
		for i in range(len(self.cards)):
			currentRow = self.rowPerFace[i]

			sU = self.offsetX * self.repeatX
			sV = self.offsetY * self.repeatY
			oU = 0 + self.currentFrame * self.uSize
			#oU = 0 + self.frames[self.currentFrame].col * self.uSize
			#oV = 1 - self.frames[self.currentFrame].row * self.vSize - self.offsetY
			oV = 1 - currentRow * self.vSize - self.offsetY
			if self.flip['x'] ^ i==1: ##hack to fix side view
				#print "flipping, i = ",i
				sU *= -1
				#oU = self.uSize + self.frames[self.currentFrame].col * self.uSize
				oU = self.uSize + self.currentFrame * self.uSize
			if self.flip['y']:
				sV *= -1
				#oV = 1 - self.frames[self.currentFrame].row * self.vSize
				oV = 1 - currentRow * self.vSize
			self.cards[i].setTexScale(TextureStage.getDefault(), sU, sV)
			self.cards[i].setTexOffset(TextureStage.getDefault(), oU, oV)

	def clear(self):
		""" Free up the texture memory being used """
		self.texture.clear()
		self.paddedImg.clear()
		self.node.removeNode()

	def animPlayer(self, task):
		if self.frameInterrupt:
			return task.done
		#print "Playing",self.currentAnim.cells[self.currentAnim.playhead]
		self.currentFrame = self.currentAnim.cells[self.currentAnim.playhead]
		self.flipTexture()
		if self.currentAnim.playhead+1 < len(self.currentAnim.cells):
			self.currentAnim.playhead += 1
			return task.again
		if self.loopAnim:
			self.currentAnim.playhead = 0
			return task.again
Example #15
0
class MazeMapGui(DirectFrame):
    notify = directNotify.newCategory('MazeMapGui')

    def __init__(self, mazeCollTable, maskResolution = None, radiusRatio = None, bgColor = (0.8, 0.8, 0.8), fgColor = (0.5, 0.5, 0.5, 1.0)):
        DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self.hide()
        self._bgColor = bgColor
        self._fgColor = fgColor
        self._mazeCollTable = mazeCollTable
        self._mazeWidth = len(self._mazeCollTable[0])
        self._mazeHeight = len(self._mazeCollTable)
        self._maskResolution = maskResolution or DEFAULT_MASK_RESOLUTION
        if radiusRatio is None:
            self._radius = self._maskResolution * DEFAULT_RADIUS_RATIO
        else:
            self._radius = self._maskResolution * radiusRatio
        self._revealedCells = []
        for y in xrange(self._mazeHeight):
            self._revealedCells.append([])
            for u in xrange(self._mazeWidth):
                self._revealedCells[y].append(False)

        self._revealFunctions = {MazeRevealType.SmoothCircle: self._revealSmoothCircle,
         MazeRevealType.HardCircle: self._revealHardCircle,
         MazeRevealType.Square: self._revealSquare}
        self._revealFunction = MAZE_REVEAL_TYPE
        self.map = self._createMapTextureCard()
        self.map.reparentTo(self)
        self.maskedLayer = self.attachNewNode('maskedLayer')
        self.mask = self._createMaskTextureCard()
        self.mask.reparentTo(self)
        self.visibleLayer = self.attachNewNode('visibleLayer')
        self._laffMeterModel = loader.loadModel('phase_3/models/gui/laff_o_meter')
        self._toon2marker = {}
        return

    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in xrange(self._mazeHeight):
            for y in xrange(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        mapTexture = Texture('mapTexture')
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)
        mapImage.clear()
        del mapImage
        cm = CardMaker('map_cardMaker')
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map

    def _createMaskTextureCard(self):
        self._maskImage = PNMImage(self._maskResolution, self._maskResolution, 4)
        for x in xrange(self._maskResolution):
            for y in xrange(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)

        self.maskTexture = Texture('maskTexture')
        self.maskTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.maskTexture.setMinfilter(Texture.FTLinear)
        self.maskTexture.setWrapU(Texture.WMClamp)
        self.maskTexture.setWrapV(Texture.WMClamp)
        self.maskTexture.load(self._maskImage)
        base.graphicsEngine.renderFrame()
        cm = CardMaker('mask_cardMaker')
        cm.setFrame(-1.1, 1.1, -1.1, 1.1)
        mask = self.attachNewNode(cm.generate())
        mask.setTexture(self.maskTexture, 1)
        mask.setTransparency(1)
        return mask

    def _drawSquare(self, image, ulx, uly, size, color):
        x = int(ulx)
        while x <= ulx + size:
            y = int(uly)
            while y <= uly + size:
                if x > 0 and y > 0 and x < image.getXSize() and y < image.getYSize():
                    image.setXelA(x, y, color)
                y += 1

            x += 1

    def destroy(self):
        del self._mazeCollTable
        del self._maskResolution
        del self._radius
        del self._revealedCells
        del self._revealFunctions
        del self._revealFunction
        self.map.removeNode()
        del self.map
        self.mask.removeNode()
        del self.mask
        self.maskedLayer.removeNode()
        del self.maskedLayer
        self.visibleLayer.removeNode()
        del self.visibleLayer
        self._maskImage.clear()
        del self._maskImage
        self.maskTexture.clear()
        del self.maskTexture
        self._laffMeterModel.removeNode()
        del self._laffMeterModel
        DirectFrame.destroy(self)

    def _revealSmoothCircle(self, x, y, center):
        length = (Vec2(x, y) - center).length()
        goalAlpha = max(0.0, length / float(self._radius) - 0.5)
        self._maskImage.setXelA(x, y, VBase4D(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))

    def _revealHardCircle(self, x, y, center):
        length = (Vec2(x, y) - center).length()
        if length <= self._radius:
            self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))

    def _revealSquare(self, x, y, center):
        self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))

    def _drawHole(self, x, y):
        center = Vec2(x, y)
        ul = center - Vec2(self._radius, self._radius)
        lr = center + Vec2(self._radius, self._radius)
        x = int(ul[0])
        while x <= lr[0]:
            y = int(ul[1])
            while y <= lr[1]:
                if x > 0 and y > 0 and x < self._maskResolution and y < self._maskResolution:
                    self._revealFunctions[self._revealFunction](x, y, center)
                y += 1

            x += 1

        self.maskTexture.load(self._maskImage)
        self.mask.setTexture(self.maskTexture, 1)

    def _createSimpleMarker(self, size, color = (1, 1, 1)):
        halfSize = size * 0.5
        cm = CardMaker('mazemap_simple_marker')
        cm.setFrame(-halfSize, halfSize, -halfSize, halfSize)
        markerNP = self.maskedLayer.attachNewNode(cm.generate())
        markerNP.setColor(*color)
        return markerNP

    def tile2gui(self, x, y):
        y = self._mazeHeight - y
        cellWidth = self._maskResolution / self._mazeWidth
        cellHeight = self._maskResolution / self._mazeHeight
        ax = float(x) / self._mazeWidth * self._maskResolution
        ax += cellWidth
        ay = float(y) / self._mazeHeight * self._maskResolution
        ay += cellHeight
        return (ax, ay)

    def gui2pos(self, x, y):
        return (x / self._maskResolution * 2.0 - 0.97, 0, y / self._maskResolution * -2.0 + 1.02)

    def _getToonMarker(self, toon):
        hType = toon.style.getType()
        if hType == 'rabbit':
            hType = 'bunny'
        return self._laffMeterModel.find('**/' + hType + 'head')

    def addToon(self, toon, tX, tY):
        marker = NodePath('toon_marker-%i' % toon.doId)
        marker.reparentTo(self)
        self._getToonMarker(toon).copyTo(marker)
        marker.setColor(toon.style.getHeadColor())
        if toon.isLocal():
            marker.setScale(0.07)
        else:
            marker.setScale(0.05)
        marker.flattenStrong()
        marker.setPos(*self.gui2pos(*self.tile2gui(tX, tY)))
        self._toon2marker[toon] = marker

    def removeToon(self, toon):
        if not self._toon2marker.has_key(toon):
            return
        self._toon2marker[toon].removeNode()
        del self._toon2marker[toon]

    def updateToon(self, toon, tX, tY):
        if not self._toon2marker.has_key(toon):
            return
        x, y = self.tile2gui(tX, tY)
        self._toon2marker[toon].setPos(*self.gui2pos(x, y))
        if tY < 0 or tY >= len(self._revealedCells):
            self.notify.warning('updateToon earlying out:')
            self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
            self.notify.warning('len(_revealedCells): %s' % (len(self._revealedCells),))
            if len(self._revealedCells) > 0:
                self.notify.warning('len(_revealedCells[0]): %s' % (len(self._revealedCells[0]),))
            return
        if tX < 0 or tX >= len(self._revealedCells[tY]):
            self.notify.warning('updateToon earlying out:')
            self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
            self.notify.warning('len(_revealedCells): %s' % (len(self._revealedCells),))
            if tY < len(self._revealedCells):
                self.notify.warning('len(_revealedCells[tY]): %s' % (len(self._revealedCells[tY]),))
            elif len(self._revealedCells) > 0:
                self.notify.warning('len(_revealedCells[0]): %s' % (len(self._revealedCells[0]),))
            return
        if not self._revealedCells[tY][tX]:
            self._drawHole(x, y)
            self._revealedCells[tY][tX] = True

    def revealCell(self, x, y):
        ax, ay = self.tile2gui(x, y)
        if not self._revealedCells[y][x]:
            self._drawHole(ax, ay)
            self._revealedCells[y][x] = True

    def revealAll(self):
        for x in xrange(self._maskResolution):
            for y in xrange(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 0)

        self.revealCell(0, 0)

    def reset(self):
        for x in xrange(self._maskResolution):
            for y in xrange(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)
Example #16
0
class Effect:
    baseWidth = 0
    baseHeight = 0
    effectWidth = 1
    effectHeight = 1
    effectTargetMS = 143
    noSampling = False
    tex = None
    loadedFormat = None
    # Animation variables
    internalFrameIndex = 1
    startIndex = 1
    endIndex = 1
    loopEffect = False
    # XML variables
    tree = None
    frames = None
    colors = None
    tweens = None
    compositeFrames = None
    # Nodes
    consumedNodesList = None
    # Accessible object (nodePath)
    effectCameraNodePath = None
    effectCardNodePath = None
    # Constant value; Unit comparison for card size; basis is from cure, which is [140x110]
    cardDimensionBasis = [-5.0, 5.0, 0.0, 10.0, 140.0, 110.0]
    pixelScaleX = cardDimensionBasis[4]/(cardDimensionBasis[1]-cardDimensionBasis[0])
    pixelScaleZ = cardDimensionBasis[5]/(cardDimensionBasis[3]-cardDimensionBasis[2])
    effectIsCentered = True
    effectAdjustment = [0, 0, 0]
    def __init__(self, effectFileName, parent=None, loop=False, effectIsCentered=True, effectAdjustment=[0, 0, 0]):
        self.effectAdjustment = effectAdjustment
        self.loopEffect = loop
        self.effectIsCentered = effectIsCentered
        self.loadedFormat = None
        if effectFileName != None:
            effectFileNameSplit = effectFileName.split('.')
            self.loadedFormat = effectFileNameSplit[len(effectFileNameSplit)-2] # Get value at penultimate index
            if self.loadedFormat == effectFileNameSplit[0]:
                self.loadedFormat = None # Get rid of bad format name.
            pass
            
