def __init__(self): self.game = None ShowBase.__init__(self) # FSM.__init__(self, "battle-tank-fsm") if settings.DISABLE_SFX: self.disableAllAudio() # Enhance font readability DGG.getDefaultFont().setPixelsPerUnit(100) # get the displays width and height for later usage self.dispWidth = self.pipe.getDisplayWidth() self.dispHeight = self.pipe.getDisplayHeight() self.musicManager.setConcurrentSoundLimit(3) self.render.setAntialias(AntialiasAttrib.MMultisample) self.menu = MainMenu(self) self.hud = Hud(self) self.accept("escape", self.__escape) self.state = settings.IN_MENU_STATE self.menu.show() # accept msg inputs self.accept(settings.QUIT_GAME_DRIVER, self.exit_game) self.accept(settings.START_GAME_DRIVER, self.start_game) # collision self.cTrav = CollisionTraverser() self.cTrav.setRespectPrevTransform(True) self.pusher = CollisionHandlerPusher() self.cHandler = CollisionHandlerEvent()
def __init__(self): render.setAntialias(AntialiasAttrib.MAuto) # render.setRenderModeWireframe() DGG.getDefaultFont().setPixelsPerUnit(100) self.setShaders() self.initLights() self.initTransitions() self.setFPS() self.setCam()
def __init__(self, offset, h_size, v_size, numLines, hugpos): self.numLines = numLines #if hugpos == "statusbar": # color = (0,0,0,1) #else: # color = (0.2, 0.2, 0.2, 0.8) color = (0.2, 0.2, 0.2, 0.9) self.frame = DirectFrame( relief = DGG.FLAT , frameColor = color , scale = 1 , frameSize = (0, h_size, 0, -v_size) ) self.v_size = v_size self.hugpos = hugpos self.offset = offset if hugpos == "top": self.frame.reparentTo(base.a2dTopLeft)#@UndefinedVariable self.frame.setPos(self.offset.getX(), 0, self.offset.getZ() - GUI_TOP_OFFSET) elif hugpos == "bottom": self.frame.reparentTo(base.a2dBottomLeft)#@UndefinedVariable self.frame.setPos(self.offset.getX(), 0, self.offset.getZ() + GUI_BOTTOM_OFFSET -0.085) elif hugpos == "statusbar": self.frame.reparentTo(base.a2dTopLeft)#@UndefinedVariable self.frame.setPos(self.offset.getX(), 0, self.offset.getZ()) fixedWidthFont = loader.loadFont(GUI_FONT)#@UndefinedVariable if not fixedWidthFont.isValid(): print "pandaInteractiveConsole.py :: could not load the defined font %s" % str(self.font) fixedWidthFont = DGG.getDefaultFont() if numLines == 1: self.lineHeight = 0.05 else: self.lineHeight = v_size*0.9 / numLines # output lines self.frameOutputList = list() for i in xrange( self.numLines ): label = OnscreenText( parent = self.frame , text = "" , pos = (0.005, -(i+1)*self.lineHeight) , align=TextNode.ALeft , mayChange=1 , scale=0.04 , fg = (1,1,1,1) , shadow = (0, 0, 0, 1)) #, frame = (200,0,0,1) ) label.setFont( fixedWidthFont ) self.frameOutputList.append( label )
def __init__(self, numPlayers, avIdList, votes, directions, namesList, disconnectedList, directionToGo, directionReason, directionTotals, *args, **kwargs): opts = { 'relief': None, 'geom': DGG.getDefaultDialogGeom(), 'geom_color': ToontownGlobals.GlobalDialogColor[:3] + (0.8, ), 'geom_scale': (1.75, 1, 0.75), 'pos': (0, 0, 0.525) } opts.update(kwargs) DirectFrame.__init__(self, *args, **opts) self.initialiseoptions(VoteResultsPanel) listMultiplier = 1 if TravelGameGlobals.SpoofFour: listMultiplier = 4 self.avIdList = avIdList * listMultiplier self.numPlayers = numPlayers * listMultiplier self.votes = votes * listMultiplier self.directions = directions * listMultiplier self.namesList = namesList * listMultiplier self.disconnectedList = disconnectedList * listMultiplier self.directionToGo = directionToGo self.directionReason = directionReason self.directionTotals = directionTotals self.entryList = [] self.rowFrame = [] self.upDownFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(-1)) self.upLabel = DirectLabel(parent=self.upDownFrame, relief=None, pos=(1.2, 0, 0.0), text=TTLocalizer.TravelGameDirections[0], text_fg=(0.0, 0.0, 1.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.downLabel = DirectLabel(parent=self.upDownFrame, relief=None, pos=(1.43, 0, 0.0), text=TTLocalizer.TravelGameDirections[1], text_fg=(1.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(self.numPlayers)) self.totalText = DirectLabel(parent=self.totalFrame, relief=None, pos=(1.0, 0, 0.0), text='Total', text_fg=(0.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesUpLabel = DirectLabel(parent=self.totalFrame, relief=None, pos=(1.2, 0, 0.0), text='', text_fg=(0.0, 0.0, 1.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesDownLabel = DirectLabel(parent=self.totalFrame, relief=None, pos=(1.43, 0, 0.0), text='', text_fg=(1.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesLabels = [ self.totalVotesUpLabel, self.totalVotesDownLabel ] self.resultFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(5)) self.resultLabel = DirectLabel(parent=self.resultFrame, text='', text_scale=0.06, pos=(0.7, 0, 0.0), text_align=TextNode.ACenter) self.setupResultLabel() for index in xrange(self.numPlayers): frame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(index)) self.rowFrame.append(frame) nameLabel = DirectFrame(parent=frame, relief=None, pos=(0.46, 0.0, 0.0), text=self.namesList[index], text_fg=(0.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ACenter, text_font=DGG.getDefaultFont()) votesUpLabel = DirectLabel(parent=frame, relief=None, pos=(1.2, 0.0, 0.0), text='', text_fg=(0, 0, 1, 1), text_scale=0.05, text_align=TextNode.ARight, text_font=DGG.getDefaultFont()) votesDownLabel = DirectLabel(parent=frame, relief=None, pos=(1.43, 0.0, 0.0), text='', text_fg=(1, 0, 0, 1), text_scale=0.05, text_align=TextNode.ARight, text_font=DGG.getDefaultFont()) nameLabel.hide() self.entryList.append((nameLabel, votesUpLabel, votesDownLabel)) return
