def __init__(self): print 'Game Engine Started' self.lastBlock = 0 self.map = [] self.startBlock = 0 self.endBlock = 0 self.mapName = 'test2' self.loadEnvironment(self.mapName) self.loadCursorPicker() self.camera = RTS_Camera() self.loadSimpleLighting() self.waveController = WaveController(self.mapName, self.startBlock, self.map) self.towerController = TowerController(self.waveController) self.setupKeyListeners() self.EFT = taskMgr.add(self.everyFrameTask, "everyFrameTask")
class GameEngine( DirectObject ): def __init__(self): print 'Game Engine Started' self.lastBlock = 0 self.map = [] self.startBlock = 0 self.endBlock = 0 self.mapName = 'test2' self.loadEnvironment(self.mapName) self.loadCursorPicker() self.camera = RTS_Camera() self.loadSimpleLighting() self.waveController = WaveController(self.mapName, self.startBlock, self.map) self.towerController = TowerController(self.waveController) self.setupKeyListeners() self.EFT = taskMgr.add(self.everyFrameTask, "everyFrameTask") # The task that is run every frame def everyFrameTask(self, task): self.camera.handleMouseInput() self.checkCursorCollision() self.towerController.updateTowers() return task.cont # Loads the level from the text file. Puts each # row into an array then creates the rows in the # 1st quadrant def loadEnvironment(self, file): fileName = 'maps/' + file + '.map' rows = [] self.environmentRoot = render.attachNewNode('environmentRoot') FILE = open(fileName, 'r') while( 1 ): line = FILE.readline() if( not line ): break print line, if( line[-1] == '\n' ): line = line[:-1] rows.append(line) rows.reverse() for i, row in enumerate(rows): self.createRow( i, row ) # Loads the models corresponding to the # characters in the map file for an entire row def createRow(self, rowIndex, row): mapRow = [] for colIndex, block in enumerate(row): block = BLOCK_CHAR_TO_MODEL[block]( self.environmentRoot, colIndex + 0.5, rowIndex + 0.5 ) mapRow.append( block ) block.setIndex( str(rowIndex) + ' ' + str(colIndex) ) if( block.isType(StartBlock) ): self.startBlock = block elif( block.isType(EndBlock) ): self.endBlock = block self.map.append(mapRow) # Creates necessary collision parts to determine what object # the cursor is hovering def loadCursorPicker(self): self.picker = CollisionTraverser() self.pq = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.picker.addCollider(self.pickerNP, self.pq) def checkCursorCollision(self): if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens( base.camNode, mpos.getX(), mpos.getY() ) self.picker.traverse( self.environmentRoot ) if( self.pq.getNumEntries() > 0 ): self.pq.sortEntries() (row, ignore, col) = self.pq.getEntry(0).getIntoNode().getTag('index').partition(' ') row = int(row) col = int(col) block = self.map[row][col] if( block != self.lastBlock ): block.highlight() if( self.lastBlock ): self.lastBlock.unHighlight() self.lastBlock = block else: if( self.lastBlock ): self.lastBlock.unHighlight() self.lastBlock = 0 def mouseClick(self): if( self.lastBlock ): self.towerController.addTower(self.lastBlock) def spawnEnemy(self): e = Enemy(self.startBlock, self.map) e.moveToEnd() def setTowerType(self, type): self.towerController.currentTowerType = type def setupKeyListeners(self): self.accept('mouse1', self.mouseClick) self.accept('q', self.waveController.start) self.accept('1', self.setTowerType, [NormalTower]) self.accept('2', self.setTowerType, [SlowTower]) self.accept('3', self.setTowerType, [StunTower]) def loadSimpleLighting(self): ambientLight = AmbientLight( "ambientLight" ) ambientLight.setColor( Vec4(.8, .8, .8, 1) ) directionalLight = DirectionalLight( "directionalLight" ) directionalLight.setDirection( Vec3( 0, 45, -45 ) ) directionalLight.setColor( Vec4( 0.2, 0.2, 0.2, 0.6 ) ) render.setLight(render.attachNewNode( directionalLight ) ) render.setLight(render.attachNewNode( ambientLight ) )