Exemple #1
0
 def __init__(self, nodeGroundHandler, name):
     self.name = name
     self.bullet = NodePath(
         "bullet")  # loader.loadModel('res/models/box.egg')
     self.bullet.setScale(1)
     self.shoot = NodePath("shoot")
     self.shoot.setPos(self.Start)
     self.bullet.reparentTo(self.shoot)
     DoorImage = OnscreenImage(image="res/portal/door.png",
                               pos=(0, -2, 0),
                               scale=(8.8, 1, 14.2))
     DoorImage.setTransparency(TransparencyAttrib.MAlpha)
     DoorImage.setSa(0.5)
     self.Portal = NodePath("Portal")
     DoorImage.reparentTo(self.Portal)
     self.Portal.setScale(5)
     # forward Segment
     forwardSegment = CollisionRay(0, 0, 0, 0, 1, 0)
     self.cn = CollisionNode(name)
     self.cn.addSolid(forwardSegment)
     self.cn.setFromCollideMask(BitMask32.bit(0))
     self.cn.setIntoCollideMask(BitMask32.allOff())
     self.solid = self.shoot.attachNewNode(self.cn)
     base.cTrav.addCollider(self.solid, nodeGroundHandler)
     # Right Segment
     RightSegment = CollisionSegment(-20, -0.2, 0, 20, -0.2, 0)
     self.cnRight = CollisionNode(name + 'right')
     self.cnRight.addSolid(RightSegment)
     self.cnRight.setFromCollideMask(BitMask32.allOff())
     self.cnRight.setIntoCollideMask(BitMask32.allOff())
     self.solid = self.Portal.attachNewNode(self.cnRight)
     self.RightSegmentCollisionHandlerQueue = CollisionHandlerQueue()
     base.cTrav.addCollider(self.solid,
                            self.RightSegmentCollisionHandlerQueue)
     # self.solid.show()
     # Up Segment
     UpSegment = CollisionSegment(0, -0.2, -15, 0, -0.2, 15)
     self.cnUp = CollisionNode(name + 'up')
     self.cnUp.addSolid(UpSegment)
     self.cnUp.setFromCollideMask(BitMask32.allOff())
     self.cnUp.setIntoCollideMask(BitMask32.allOff())
     self.solid = self.Portal.attachNewNode(self.cnUp)
     # self.solid.show()
     base.cTrav.addCollider(self.solid,
                            self.RightSegmentCollisionHandlerQueue)
     Sphere = CollisionSphere(0, 0, 0, 60)
     self.cnout = CollisionNode(name + 'out')
     self.cnout.addSolid(Sphere)
     self.cnout.setFromCollideMask(BitMask32.bit(0))
     self.cnout.setIntoCollideMask(BitMask32.allOff())
     self.solid = self.shoot.attachNewNode(self.cnout)
     # self.solid.show()
     base.cTrav.addCollider(self.solid, nodeGroundHandler)
     self.NeedCheckPos = False
     self.initParticle()
class LevelThree(object):
    def __init__(self, m):
        """
        :param m: Menu
        """
        self.levelName = "levelThree"
        self.gameState = ''
        m.game = self
        self.menu = m
        self.loadScene()
        if self.menu.tempPlayer is None:
            self.initCollision()
            self.initPlayer()
        else:
            print 'temp not none'
            self.node = self.menu.tempPlayer
            self.node.node.setPos(-250, 265, 20)
            self.node.game = self
            self.node.initMission()
            self.node.mission.memoryNum = self.menu.tempPlayer.mission.memoryNum
            # self.enmey = self.menu.tempPlayer.game.enemy
            self.enemy = Enemylevel2(self.node)
        self.node.node.setPos(200, 5, 20)
        base.accept("escape", self.pauseGame)
        base.disableMouse()
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

        self.mutableMap = {}
        self.glowFilter()
        self.initMania()
        self.finalcard.reparentTo(hidden)
        self.initBag()
        self.menu.loadState = True
        self.menu.passFrame.show()
        self.node.erosionFrame.show()
        self.node.currentItemFrame.show()
        taskMgr.add(self.waitOne, "waitOne")
        self.setupskillpattern()
        self.setLight()

    def waitOne(self, task):
        if task.time < 1:
            self.menu.passFrame['frameColor'] = (0, 0, 0, 1 - task.time)
            return task.cont
        self.menu.passFrame['frameColor'] = (0, 0, 0, 0)
        self.menu.passFrame.hide()
        # self.beginPlot()
        return task.done

    def beginPlot(self):
        self.menu.tutorialDialog.show()
        props = WindowProperties()
        props.setCursorHidden(False)
        base.win.requestProperties(props)
        self.node.endTask()
        self.nextPlot(0)

    def nextPlot(self, index):
        if index == 1 or index == 0:
            self.menu.nextButton['text'] = self.node.mission.plotText[0][index]
            self.menu.nextButton['command'] = self.nextPlot
            self.menu.nextButton['extraArgs'] = [index + 1]
        elif index == 2:
            self.menu.ocanioButton['text'] = self.node.mission.plotText[0][index]
            self.menu.ocanioButton['command'] = self.nextPlot
            self.menu.ocanioButton['extraArgs'] = [index + 1]
            self.menu.tutorialDialog.hide()
            self.menu.ocanioDialog.show()
        elif index == 3:
            self.menu.nextButton['text'] = self.node.mission.plotText[0][index]
            self.menu.nextButton['command'] = self.node.mission.hideTutorial
            self.menu.nextButton['extraArgs'] = []
            self.menu.tutorialDialog.show()
            self.menu.ocanioDialog.hide()