        # Load texture; supply alpha channel if it doesn't exist.
        p = transparencyKey(effectFileName)
        self.tex = Texture()
        self.tex.setup2dTexture(p.getXSize(), p.getYSize(), Texture.TUnsignedByte, Texture.FRgba)
        self.tex.load(p)
        if self.loadedFormat != None:
            try:
                self.tree = etree.parse("./"+GAME+"/effects/"+self.loadedFormat+"/sprite.xml")
            except IOError:
                self.loadedFormat = None
            pass
        if self.loadedFormat != None: 
            root = self.tree.getroot()
            self.frames = root.find('.//frames')
            self.colors = root.find('.//colors')
            self.tweens = root.find('.//motion-tweens')
            self.compositeFrames = root.find('.//composite-frames')
            self.baseWidth = 0 if root.attrib.get("base-width") == None else float(root.attrib.get("base-width"))
            self.baseHeight = 0 if root.attrib.get("base-height") == None else float(root.attrib.get("base-height"))
            self.effectWidth = 1 if root.attrib.get("frame-width") == None else float(root.attrib.get("frame-width"))
            self.effectHeight = 1 if root.attrib.get("frame-height") == None else float(root.attrib.get("frame-height"))
            self.effectTargetMS = 143 if root.attrib.get("target-ms") == None else float(root.attrib.get("target-ms"))
            self.startIndex = 1 if root.attrib.get("target-start") == None else int(root.attrib.get("target-start"))
            self.endIndex = 1 if root.attrib.get("target-end") == None else int(root.attrib.get("target-end"))
            self.noSampling = False if root.attrib.get("no-sampling") == None else bool(root.attrib.get("no-sampling"))
            if self.noSampling==True:
                self.tex.setMagfilter(Texture.FTNearest)
                self.tex.setMinfilter(Texture.FTNearest)
            cm = CardMaker('card-'+effectFileName)
            cardDeltaX = self.effectWidth / self.pixelScaleX
            cardDeltaZ = self.effectHeight / self.pixelScaleZ
            if self.effectIsCentered == True:
                cm.setFrame(0, 0, 0, 0)
                deltaX = (cardDeltaX/2.0) - (-cardDeltaX/2.0)
                deltaY = 0
                deltaZ = (cardDeltaZ/2.0) - (-cardDeltaZ/2.0)
                #occluder = OccluderNode('effect-parent-occluder', Point3((-cardDeltaX/2.0), 0, (-cardDeltaZ/2.0)), Point3((-cardDeltaX/2.0), 0, (cardDeltaZ/2.0)), Point3((cardDeltaX/2.0), 0, (cardDeltaZ/2.0)), Point3((cardDeltaX/2.0), 0, (-cardDeltaZ/2.0)))
            else:
                cm.setFrame(0, 0, 0, 0)
                deltaX = (cardDeltaX/2.0) - (-cardDeltaX/2.0)
                deltaY = 0
                deltaZ = cardDeltaZ - 0
                #occluder = OccluderNode('effect-parent-occluder', Point3((-cardDeltaX/2.0), 0, 0), Point3((-cardDeltaX/2.0), 0, cardDeltaZ), Point3((cardDeltaX/2.0), 0, cardDeltaZ), Point3((cardDeltaX/2.0), 0, 0))
            self.effectCardNodePath = render.attachNewNode(cm.generate())            
            self.effectCardNodePath.setBillboardPointEye()
            self.effectCardNodePath.reparentTo(parent)
            #occluder_nodepath = self.effectCardNodePath.attachNewNode(occluder)
            #self.effectCardNodePath.setOccluder(occluder_nodepath)
            emptyNode = NodePath('effect-parent-translator')
            emptyNode.reparentTo(self.effectCardNodePath)
            if effectIsCentered == True:
                emptyNode.setPos(-deltaX/2.0+self.effectAdjustment[0], 0+self.effectAdjustment[1], deltaZ/2.0+self.effectAdjustment[2])
            else:
                emptyNode.setPos(-deltaX/2.0+self.effectAdjustment[0], 0+self.effectAdjustment[1], deltaZ+self.effectAdjustment[2])
            #emptyNode.place()
            emptyNode.setSx(float(deltaX)/self.effectWidth)
            emptyNode.setSz(float(deltaZ)/self.effectHeight)
            self.effectCameraNodePath = emptyNode                        
            if parent != None:
                self.effectCardNodePath.reparentTo(parent)
            else:
                self.effectCardNodePath.reparentTo(render)
            #self.effectCardNodePath.place()
            self.effectCardNodePath.setBin("fixed", 40)
            self.effectCardNodePath.setDepthTest(False)
            self.effectCardNodePath.setDepthWrite(False)
        pass
    def getSequence(self):
        sequence = Sequence()
        for x in range(self.startIndex, self.endIndex, 1):
            sequence.append(Func(self.pandaRender))
            sequence.append(Func(self.advanceFrame))
            sequence.append(Wait(self.effectTargetMS * 0.001))
        sequence.append(Func(self.clearNodesForDrawing))
        sequence.append(Func(self.advanceFrame))
        sequence.append(Wait(self.effectTargetMS * 0.001))
        return sequence
        pass
    def hasEffectFinished(self):
        if self.internalFrameIndex > self.endIndex and self.loopEffect == False:
            return True
        else:
            return False
        pass
    def advanceFrame(self):
        if self.internalFrameIndex < self.endIndex:
            self.internalFrameIndex += 1
        elif self.internalFrameIndex == self.endIndex and self.loopEffect == True:
            self.internalFrameIndex = self.startIndex
        else:
            self.internalFrameIndex = self.endIndex + 1
            self.clearNodesForDrawing()
        pass
    def clearNodesForDrawing(self):
        if False:
            self.effectCameraNodePath.analyze()
        if self.consumedNodesList != None and self.consumedNodesList != []:
            for consumedNode in self.consumedNodesList:
                consumedNode.removeNode()
        self.consumedNodesList = []
        pass
    def pandaRender(self):
        frameList = []
        for node in self.compositeFrames.getiterator('composite-frame'):
            if node.tag == "composite-frame" and node.attrib.get("id") == str(self.internalFrameIndex):
                for frameCallNode in node:
                    for frameNode in self.frames.getiterator('frame'):
                        if frameNode.tag == "frame" and frameNode.attrib.get("id") == frameCallNode.attrib.get("id"):
                            offsetX = 0 if frameCallNode.attrib.get("offset-x") == None else float(frameCallNode.attrib.get("offset-x"))
                            offsetY = 0 if frameCallNode.attrib.get("offset-y") == None else float(frameCallNode.attrib.get("offset-y"))
                            tweenId = frameCallNode.attrib.get("tween")
                            frameInTween = 0 if frameCallNode.attrib.get("frame-in-tween") == None else int(frameCallNode.attrib.get("frame-in-tween"))
                            addWidth = 0 if frameNode.attrib.get("w") == None else float(frameNode.attrib.get("w"))
                            addHeight = 0 if frameNode.attrib.get("h") == None else float(frameNode.attrib.get("h"))
                            sInPixels = 0 if frameNode.attrib.get("s") == None else float(frameNode.attrib.get("s"))
                            tInPixels = 0 if frameNode.attrib.get("t") == None else float(frameNode.attrib.get("t"))
                            swInPixels = sInPixels + addWidth
                            thInPixels = tInPixels + addHeight
                            s = (sInPixels / self.baseWidth)
                            t = 1 - (tInPixels / self.baseHeight) # Complemented to deal with loading image upside down.
                            S = (swInPixels / self.baseWidth)
                            T = 1 - (thInPixels / self.baseHeight) # Complemented to deal with loading image upside down.
                            blend = "overwrite" if frameCallNode.attrib.get("blend") == None else frameCallNode.attrib.get("blend")
                            scaleX = 1 if frameCallNode.attrib.get("scale-x") == None else float(frameCallNode.attrib.get("scale-x"))
                            scaleY = 1 if frameCallNode.attrib.get("scale-y") == None else float(frameCallNode.attrib.get("scale-y"))
                            color = Color(1,1,1,1)
                            tweenHasColor = False
                            frameCallHasColor = False
                            frameCallColorName = frameCallNode.attrib.get("color-name")
                            if frameCallColorName != None:
                                # Get color at frame call as first resort.
                                frameCallHasColor = True
                                for colorNode in self.colors.getiterator('color'):
                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameCallColorName:
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break # leave for loop when we find the correct color
                                pass