def __init__(self, class_parent, parent, h_size, v_size, aspect, hugpos): self.h_size = h_size self.v_size = v_size self.scale = 0.04 self.parent = class_parent self.numlines = int(v_size / self.scale - 2) self.pos_min_x = 0 self.pos_min_y = 0 self.pos_max_x = self.h_size self.pos_max_y = 0.7 if aspect > 0: self.pos_max_x /= aspect else: self.pos_max_y *= aspect self.consoleFrame = DirectFrame(relief=DGG.RIDGE, frameColor=(0, 0, 0, 0), scale=self.scale, frameSize=(0, self.h_size / self.scale, 0, self.v_size / self.scale)) if parent == base.a2dBottomLeft: #@UndefinedVariable self.pos_min_x -= 1 self.pos_min_y -= 1 self.pos_max_x -= 1 self.pos_max_y -= 1 if hugpos == "bottom": self.consoleFrame.setPos(0, 0, GUI_BOTTOM_OFFSET - 0.085) self.pos_min_x = 0 self.pos_min_y = GUI_BOTTOM_OFFSET - 0.085 - 0.07 self.pos_max_x = self.h_size self.pos_max_y = GUI_BOTTOM_OFFSET - 0.085 fixedWidthFont = loader.loadFont(GUI_FONT) #@UndefinedVariable #fixedWidthFont.setPixelsPerUnit(60) #fixedWidthFont.setRenderMode(fixedWidthFont.RMSolid) if not fixedWidthFont.isValid(): print "pandaInteractiveConsole.py :: could not load the defined font %s" % str( self.font) fixedWidthFont = DGG.getDefaultFont() #fixedWidthFont.setPageSize(512,512) #fixedWidthFont.setPixelsPerUnit(60) self.consoleEntry = DirectEntry( self.consoleFrame, text="", command=self.onEnterPress #, width = self.h_size/self.scale -2 , pos=(0.01, 0, 0.02), initialText="Enter text...", numLines=1, focus=0, entryFont=fixedWidthFont, scale=1, frameColor=(0, 0, 0, 0.2), text_fg=(0, 1, 0, 1), text_shadow=(0, 0, 0, 1)) #self.consoleEntry = DirectEntry(self.consoleFrame) self.consoleEntry["frameSize"] = (0, self.h_size / self.scale, 0, 1) self.consoleEntry["width"] = self.h_size / self.scale self.consoleEntry["focusInCommand"] = self.focusInCallback self.consoleEntry["focusOutCommand"] = self.focusOutCallback self.consoleFrame.reparentTo(parent) self.textBuffer = list() self.textBufferLength = 100 for i in xrange(self.textBufferLength): self.textBuffer.append(['', (100, 100, 100, 1)]) self.textBufferPos = self.textBufferLength - self.numlines # output lines self.consoleOutputList = list() for i in xrange(self.numlines): label = OnscreenText(parent=self.consoleFrame, text="", pos=(0, i + 1.5), align=TextNode.ALeft, mayChange=1, scale=1.0, fg=(100, 100, 100, 1), shadow=(0, 0, 0, 1)) # , frame = (200,0,0,1) ) label.setFont(fixedWidthFont) self.consoleOutputList.append(label) self.linelength = 57 self.linewrap = textwrap.TextWrapper() self.linewrap.width = self.linelength self.toggleConsole()
def __init__(self, numPlayers, avIdList, votes, directions, namesList, disconnectedList, directionToGo, directionReason, directionTotals, *args, **kwargs): opts = {'relief': None, 'geom': DGG.getDefaultDialogGeom(), 'geom_color': ToontownGlobals.GlobalDialogColor[:3] + (0.8,), 'geom_scale': (1.75, 1, 0.25), 'pos': (0, 0, 0.825)} opts.update(kwargs) DirectFrame.__init__(self, *args, **opts) self.initialiseoptions(VoteResultsTrolleyPanel) listMultiplier = 1 if TravelGameGlobals.SpoofFour: listMultiplier = 4 self.avIdList = avIdList * listMultiplier self.numPlayers = numPlayers * listMultiplier self.votes = votes * listMultiplier self.directions = directions * listMultiplier self.namesList = namesList * listMultiplier self.disconnectedList = disconnectedList * listMultiplier self.directionToGo = directionToGo self.directionReason = directionReason self.directionTotals = directionTotals self.entryList = [] self.rowFrame = [] self.upDownFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(-1)) self.upLabel = DirectLabel(parent=self, relief=None, pos=(-0.5, 0, 0.06), text=TTLocalizer.TravelGameDirections[0] + ':', text_fg=(0.0, 0.0, 1.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.downLabel = DirectLabel(parent=self, relief=None, pos=(0.5, 0, 0.06), text=TTLocalizer.TravelGameDirections[1] + ':', text_fg=(1.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesUpLabel = DirectLabel(parent=self.upLabel, relief=None, pos=(0.2, 0, 0.0), text='0', text_fg=(0.0, 0.0, 1.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesDownLabel = DirectLabel(parent=self.downLabel, relief=None, pos=(0.2, 0, 0.0), text='0', text_fg=(1.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(self.numPlayers)) self.totalVotesLabels = [self.totalVotesUpLabel, self.totalVotesDownLabel] self.resultFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(0.5)) self.resultLabel = DirectLabel(parent=self.resultFrame, text='', text_scale=0.06, pos=(0.7, 0, 0.0), text_align=TextNode.ACenter) self.setupResultLabel() for index in range(self.numPlayers): frame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(index)) self.rowFrame.append(frame) nameLabel = DirectFrame(parent=frame, relief=None, pos=(0.46, 0.0, 0.0), text=self.namesList[index], text_fg=(0.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ACenter, text_font=DGG.getDefaultFont()) votesUpLabel = DirectLabel(parent=frame, relief=None, pos=(1.2, 0.0, 0.0), text='', text_fg=(0, 0, 1, 1), text_scale=0.05, text_align=TextNode.ARight, text_font=DGG.getDefaultFont()) votesDownLabel = DirectLabel(parent=frame, relief=None, pos=(1.43, 0.0, 0.0), text='', text_fg=(1, 0, 0, 1), text_scale=0.05, text_align=TextNode.ARight, text_font=DGG.getDefaultFont()) nameLabel.hide() self.entryList.append((nameLabel, votesUpLabel, votesDownLabel)) self.avVotesLabel = {} self.avArrows = {} matchingGameGui = loader.loadModel('phase_3.5/models/gui/matching_game_gui') minnieArrow = matchingGameGui.find('**/minnieArrow') from toontown.minigame.DistributedTravelGame import map3dToAspect2d for index in range(self.numPlayers): avId = self.avIdList[index] av = base.cr.doId2do.get(avId) if av: height = av.getHeight() avPos = av.getPos(render) avPos.setZ(av.getZ() + 5) labelPos = map3dToAspect2d(render, avPos) if not labelPos: continue labelPos.setZ(labelPos.getZ() + 0.3) arrow = None if self.votes[index] > 0: arrow = aspect2d.attachNewNode('avArrow') minnieArrow.copyTo(arrow) arrow.setScale(1.1, 1, 1.15) arrow.setPos(labelPos) if self.directions[index] == 0: arrow.setR(-90) arrow.setColorScale(0, 0, 1, 1) else: arrow.setR(90) arrow.setColorScale(1, 0, 0, 1) arrow.wrtReparentTo(self.resultFrame) arrow.hide() self.avArrows[index] = arrow fgColor = Vec4(0, 0, 0, 1) if self.votes[index] > 0: if self.directions[index] == 0: fgColor = Vec4(0, 0, 1, 1) else: fgColor = Vec4(1, 0, 0, 1) if self.votes[index] > 0: newLabel = DirectLabel(parent=aspect2d, relief=None, pos=labelPos, text='test', text_fg=(1, 1, 1, 1), text_scale=0.1, text_align=TextNode.ACenter, text_font=ToontownGlobals.getSignFont(), text_pos=(0, -0.01, 0)) else: newLabel = DirectLabel(parent=aspect2d, geom=DGG.getDefaultDialogGeom(), geom_scale=(0.2, 1, 0.2), relief=None, pos=labelPos, text='test', text_fg=(0.5, 0.5, 0.5, 1), text_scale=0.1, text_align=TextNode.ACenter, text_font=ToontownGlobals.getSignFont(), text_pos=(0, -0.035, 0)) newLabel.wrtReparentTo(self.resultFrame) newLabel.hide() self.avVotesLabel[index] = newLabel matchingGameGui.removeNode() self.curArrowSfxIndex = 0 self.upArrowSfx = [] self.downArrowSfx = [] for i in range(5): self.upArrowSfx.append(base.loadSfx('phase_4/audio/sfx/MG_sfx_travel_game_blue_arrow.mp3')) self.downArrowSfx.append(base.loadSfx('phase_4/audio/sfx/MG_sfx_travel_game_red_arrow.mp3')) self.winVoteSfx = base.loadSfx('phase_4/audio/sfx/MG_sfx_travel_game_win_vote.mp3') self.noVoteSfx = base.loadSfx('phase_4/audio/sfx/MG_sfx_travel_game_square_no_vote_1.mp3') self.loseVoteSfx = base.loadSfx('phase_4/audio/sfx/MG_sfx_travel_game_lose_vote.mp3') self.localAvatarWon = False self.localAvatarLost = False localIndex = self.avIdList.index(base.localAvatar.doId) localDirection = self.directions[localIndex] localVotes = self.votes[localIndex] if localVotes: if localDirection == self.directionToGo: if not TravelGameGlobals.ReverseWin: self.localAvatarWon = True else: self.localAvatarLost = True elif not TravelGameGlobals.ReverseWin: self.localAvatarLost = True else: self.localAvatarWon = True return
def __init__( self, parent ): self.parent = parent # line wrapper self.linewrap = textwrap.TextWrapper() self.linewrap.width = self.linelength # calculate window size left = (self.h_pos) / self.scale right = (self.h_pos + self.h_size) / self.scale bottom = (self.v_pos) / self.scale top = (self.v_pos + self.v_size) /self.scale # panda3d interface self.consoleFrame = DirectFrame ( relief = DGG.GROOVE , frameColor = (200, 200, 200, 0.5) , scale=self.scale , frameSize = (0, self.h_size / self.scale, 0, self.v_size / self.scale) ) # vardis 27-02-2009: Added special cull bin in order to render on top of everything CullBinManager.getGlobalPtr().addBin(PanoConstants.CONSOLE_CULL_BIN_NAME, CullBinManager.BTUnsorted, PanoConstants.CONSOLE_CULL_BIN_VAL) self.consoleFrame.setBin("fixed", PanoConstants.RENDER_ORDER_CONSOLE) self.windowEvent( base.win ) # try to load the defined font fixedWidthFont = loader.loadFont(parent.game.getResources().getResourceFullPath(PanoConstants.RES_TYPE_FONTS, self.font)) # if font is not valid use default font if not fixedWidthFont.isValid(): if self.font is None: print "pandaInteractiveConsole.py :: could not load the defined font %s" % str(self.font) fixedWidthFont = DGG.getDefaultFont() # text entry line self.consoleEntry = DirectEntry ( self.consoleFrame , text = "" , command = self.onEnterPress , width = self.h_size/self.scale - 2 , pos = (1, 0, 1.5) , initialText = "" , numLines = 1 , focus = 1 , entryFont = fixedWidthFont) # output lines self.consoleOutputList = list() for i in xrange( self.numlines ): label = OnscreenText( parent = self.consoleFrame , text = "" , pos = (1, -i+3+self.numlines) , align=TextNode.ALeft , mayChange=1 , scale=1.0 , fg = self.defaultTextColor ) label.setFont( fixedWidthFont ) self.consoleOutputList.append( label ) # list of the last commands of the user self.userCommandList = list() self.userCommandListLength = 100 for i in xrange(self.userCommandListLength): self.userCommandList.append('') self.userCommandPos = 0 # buffer for data self.textBuffer = list() self.textBufferLength = 1000 for i in xrange(self.textBufferLength): self.textBuffer.append(['', DEFAULT_COLOR]) self.textBufferPos = self.textBufferLength-self.numlines # toggle the window at least once to activate the events self.toggleConsole() self.toggleConsole() self.help()
def __init__(self): """initialise the engine""" ShowBase.__init__(self) FSM.__init__(self, "FSM-Game") # # BASIC APPLICATION CONFIGURATIONS # # disable pandas default camera driver self.disableMouse() # set background color to black self.setBackgroundColor(0, 0, 0) # set antialias for the complete sceen to automatic self.render.setAntialias(AntialiasAttrib.MAuto) # shader generator render.setShaderAuto() # Enhance font readability DGG.getDefaultFont().setPixelsPerUnit(100) # # CONFIGURATION LOADING # # load given variables or set defaults # check if audio should be muted mute = ConfigVariableBool("audio-mute", False).getValue() if mute: self.disableAllAudio() else: self.enableAllAudio() # check if particles should be enabled particles = ConfigVariableBool("particles-enabled", True).getValue() if particles: self.enableParticles() # check if the config file hasn't been created if not os.path.exists(prcFile): # get the displays width and height w = self.pipe.getDisplayWidth() h = self.pipe.getDisplayHeight() # set window properties # clear all properties not previously set base.win.clearRejectedProperties() # setup new window properties props = WindowProperties() # Fullscreen props.setFullscreen(True) # set the window size to the screen resolution props.setSize(w, h) # request the new properties base.win.requestProperties(props) elif base.appRunner: # As when the application is started as appRunner instance # it doesn't respect our loadPrcFile configurations specific # to the window, hence we need to manually set them here. for dec in range(mainConfig.getNumDeclarations()): #TODO: Check for all window specific variables like # fullscreen, screen size, title and window # decoration that you have in your configuration # and set them by your own. if mainConfig.getVariableName(dec) == "fullscreen": if not mainConfig.getDeclaration(dec).getBoolWord(0): break # get the displays width and height w = self.pipe.getDisplayWidth() h = self.pipe.getDisplayHeight() # set window properties # clear all properties not previously set base.win.clearRejectedProperties() # setup new window properties props = WindowProperties() # Fullscreen props.setFullscreen(True) # set the window size to the screen resolution props.setSize(w, h) # request the new properties base.win.requestProperties(props) break # automatically safe configuration at application exit base.exitFunc = self.__writeConfig # due to the delayed window resizing and switch to fullscreen # we wait some time until everything is set so we can savely # proceed with other setups like the menus if base.appRunner: # this behaviour only happens if run from p3d files and # hence the appRunner is enabled taskMgr.doMethodLater(0.5, self.postInit, "post initialization", extraArgs=[]) else: self.postInit()