    def initBag(self):
        self.bagState = True
        self.bagText = ""
        if self.menu.tempPlayer is not None:
            self.node.bag = self.menu.tempPlayer.bag
        else:
            self.node.bag = Bag(self.node)
        base.accept("b", self.openBag)

    def openBag(self):
        # print 'b'
        if self.bagState:
            self.node.bag.bagframe.show()
            self.node.bag.showdisplay.setActive(True)
            self.node.bag.textObject.setText(self.bagText)
            self.bagState = not self.bagState
            props = WindowProperties()
            props.setCursorHidden(False)
            base.win.requestProperties(props)
            self.menu.selectDialog.hide()
            self.gameState = 'pause'
            self.node.state = 'pause'
            self.node.endTask()
            base.accept('escape', self.openBag)
        else:
            self.node.bag.bagframe.hide()
            self.node.bag.showdisplay.setActive(False)
            self.bagText = self.node.bag.textObject.getText()
            self.node.bag.textObject.setText("")
            self.node.bag.textObject.setWordwrap(0)
            self.bagState = not self.bagState
            props = WindowProperties()
            props.setCursorHidden(True)
            base.win.requestProperties(props)
            self.gameState = ''
            self.node.state = ''
            self.node.initTask()
            base.accept('escape', self.pauseGame)

    def initCollision(self):
        """ create the collision system """
        base.cTrav = CollisionTraverser()
        base.pusher = CollisionHandlerPusher()
        base.cTrav.setRespectPrevTransform(True)

    def loadScene(self):
        """ load the self.sceneModel
            must have
            <Group> *something* {
              <Collide> { Polyset keep descend }
            in the egg file
        """
        self.goodmanager = GoodsManager()
        # AddGoods(self,Node,CollisionName,Name,Interactive)
        self.goodmanager.AddGoods(loader.loadModel('res/models/Scene3/Scene3Cat/Scene3_Ver3.0_wall.egg'), ["Wall1", "Wall2", "floor"],
                                  "wall", False)
        self.goodmanager.AddGoods(loader.loadModel('res/models/Scene3/Scene3Cat/Scene3_light.egg'), ["light_box"], "light_box", False)

        '''
        studyroom
        '''
        prefix = 'res/models/Scene3/Scene3Cat/studyroom/Scene3_'
        self.loadIn(prefix + 'zhuozi.egg', "zhuozi_box", False)
        self.loadIn(prefix + 'biaoyu1.egg', "biaoyu1_box", True)
        self.loadIn(prefix + 'biaoyu2.egg', "biaoyu2_box", True)
        self.loadIn(prefix + 'biaoyu3.egg', "biaoyu3_box", True)
        self.loadIn(prefix + 'vaccine.egg', "vaccine_studyroom_box", True)
        self.loadIn(prefix + 'book_studyroom.egg', "book_studyroom_box", True)
        self.loadIn(prefix + 'bookshelf.egg', "bookshelf_box", True)

        '''
        lab
        '''
        prefix = 'res/models/Scene3/Scene3Cat/lab/Scene3_'
        self.loadIn(prefix + 'desk.egg', 'desk_box', False)
        # self.loadIn(prefix + 'bottle.egg', 'bottle_box', True)
        self.loadIn(prefix + 'emptybottle.egg', 'emptybottle_box', True)
        self.loadIn(prefix + 'biaoyu.egg', 'biaoyu_box', True)
        self.loadIn(prefix + 'labtable.egg', 'labtable_box', False)
        self.loadIn(prefix + 'notebook1.egg', 'notebook1_box', True)
        self.loadIn(prefix + 'notebook2.egg', 'notebook2_box', True)
        self.loadIn(prefix + 'notebook3.egg', 'notebook3_box', True)
        self.loadIn(prefix + 'pool.egg', 'pool_box', True)
        self.goodmanager.GoodsIta['pool_box'].Node.setTwoSided(True)

        '''
        hall
        '''
        prefix = 'res/models/Scene3/Scene3Cat/hall/Scene3_'
        self.loadIn(prefix + 'exit.egg', 'exit_box', True)
        self.loadIn(prefix + 'king.egg', 'king_box', False)
        self.loadIn(prefix + 'rook1.egg', 'rook1_box', False)
        self.loadIn(prefix + 'rook2.egg', 'rook2_box', False)
        self.loadIn(prefix + 'knight.egg', 'knight_box', False)
        self.loadIn(prefix + 'bishop.egg', 'bishop_box', False)
        self.loadIn(prefix + 'chessdesk.egg', 'chessdesk_box', True)
        self.goodmanager.GoodsIta["studydoor_box"] = Door(Vec3(-624.5253, -831.2924, 105.000), "studydoor_box",
                                                        prefix + 'studydoor.egg', 90, Door.Out)
        self.goodmanager.GoodsIta["labdoor_box"] = Door(Vec3(-272.8592, 182.9539, 105.000), "labdoor_box",
                                                        prefix + 'labdoor.egg', 90, Door.Out)
        self.goodmanager.GoodsIta["chessdoor_box"] = Door(Vec3(-837.2316, -684.3346, 105.000), "chessdoor_box",
                                                        prefix + 'chessdoor.egg', 90, Door.Out)