                            if tweenId != None and tweenId != "0":
                                # Get color at tween frame as second resort.
                                thisTween = None
                                frameLength = 1
                                advancementFunction = "linear"
                                foundTween = False
                                pointList = []
                                colorList = []
                                for tweenNode in self.tweens.getiterator('motion-tween'):
                                    if tweenNode.tag == "motion-tween" and tweenNode.attrib.get("id") == tweenId:
                                        foundTween = True
                                        frameLength = 1 if tweenNode.attrib.get("length-in-frames") == None else tweenNode.attrib.get("length-in-frames")
                                        advancementFunction = "linear" if tweenNode.attrib.get("advancement-function") == None else tweenNode.attrib.get("advancement-function")
                                        for pointOrColorNode in tweenNode.getiterator():
                                            if pointOrColorNode.tag == "point":
                                                pX = 0 if pointOrColorNode.attrib.get("x") == None else float(pointOrColorNode.attrib.get("x"))
                                                pY = 0 if pointOrColorNode.attrib.get("y") == None else float(pointOrColorNode.attrib.get("y"))
                                                pointList.append(Point(pX, pY, 0))
                                            elif pointOrColorNode.tag == "color-state":
                                                colorName = "white" if pointOrColorNode.attrib.get("name") == None else pointOrColorNode.attrib.get("name")
                                                for colorNode in self.colors.getiterator('color'):
                                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == colorName:
                                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                                        colorList.append(Color(R, G, B, A))
                                                        break # leave for loop when we find the correct color reference
                                            pass # Run through all child nodes of selected tween
                                        break # Exit after finding correct tween
                                pass
                                if foundTween:
                                    thisTween = Tween(frameLength, advancementFunction, pointList, colorList)
                                    offset = thisTween.XYFromFrame(frameInTween);
                                    offsetFromTweenX = int(offset.X);
                                    offsetFromTweenY = int(offset.Y);
                                    offsetX += int(offset.X);
                                    offsetY += int(offset.Y);
                                    if thisTween.hasColorComponent():
                                        tweenHasColor = True;
                                        if frameCallHasColor == False:
                                            color = thisTween.colorFromFrame(frameInTween);
                                    pass
                            if frameNode.attrib.get("color-name") != None and frameCallHasColor == False and tweenHasColor == False:
                                # Get color at frame definition as last resort.
                                for colorNode in colors.getiterator('color'):
                                    if colorNode.tag == 'color' and colorNode.attrib.get("name") == frameNode.attrib.get("color-name"):
                                        R = 1 if colorNode.attrib.get("r") == None else float(colorNode.attrib.get("r"))
                                        G = 1 if colorNode.attrib.get("g") == None else float(colorNode.attrib.get("g"))
                                        B = 1 if colorNode.attrib.get("b") == None else float(colorNode.attrib.get("b"))
                                        A = 1 if colorNode.attrib.get("a") == None else float(colorNode.attrib.get("a"))
                                        color = Color(R, G, B, A)
                                        break # leave for loop when we find the correct color
                                pass
                            rotationZ = 0 if frameCallNode.attrib.get("rotation-z") == None else float(frameCallNode.attrib.get("rotation-z"))
                            frameList.append(Frame(Bound(offsetX, offsetY, addWidth, addHeight), s, t, S, T, blend, scaleX, scaleY, color, rotationZ))
                    pass 
                break # Leave once we've found the appropriate frame

        # Prepare tracking list of consumed nodes.
        self.clearNodesForDrawing()
        # Make an identifier to tack onto primitive names in Panda3d's scene graph.
        frameIndexForName = 1
                
        # Loop through loaded frames that make up composite frame.
        for loadedFrame in frameList:              
            # For debugging purposes, print the object.
            if False:
                loadedFrame.printAsString()
            
            # Set up place to store primitive 3d object; note: requires vertex data made by GeomVertexData
            squareMadeByTriangleStrips = GeomTristrips(Geom.UHDynamic)
              
            # Set up place to hold 3d data and for the following coordinates:
            #   square's points (V3: x, y, z), 
            #   the colors at each point of the square (c4: r, g, b, a), and
            #   for the UV texture coordinates at each point of the square     (t2: S, T).
            vertexData = GeomVertexData('square-'+str(frameIndexForName), GeomVertexFormat.getV3c4t2(), Geom.UHDynamic)
            vertex = GeomVertexWriter(vertexData, 'vertex')
            color = GeomVertexWriter(vertexData, 'color')
            texcoord = GeomVertexWriter(vertexData, 'texcoord') 
              
            # Add the square's data
            # Upper-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.T)

            # Upper-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, -loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.T)
            
            # Lower-Left corner of square
            vertex.addData3f(-loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.s, loadedFrame.t)
            
            # Lower-Right corner of square
            vertex.addData3f(loadedFrame.bound.Width / 2.0, 0, loadedFrame.bound.Height / 2.0)
            color.addData4f(loadedFrame.color.R,loadedFrame.color.G,loadedFrame.color.B,loadedFrame.color.A)
            texcoord.addData2f(loadedFrame.S, loadedFrame.t)

            # Pass data to primitive
            squareMadeByTriangleStrips.addNextVertices(4)
            squareMadeByTriangleStrips.closePrimitive()
            square = Geom(vertexData)
            square.addPrimitive(squareMadeByTriangleStrips)
            # Pass primtive to drawing node
            drawPrimitiveNode=GeomNode('square-'+str(frameIndexForName))    
            drawPrimitiveNode.addGeom(square)
            # Pass node to scene (effect camera)
            nodePath = self.effectCameraNodePath.attachNewNode(drawPrimitiveNode)
            # Linear dodge:
            if loadedFrame.blendMode == "darken":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOneMinusFbufferColor, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            elif loadedFrame.blendMode == "multiply":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OFbufferColor, ColorBlendAttrib.OZero))
                pass
            elif loadedFrame.blendMode == "color-burn":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            elif loadedFrame.blendMode == "linear-burn":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OZero, ColorBlendAttrib.OIncomingColor))
                pass
            elif loadedFrame.blendMode == "lighten":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MMax, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor))
                pass
            elif loadedFrame.blendMode == "color-dodge":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne))
                pass
            elif loadedFrame.blendMode == "linear-dodge":
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOneMinusIncomingColor))
                pass
            else: # Overwrite:
                nodePath.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOneMinusIncomingAlpha))
                pass
            nodePath.setDepthTest(False)
            # Apply texture
            nodePath.setTexture(self.tex)
            # Apply translation, then rotation, then scaling to node.
            nodePath.setPos((loadedFrame.bound.X + loadedFrame.bound.Width / 2.0, 1, -loadedFrame.bound.Y - loadedFrame.bound.Height / 2.0))
            nodePath.setR(loadedFrame.rotationZ)
            nodePath.setScale(loadedFrame.scaleX, 1, loadedFrame.scaleY)
            nodePath.setTwoSided(True)
            self.consumedNodesList.append(nodePath)
            frameIndexForName = frameIndexForName + 1
        # Loop continues on through each frame called in the composite frame.
        pass
Example #17
0
class HtmlView(DirectObject):
    notify = DirectNotifyGlobal.directNotify.newCategory('HtmlView')
    useHalfTexture = base.config.GetBool('news-half-texture', 0)

    def __init__(self, parent=aspect2d):
        global GlobalWebcore
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = 'index.html'
        self.transparency = False
        if GlobalWebcore:
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True,
                                      AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in xrange(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, 'error.html')

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT,
                                                   self.transparency, False,
                                                   70)
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        self.imgBuffer = array.array('B')
        for i in xrange(WEB_WIDTH * WEB_HEIGHT):
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(255)

        if self.useHalfTexture:
            self.leftBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(255)

            self.rightBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(255)

        self.setupTexture()
        if self.useHalfTexture:
            self.setupHalfTextures()
        self.accept('mouse1', self.mouseDown, [AwWebView.LEFTMOUSEBTN])
        self.accept('mouse3', self.mouseDown, [AwWebView.RIGHTMOUSEBTN])
        self.accept('mouse1-up', self.mouseUp, [AwWebView.LEFTMOUSEBTN])
        self.accept('mouse3-up', self.mouseUp, [AwWebView.RIGHTMOUSEBTN])

    def getInGameNewsUrl(self):
        result = base.config.GetString(
            'fallback-news-url',
            'http://cdn.toontown.disney.go.com/toontown/en/gamenews/')
        override = base.config.GetString('in-game-news-url', '')
        if override:
            self.notify.info(
                'got an override url,  using %s for in a game news' % override)
            result = override
        else:
            try:
                launcherUrl = base.launcher.getValue('GAME_IN_GAME_NEWS_URL',
                                                     '')
                if launcherUrl:
                    result = launcherUrl
                    self.notify.info(
                        'got GAME_IN_GAME_NEWS_URL from launcher using %s' %
                        result)
                else:
                    self.notify.info(
                        'blank GAME_IN_GAME_NEWS_URL from launcher, using %s' %
                        result)
            except:
                self.notify.warning(
                    'got exception getting GAME_IN_GAME_NEWS_URL from launcher, using %s'
                    % result)

        return result

    def setupTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0,
                    htmlHeight / 2.0)
        bottomRightX = WEB_WIDTH_PIXELS / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))
        card = cm.generate()
        self.quad = NodePath(card)
        self.quad.reparentTo(self.parent)
        self.guiTex = Texture('guiTex')
        self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1,
                                 Texture.TUnsignedByte, Texture.FRgba)
        self.guiTex.setMinfilter(Texture.FTLinear)
        self.guiTex.setKeepRamImage(True)
        self.guiTex.makeRamImage()
        self.guiTex.setWrapU(Texture.WMRepeat)
        self.guiTex.setWrapV(Texture.WMRepeat)
        ts = TextureStage('webTS')
        self.quad.setTexture(ts, self.guiTex)
        self.quad.setTexScale(ts, 1.0, -1.0)
        self.quad.setTransparency(0)
        self.quad.setTwoSided(True)
        self.quad.setColor(1.0, 1.0, 1.0, 1.0)
        self.calcMouseLimits()

    def setupHalfTextures(self):
        self.setupLeftTexture()
        self.setupRightTexture()
        self.fullPnmImage = PNMImage(WEB_WIDTH, WEB_HEIGHT, 4)
        self.leftPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)
        self.rightPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)

    def setupLeftTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
        cm.setFrame(-htmlWidth / 2.0, 0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.leftQuad = NodePath(card)
        self.leftQuad.reparentTo(self.parent)
        self.leftGuiTex = Texture('guiTex')
        self.leftGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                     WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                     Texture.FRgba)
        self.leftGuiTex.setKeepRamImage(True)
        self.leftGuiTex.makeRamImage()
        self.leftGuiTex.setWrapU(Texture.WMClamp)
        self.leftGuiTex.setWrapV(Texture.WMClamp)
        ts = TextureStage('leftWebTS')
        self.leftQuad.setTexture(ts, self.leftGuiTex)
        self.leftQuad.setTexScale(ts, 1.0, -1.0)
        self.leftQuad.setTransparency(0)
        self.leftQuad.setTwoSided(True)
        self.leftQuad.setColor(1.0, 1.0, 1.0, 1.0)