def __init__(self, numPlayers, avIdList, votes, directions, namesList, disconnectedList, directionToGo, directionReason, directionTotals, *args, **kwargs): opts = { 'relief': None, 'geom': DGG.getDefaultDialogGeom(), 'geom_color': ToontownGlobals.GlobalDialogColor[:3] + (0.8, ), 'geom_scale': (1.75, 1, 0.25), 'pos': (0, 0, 0.825) } opts.update(kwargs) DirectFrame.__init__(self, *args, **opts) self.initialiseoptions(VoteResultsTrolleyPanel) listMultiplier = 1 if TravelGameGlobals.SpoofFour: listMultiplier = 4 self.avIdList = avIdList * listMultiplier self.numPlayers = numPlayers * listMultiplier self.votes = votes * listMultiplier self.directions = directions * listMultiplier self.namesList = namesList * listMultiplier self.disconnectedList = disconnectedList * listMultiplier self.directionToGo = directionToGo self.directionReason = directionReason self.directionTotals = directionTotals self.entryList = [] self.rowFrame = [] self.upDownFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(-1)) self.upLabel = DirectLabel(parent=self, relief=None, pos=(-0.5, 0, 0.06), text=TTLocalizer.TravelGameDirections[0] + ':', text_fg=(0.0, 0.0, 1.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.downLabel = DirectLabel(parent=self, relief=None, pos=(0.5, 0, 0.06), text=TTLocalizer.TravelGameDirections[1] + ':', text_fg=(1.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesUpLabel = DirectLabel(parent=self.upLabel, relief=None, pos=(0.2, 0, 0.0), text='0', text_fg=(0.0, 0.0, 1.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesDownLabel = DirectLabel(parent=self.downLabel, relief=None, pos=(0.2, 0, 0.0), text='0', text_fg=(1.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(self.numPlayers)) self.totalVotesLabels = [ self.totalVotesUpLabel, self.totalVotesDownLabel ] self.resultFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(0.5)) self.resultLabel = DirectLabel(parent=self.resultFrame, text='', text_scale=0.06, pos=(0.7, 0, 0.0), text_align=TextNode.ACenter) self.setupResultLabel() for index in xrange(self.numPlayers): frame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(index)) self.rowFrame.append(frame) nameLabel = DirectFrame(parent=frame, relief=None, pos=(0.46, 0.0, 0.0), text=self.namesList[index], text_fg=(0.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ACenter, text_font=DGG.getDefaultFont()) votesUpLabel = DirectLabel(parent=frame, relief=None, pos=(1.2, 0.0, 0.0), text='', text_fg=(0, 0, 1, 1), text_scale=0.05, text_align=TextNode.ARight, text_font=DGG.getDefaultFont()) votesDownLabel = DirectLabel(parent=frame, relief=None, pos=(1.43, 0.0, 0.0), text='', text_fg=(1, 0, 0, 1), text_scale=0.05, text_align=TextNode.ARight, text_font=DGG.getDefaultFont()) nameLabel.hide() self.entryList.append((nameLabel, votesUpLabel, votesDownLabel)) self.avVotesLabel = {} self.avArrows = {} matchingGameGui = loader.loadModel( 'phase_3.5/models/gui/matching_game_gui') minnieArrow = matchingGameGui.find('**/minnieArrow') from toontown.minigame.DistributedTravelGame import map3dToAspect2d for index in xrange(self.numPlayers): avId = self.avIdList[index] av = base.cr.doId2do.get(avId) if av: height = av.getHeight() avPos = av.getPos(render) avPos.setZ(av.getZ() + 5) labelPos = map3dToAspect2d(render, avPos) if not labelPos: continue labelPos.setZ(labelPos.getZ() + 0.3) arrow = None if self.votes[index] > 0: arrow = aspect2d.attachNewNode('avArrow') minnieArrow.copyTo(arrow) arrow.setScale(1.1, 1, 1.15) arrow.setPos(labelPos) if self.directions[index] == 0: arrow.setR(-90) arrow.setColorScale(0, 0, 1, 1) else: arrow.setR(90) arrow.setColorScale(1, 0, 0, 1) arrow.wrtReparentTo(self.resultFrame) arrow.hide() self.avArrows[index] = arrow fgColor = Vec4(0, 0, 0, 1) if self.votes[index] > 0: if self.directions[index] == 0: fgColor = Vec4(0, 0, 1, 1) else: fgColor = Vec4(1, 0, 0, 1) if self.votes[index] > 0: newLabel = DirectLabel( parent=aspect2d, relief=None, pos=labelPos, text='test', text_fg=(1, 1, 1, 1), text_scale=0.1, text_align=TextNode.ACenter, text_font=ToontownGlobals.getSignFont(), text_pos=(0, -0.01, 0)) else: newLabel = DirectLabel( parent=aspect2d, geom=DGG.getDefaultDialogGeom(), geom_scale=(0.2, 1, 0.2), relief=None, pos=labelPos, text='test', text_fg=(0.5, 0.5, 0.5, 1), text_scale=0.1, text_align=TextNode.ACenter, text_font=ToontownGlobals.getSignFont(), text_pos=(0, -0.035, 0)) newLabel.wrtReparentTo(self.resultFrame) newLabel.hide() self.avVotesLabel[index] = newLabel matchingGameGui.removeNode() self.curArrowSfxIndex = 0 self.upArrowSfx = [] self.downArrowSfx = [] for i in xrange(5): self.upArrowSfx.append( base.loader.loadSfx( 'phase_4/audio/sfx/MG_sfx_travel_game_blue_arrow.ogg')) self.downArrowSfx.append( base.loader.loadSfx( 'phase_4/audio/sfx/MG_sfx_travel_game_red_arrow.ogg')) self.winVoteSfx = base.loader.loadSfx( 'phase_4/audio/sfx/MG_sfx_travel_game_win_vote.ogg') self.noVoteSfx = base.loader.loadSfx( 'phase_4/audio/sfx/MG_sfx_travel_game_square_no_vote_1.ogg') self.loseVoteSfx = base.loader.loadSfx( 'phase_4/audio/sfx/MG_sfx_travel_game_lose_vote.ogg') self.localAvatarWon = False self.localAvatarLost = False localIndex = self.avIdList.index(base.localAvatar.doId) localDirection = self.directions[localIndex] localVotes = self.votes[localIndex] if localVotes: if localDirection == self.directionToGo: if not TravelGameGlobals.ReverseWin: self.localAvatarWon = True else: self.localAvatarLost = True elif not TravelGameGlobals.ReverseWin: self.localAvatarLost = True else: self.localAvatarWon = True return