        '''
        chessroom
        '''
        prefix = 'res/models/Scene3/Scene3Cat/chessroom/Scene3_'
        self.loadIn(prefix + 'key.egg', 'key_box', True)
        self.loadIn(prefix + 'zitiao.egg', 'zitiao_box', True)
        self.loadIn(prefix + 'paints.egg', 'paints_box', True)
        self.loadIn(prefix + 'pillar.egg', 'pillar_box', False)
        self.loadIn(prefix + 'midpillar.egg', 'midpillar_box', True)
        self.loadIn(prefix + 'vaccine1.egg', 'vaccine1_box', True)
        self.loadIn(prefix + 'vaccine2.egg', 'vaccine2_box', True)
        self.loadIn(prefix + 'book_chessroom.egg', 'book_chessroom_box', True)

        '''
        elevator
        '''
        prefix = 'res/models/Scene3/Scene3Cat/elevator/Scene3_'
        self.loadIn(prefix + 'leftdianti.egg', 'leftdianti_box', False)
        self.loadIn(prefix + 'rightdianti.egg', 'rightdianti_box', False)
        self.loadIn(prefix + 'diantikuang.egg', 'diantikuang_box', False)
        self.loadIn(prefix + 'elebutton.egg', 'elebutton_box', True)


    def loadIn(self, path, name, b):
        self.goodmanager.AddGoods(loader.loadModel(path), [name], name, b)

    def itemCollision(self, model, name, radius):
        nodePath = NodePath(name)
        node = CollisionNode(name)
        node.addSolid(CollisionSphere(20, 0, radius, radius))
        solid = model.attachNewNode(node)
        nodePath.reparentTo(model)
        solid.show()
        base.cTrav.addCollider(solid, base.pusher)
        base.pusher.addCollider(solid, nodePath, base.drive.node())

    def initPlayer(self):
        """ loads the player and creates all the controls for him"""
        self.node = Player(self.goodmanager, self.menu, self)
        # self.enemy = Enemy(self.node)
        # self.enemy = Enemylevel2(self.node)
        # self.goodmanager.GoodsIta["enemy"] = Enemy(self.node)
        # self.goodmanager.GoodsIta["enemy"].state = 1

    def pauseGame(self):
        props = WindowProperties()
        props.setCursorHidden(False)
        base.win.requestProperties(props)
        self.menu.selectDialog.hide()
        self.gameState = 'pause'
        self.node.state = 'pause'
        self.node.endTask()
        self.node.erosionFrame.hide()
        self.node.currentItemFrame.hide()
        base.accept('escape', self.escapeEvent)
        base.accept('b', self.menu.nothing)
        self.menu.pauseFrame.show()

    def escapeEvent(self):
        self.menu.pauseFrame.hide()
        self.node.state = ''
        self.node.initTask()
        self.node.erosionFrame.show()
        self.node.currentItemFrame.show()
        base.accept('escape', self.pauseGame)
        base.accept('b', self.openBag)
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

    def makeFilterBuffer(self, srcbuffer, name, sort, prog):
        blurBuffer = base.win.makeTextureBuffer(name, 512, 512)
        blurBuffer.setSort(sort)
        blurBuffer.setClearColor(LVector4(1, 0, 0, 1))
        blurCamera = base.makeCamera2d(blurBuffer)
        blurScene = NodePath("new Scene")
        blurCamera.node().setScene(blurScene)
        shader = loader.loadShader(prog)
        card = srcbuffer.getTextureCard()
        card.reparentTo(blurScene)
        card.setShader(shader)
        return blurBuffer

    def glowFilter(self):
        glowShader = loader.loadShader("shaders/glowShader.sha")
        # dlight = DirectionalLight('dlight')
        # alight = AmbientLight('alight')
        # dlnp = render.attachNewNode(dlight)
        # alnp = render.attachNewNode(alight)
        # dlight.setColor(LVector4(0.3, 0.3, 0.3, 1))
        # alight.setColor(LVector4(0.8, 0.8, 0.8, 1))
        # dlnp.setHpr(0, -60, 0)
        # render.setLight(dlnp)
        # render.setLight(alnp)

        # create the glow buffer. This buffer renders like a normal scene,
        # except that only the glowing materials should show up nonblack.
        glowBuffer = base.win.makeTextureBuffer("Glow scene", 1024, 768)
        glowBuffer.setSort(-3)
        glowBuffer.setClearColor(LVector4(0, 0, 0, 1))

        # We have to attach a camera to the glow buffer. The glow camera
        # must have the same frustum as the main camera. As long as the aspect
        # ratios match, the rest will take care of itself.
        self.glowCamera = base.makeCamera(
            glowBuffer, lens=base.cam.node().getLens())

        # Tell the glow camera to use the glow shader
        tempnode = NodePath(PandaNode("temp node"))
        tempnode.setShader(glowShader)
        self.glowCamera.node().setInitialState(tempnode.getState())

        self.glowCamera.node().setCameraMask(BitMask32.bit(0))

        # set up the pipeline: from glow scene to blur x to blur y to main
        # window.
        blurXBuffer = self.makeFilterBuffer(
            glowBuffer, "Blur X", -2, "shaders/XBlurShader.sha")
        blurYBuffer = self.makeFilterBuffer(
            blurXBuffer, "Blur Y", -1, "shaders/YBlurShader.sha")
        self.finalcard = blurYBuffer.getTextureCard()
        self.finalcard.reparentTo(render2d)