    def setupRightTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
        cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.rightQuad = NodePath(card)
        self.rightQuad.reparentTo(self.parent)
        self.rightGuiTex = Texture('guiTex')
        self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                      WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                      Texture.FRgba)
        self.rightGuiTex.setKeepRamImage(True)
        self.rightGuiTex.makeRamImage()
        self.rightGuiTex.setWrapU(Texture.WMClamp)
        self.rightGuiTex.setWrapV(Texture.WMClamp)
        ts = TextureStage('rightWebTS')
        self.rightQuad.setTexture(ts, self.rightGuiTex)
        self.rightQuad.setTexScale(ts, 1.0, -1.0)
        self.rightQuad.setTransparency(0)
        self.rightQuad.setTwoSided(True)
        self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)

    def calcMouseLimits(self):
        ll = Point3()
        ur = Point3()
        self.quad.calcTightBounds(ll, ur)
        self.notify.debug('ll=%s ur=%s' % (ll, ur))
        offset = self.quad.getPos(aspect2d)
        self.notify.debug('offset = %s ' % offset)
        ll.setZ(ll.getZ() + offset.getZ())
        ur.setZ(ur.getZ() + offset.getZ())
        self.notify.debug('new LL=%s, UR=%s' % (ll, ur))
        relPointll = self.quad.getRelativePoint(aspect2d, ll)
        self.notify.debug('relPoint = %s' % relPointll)
        self.mouseLL = (aspect2d.getScale()[0] * ll[0],
                        aspect2d.getScale()[2] * ll[2])
        self.mouseUR = (aspect2d.getScale()[0] * ur[0],
                        aspect2d.getScale()[2] * ur[2])
        self.notify.debug('original mouseLL=%s, mouseUR=%s' %
                          (self.mouseLL, self.mouseUR))

    def writeTex(self, filename='guiText.png'):
        self.notify.debug('writing texture')
        self.guiTex.generateRamMipmapImages()
        self.guiTex.write(filename)

    def toggleRotation(self):
        if self.interval.isPlaying():
            self.interval.finish()
        else:
            self.interval.loop()

    def mouseDown(self, button):
        messenger.send('wakeup')
        self.webView.injectMouseDown(button)

    def mouseUp(self, button):
        self.webView.injectMouseUp(button)

    def reload(self):
        pass

    def zoomIn(self):
        self.webView.zoomIn()

    def zoomOut(self):
        self.webView.zoomOut()

    def toggleTransparency(self):
        self.transparency = not self.transparency
        self.webView.setTransparent(self.transparency)

    def update(self, task):
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(
                base.mouseWatcherNode.getMouseX(),
                base.mouseWatcherNode.getMouseY())
            if self.mx - x != 0 or self.my - y != 0:
                self.webView.injectMouseMove(x, y)
                self.mx, self.my = x, y
            if self.webView.isDirty():
                self.webView.render(self.imgBuffer.buffer_info()[0],
                                    WEB_WIDTH * 4, 4)
                Texture.setTexturesPower2(2)
                textureBuffer = self.guiTex.modifyRamImage()
                textureBuffer.setData(self.imgBuffer.tostring())
                if self.useHalfTexture:
                    self.guiTex.store(self.fullPnmImage)
                    self.leftPnmImage.copySubImage(self.fullPnmImage, 0, 0, 0,
                                                   0, WEB_HALF_WIDTH,
                                                   WEB_HEIGHT)
                    self.rightPnmImage.copySubImage(self.fullPnmImage, 0, 0,
                                                    WEB_HALF_WIDTH, 0,
                                                    WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.leftGuiTex.load(self.leftPnmImage)
                    self.rightGuiTex.load(self.rightPnmImage)
                    self.quad.hide()
                Texture.setTexturesPower2(1)
            GlobalWebcore.update()
        return Task.cont

    def _translateRelativeCoordinates(self, x, y):
        sx = int((x - self.mouseLL[0]) / (self.mouseUR[0] - self.mouseLL[0]) *
                 WEB_WIDTH_PIXELS)
        sy = WEB_HEIGHT_PIXELS - int(
            (y - self.mouseLL[1]) /
            (self.mouseUR[1] - self.mouseLL[1]) * WEB_HEIGHT_PIXELS)
        return (sx, sy)

    def unload(self):
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        return

    def onCallback(self, name, args):
        if name == 'requestFPS':
            pass

    def onBeginNavigation(self, url, frameName):
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        pass

    def onFinishLoading(self):
        self.notify.debug('finished loading')

    def onReceiveTitle(self, title, frameName):
        pass

    def onChangeTooltip(self, tooltip):
        pass

    def onChangeCursor(self, cursor):
        pass

    def onChangeKeyboardFocus(self, isFocused):
        pass

    def onChangeTargetURL(self, url):
        pass
Example #18
0
class World:
    def __init__(self, actor, state, lvl):

        #Setzte die Parameter
        self.CActor = actor  #Spieler erstellen
        self.CGame = state  #FSM - Gamestate erstellen
        self.mission = lvl  #Aktuelle Mission
        self.mMission = None

        #Grundeinstellen fuer die Welt
        base.disableMouse()  #Mouse ausmachen
        self.slowdown = 1  #Schnelligkeitsfaktor 1=Normal
        self.hud = False

        file, filename, description = imp.find_module("mission" +
                                                      str(self.mission))
        self.mMission = imp.load_module("mission" + str(self.mission), file,
                                        filename, description)

        #SPIELER - Variablen
        self.oldactorlevel = self.CActor.getLevel()
        self.CActor.CActorShip.setX(
            -165)  #Setze den Spieler links im Bildschirm
        self.CActor.CActorShip.setY(0)
        self.CActor.nActorShip.reparentTo(render)
        self.CActor.CActorShip.getWeapon().setWeapon(
            "laserGun")  #Standardwaffe setzen
        self.maxshield = self.CActor.CActorShip.getShield(
        )  #Schild speichern um Prozent berechnen zu koennen
        self.hitted = False  #Variable um abzufragen ob man getroffen wurde
        self.dead = False  #Spieler lebt
        self.lbullets = []  #Spielerbullets
        self.lbulletsspeed = []
        self.lcanon = []  #Spielercanonbullets
        self.lcanonspeed = []
        self.cameraeffectx = 0  #X-Wert der Camera um eine Sinuskurve zu implementieren
        self.cameraeffectamplitude = 5  #Die Amplitude der Sinuswelle - Maxima
        self.exppercent = (self.CActor.getExperience() * 100
                           ) / self.CActor.getMaxExperience()  #EXP in Prozent
        self.oldcash = self.CActor.getMoney()
        self.secweapon = 3

        #Resultattexte, wenn die Mission zu ende ist
        self.txtresultmission = addText(-0.15, 0.35, "")
        self.txtresultkills = addText(-0.15, 0.25, "")
        self.txtresultleft = addText(-0.15, 0.20, "")
        self.txtresultcash = addText(-0.15, 0.15, "")
        self.txtresultlevel = addText(-0.15, 0.10, "")
        self.txtresultmessage = addText(-0.15, 0.0, "")

        #ALLES FUER MOTION BLUR ***********************************************************************
        #Eine Texture erstellen, welches in das Hauptfenster kopiert wird
        self.CTex = Texture()
        self.CTex.setMinfilter(Texture.FTLinear)
        base.win.addRenderTexture(self.CTex,
                                  GraphicsOutput.RTMTriggeredCopyTexture)

        #Eine andere 2D Kamera erstellen, welches vor der Hauptkamera gerendert wird
        self.backcam = base.makeCamera2d(base.win, sort=-10)
        self.background = NodePath("background")
        self.backcam.reparentTo(self.background)
        self.background.setDepthTest(0)
        self.background.setDepthWrite(0)
        self.backcam.node().getDisplayRegion(0).setClearDepthActive(0)

        #Zwei Texturekarten ersten. Eins bevor, eins danach
        self.bcard = base.win.getTextureCard()
        self.bcard.reparentTo(self.background)
        self.bcard.setTransparency(1)
        self.fcard = base.win.getTextureCard()
        self.fcard.reparentTo(render2d)
        self.fcard.setTransparency(1)
        #**********************************************************************************************

        #Drops als Liste
        self.ldrop = []
        #Explosionen - oder besser gesagt Splittereffekt als Liste
        self.lexplosions = []

        #Soundklasse erstellen um Zugriff auf die Sound zu haben
        self.CSound = SoundMng()
        self.CSound.sndFlyAmbience.play()

        #GEGNER - Variablen
        self.destroyedenemy = 0
        self.lostenemy = 0
        self.lenemys = []  #Gegnerspeicher
        self.lbulletsenemy = []  #Gegnerbullets

        self.newwave = False  #Boolean,welches eine neue Gegnerwelle angibt

        #Effekte
        self.CEffects = Effects()  #Effektklasse erstellen
        #self.CEffects.createSpaceStars("particle/background.ptf") #Hintergrundeffekt erstellen

        #Die Game-Loop Voreinstellungen
        self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
        self.gameTask.last = 0
        self.gameTask.nextbullet = 0  #Timer wann geschossen werden darf, vom Spieler
        self.gameTask.gotHit = 0
        self.gameTask.lnextenemybullet = [
        ]  #Timer wann geschossen werden darf, unabhaengig von welche Gegner
        self.gameTask.resultkills = 0  #Timer fuer die Kills, im Resultat
        self.gameTask.resultleft = 0  #Timer fuer die geflohenen Gegner, im Resultat
        self.gameTask.introduction = 0
        self.gameTask.introdelete = 0
        self.gameTask.won = 0

        self.resultcounter = 0  #Zeahler der die Nummern der Kills im Result aktualisiert
        self.resultcounterleft = 0  #Zeahler der die Nummern der geflohenen Gegner im Result aktualisiert

        self.introcounter = 0

        self.ldata = []
        self.readytospawn = False

        self.musicplayed = False
        self.musicplayed2 = False
        self.resultplayed = False