def __init__(self, parent): global base if not logger.isEnabledFor(logging.DEBUG): global CONSOLE_MESSAGE CONSOLE_MESSAGE = ''' ----------------- Ship's Interface version 3.0.9_749 ------------------- Direct Ship Interface Enabled. Please use caution. Irresponsible use of this console may result in the ship's AI refusing access to this interface. type 'help' for basic commands. -------------------------------------------------------------------------''' # change up from parent/IC self.parent = parent localenv = globals() localenv['gameroot'] = self.parent self._iconsole = customConsoleClass(localsEnv=localenv) # line wrapper self.linewrap = textwrap.TextWrapper() self.linewrap.width = self.linelength # calculate window size # left = (self.h_pos) / self.scale # right = (self.h_pos + self.h_size) / self.scale # bottom = (self.v_pos) / self.scale # top = (self.v_pos + self.v_size) /self.scale # panda3d interface self.consoleFrame = DirectFrame(relief=DGG.GROOVE, frameColor=(200, 200, 200, 0.5), scale=self.scale, frameSize=(0, self.h_size / self.scale, 0, self.v_size / self.scale)) self.windowEvent(base.win) fixedWidthFont = None try: # try to load the defined font fixedWidthFont = parent.loader.loadFont(self.font) except Exception: traceback.print_exc() # if font is not valid use default font logger.warn('could not load the defined font %s" % str(self.font') fixedWidthFont = DGG.getDefaultFont() # text lines self._visibleLines = list( OnscreenText(parent=self.consoleFrame, text="", pos=(1, -i + 3 + self.numlines), align=TextNode.ALeft, mayChange=1, scale=1.0, fg=self.defaultTextColor) for i in range(self.numlines)) map(lambda x: x.setFont(fixedWidthFont), self._visibleLines) # text entry line self.consoleEntry = DirectEntry(self.consoleFrame, text="", command=self.submitTrigger, width=self.h_size / self.scale - 2, pos=(1, 0, 1.5), initialText="", numLines=1, focus=1, entryFont=fixedWidthFont) # self.console_output = ConsoleOutput(testme=True) self.echo(CONSOLE_MESSAGE) self.clipboard = pyperclip
def __init__(self, offset, parent, unit_type, default_hp, hp, default_ap, ap): self.offset = offset self.frame = DirectFrame( relief = DGG.FLAT , scale = 1 , frameSize = (-0.5, 0.5, 0, -0.5) , parent = parent ) self.frame.setBillboardPointEye() self.frame.setLightOff() self.frame.setBin("fixed", 40) self.frame.setDepthTest(False) self.frame.setDepthWrite(False) fixedWidthFont = loader.loadFont(GUI_FONT)#@UndefinedVariable #fixedWidthFont.setPixelsPerUnit(60) #fixedWidthFont.setRenderMode(fontt.RMSolid) if not fixedWidthFont.isValid(): print "pandaInteractiveConsole.py :: could not load the defined font %s" % str(self.font) fixedWidthFont = DGG.getDefaultFont() self.label = OnscreenText( parent = self.frame , text = "" , pos = (offset.getX(),offset.getZ()+0.1) , align=TextNode.ACenter , mayChange=True , scale=0.1 , fg = (1,0,0,1) #, shadow = (0, 0, 0, 1) #, frame = (200,0,0,1) ) self.label.setFont( fixedWidthFont ) #self.label.setLightOff() self.all_icons = {} self.visible_icons = {} self.addIcon("overwatch") self.addIcon("set_up") self.ap_bar = DirectWaitBar(parent = self.frame , text = "" , range = default_ap , value = ap , pos = (offset.getX()+0.08,0,offset.getZ()-0.27) , barColor = (0,0,1,1) , frameColor = (0,0,0.5,0.2) , scale = (0.3,0.5,0.3)) self.hp_bar = DirectWaitBar(parent = self.frame , text = "" , range = default_hp , value = hp , pos = (offset.getX()+0.08,0,offset.getZ()-0.2) , barColor = (0,1,0,1) , frameColor = (1,0,0,0.9) , scale = (0.3,0.5,0.3)) self.insignia = OnscreenImage(parent = self.frame ,image = "unit_" + unit_type + "_big_transparent_32.png" #,pos = (offset.getX(),0,offset.getZ()+0.14) , pos = (offset.getX() - 0.31,0,offset.getZ()-0.23) ,scale = 0.09) self.insignia.setTransparency(TransparencyAttrib.MAlpha)
def __init__(self): ShowBase.__init__(self) self.setBackgroundColor(0, 0, 0) # make the font look nice at a big scale DGG.getDefaultFont().setPixelsPerUnit(100) # Store our mapping, with some sensible defaults. In a real game, you # will want to load these from a configuration file. self.mapping = InputMapping() self.mapping.mapAxis("Move forward", InputDevice.Axis.left_y) self.mapping.mapAxis("Move backward", InputDevice.Axis.left_y) self.mapping.mapAxis("Move left", InputDevice.Axis.left_x) self.mapping.mapAxis("Move right", InputDevice.Axis.left_x) self.mapping.mapButton("Jump", GamepadButton.face_a()) self.mapping.mapButton("Use", GamepadButton.face_b()) self.mapping.mapButton("Break", GamepadButton.face_x()) self.mapping.mapButton("Fix", GamepadButton.face_y()) # The geometry for our basic buttons maps = loader.loadModel("models/button_map") self.buttonGeom = (maps.find("**/ready"), maps.find("**/click"), maps.find("**/hover"), maps.find("**/disabled")) # Change the default dialog skin. DGG.setDefaultDialogGeom("models/dialog.png") # create a sample title self.textscale = 0.1 self.title = DirectLabel(scale=self.textscale, pos=(base.a2dLeft + 0.05, 0.0, base.a2dTop - (self.textscale + 0.05)), frameColor=VBase4(0, 0, 0, 0), text="Button Mapping", text_align=TextNode.ALeft, text_fg=VBase4(1, 1, 1, 1), text_shadow=VBase4(0, 0, 0, 0.75), text_shadowOffset=Vec2(0.05, 0.05)) self.title.setTransparency(1) # Set up the list of actions that we can map keys to # create a frame that will create the scrollbars for us # Load the models for the scrollbar elements thumbMaps = loader.loadModel("models/thumb_map") thumbGeom = (thumbMaps.find("**/thumb_ready"), thumbMaps.find("**/thumb_click"), thumbMaps.find("**/thumb_hover"), thumbMaps.find("**/thumb_disabled")) incMaps = loader.loadModel("models/inc_map") incGeom = (incMaps.find("**/inc_ready"), incMaps.find("**/inc_click"), incMaps.find("**/inc_hover"), incMaps.find("**/inc_disabled")) decMaps = loader.loadModel("models/dec_map") decGeom = (decMaps.find("**/dec_ready"), decMaps.find("**/dec_click"), decMaps.find("**/dec_hover"), decMaps.find("**/dec_disabled")) # create the scrolled frame that will hold our list self.lstActionMap = DirectScrolledFrame( # make the frame occupy the whole window frameSize=VBase4(base.a2dLeft, base.a2dRight, 0.0, 1.55), # make the canvas as big as the frame canvasSize=VBase4(base.a2dLeft, base.a2dRight, 0.0, 0.0), # set the frames color to white frameColor=VBase4(0, 0, 0.25, 0.75), pos=(0, 0, -0.8), verticalScroll_scrollSize=0.2, verticalScroll_frameColor=VBase4(0.02, 0.02, 0.02, 1), verticalScroll_thumb_relief=1, verticalScroll_thumb_geom=thumbGeom, verticalScroll_thumb_pressEffect=False, verticalScroll_thumb_frameColor=VBase4(0, 0, 0, 0), verticalScroll_incButton_relief=1, verticalScroll_incButton_geom=incGeom, verticalScroll_incButton_pressEffect=False, verticalScroll_incButton_frameColor=VBase4(0, 0, 0, 0), verticalScroll_decButton_relief=1, verticalScroll_decButton_geom=decGeom, verticalScroll_decButton_pressEffect=False, verticalScroll_decButton_frameColor=VBase4(0, 0, 0, 0), ) # creat the list items idx = 0 self.listBGEven = base.loader.loadModel("models/list_item_even") self.listBGOdd = base.loader.loadModel("models/list_item_odd") self.actionLabels = {} for action in self.mapping.actions: mapped = self.mapping.formatMapping(action) item = self.__makeListItem(action, mapped, idx) item.reparentTo(self.lstActionMap.getCanvas()) idx += 1 # recalculate the canvas size to set scrollbars if necesary self.lstActionMap["canvasSize"] = (base.a2dLeft + 0.05, base.a2dRight - 0.05, -(len(self.mapping.actions) * 0.1), 0.09) self.lstActionMap.setCanvasSize()
def __init__( self, parent ): self.parent = parent # line wrapper self.linewrap = textwrap.TextWrapper() self.linewrap.width = self.linelength # calculate window size left = (self.h_pos) / self.scale right = (self.h_pos + self.h_size) / self.scale bottom = (self.v_pos) / self.scale top = (self.v_pos + self.v_size) /self.scale # panda3d interface self.consoleFrame = DirectFrame ( relief = DGG.GROOVE , frameColor = (200, 200, 200, 0.5) , scale=self.scale , frameSize = (0, self.h_size / self.scale, 0, self.v_size / self.scale) ) self.windowEvent( base.win ) # try to load the defined font try: fixedWidthFont = loader.loadFont(self.font) except: print "pandaInteractiveConsole.py :: could not load the defined font %s" % str(self.font) fixedWidthFont = DGG.getDefaultFont() # if font is not valid use default font if not fixedWidthFont.isValid(): if self.font is None: print "pandaInteractiveConsole.py :: could not load the defined font %s" % str(self.font) fixedWidthFont = DGG.getDefaultFont() # text entry line self.consoleEntry = DirectEntry ( self.consoleFrame , text = "" , command = self.onEnterPress , width = self.h_size/self.scale - 2 , pos = (1, 0, 1.5) , initialText = "" , numLines = 1 , focus = 1 , entryFont = fixedWidthFont) # output lines self.consoleOutputList = list() for i in xrange( self.numlines ): label = OnscreenText( parent = self.consoleFrame , text = "" , pos = (1, -i+3+self.numlines) , align=TextNode.ALeft , mayChange=1 , scale=1.0 , fg = self.defaultTextColor ) label.setFont( fixedWidthFont ) self.consoleOutputList.append( label ) # list of the last commands of the user self.userCommandList = list() self.userCommandListLength = 100 for i in xrange(self.userCommandListLength): self.userCommandList.append('') self.userCommandPos = 0 # buffer for data self.textBuffer = list() self.textBufferLength = 1000 for i in xrange(self.textBufferLength): self.textBuffer.append(['', DEFAULT_COLOR]) self.textBufferPos = self.textBufferLength-self.numlines # toggle the window at least once to activate the events self.toggleConsole() self.toggleConsole() # call the help-command on start self.onEnterPress("help")
def __init__(self): """initialise the engine""" ShowBase.__init__(self) base.notify.info("Version {}".format(versionstring)) FSM.__init__(self, "FSM-Game") # # BASIC APPLICATION CONFIGURATIONS # # disable pandas default camera driver self.disableMouse() # set antialias for the complete sceen to automatic self.render.setAntialias(AntialiasAttrib.MAuto) # shader generator render.setShaderAuto() # Enhance font readability DGG.getDefaultFont().setPixelsPerUnit(100) # get the displays width and height for later usage self.dispWidth = self.pipe.getDisplayWidth() self.dispHeight = self.pipe.getDisplayHeight() # # CONFIGURATION LOADING # # load given variables or set defaults # check if particles should be enabled # NOTE: If you use the internal physics engine, this always has # to be enabled! particles = ConfigVariableBool("particles-enabled", True).getValue() if particles: self.enableParticles() def setFullscreen(): """Helper function to set the window fullscreen with width and height set to the screens size""" # set window properties # clear all properties not previously set base.win.clearRejectedProperties() # setup new window properties props = WindowProperties() # Fullscreen props.setFullscreen(True) # set the window size to the screen resolution props.setSize(self.dispWidth, self.dispHeight) # request the new properties base.win.requestProperties(props) # Set the config variables so we correctly store the # new size and fullscreen setting later winSize = ConfigVariableString("win-size") winSize.setValue("{} {}".format(self.dispWidth, self.dispHeight)) fullscreen = ConfigVariableBool("fullscreen") fullscreen.setValue(True) # Render a frame to make sure the fullscreen is applied # before we do anything else self.taskMgr.step() # make sure to propagate the new aspect ratio properly so # the GUI and other things will be scaled appropriately aspectRatio = self.dispWidth / self.dispHeight self.adjustWindowAspectRatio(aspectRatio) # check if the config file hasn't been created if not os.path.exists(prcFile): setFullscreen() # automatically safe configuration at application exit #base.exitFunc = self.__writeConfig # # INITIALIZE GAME CONTENT # base.cTrav = CollisionTraverser("base collision traverser") base.pusher = CollisionHandlerPusher() self.menu = Menu() self.credits = Credits() self.charSelection = CharacterSelection() self.levelSelection = LevelSelection() self.koScreen = KoScreen() self.hud = Hud() self.menuMusic = loader.loadMusic("assets/audio/menuMusic.ogg") self.menuMusic.setLoop(True) self.fightMusic = loader.loadMusic("assets/audio/fightMusic.ogg") self.fightMusic.setLoop(True) base.audio3d = Audio3DManager(base.sfxManagerList[0], camera) # # EVENT HANDLING # # By default we accept the escape key self.accept("escape", self.__escape) # # ENTER GAMES INITIAL FSM STATE # self.request("Menu")