        Attrib = ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.O_incoming_alpha,
                                       ColorBlendAttrib.O_incoming_alpha)
        self.finalcard.setAttrib(Attrib)

        base.bufferViewer.setPosition("llcorner")
        base.bufferViewer.setLayout("hline")
        base.bufferViewer.setCardSize(0.652, 0)

        base.accept("tab", self.toggleGlow)
        self.glowOn = False

    def limitGlow(self, task):
        if task.time < 5:
            return task.cont
        else:
            self.glowOn = False
            self.finalcard.reparentTo(hidden)
            # self.goodmanager.GoodsIta["box"].CloseHighLight()
        return task.done

    def toggleGlow(self):
        self.showskillpattern("eyepattern")
        if self.glowOn:
            return
        self.glowOn = True
        taskMgr.add(self.limitGlow, "limitGlow")
        if self.node.EROSION + 10 > 100:
            self.node.EROSION = 100
        else:
            self.node.EROSION += 10
        self.finalcard.reparentTo(render2d)
        # self.goodmanager.GoodsIta["box"].OpenHighLight()

    def initMania(self):
        base.accept("space", self.mania)
        self.maniaState = False

    def mania(self):
        self.showskillpattern("maniapattern")
        if not self.maniaState:
            self.node.speed *= 1.4
            self.maniaState = True
        if self.node.EROSION + 10 > 100:
            self.node.EROSION = 100
        else:
            self.node.EROSION += 10
        taskMgr.remove("fadeSpeed")
        taskMgr.add(self.fadeSpeed, "fadeSpeed")

    def fadeSpeed(self, task):
        if task.time < 10:
            return task.cont
        else:
            self.node.speed /= 1.4
            self.maniaState = False
        return task.done

    def setupskillpattern(self):
        self.eyepattern = OnscreenImage(image="res/skill_icon/eye-white.png", pos=(-1.2, 1, -0.8))
        self.eyepattern.setTransparency(TransparencyAttrib.MAlpha)
        self.eyepattern.setScale(0.1)
        self.eyepattern.setSa(0.8)
        self.eyepattern.hide()
        self.maniapattern = OnscreenImage(image="res/skill_icon/mania-white.png", pos=(-1.2 + 0.3, 1, -0.8))
        self.maniapattern.setTransparency(TransparencyAttrib.MAlpha)
        self.maniapattern.setScale(0.1)
        self.maniapattern.setSa(0.8)
        self.maniapattern.hide()
        self.screen_patternArray = {}
        self.screen_patternArray["eyepattern"] = [self.eyepattern, False, 5.0, 5.0]
        self.screen_patternArray["maniapattern"] = [self.maniapattern, False, 10.0, 10.]
        self.patterntask = False
        self.patterntaskpretime = 0
        # self.mouseIconNormal.setSa(0.5)

    def showskillpattern(self, patternname):
        self.screen_patternArray[patternname][2] = self.screen_patternArray[patternname][3]
        self.screen_patternArray[patternname][1] = True
        self.screen_patternArray[patternname][0].show()
        if self.patterntask == False:
            taskMgr.add(self.showskillpatterntask, "showskillpatterntask")
            self.patterntask = True

    def showskillpatterntask(self, task):
        num = 0
        for key in self.screen_patternArray:
            if self.screen_patternArray[key][1] == True:
                self.screen_patternArray[key][2] -= globalClock.getDt()
                if self.screen_patternArray[key][2] < 5.:
                    if sin(self.screen_patternArray[key][2] * pi * 5) > 0:
                        self.screen_patternArray[key][0].setSa(0)
                    else:
                        self.screen_patternArray[key][0].setSa(0.8)

                self.screen_patternArray[key][0].setPos(-1.2 + num * 0.3, 1, -0.8)
                if self.screen_patternArray[key][2] < 0:
                    self.screen_patternArray[key][1] = False
                    self.screen_patternArray[key][0].hide()
                    self.screen_patternArray[key][0].setSa(0.8)
                num += 1
        if num > 0:
            return task.cont
        self.patterntask = False
        return

    def setLight(self):
        render.setLightOff()
        alight=AmbientLight("alight")
        alnp=render.attachNewNode(alight)
        alight.setColor(VBase4(0.1,0.1,0.1,1))
        render.setLight(alnp)

        self.lightpivot1 = render.attachNewNode("lightpivot1")
        self.lightpivot1.setPos(-371, -94, 100)
        self.plight1 = PointLight('plight1')
        self.plight1.setColor(VBase4(1, 0.5, 0, 1))
        self.temp = LVector3(0.6, 0.08, 0)
        self.plight1.setAttenuation(self.temp)
        plnp1 = self.lightpivot1.attachNewNode(self.plight1)
        # plnp1.setPos(0, 0, 50)
        render.setLight(plnp1)
        # render.setShaderAuto()

        self.lightpivot2 = render.attachNewNode("lightpivot2")
        self.lightpivot2.setPos(131, -22, 100)
        self.plight2 = PointLight('plight2')
        self.plight2.setColor(VBase4(1, 0.5, 0, 1))
        self.temp = LVector3(0.6, 0.1, 0)
        self.plight2.setAttenuation(self.temp)
        plnp2 = self.lightpivot2.attachNewNode(self.plight2)
        # plnp1.setPos(0, 0, 50)
        render.setLight(plnp2)

        self.lightpivot3 = render.attachNewNode("lightpivot3")
        self.lightpivot3.setPos(-426, -937, 100)
        self.plight3 = PointLight('plight3')
        self.plight3.setColor(VBase4(1, 0.5, 0, 1))
        self.temp = LVector3(0.6, 0.1, 0)
        self.plight3.setAttenuation(self.temp)
        plnp3 = self.lightpivot3.attachNewNode(self.plight3)
        # plnp1.setPos(0, 0, 50)
        render.setLight(plnp3)