        #2D Kamera erstellen
        lens = OrthographicLens()
        lens.setFilmSize(350, 250)
        base.cam.node().setLens(lens)

    def gameLoop(self, task):

        #Clock fuer FPS unabhaengige Bewegung
        elapsed = globalClock.getDt()

        if task.time > task.introduction:
            if (self.mMission.getIntroduction(self.introcounter) == True):
                self.introcounter += 1
                task.introduction = task.time + 0.1
            else:
                task.introdelete = task.introduction + 3
                if task.time > task.introdelete:
                    if self.musicplayed == False:
                        self.CSound.sndMusic.play()
                        self.musicplayed = True
                        self.toogleHud()
                    self.mMission.removeIntroduction()

        if self.mMission.getSituation(task.time) == True:
            for i in range(3):
                self.ldata.append(self.mMission.getEnemies(i))
            self.createEnemys(self.ldata[len(self.ldata) - 3],
                              self.ldata[len(self.ldata) - 1])
            self.spawnEnemys(200, self.ldata[len(self.ldata) - 2])

        #Die Position der Gegner aktualisieren
        for obj in self.lenemys:
            self.updatePosEnemy(obj, elapsed)
            if obj.nEnemyShip.isEmpty() == 0:
                if obj.CEnemyShip.getX() < -180:
                    obj.nEnemyShip.removeNode()
                    self.lostenemy += 1
                if obj.CEnemyShip.getX() > 170:
                    obj.nEnemyShip.detachNode()
                if obj.CEnemyShip.getX() < 170 and obj.CEnemyShip.getX(
                ) > -150:
                    obj.nEnemyShip.reparentTo(render)

        if self.destroyedenemy + self.lostenemy == self.mMission.MAX_ENEMYS:
            if task.won == 0:
                task.won = task.time + 3
            if task.won < task.time and self.musicplayed2 == False:
                self.CSound.sndMusic.stop()
                self.musicplayed2 = True
                task.won = task.time + 3

            if task.won < task.time:
                if self.resultplayed == False:
                    self.CSound.sndResult.play()
                    self.CSound.sndFlyAmbience.stop()
                    self.resultplayed = True
                for drop in self.ldrop:
                    drop.remove()
                self.txthp.destroy()
                self.txtshield.destroy()
                self.txtlvl.destroy()
                self.imgHud.destroy()
                self.imgExp.destroy()
                self.txtresultmission.setText("Mission: " + str(self.mission) +
                                              " Complete")
                if task.time > task.resultkills:
                    if self.resultcounter < self.destroyedenemy:
                        self.resultcounter += 1
                        self.txtresultkills.setText("Killed Enemies: " +
                                                    str(self.resultcounter))
                        self.CSound.sndTipp.play()
                        task.resultkills = task.time + 0.1
                    if self.resultcounter == self.destroyedenemy:
                        if task.time > task.resultleft:
                            if self.resultcounterleft < self.lostenemy:
                                self.resultcounterleft += 1
                                self.txtresultleft.setText(
                                    "Left Enemies: " +
                                    str(self.resultcounterleft))
                                task.resultleft = task.time + 0.1
                                self.CSound.sndTipp.play()
                        if self.resultcounterleft == self.lostenemy:
                            self.txtresultcash.setText(
                                "Geldstand: " + str(self.CActor.getMoney()) +
                                "$ (+" +
                                str(self.CActor.getMoney() - self.oldcash) +
                                "$)")
                            self.txtresultlevel.setText(
                                "Dein Level: " + str(self.CActor.getLevel()) +
                                " (+" + str(self.CActor.getLevel() -
                                            self.oldactorlevel) + ")")
                            self.txtresultmessage.setText(
                                "Druecke Enter um fortzufahren")
                            if self.CActor.keyMap["entr"] != 0:
                                self.CActor.CActorShip.setShield(
                                    self.maxshield)
                                self.CActor.setHP(self.CActor.getMaxHP())
                                taskMgr.remove('gameLoop')
                                self.CGame.request("GameMenue", self.CActor,
                                                   self.CGame)

        if self.dead == True:
            render.node().removeAllChildren()
            taskMgr.remove("gameLoop")
            self.CGame.request("MainMenue", self.CGame)

        #Falls nextEnemyBullet-Timer NULL ist, so erstelle fuer jeden Gegner einen eigenen Timer
        if (self.newwave == True):
            for i in range(len(self.lenemys)):
                task.lnextenemybullet.append(i)
                self.newwave = False

        #Gegnerfeuer erstellen und mit einem Zufallsalgorythmus schiessen lassen
        for i in range(len(self.lenemys)):
            posEnemyX = self.lenemys[i].CEnemyShip.getX()
            #Erst schiessen lassen, wenn sie im Spielbereich sind
            if posEnemyX < 170 and posEnemyX > -180 and self.lenemys[
                    i].nEnemyShip.hasParent() == True:
                if task.time > task.lnextenemybullet[i]:
                    task.lnextenemybullet[i] = task.time + choice(
                        range(4, 7) + range(4, 7))
                    self.enemyShot(self.lenemys[i])
                    self.lenemys[i].CEnemyShip.getWeapon().sndGun.setVolume(
                        0.5)
                    self.lenemys[i].CEnemyShip.getWeapon().sndGun.play()

        #Nachdem der Spieler die Schiesstaste gedrueckt hat, wird ein Timer aktiviert der nach eine Zeit
        #immer wieder aktualisiert wird, damit der Spieler den naechsten Schuss abfeuern kann
        if (self.CActor.keyMap["arr_up"] != 0 and task.time > task.nextbullet):
            if self.dead == False:
                task.nextbullet = task.time + 1.25**(-1.5 *
                                                     self.CActor.getAgility())
                self.playerShot("laserGun")
                self.CActor.CActorShip.getWeapon().sndGun.play()

        #Nachdem der Spieler die Schiesstaste gedrueckt hat, wird ein Timer aktiviert der nach eine Zeit
        #immer wieder aktualisiert wird, damit der Spieler den naechsten Schuss abfeuern kann
        if (self.CActor.keyMap["arr_right"] != 0
                and task.time > task.nextbullet):
            if self.dead == False:
                task.nextbullet = task.time + 1 + 1.25**(
                    -1.5 * self.CActor.getAgility())
                self.playerShot("canonGun")
                self.CActor.CActorShip.getWeapon().sndGun.play()

        #Ein Array, um abgeschossen Patronen festzuhalten: vom Spieler
        lnewbullet = []

        #Funktion um die Bullets zu aktualsieren
        for i in range(len(self.lbullets)):
            self.updateBulletPlayer(self.lbullets[i], self.lbulletsspeed[i],
                                    elapsed)
            if self.lbullets[i].isEmpty() == 0:
                if (self.lbullets[i].getX() < 180):
                    lnewbullet.append(self.lbullets[i])
                else:
                    self.lbullets[i].remove()
        self.lbullets = lnewbullet

        lnewcanon = []

        #Funktion um die Bullets zu aktualsieren
        for i in range(len(self.lcanon)):
            self.updateBulletPlayer(self.lcanon[i], self.lcanonspeed[i],
                                    elapsed)
            if self.lcanon[i].isEmpty() == 0:
                if (self.lcanon[i].getX() < 180):
                    lnewcanon.append(self.lcanon[i])
                else:
                    self.lcanon[i].remove()
        self.lcanon = lnewcanon

        #Ein Array, um abgeschossen Patronen festzuhalten: vom Gegner
        lnewenemybullet = []

        #Funktion um die Bullets der Gegner zu aktualsieren
        for obj in self.lbulletsenemy:
            self.updateBulletEnemy(obj, elapsed)
            if obj.isEmpty() == 0:
                if (obj.getX() > -180):
                    lnewenemybullet.append(obj)
                else:
                    obj.remove()
        self.lbulletsenemy = lnewenemybullet

        #Funktion fuer die Kollision mit dem Gegner
        for obj in self.lbullets:
            self.enemyHit(obj)
        for obj in self.lcanon:
            self.enemyHit(obj)

        #Funktion fuer die Kollision mit dem Spieler
        if self.playerHit() == True:
            self.hitted = True

        #Funktion fuer die Kollision mit dem Schiff
        if self.getShipHit() == True:
            self.hitted = True

        self.dropHit()

        #Falls Spieler getroffen wird, so mache ein Cameraeffekt
        if self.hitted == True:
            if self.CActor.CActorShip.getShield() > 0:
                self.cameraeffectamplitude = 5
                base.camera.setZ(base.camera.getZ() +
                                 self.cameraeffectamplitude *
                                 math.sin(self.cameraeffectx))
                self.cameraeffectx = self.cameraeffectx + 1
                if self.cameraeffectx == 20:
                    self.hitted = False
                    self.cameraeffectx = 0
                    base.camera.setZ(0)
            else:
                if (self.dead == False):
                    self.cameraeffectamplitude = 2
                    base.camera.setZ(base.camera.getZ() +
                                     self.cameraeffectamplitude *
                                     math.sin(self.cameraeffectx))
                    self.cameraeffectx = self.cameraeffectx + 1
                else:
                    self.hitted = False

        for obj in self.ldrop:
            if obj != None:
                if obj.isEmpty() == 0:
                    obj.setHpr(obj.getH() - 1, 0, 0)

        for obj in self.lexplosions:
            if obj != None:
                if obj.isEmpty() == 0:
                    posy = obj.getZ()
                    self.updateExplosion(
                        obj, elapsed, -3,
                        choice(range(-11, 11) + range(-11, 11)))
                    if obj.getX() < -180:
                        obj.remove()

        return Task.cont

    def updateExplosion(self, obj, dt, x, y):
        if obj.isEmpty() == 0:
            newposx = obj.getX() + (self.slowdown * dt * 35 * 3) * x
            newposy = obj.getZ() + (self.slowdown * dt * 35 * 3) * y
            obj.setX(newposx)
            obj.setZ(newposy)

    def updateBulletPlayer(self, obj, spe, dt):
        if obj.isEmpty() == 0:
            newpos = obj.getX() + (self.slowdown * dt * 35 * spe)
            obj.setX(newpos)

    def updateBulletEnemy(self, obj, dt):
        if obj.isEmpty() == 0:
            newpos = obj.getX() - (
                self.slowdown * dt * 35 *
                self.CEnemy.CEnemyShip.getWeapon().getWeaponSpeed())
            obj.setX(newpos)