def __init__(self, numPlayers, avIdList, votes, directions, namesList, disconnectedList, directionToGo, directionReason, directionTotals, *args, **kwargs): opts = {'relief': None, 'geom': DGG.getDefaultDialogGeom(), 'geom_color': ToontownGlobals.GlobalDialogColor[:3] + (0.8,), 'geom_scale': (1.75, 1, 0.75), 'pos': (0, 0, 0.525)} opts.update(kwargs) DirectFrame.__init__(self, *args, **opts) self.initialiseoptions(VoteResultsPanel) listMultiplier = 1 if TravelGameGlobals.SpoofFour: listMultiplier = 4 self.avIdList = avIdList * listMultiplier self.numPlayers = numPlayers * listMultiplier self.votes = votes * listMultiplier self.directions = directions * listMultiplier self.namesList = namesList * listMultiplier self.disconnectedList = disconnectedList * listMultiplier self.directionToGo = directionToGo self.directionReason = directionReason self.directionTotals = directionTotals self.entryList = [] self.rowFrame = [] self.upDownFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(-1)) self.upLabel = DirectLabel(parent=self.upDownFrame, relief=None, pos=(1.2, 0, 0.0), text=TTLocalizer.TravelGameDirections[0], text_fg=(0.0, 0.0, 1.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.downLabel = DirectLabel(parent=self.upDownFrame, relief=None, pos=(1.43, 0, 0.0), text=TTLocalizer.TravelGameDirections[1], text_fg=(1.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(self.numPlayers)) self.totalText = DirectLabel(parent=self.totalFrame, relief=None, pos=(1.0, 0, 0.0), text='Total', text_fg=(0.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesUpLabel = DirectLabel(parent=self.totalFrame, relief=None, pos=(1.2, 0, 0.0), text='', text_fg=(0.0, 0.0, 1.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesDownLabel = DirectLabel(parent=self.totalFrame, relief=None, pos=(1.43, 0, 0.0), text='', text_fg=(1.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ARight) self.totalVotesLabels = [self.totalVotesUpLabel, self.totalVotesDownLabel] self.resultFrame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(5)) self.resultLabel = DirectLabel(parent=self.resultFrame, text='', text_scale=0.06, pos=(0.7, 0, 0.0), text_align=TextNode.ACenter) self.setupResultLabel() for index in range(self.numPlayers): frame = DirectFrame(parent=self, relief=None, pos=self.getRowPos(index)) self.rowFrame.append(frame) nameLabel = DirectFrame(parent=frame, relief=None, pos=(0.46, 0.0, 0.0), text=self.namesList[index], text_fg=(0.0, 0.0, 0.0, 1.0), text_scale=0.05, text_align=TextNode.ACenter, text_font=DGG.getDefaultFont()) votesUpLabel = DirectLabel(parent=frame, relief=None, pos=(1.2, 0.0, 0.0), text='', text_fg=(0, 0, 1, 1), text_scale=0.05, text_align=TextNode.ARight, text_font=DGG.getDefaultFont()) votesDownLabel = DirectLabel(parent=frame, relief=None, pos=(1.43, 0.0, 0.0), text='', text_fg=(1, 0, 0, 1), text_scale=0.05, text_align=TextNode.ARight, text_font=DGG.getDefaultFont()) nameLabel.hide() self.entryList.append((nameLabel, votesUpLabel, votesDownLabel)) return
def __init__(self): ShowBase.__init__(self) FSM.__init__(self, "mainStateMachine") # some basic enhancements # window background color self.setBackgroundColor(0, 0, 0) # set antialias for the complete sceen to automatic self.render.setAntialias(AntialiasAttrib.MAuto) # shader generator render.setShaderAuto() # Enhance font readability DGG.getDefaultFont().setPixelsPerUnit(100) # hide the mouse cursor hide_cursor() # # CONFIGURATION LOADING # # load given variables or set defaults # check if audio should be muted mute = ConfigVariableBool("audio-mute", False).getValue() if mute: self.disableAllAudio() else: self.enableAllAudio() base.sfxManagerList[0].setVolume( ConfigVariableDouble("audio-volume-sfx", 1.0).getValue()) base.difficulty = ConfigVariableInt("difficulty", 0).getValue() def setFullscreen(): """Helper function to set the window fullscreen with width and height set to the screens size""" # get the displays width and height w = self.pipe.getDisplayWidth() h = self.pipe.getDisplayHeight() # set window properties # clear all properties not previously set base.win.clearRejectedProperties() # setup new window properties props = WindowProperties() # Fullscreen props.setFullscreen(True) # set the window size to the screen resolution props.setSize(w, h) # request the new properties base.win.requestProperties(props) # check if the config file hasn't been created if not os.path.exists(prcFile): setFullscreen() elif base.appRunner: # When the application is started as appRunner instance, it # doesn't respect our loadPrcFiles configurations specific # to the window as the window is already created, hence we # need to manually set them here. for dec in range(mainConfig.getNumDeclarations()): # check if we have the fullscreen variable if mainConfig.getVariableName(dec) == "fullscreen": setFullscreen() # automatically safe configuration at application exit base.exitFunc = self.__writeConfig # due to the delayed window resizing and switch to fullscreen # we wait some time until everything is set so we can savely # proceed with other setups like the menus if base.appRunner: # this behaviour only happens if run from p3d files and # hence the appRunner is enabled taskMgr.doMethodLater(0.5, self.postInit, "post initialization", extraArgs=[]) else: self.postInit()