        self.lightpivot4 = render.attachNewNode("lightpivot4")
        self.lightpivot4.setPos(-1313, -532, 100)
        self.plight4 = PointLight('plight3')
        self.plight4.setColor(VBase4(1, 0.5, 0, 1))
        self.temp = LVector3(0.6, 0.1, 0)
        self.plight4.setAttenuation(self.temp)
        plnp4 = self.lightpivot4.attachNewNode(self.plight4)
        # plnp1.setPos(0, 0, 50)
        render.setLight(plnp4)

        slight = PointLight('slight')
        slight.setColor(VBase4(0.1, 0.5, 0.1, 1))
        # # slight.setAttenuation(LVector3(0.5,0.08,0))
        # lens = PerspectiveLens()
        # lens.setFov(10)
        # slight.setLens(lens)
        self.chessdesk=self.goodmanager.GoodsIta["chessdesk_box"].Node
        slnp = self.chessdesk.attachNewNode(slight)
        slnp.setPos(-486,-320,1000)
        # slnp.lookAt(self.goodmanager.GoodsIta["chessdesk_box"].Node)
        self.chessdesk.setLight(slnp)
Exemple #3
0
class LevelTwo(object):
    def __init__(self, m):
        """
        :param m: Menu
        """
        self.levelName = "levelTwo"
        self.gameState = ''
        m.game = self
        self.menu = m
        self.setLight()
        self.loadScene()
        if self.menu.tempPlayer is None:
            self.initCollision()
            self.initPlayer()
        else:
            print 'temp not none'
            self.node = self.menu.tempPlayer
            self.node.node.setPos(-250, 265, 20)
            self.node.game = self
            self.node.initMission()
            self.node.mission.memoryNum = self.menu.tempPlayer.mission.memoryNum
            self.enemy = Enemylevel2(self.node)
        # self.node.node.setPos(-800, 0, 20)
        # self.node.node.setPos(-370, 2800, 25)
        self.node.node.setPos(-700, 0, 25)
        self.node.node.setHpr(-90, 0, 0)
        base.accept("escape", self.pauseGame)
        base.disableMouse()
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

        self.mutableMap = {}
        self.glowFilter()
        self.initMania()
        self.finalcard.reparentTo(hidden)
        self.initBag()
        # self.menu.loadState = True
        self.menu.passFrame.show()
        self.node.erosionFrame.show()
        self.node.currentItemFrame.show()
        if not self.menu.skipUseless:
            self.menu.loadState = True
            taskMgr.add(self.waitOne, "waitOne")
        else:
            self.save = Save(self)
            if self.menu.selectedSave == 2:
                self.save.loadFile('gameinfo_2.save')
            elif self.menu.selectedSave == 3:
                self.save.loadFile('gameinfo_3.save')
            self.node.changeCamera()
            self.menu.loadState = True
            self.menu.passFrame.hide()
        self.setupskillpattern()

    def waitOne(self, task):
        if task.time < 1:
            self.menu.passFrame['frameColor'] = (0, 0, 0, 1 - task.time)
            return task.cont
        self.menu.passFrame['frameColor'] = (0, 0, 0, 0)
        self.menu.passFrame.hide()
        self.beginPlot()
        return task.done

    def beginPlot(self):
        self.menu.ocanioDialog.show()
        props = WindowProperties()
        props.setCursorHidden(False)
        base.win.requestProperties(props)
        self.node.endTask()
        self.nextPlot()

    def nextPlot(self):
        self.menu.ocanioButton['text'] = '刚一踏出房间,房间的门就被重重的锁上了。无论我怎么叫喊,\n' \
                                       '里面都没有回应。我尽可能不去想最糟糕的情况,大概kura不会有什么问题的吧。'
        self.menu.ocanioButton['command'] = self.node.mission.hideOcanio
        self.menu.ocanioButton['extraArgs'] = []

    def initBag(self):
        self.bagState = True
        self.bagText = ""
        if self.menu.tempPlayer is not None:
            self.node.bag = self.menu.tempPlayer.bag
        else:
            self.node.bag = Bag(self.node)
        base.accept("b", self.openBag)

    def openBag(self):
        # print 'b'
        if self.bagState:
            self.node.bag.bagframe.show()
            self.node.bag.showdisplay.setActive(True)
            self.node.bag.textObject.setText(self.bagText)
            self.bagState = not self.bagState
            props = WindowProperties()
            props.setCursorHidden(False)
            base.win.requestProperties(props)
            self.menu.selectDialog.hide()
            self.gameState = 'pause'
            self.node.state = 'pause'
            self.node.endTask()
            base.accept('escape', self.openBag)
        else:
            self.node.bag.bagframe.hide()
            self.node.bag.showdisplay.setActive(False)
            self.bagText = self.node.bag.textObject.getText()
            self.node.bag.textObject.setText("")
            self.node.bag.textObject.setWordwrap(0)
            self.bagState = not self.bagState
            props = WindowProperties()
            props.setCursorHidden(True)
            base.win.requestProperties(props)
            self.gameState = ''
            self.node.state = ''
            self.node.initTask()
            base.accept('escape', self.pauseGame)

    def initCollision(self):
        """ create the collision system """
        base.cTrav = CollisionTraverser()
        base.pusher = CollisionHandlerPusher()
        base.cTrav.setRespectPrevTransform(True)

