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
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
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)
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)
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
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
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)
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
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)
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
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)
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
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
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
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
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