def __init__(self): # # BASIC APPLICATION CONFIGURATIONS # # disable pandas default camera driver self.disableMouse() # set antialias for the complete sceen to automatic self.render.setAntialias(AntialiasAttrib.MAuto) # shader generator #render.setShaderAuto() # Enhance font readability font = loader.loadFont("assets/fonts/OldaniaADFStd-Regular.otf") DGG.setDefaultFont(font) DGG.getDefaultFont().setPixelsPerUnit(100) # get the displays width and height for later usage self.dispWidth = self.pipe.getDisplayWidth() self.dispHeight = self.pipe.getDisplayHeight() base.serverHost = ConfigVariableString("server-host", "127.0.0.1:4400") # # CONFIGURATION LOADING # # load given variables or set defaults # check if particles should be enabled # NOTE: If you use the internal physics engine, this always has # to be enabled! particles = ConfigVariableBool("particles-enabled", True).getValue() if particles: self.enableParticles() def setFullscreen(): """Helper function to set the window fullscreen with width and height set to the screens size""" # set window properties # clear all properties not previously set base.win.clearRejectedProperties() # setup new window properties props = WindowProperties() # Fullscreen props.setFullscreen(True) # set the window size to the screen resolution props.setSize(self.dispWidth, self.dispHeight) # request the new properties base.win.requestProperties(props) # Set the config variables so we correctly store the # new size and fullscreen setting later winSize = ConfigVariableString("win-size") winSize.setValue("{} {}".format(self.dispWidth, self.dispHeight)) fullscreen = ConfigVariableBool("fullscreen") fullscreen.setValue(True) # Render a frame to make sure the fullscreen is applied # before we do anything else self.taskMgr.step() # make sure to propagate the new aspect ratio properly so # the GUI and other things will be scaled appropriately aspectRatio = self.dispWidth / self.dispHeight self.adjustWindowAspectRatio(aspectRatio) # check if the config file hasn't been created if not os.path.exists(prcFile): setFullscreen() # automatically safe configuration at application exit base.exitFunc = self.writeConfig
def __init__(self): ShowBase.__init__(self) self.setBackgroundColor(0, 0, 0) # make the font look nice at a big scale DGG.getDefaultFont().setPixelsPerUnit(100) # Store our mapping, with some sensible defaults. In a real game, you # will want to load these from a configuration file. self.mapping = InputMapping() self.mapping.mapAxis("Move forward", InputDevice.Axis.left_y) self.mapping.mapAxis("Move backward", InputDevice.Axis.left_y) self.mapping.mapAxis("Move left", InputDevice.Axis.left_x) self.mapping.mapAxis("Move right", InputDevice.Axis.left_x) self.mapping.mapButton("Jump", GamepadButton.face_a()) self.mapping.mapButton("Use", GamepadButton.face_b()) self.mapping.mapButton("Break", GamepadButton.face_x()) self.mapping.mapButton("Fix", GamepadButton.face_y()) # The geometry for our basic buttons maps = loader.loadModel("models/button_map") self.buttonGeom = ( maps.find("**/ready"), maps.find("**/click"), maps.find("**/hover"), maps.find("**/disabled")) # Change the default dialog skin. DGG.setDefaultDialogGeom("models/dialog.png") # create a sample title self.textscale = 0.1 self.title = DirectLabel( scale=self.textscale, pos=(base.a2dLeft + 0.05, 0.0, base.a2dTop - (self.textscale + 0.05)), frameColor=VBase4(0, 0, 0, 0), text="Button Mapping", text_align=TextNode.ALeft, text_fg=VBase4(1, 1, 1, 1), text_shadow=VBase4(0, 0, 0, 0.75), text_shadowOffset=Vec2(0.05, 0.05)) self.title.setTransparency(1) # Set up the list of actions that we can map keys to # create a frame that will create the scrollbars for us # Load the models for the scrollbar elements thumbMaps = loader.loadModel("models/thumb_map") thumbGeom = ( thumbMaps.find("**/thumb_ready"), thumbMaps.find("**/thumb_click"), thumbMaps.find("**/thumb_hover"), thumbMaps.find("**/thumb_disabled")) incMaps = loader.loadModel("models/inc_map") incGeom = ( incMaps.find("**/inc_ready"), incMaps.find("**/inc_click"), incMaps.find("**/inc_hover"), incMaps.find("**/inc_disabled")) decMaps = loader.loadModel("models/dec_map") decGeom = ( decMaps.find("**/dec_ready"), decMaps.find("**/dec_click"), decMaps.find("**/dec_hover"), decMaps.find("**/dec_disabled")) # create the scrolled frame that will hold our list self.lstActionMap = DirectScrolledFrame( # make the frame occupy the whole window frameSize=VBase4(base.a2dLeft, base.a2dRight, 0.0, 1.55), # make the canvas as big as the frame canvasSize=VBase4(base.a2dLeft, base.a2dRight, 0.0, 0.0), # set the frames color to white frameColor=VBase4(0, 0, 0.25, 0.75), pos=(0, 0, -0.8), verticalScroll_scrollSize=0.2, verticalScroll_frameColor=VBase4(0.02, 0.02, 0.02, 1), verticalScroll_thumb_relief=1, verticalScroll_thumb_geom=thumbGeom, verticalScroll_thumb_pressEffect=False, verticalScroll_thumb_frameColor=VBase4(0, 0, 0, 0), verticalScroll_incButton_relief=1, verticalScroll_incButton_geom=incGeom, verticalScroll_incButton_pressEffect=False, verticalScroll_incButton_frameColor=VBase4(0, 0, 0, 0), verticalScroll_decButton_relief=1, verticalScroll_decButton_geom=decGeom, verticalScroll_decButton_pressEffect=False, verticalScroll_decButton_frameColor=VBase4(0, 0, 0, 0),) # creat the list items idx = 0 self.listBGEven = base.loader.loadModel("models/list_item_even") self.listBGOdd = base.loader.loadModel("models/list_item_odd") self.actionLabels = {} for action in self.mapping.actions: mapped = self.mapping.formatMapping(action) item = self.__makeListItem(action, mapped, idx) item.reparentTo(self.lstActionMap.getCanvas()) idx += 1 # recalculate the canvas size to set scrollbars if necesary self.lstActionMap["canvasSize"] = ( base.a2dLeft+0.05, base.a2dRight-0.05, -(len(self.mapping.actions)*0.1), 0.09) self.lstActionMap.setCanvasSize()