    def loadScene(self):
        """ load the self.sceneModel
            must have
            <Group> *something* {
              <Collide> { Polyset keep descend }
            in the egg file
        """
        self.goodmanager = GoodsManager()
        # AddGoods(self,Node,CollisionName,Name,Interactive)
        self.goodmanager.AddGoods(loader.loadModel('res/models/Scene2/Scene2Cat/Scene2_light.egg'),
                                  ["light"], "light", False)
        self.goodmanager.AddGoods(loader.loadModel('res/models/Scene2/Scene2Cat/Scene2_Ver7.0_wall.egg'),
                                  ["Wall", "floor"], "wall", False)
        self.goodmanager.AddGoods(loader.loadModel('res/models/Scene2/Scene2Cat/Elevator/dianti.egg'),
                                  ["dianti"], "dianti_box", True)
        self.goodmanager.AddGoods(loader.loadModel('res/models/Scene2/Scene2Cat/Elevator/broken_dianti.egg'),
                                  ["broken_dianti"], "broken_dianti_box", True)
        self.goodmanager.GoodsIta['broken_dianti_box'].Node.hide()

        '''
        corridor
        '''
        prefix = 'res/models/Scene2/Scene2Cat/Corridor/Scene2_Ver5.0_'
        self.loadIn(prefix + 'clock_2.egg', "clock_box", True)
        # self.loadIn(prefix + 'Outdoor.egg', "outdoor_box", True)
        self.loadIn(prefix + 'ElectricBox_2.egg', "ElectricBox", True)
        self.loadIn(prefix + 'entrance.egg', "entrance_box", True)
        self.loadIn(prefix + 'picture1.egg', "painting_1", True)
        self.loadIn(prefix + 'picture2.egg', "painting_2", True)
        self.loadIn(prefix + 'picture3.egg', "painting_3", True)
        self.loadIn(prefix + 'picture4.egg', "painting_4", True)
        self.loadIn(prefix + 'picture5.egg', "painting_5", True)
        self.loadIn(prefix + 'picture6.egg', "painting_6", True)
        self.loadIn(prefix + 'picture7.egg', "painting_7", True)
        self.loadIn(prefix + 'picture8.egg', "painting_8", True)
        self.loadIn(prefix + 'picture9.egg', "painting_9", True)
        self.loadIn(prefix + 'picture8_cut.egg', "painting_cut", True)
        self.goodmanager.GoodsIta["painting_cut"].Node.hide()
        self.goodmanager.GoodsIta["outdoor_box"] = Door(Vec3(374.1351, 1973.22, 105.000), "outdoor_box",
                                                           prefix + 'Outdoor.egg', 90, Door.Out)

        '''
        hall
        '''
        prefix = 'res/models/Scene2/Scene2Cat/Hall/Scene2_Ver5.0_'
        self.loadIn(prefix + 'food.egg', 'food_box', True)
        self.loadIn(prefix + 'cake.egg', 'cake_box', True)
        self.loadIn(prefix + 'diary.egg', 'diary_box', True)
        self.loadIn(prefix + 'safe_2.egg', 'safe_box', True)
        self.loadIn(prefix + 'carrot.egg', 'carrot_box', True)
        self.loadIn(prefix + 'window.egg', 'window_box', True)
        self.loadIn(prefix + 'window_broken.egg', 'window_broken_box', True)
        self.goodmanager.GoodsIta['window_broken_box'].Node.hide()
        self.loadIn(prefix + 'biaoyu.egg', 'biaoyu_box', True)
        # self.loadIn(prefix + 'Backdoor.egg', 'backdoor', True)
        # self.loadIn(prefix + 'Frontdoor.egg', 'frontdoor', True)
        self.loadIn(prefix + 'hammer_2.egg', 'hammer_box', True)
        self.loadIn(prefix + 'zhalan_2.egg', 'rabbit_cage', True)
        self.loadIn(prefix + 'vaccine.egg', 'hallvaccine_box', True)
        self.loadIn(prefix + 'refrigerator_2.egg', 'fridge_box', True)

        self.loadIn(prefix + 'rabbit.egg', 'rabbit_box', False)
        self.loadIn(prefix + 'yuanzhuo.egg', 'yuanzhuo_box', False)
        self.loadIn(prefix + 'changzhuo_2.egg', 'changzhuo_box', False)
        self.goodmanager.GoodsIta["Frontdoor"] = Door(Vec3(342.9760, 357.22, 105.000), "Frontdoor",
                                                         prefix + 'Frontdoor.egg', 90, Door.Out)
        self.goodmanager.GoodsIta["Backdoor"] = Door(Vec3(342.9760, 1571.22, 105.000), "Backdoor",
                                                        prefix + 'Backdoor.egg', 90, Door.Out)