    def updatePosEnemy(self, obj, dt):
        if obj.nEnemyShip.isEmpty() == 0:
            obj.CEnemyShip.setX(obj.CEnemyShip.getX() - self.slowdown * dt *
                                15 * obj.CEnemyShip.getSpeed())
            obj.CEnemyShip.setY(obj.CEnemyShip.getY() +
                                self.slowdown * dt * 15 *
                                (math.sin(0.1 * obj.CEnemyShip.getX())))

    def playerShot(self, gun):
        bullet = self.CActor.CActorShip.getWeapon().setWeapon(gun)
        if bullet.isEmpty() == 0:
            if self.secweapon == 3:
                bullet.setPos(self.CActor.CActorShip.getX() + 10, 500,
                              self.CActor.CActorShip.getY() + self.secweapon)
                self.secweapon = -4
            else:
                bullet.setPos(self.CActor.CActorShip.getX() + 10, 500,
                              self.CActor.CActorShip.getY() + self.secweapon)
                self.secweapon = 3
            print self.CActor.CActorShip.getWeapon().getWeapon()
            if self.CActor.CActorShip.getWeapon().getWeapon() == "laserGun":
                self.lbullets.append(bullet)
                self.lbulletsspeed.append(
                    self.CActor.CActorShip.getWeapon().getWeaponSpeed())
            elif self.CActor.CActorShip.getWeapon().getWeapon() == "canonGun":
                self.lcanon.append(bullet)
                self.lcanonspeed.append(
                    self.CActor.CActorShip.getWeapon().getWeaponSpeed())
        del bullet

    def enemyShot(self, obj):
        bullet = obj.CEnemyShip.getWeapon().setWeapon("laserGun")
        if obj.nEnemyShip.isEmpty() == 0:
            bullet.setPos(obj.nEnemyShip.getPos())
            self.lbulletsenemy.append(bullet)
        del bullet

    def addDrop(self, pos):
        drp = self.CEffects.getDrop("models/heal", 19, pos)
        if (drp == None):
            return False
        else:
            self.ldrop.append(drp)
            return True

    def explode(self, pos):
        expl = self.CEffects.getExplosion(pos)
        self.lexplosions.append(expl)

    def enemyHit(self, bullet):
        for enmy in self.lenemys:
            if enmy.nEnemyShip.isEmpty() == 0 and bullet.isEmpty() == 0:
                #Falls Gegner getroffen wird
                if (bullet.getPos() -
                        enmy.nEnemyShip.getPos()).lengthSquared() < 85:

                    #Bullet loesche
                    bullet.remove()
                    self.explode(enmy.nEnemyShip.getPos())
                    enmy.CEnemyShip.setShield(
                        enmy.CEnemyShip.getShield() -
                        self.CActor.CActorShip.getWeapon().getWeaponStrength())
                    self.CSound.sndHit.play()
                    #Falls kein Schild mehr vorhanden -> Loeschen
                    if enmy.CEnemyShip.getShield() <= 0:
                        self.addDrop(enmy.nEnemyShip.getPos())

                        for i in range(5):
                            self.explode(enmy.nEnemyShip.getPos())

                        enmy.nEnemyShip.removeNode()
                        self.CSound.sndExplosion.play()
                        self.destroyedenemy += 1
                        self.CActor.setExperience(self.CActor.getExperience() +
                                                  (enmy.getExpDrop()))
                        self.exppercent = (self.CActor.getExperience() * 100
                                           ) / self.CActor.getMaxExperience()
                        if self.imgExp.isEmpty() == 0:
                            self.imgExp.setScale(
                                0.01, 0.2, ((2.0 * self.exppercent) / 100.0))
                        self.CActor.setMoney(self.CActor.getMoney() +
                                             enmy.getCashDrop())

                    if self.CActor.getLevelUp() == True:
                        self.txtlvl.setText(str(self.CActor.getLevel()))
                        self.CActor.setExperience(self.CActor.getExperience() +
                                                  (enmy.getExpDrop() / 2))
                        self.exppercent = (self.CActor.getExperience() * 100
                                           ) / self.CActor.getMaxExperience()
                        self.imgExp.setScale(0.01, 0.2, 0.002)

    def playerHit(self):
        for bullet in self.lbulletsenemy:
            if self.CActor.nActorShip.isEmpty() == 0 and bullet.isEmpty() == 0:
                #Falls Spieler getroffen wird
                if ((bullet.getPos() -
                     self.CActor.nActorShip.getPos()).lengthSquared() < 85):

                    #Bullet loeschen
                    bullet.remove()

                    #Funktion aufrufen - Parameter: Schaden
                    if self.actorHurt(self.CEnemy.CEnemyShip.getWeapon(
                    ).getWeaponStrength() + self.CEnemy.getStrength()) == True:
                        return True

    def getShipHit(self):
        for enmy in self.lenemys:
            if enmy.nEnemyShip.isEmpty(
            ) == 0 and self.CActor.nActorShip.isEmpty() == 0:
                #Falls das Spielerschiff einen Gegnerschiff trifft
                if ((enmy.nEnemyShip.getPos() -
                     self.CActor.nActorShip.getPos()).lengthSquared() < 85):

                    for i in range(5):
                        self.explode(enmy.nEnemyShip.getPos())

                    enmy.nEnemyShip.removeNode()
                    #self.CSound.sndExplosion.play()
                    self.destroyedenemy += 1
                    self.CActor.setExperience(self.CActor.getExperience() +
                                              (enmy.getExpDrop() / 2))
                    self.exppercent = (self.CActor.getExperience() *
                                       100) / self.CActor.getMaxExperience()
                    if self.CActor.getLevelUp() == True:
                        self.txtlvl.setText(str(self.CActor.getLevel()))
                        self.CActor.setExperience(self.CActor.getExperience() +
                                                  (enmy.getExpDrop() / 2))
                        self.exppercent = (self.CActor.getExperience() * 100
                                           ) / self.CActor.getMaxExperience()
                    #Schaden ist gleich der Staerke vom gegnerischen Schiff
                    if self.actorHurt(enmy.getStrength()) == True:
                        return True

    def createEnemys(self, amount, kind):
        for i in range(amount):
            #Gegner erstellen
            self.CEnemy = Enemy(kind)
            self.lenemys.append(self.CEnemy)

    def spawnEnemys(self, start, width):
        for obj in self.lenemys:
            if obj.CEnemyShip.getY() > 101 and obj.nEnemyShip.isEmpty() == 0:
                obj.CEnemyShip.setX(
                    choice(range(start, width) + range(start, width)))
                obj.CEnemyShip.setY(choice(range(-100, 0) + range(0, 100)))
            self.newwave = True

    def dropHit(self):
        for obj in self.ldrop:
            if obj.isEmpty() == 0 and self.CActor.nActorShip.isEmpty() == 0:
                if ((obj.getPos() -
                     self.CActor.nActorShip.getPos()).lengthSquared() < 86):

                    obj.remove()
                    if self.CActor.getHP() < self.CActor.getMaxHP():
                        self.CActor.setHP(self.CActor.getHP() + 20)
                        self.txthp.setText(
                            str((self.CActor.getHP() * 100) /
                                self.CActor.getMaxHP()))

    def actorHurt(self, dmg):
        if (self.CActor.CActorShip.getShield() <= 0):
            self.txtshield.setText("0")
            self.CActor.CActorShip.setShield(0)
            self.CActor.setHP(self.CActor.getHP() - dmg * 20)
            self.CSound.sndCrit.play()
            if (self.CActor.getHP() <= 0):
                #Der Spieler ist tot und hat verloren
                self.txthp.setText("0")
                self.dead = True
                #self.CFilters.setBloom(blend=(0,0,0,1), desat=-0.5, intensity=5.0, size="small")
                self.slowdown = 1
                self.CActor.slowdown = self.slowdown
                taskMgr.remove("takeSnapShot")
                self.clickrate = 0
                self.fcard.hide()
                for i in range(5):
                    self.explode(self.CActor.nActorShip.getPos())
                self.CActor.nActorShip.detachNode()

                return True

            if (self.CActor.getHP() <= 50):

                self.CSound.sndExplosion.setPlayRate(0.5)
                self.CSound.sndMusic.setPlayRate(0.5)
                self.CSound.sndFlyAmbience.setPlayRate(0.5)
                self.CSound.sndHit.setPlayRate(0.5)
                self.CActor.CActorShip.getWeapon().sndGun.setPlayRate(0.5)
                taskMgr.add(self.takeSnapShot, "takeSnapShot")
                self.chooseEffectGhost()
                self.slowdown = 0.5
                self.CActor.setSlowDown(self.slowdown)
                #self.CFilters.delBloom()
                self.explode(self.CActor.nActorShip.getPos())

            self.txthp.setText(
                str((self.CActor.getHP() * 100) / self.CActor.getMaxHP()))
            return True
        else:
            self.CActor.CActorShip.setShield(
                self.CActor.CActorShip.getShield() - dmg)
            self.txtshield.setText(
                str((self.CActor.CActorShip.getShield() * 100) /
                    self.maxshield))
            self.explode(self.CActor.nActorShip.getPos())
            return True

    #Screenshots erstellen um MotionBlur Effekt zu erreichen
    def takeSnapShot(self, task):
        if (task.time > self.nextclick):
            self.nextclick += 1.0 / self.clickrate
            if (self.nextclick < task.time):
                self.nextclick = task.time
            base.win.triggerCopy()
        return Task.cont