        '''
        Outroom
        '''
        prefix = 'res/models/Scene2/Scene2Cat/Outroom/Scene2_Ver5.0_'
        self.loadIn(prefix + 'vase_2.egg', 'vase_box', True)
        self.loadIn(prefix + 'knife.egg', 'knife_box', True)
        self.loadIn(prefix + 'jiazi_2.egg', 'jiazi_box', False)
        self.loadIn(prefix + 'rongqi.egg', 'rongqi_box', False)
        self.loadIn(prefix + 'vaccine.egg', 'vaccine_box', True)
        self.loadIn(prefix + 'lavabo_2.egg', 'lavabo_box', True)
        self.loadIn(prefix + 'mirror.egg', 'mirror_box', True)
        self.loadIn(prefix + 'furnace_2.egg', 'furnace_box', True)
        self.loadIn(prefix + 'bookshelf.egg', 'bookshelf_box', True)
        self.loadIn(prefix + 'xiaozhuozi_2.egg', 'xiaozhuozi_box', False)
        self.goodmanager.staticGoods["infireish"] = GoodsParticle("fireish", (-370, 3183, 25), 16, render,31)
        self.goodmanager.staticGoods["insteam"] = GoodsParticle("steam", (-370, 3183, 50), 5, render,30)
        self.goodmanager.GoodsIta['Scene2_book-beijuji'] = Book(prefix+'beijuji.egg','beijuji',(-350, 3183, 50))
        self.goodmanager.GoodsIta['Scene2_book-beijuji'].Node.setHpr(30, 30, 30)
        for i in range(8):
            name = "outflowers" + str(i+1)
            self.goodmanager.AddGoods(loader.loadModel(prefix + name + '.egg'),
                                      [name], name, False)
            self.goodmanager.staticGoods[name].Node.setTwoSided(True)
        self.goodmanager.staticGoods['outflowers7'].Node.hide()
        self.goodmanager.staticGoods['outflowers8'].Node.hide()
        self.mirrorShader = loader.loadShader("shaders/mirrorShader.sha")
        self.goodmanager.GoodsIta['mirror_box'].Node.setShader(self.mirrorShader)
        # self.goodmanager.GoodsIta['mirror_box'].Node.setTwoSided(True)
        self.mirror(self.goodmanager.GoodsIta['mirror_box'].Node)

        '''
        Inroom
        '''
        prefix = 'res/models/Scene2/Scene2Cat/Inroom/Scene2_Ver5.0_'
        self.loadIn(prefix + 'invase.egg', 'invase_box', True)
        self.loadIn(prefix + 'inknife.egg', 'inknife_box', True)
        self.loadIn(prefix + 'injiazi.egg', 'injiazi_box', False)
        self.loadIn(prefix + 'inlavabo.egg', 'inlavabo_box', True)
        self.loadIn(prefix + 'inrongqi.egg', 'inrongqi_box', False)
        self.loadIn(prefix + 'infurnace.egg', 'infurnace_box', True)
        self.loadIn(prefix + 'inbookshelf.egg', 'inbookshelf_box', True)
        self.loadIn(prefix + 'inxiaozhuozi.egg', 'inxiaozhuozi_box', False)
        self.goodmanager.staticGoods["fireish"] = GoodsParticle("fireish", (-370, 2870, 25), 16, render, 31)
        self.goodmanager.staticGoods["steam"] = GoodsParticle("steam", (-370, 2870, 50), 5, render, 30)
        self.goodmanager.GoodsIta['Scene2_book-xijuji'] = Book(prefix + 'inxijuji.egg', 'inxijuji', (-350, 2870, 50))
        self.goodmanager.GoodsIta['Scene2_book-xijuji'].Node.setHpr(30, 30, 30)
        for i in range(8):
            name = "inflowers" + str(i+1)
            self.goodmanager.AddGoods(loader.loadModel(prefix + name + '.egg'),
                                      [name], name, False)
            self.goodmanager.staticGoods[name].Node.hide()
            self.goodmanager.staticGoods[name].Node.setTwoSided(True)
        self.goodmanager.staticGoods['inflowers1'].Node.show()

        self.h2so4_1 = GoodsParticle("H2SO4", (-380, 2270, 136), 6, render, 32)
        self.h2so4_2 = GoodsParticle("smo", (-380, 2270, 110), 5, render, 33)
        self.h2so4_3 = GoodsParticle("surface-1",  (-365, 2270, 100), 10, render, 34)
        self.h2so4_3.particle.setScale(10, 20, 10)

        self.h2so4_4 = GoodsParticle("H2SO4", (-380, 3895.5, 136), 6, render, 32)
        self.h2so4_5 = GoodsParticle("smo", (-380, 3890, 110), 5, render, 33)
        self.h2so4_6 = GoodsParticle("surface-1", (-363, 3890, 100), 10, render, 34)
        self.h2so4_6.particle.setScale(10, 20, 10)

    def loadIn(self, path, name, b):
        self.goodmanager.AddGoods(loader.loadModel(path), [name], name, b)

    def itemCollision(self, model, name, radius):
        nodePath = NodePath(name)
        node = CollisionNode(name)
        node.addSolid(CollisionSphere(20, 0, radius, radius))
        solid = model.attachNewNode(node)
        nodePath.reparentTo(model)
        solid.show()
        base.cTrav.addCollider(solid, base.pusher)
        base.pusher.addCollider(solid, nodePath, base.drive.node())

    def initPlayer(self):
        """ loads the player and creates all the controls for him"""
        self.node = Player(self.goodmanager, self.menu, self)
        # self.enemy = Enemy(self.node)
        self.enemy = Enemylevel2(self.node)
        # self.goodmanager.GoodsIta["enemy"] = Enemy(self.node)
        # self.goodmanager.GoodsIta["enemy"].state = 1

    def pauseGame(self):
        props = WindowProperties()
        props.setCursorHidden(False)
        base.win.requestProperties(props)
        self.menu.selectDialog.hide()
        self.gameState = 'pause'
        self.node.state = 'pause'
        self.node.endTask()
        self.node.erosionFrame.hide()
        self.node.currentItemFrame.hide()
        base.accept('escape', self.escapeEvent)
        base.accept('b', self.menu.nothing)
        self.menu.pauseFrame.show()

    def escapeEvent(self):
        self.menu.pauseFrame.hide()
        self.node.state = ''
        self.node.initTask()
        self.node.erosionFrame.show()
        self.node.currentItemFrame.show()
        base.accept('escape', self.pauseGame)
        base.accept('b', self.openBag)
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