    #MotionBlur Effekt
    def chooseEffectGhost(self):
        base.setBackgroundColor(0, 0, 0, 1)
        self.bcard.hide()
        self.fcard.show()
        self.fcard.setColor(1.0, 1.0, 1.0, 0.99)
        self.fcard.setScale(1.00)
        self.fcard.setPos(0, 0, 0)
        self.fcard.setR(0)
        self.clickrate = 100
        self.nextclick = 0

    def toogleHud(self):
        if self.hud == False:
            #Hudeinstellung *******************************************************************************
            self.imgHud = OnscreenImage(image='images/hud.png',
                                        pos=(-1.09, 0, -0.01),
                                        scale=(0.185, 0.5, 1))
            self.imgHud.reparentTo(aspect2d)
            self.imgHud.setTransparency(TransparencyAttrib.MAlpha)
            #EXP Leiste
            self.imgExp = OnscreenImage(image='images/exp.png',
                                        pos=(-1.2645, 0, -1),
                                        scale=(0.01, 0.2, 0.001))
            self.imgExp.reparentTo(aspect2d)
            #Texte der HUD
            self.txthp = addText(
                -1.03, 0.966,
                str((self.CActor.getHP() * 100) / self.CActor.getMaxHP()))
            self.txtshield = addText(
                -1.03, 0.9151,
                str((self.CActor.CActorShip.getShield() * 100) /
                    self.maxshield))
            self.txtlvl = addText(-1.19, 0.80, str(self.CActor.getLevel()))
            self.hud = True
Example #19
0
class HtmlView(DirectObject):
    notify = DirectNotifyGlobal.directNotify.newCategory('HtmlView')
    useHalfTexture = config.GetBool('news-half-texture', 0)

    def __init__(self, parent = aspect2d):
        global GlobalWebcore
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = 'index.html'
        self.transparency = False
        if GlobalWebcore:
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True, AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in xrange(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, 'error.html')

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT, self.transparency, False, 70)
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        self.imgBuffer = array.array('B')
        for i in xrange(WEB_WIDTH * WEB_HEIGHT):
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(255)

        if self.useHalfTexture:
            self.leftBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(255)

            self.rightBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(255)

        self.setupTexture()
        if self.useHalfTexture:
            self.setupHalfTextures()
        self.accept('mouse1', self.mouseDown, [AwWebView.LEFTMOUSEBTN])
        self.accept('mouse3', self.mouseDown, [AwWebView.RIGHTMOUSEBTN])
        self.accept('mouse1-up', self.mouseUp, [AwWebView.LEFTMOUSEBTN])
        self.accept('mouse3-up', self.mouseUp, [AwWebView.RIGHTMOUSEBTN])

    def getInGameNewsUrl(self):
        result = config.GetString('fallback-news-url', 'http://cdn.toontown.disney.go.com/toontown/en/gamenews/')
        override = config.GetString('in-game-news-url', '')
        if override:
            self.notify.info('got an override url,  using %s for in a game news' % override)
            result = override
        else:
            try:
                launcherUrl = base.launcher.getValue('GAME_IN_GAME_NEWS_URL', '')
                if launcherUrl:
                    result = launcherUrl
                    self.notify.info('got GAME_IN_GAME_NEWS_URL from launcher using %s' % result)
                else:
                    self.notify.info('blank GAME_IN_GAME_NEWS_URL from launcher, using %s' % result)
            except:
                self.notify.warning('got exception getting GAME_IN_GAME_NEWS_URL from launcher, using %s' % result)

        return result

    def setupTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        bottomRightX = WEB_WIDTH_PIXELS / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))
        card = cm.generate()
        self.quad = NodePath(card)
        self.quad.reparentTo(self.parent)
        self.guiTex = Texture('guiTex')
        self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.guiTex.setMinfilter(Texture.FTLinear)
        self.guiTex.setKeepRamImage(True)
        self.guiTex.makeRamImage()
        self.guiTex.setWrapU(Texture.WMRepeat)
        self.guiTex.setWrapV(Texture.WMRepeat)
        ts = TextureStage('webTS')
        self.quad.setTexture(ts, self.guiTex)
        self.quad.setTexScale(ts, 1.0, -1.0)
        self.quad.setTransparency(0)
        self.quad.setTwoSided(True)
        self.quad.setColor(1.0, 1.0, 1.0, 1.0)
        self.calcMouseLimits()

    def setupHalfTextures(self):
        self.setupLeftTexture()
        self.setupRightTexture()
        self.fullPnmImage = PNMImage(WEB_WIDTH, WEB_HEIGHT, 4)
        self.leftPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)
        self.rightPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)

    def setupLeftTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
        cm.setFrame(-htmlWidth / 2.0, 0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.leftQuad = NodePath(card)
        self.leftQuad.reparentTo(self.parent)
        self.leftGuiTex = Texture('guiTex')
        self.leftGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.leftGuiTex.setKeepRamImage(True)
        self.leftGuiTex.makeRamImage()
        self.leftGuiTex.setWrapU(Texture.WMClamp)
        self.leftGuiTex.setWrapV(Texture.WMClamp)
        ts = TextureStage('leftWebTS')
        self.leftQuad.setTexture(ts, self.leftGuiTex)
        self.leftQuad.setTexScale(ts, 1.0, -1.0)
        self.leftQuad.setTransparency(0)
        self.leftQuad.setTwoSided(True)
        self.leftQuad.setColor(1.0, 1.0, 1.0, 1.0)

    def setupRightTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
        cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.rightQuad = NodePath(card)
        self.rightQuad.reparentTo(self.parent)
        self.rightGuiTex = Texture('guiTex')
        self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.rightGuiTex.setKeepRamImage(True)
        self.rightGuiTex.makeRamImage()
        self.rightGuiTex.setWrapU(Texture.WMClamp)
        self.rightGuiTex.setWrapV(Texture.WMClamp)
        ts = TextureStage('rightWebTS')
        self.rightQuad.setTexture(ts, self.rightGuiTex)
        self.rightQuad.setTexScale(ts, 1.0, -1.0)
        self.rightQuad.setTransparency(0)
        self.rightQuad.setTwoSided(True)
        self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)

    def calcMouseLimits(self):
        ll = Point3()
        ur = Point3()
        self.quad.calcTightBounds(ll, ur)
        self.notify.debug('ll=%s ur=%s' % (ll, ur))
        offset = self.quad.getPos(aspect2d)
        self.notify.debug('offset = %s ' % offset)
        ll.setZ(ll.getZ() + offset.getZ())
        ur.setZ(ur.getZ() + offset.getZ())
        self.notify.debug('new LL=%s, UR=%s' % (ll, ur))
        relPointll = self.quad.getRelativePoint(aspect2d, ll)
        self.notify.debug('relPoint = %s' % relPointll)
        self.mouseLL = (aspect2d.getScale()[0] * ll[0], aspect2d.getScale()[2] * ll[2])
        self.mouseUR = (aspect2d.getScale()[0] * ur[0], aspect2d.getScale()[2] * ur[2])
        self.notify.debug('original mouseLL=%s, mouseUR=%s' % (self.mouseLL, self.mouseUR))

    def writeTex(self, filename = 'guiText.png'):
        self.notify.debug('writing texture')
        self.guiTex.generateRamMipmapImages()
        self.guiTex.write(filename)

    def toggleRotation(self):
        if self.interval.isPlaying():
            self.interval.finish()
        else:
            self.interval.loop()

    def mouseDown(self, button):
        messenger.send('wakeup')
        self.webView.injectMouseDown(button)

    def mouseUp(self, button):
        self.webView.injectMouseUp(button)

    def reload(self):
        pass

    def zoomIn(self):
        self.webView.zoomIn()

    def zoomOut(self):
        self.webView.zoomOut()

    def toggleTransparency(self):
        self.transparency = not self.transparency
        self.webView.setTransparent(self.transparency)

    def update(self, task):
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(base.mouseWatcherNode.getMouseX(), base.mouseWatcherNode.getMouseY())
            if self.mx - x != 0 or self.my - y != 0:
                self.webView.injectMouseMove(x, y)
                self.mx, self.my = x, y
            if self.webView.isDirty():
                self.webView.render(self.imgBuffer.buffer_info()[0], WEB_WIDTH * 4, 4)
                Texture.setTexturesPower2(2)
                textureBuffer = self.guiTex.modifyRamImage()
                textureBuffer.setData(self.imgBuffer.tostring())
                if self.useHalfTexture:
                    self.guiTex.store(self.fullPnmImage)
                    self.leftPnmImage.copySubImage(self.fullPnmImage, 0, 0, 0, 0, WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.rightPnmImage.copySubImage(self.fullPnmImage, 0, 0, WEB_HALF_WIDTH, 0, WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.leftGuiTex.load(self.leftPnmImage)
                    self.rightGuiTex.load(self.rightPnmImage)
                    self.quad.hide()
                Texture.setTexturesPower2(1)
            GlobalWebcore.update()
        return Task.cont

    def _translateRelativeCoordinates(self, x, y):
        sx = int((x - self.mouseLL[0]) / (self.mouseUR[0] - self.mouseLL[0]) * WEB_WIDTH_PIXELS)
        sy = WEB_HEIGHT_PIXELS - int((y - self.mouseLL[1]) / (self.mouseUR[1] - self.mouseLL[1]) * WEB_HEIGHT_PIXELS)
        return (sx, sy)

    def unload(self):
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        return

    def onCallback(self, name, args):
        if name == 'requestFPS':
            pass

    def onBeginNavigation(self, url, frameName):
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        pass

    def onFinishLoading(self):
        self.notify.debug('finished loading')

    def onReceiveTitle(self, title, frameName):
        pass

    def onChangeTooltip(self, tooltip):
        pass

    def onChangeCursor(self, cursor):
        pass

    def onChangeKeyboardFocus(self, isFocused):
        pass

    def onChangeTargetURL(self, url):
        pass
Example #20
0
class HtmlView(DirectObject):

    notify = DirectNotifyGlobal.directNotify.newCategory("HtmlView")
    useHalfTexture = base.config.GetBool("news-half-texture", 0)

    def __init__(self, parent=aspect2d):
        """Properly initialize ourself."""
        #AwWebViewListener.AwWebViewListener.__init__(self)
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = "index.html"
        self.transparency = False  # this is important looks weird if it's true
        global GlobalWebcore
        if GlobalWebcore:
            # we get a C++ crash if we construct webcore a second time
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True,
                                      AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in xrange(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, "error.html")

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT,
                                                   self.transparency, False,
                                                   70)
        #self.webView.setListener(self)
        #self.webView.setCallback("requestFPS");
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        #self.webView.loadURL2(inGameNewsUrl)

        self.imgBuffer = array.array('B')
        for i in xrange(WEB_WIDTH * WEB_HEIGHT):
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(255)

        if self.useHalfTexture:
            self.leftBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(255)
            self.rightBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(255)

        self.setupTexture()
        if self.useHalfTexture:
            self.setupHalfTextures()

        #self.interval = LerpHprInterval(self.quad, 2, Vec3(360, 0, 0), Vec3(0, 0, 0))

        #self.accept("escape", sys.exit, [0])
        #self.accept("w", self.writeTex)

        self.accept("mouse1", self.mouseDown, [AwWebView.LEFTMOUSEBTN])
        self.accept("mouse3", self.mouseDown, [AwWebView.RIGHTMOUSEBTN])
        self.accept("mouse1-up", self.mouseUp, [AwWebView.LEFTMOUSEBTN])
        self.accept("mouse3-up", self.mouseUp, [AwWebView.RIGHTMOUSEBTN])

        #self.accept("f1", self.toggleRotation)
        #self.accept("f2", self.toggleTransparency)
        #self.accept("f3", self.reload)
        #self.accept("f4", self.zoomIn)
        #self.accept("f5", self.zoomOut)

        #taskMgr.doMethodLater(1.0, self.update, 'HtmlViewUpdateTask')
        # we get a problem if a mid-frame hearbeat fires of this task in conjunction with igLoop
        #taskMgr.add(self.update, 'HtmlViewUpdateTask',  priority = 51)
        #taskMgr.add(self.update, 'HtmlViewUpdateTask')
        #base.newsFrame = self

    def getInGameNewsUrl(self):
        """Get the appropriate URL to use if we are in test, qa, or live."""
        # First if all else fails, we hard code the live news url
        result = base.config.GetString(
            "fallback-news-url",
            "http://cdn.toontown.disney.go.com/toontown/en/gamenews/")
        # next check if we have an override, say they want to url to point to a file in their harddisk
        override = base.config.GetString("in-game-news-url", "")
        if override:
            self.notify.info(
                "got an override url,  using %s for in a game news" % override)
            result = override
        else:
            try:
                launcherUrl = base.launcher.getValue("GAME_IN_GAME_NEWS_URL",
                                                     "")
                if launcherUrl:
                    result = launcherUrl
                    self.notify.info(
                        "got GAME_IN_GAME_NEWS_URL from launcher using %s" %
                        result)
                else:
                    self.notify.info(
                        "blank GAME_IN_GAME_NEWS_URL from launcher, using %s" %
                        result)

            except:
                self.notify.warning(
                    "got exception getting GAME_IN_GAME_NEWS_URL from launcher, using %s"
                    % result)
        return result

    def setupTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0,
                    htmlHeight / 2.0)

        bottomRightX = (WEB_WIDTH_PIXELS) / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)

        #cm.setUvRange(Point2(0,0), Point2(bottomRightX, bottomRightY))
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))

        card = cm.generate()
        self.quad = NodePath(card)
        self.quad.reparentTo(self.parent)

        self.guiTex = Texture("guiTex")
        self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1,
                                 Texture.TUnsignedByte, Texture.FRgba)
        self.guiTex.setMinfilter(Texture.FTLinear)
        self.guiTex.setKeepRamImage(True)
        self.guiTex.makeRamImage()
        self.guiTex.setWrapU(Texture.WMRepeat)
        self.guiTex.setWrapV(Texture.WMRepeat)

        ts = TextureStage('webTS')
        self.quad.setTexture(ts, self.guiTex)
        self.quad.setTexScale(ts, 1.0, -1.0)

        self.quad.setTransparency(0)
        self.quad.setTwoSided(True)
        self.quad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

        self.calcMouseLimits()

    def setupHalfTextures(self):
        self.setupLeftTexture()
        self.setupRightTexture()
        self.fullPnmImage = PNMImage(WEB_WIDTH, WEB_HEIGHT, 4)
        self.leftPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)
        self.rightPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)

    def setupLeftTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth / 2.0, 0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.leftQuad = NodePath(card)
        self.leftQuad.reparentTo(self.parent)

        self.leftGuiTex = Texture("guiTex")
        self.leftGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                     WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                     Texture.FRgba)
        self.leftGuiTex.setKeepRamImage(True)
        self.leftGuiTex.makeRamImage()
        self.leftGuiTex.setWrapU(Texture.WMClamp)
        self.leftGuiTex.setWrapV(Texture.WMClamp)

        ts = TextureStage('leftWebTS')
        self.leftQuad.setTexture(ts, self.leftGuiTex)
        self.leftQuad.setTexScale(ts, 1.0, -1.0)

        self.leftQuad.setTransparency(0)
        self.leftQuad.setTwoSided(True)
        self.leftQuad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

    def setupRightTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.rightQuad = NodePath(card)
        self.rightQuad.reparentTo(self.parent)

        self.rightGuiTex = Texture("guiTex")
        self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                      WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                      Texture.FRgba)
        self.rightGuiTex.setKeepRamImage(True)
        self.rightGuiTex.makeRamImage()
        self.rightGuiTex.setWrapU(Texture.WMClamp)
        self.rightGuiTex.setWrapV(Texture.WMClamp)

        ts = TextureStage('rightWebTS')
        self.rightQuad.setTexture(ts, self.rightGuiTex)
        self.rightQuad.setTexScale(ts, 1.0, -1.0)

        self.rightQuad.setTransparency(0)
        self.rightQuad.setTwoSided(True)
        self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

    def calcMouseLimits(self):
        ll = Point3()
        ur = Point3()
        self.quad.calcTightBounds(ll, ur)
        self.notify.debug("ll=%s ur=%s" % (ll, ur))

        # we need to get our relative position to aspect2d, since shtiker books is shifted
        offset = self.quad.getPos(aspect2d)
        self.notify.debug("offset = %s " % offset)
        ll.setZ(ll.getZ() + offset.getZ())
        ur.setZ(ur.getZ() + offset.getZ())

        self.notify.debug("new LL=%s, UR=%s" % (ll, ur))

        relPointll = self.quad.getRelativePoint(aspect2d, ll)
        self.notify.debug("relPoint = %s" % relPointll)
        self.mouseLL = (aspect2d.getScale()[0] * ll[0],
                        aspect2d.getScale()[2] * ll[2])
        self.mouseUR = (aspect2d.getScale()[0] * ur[0],
                        aspect2d.getScale()[2] * ur[2])
        self.notify.debug("original mouseLL=%s, mouseUR=%s" %
                          (self.mouseLL, self.mouseUR))

    def writeTex(self, filename="guiText.png"):
        self.notify.debug("writing texture")
        self.guiTex.generateRamMipmapImages()
        self.guiTex.write(filename)

    def toggleRotation(self):
        if self.interval.isPlaying():
            self.interval.finish()
        else:
            self.interval.loop()

    def mouseDown(self, button):
        messenger.send('wakeup')
        self.webView.injectMouseDown(button)

    def mouseUp(self, button):
        self.webView.injectMouseUp(button)

    def reload(self):
        pass
        #self.webView.loadFile(self.htmlFile, '')

    def zoomIn(self):
        self.webView.zoomIn()

    def zoomOut(self):
        self.webView.zoomOut()

    def toggleTransparency(self):
        self.transparency = not self.transparency
        self.webView.setTransparent(self.transparency)

    def update(self, task):
        global GlobalWebcore
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(
                base.mouseWatcherNode.getMouseX(),
                base.mouseWatcherNode.getMouseY())
            #self.notify.debug('got mouse move %d %d' % (x,y))
            #self.webView.injectMouseMove(x, y)

            if (self.mx - x) != 0 or (self.my - y) != 0:
                self.webView.injectMouseMove(x, y)
                #self.notify.debug('injecting mouse move %d %d' % (x,y))
                self.mx, self.my = x, y

            if self.webView.isDirty():
                #self.notify.debug("webview is dirty")
                self.webView.render(self.imgBuffer.buffer_info()[0],
                                    WEB_WIDTH * 4, 4)
                #Texture.setTexturesPower2(AutoTextureScale.ATSUp)
                Texture.setTexturesPower2(2)
                #self.notify.debug("about to modify ram image")
                textureBuffer = self.guiTex.modifyRamImage()
                #import pdb; pdb.set_trace()
                #self.notify.debug("about to call textureBuffer.setData")
                textureBuffer.setData(self.imgBuffer.tostring())
                #self.notify.debug("done calling setData")
                if self.useHalfTexture:
                    # TODO check with DRose, this feels inefficient
                    self.guiTex.store(self.fullPnmImage)
                    self.leftPnmImage.copySubImage(self.fullPnmImage, 0, 0, 0,
                                                   0, WEB_HALF_WIDTH,
                                                   WEB_HEIGHT)
                    self.rightPnmImage.copySubImage(self.fullPnmImage, 0, 0,
                                                    WEB_HALF_WIDTH, 0,
                                                    WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.leftGuiTex.load(self.leftPnmImage)
                    self.rightGuiTex.load(self.rightPnmImage)
                    self.quad.hide()
                #Texture.setTexturesPower2(AutoTextureScale.ATSDown)
                Texture.setTexturesPower2(1)

            GlobalWebcore.update()
        return Task.cont

    def _translateRelativeCoordinates(self, x, y):
        sx = int((x - self.mouseLL[0]) / (self.mouseUR[0] - self.mouseLL[0]) *
                 WEB_WIDTH_PIXELS)
        sy = WEB_HEIGHT_PIXELS - int(
            (y - self.mouseLL[1]) /
            (self.mouseUR[1] - self.mouseLL[1]) * WEB_HEIGHT_PIXELS)
        return sx, sy

    def unload(self):
        """Clean up everything, especially the awesomium bits."""
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        #global GlobalWebcore
        #GlobalWebcore = None
        pass

    # --------------------[ WebViewListener implementation ]--------------------------
    def onCallback(self, name, args):
        assert self.notify.debugStateCall(self)
        if name == "requestFPS":
            #self.webView.setProperty( "fps", JSValue("%.1f" % (1.0 / globalClock.getDt())) )
            #self.webView.executeJavascript("updateFPS()", "")
            pass

    def onBeginNavigation(self, url, frameName):
        assert self.notify.debugStateCall(self)
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        assert self.notify.debugStateCall(self)
        pass

    def onFinishLoading(self):
        assert self.notify.debugStateCall(self)
        self.notify.debug("finished loading")
        pass

    def onReceiveTitle(self, title, frameName):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeTooltip(self, tooltip):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeCursor(self, cursor):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeKeyboardFocus(self, isFocused):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeTargetURL(self, url):
        assert self.notify.debugStateCall(self)
        pass