    def mirror(self,tex):
        self.mirrorBuffer = base.win.makeTextureBuffer("mirror", 512, 512)
        print 'mirrorBuffer',self.mirrorBuffer
        self.mirrorBuffer.setSort(-3)
        self.mirrorBuffer.setClearColor(LVector4(0, 0, 0, 1))
        print base.cam.node().getLens()
        self.mirrorCamera = base.makeCamera(self.mirrorBuffer)
        self.mirrorCamera.reparentTo(render)
        self.mirrorCamera.setPos((424,3080,104. ))
        self.mirrorCamera.setH(180)
        pl = self.mirrorCamera.node().getLens()
        pl.setFov(90)
        pl.setNear(100)
        self.mirrorCamera.node().setLens(pl)

        self.finalcard = self.mirrorBuffer.getTexture()
        tex.setTexture(self.finalcard,1)
        # self.UnLoadmirror()

    def UnLoadmirror(self):
        self.mirrorBuffer.getEngine().removeWindow(self.mirrorBuffer)
        self.mirrorBuffer = None
        self.mirrorCamera = None

    def makeFilterBuffer(self, srcbuffer, name, sort, prog):
        blurBuffer = base.win.makeTextureBuffer(name, 512, 512)
        blurBuffer.setSort(sort)
        blurBuffer.setClearColor(LVector4(1, 0, 0, 1))
        blurCamera = base.makeCamera2d(blurBuffer)
        blurScene = NodePath("new Scene")
        blurCamera.node().setScene(blurScene)
        shader = loader.loadShader(prog)
        card = srcbuffer.getTextureCard()
        card.reparentTo(blurScene)
        card.setShader(shader)
        return blurBuffer

    def glowFilter(self):
        glowShader = loader.loadShader("shaders/glowShader.sha")
        # dlight = DirectionalLight('dlight')
        # alight = AmbientLight('alight')
        # dlnp = render.attachNewNode(dlight)
        # alnp = render.attachNewNode(alight)
        # dlight.setColor(LVector4(0.3, 0.3, 0.3, 1))
        # alight.setColor(LVector4(0.8, 0.8, 0.8, 1))
        # dlnp.setHpr(0, -60, 0)
        # render.setLight(dlnp)
        # render.setLight(alnp)

        # create the glow buffer. This buffer renders like a normal scene,
        # except that only the glowing materials should show up nonblack.
        glowBuffer = base.win.makeTextureBuffer("Glow scene", 1024, 768)
        glowBuffer.setSort(-3)
        glowBuffer.setClearColor(LVector4(0, 0, 0, 1))

        # We have to attach a camera to the glow buffer. The glow camera
        # must have the same frustum as the main camera. As long as the aspect
        # ratios match, the rest will take care of itself.
        self.glowCamera = base.makeCamera(
            glowBuffer, lens=base.cam.node().getLens())

        # Tell the glow camera to use the glow shader
        tempnode = NodePath(PandaNode("temp node"))
        tempnode.setShader(glowShader)
        self.glowCamera.node().setInitialState(tempnode.getState())

        self.glowCamera.node().setCameraMask(BitMask32.bit(0))

        # set up the pipeline: from glow scene to blur x to blur y to main
        # window.
        blurXBuffer = self.makeFilterBuffer(
            glowBuffer, "Blur X", -2, "shaders/XBlurShader.sha")
        blurYBuffer = self.makeFilterBuffer(
            blurXBuffer, "Blur Y", -1, "shaders/YBlurShader.sha")
        self.finalcard = blurYBuffer.getTextureCard()
        self.finalcard.reparentTo(render2d)

        Attrib = ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.O_incoming_alpha,
                                       ColorBlendAttrib.O_incoming_alpha)
        self.finalcard.setAttrib(Attrib)

        base.bufferViewer.setPosition("llcorner")
        base.bufferViewer.setLayout("hline")
        base.bufferViewer.setCardSize(0.652, 0)

        base.accept("tab", self.toggleGlow)
        self.glowOn = False

    def limitGlow(self, task):
        if task.time < 5:
            return task.cont
        else:
            self.glowOn = False
            self.finalcard.reparentTo(hidden)
            # self.goodmanager.GoodsIta["box"].CloseHighLight()
        return task.done

    def toggleGlow(self):
        self.showskillpattern("eyepattern")
        if self.glowOn:
            return
        self.glowOn = True
        taskMgr.add(self.limitGlow, "limitGlow")
        if self.node.EROSION + 10 > 100:
            self.node.EROSION = 100
        else:
            self.node.EROSION += 10
        self.finalcard.reparentTo(render2d)
        # self.goodmanager.GoodsIta["box"].OpenHighLight()

    def initMania(self):
        base.accept("space", self.mania)
        self.maniaState = False

    def mania(self):
        self.showskillpattern("maniapattern")
        if not self.maniaState:
            self.node.speed *= 1.4
            self.maniaState = True
        if self.node.EROSION + 10 > 100:
            self.node.EROSION = 100
        else:
            self.node.EROSION += 10
        taskMgr.remove("fadeSpeed")
        taskMgr.add(self.fadeSpeed, "fadeSpeed")

    def fadeSpeed(self, task):
        if task.time < 10:
            return task.cont
        else:
            self.node.speed /= 1.4
            self.maniaState = False
        return task.done

    def setupskillpattern(self):
        self.eyepattern = OnscreenImage(image="res/skill_icon/eye-white.png", pos=(-1.2, 1, -0.8))
        self.eyepattern.setTransparency(TransparencyAttrib.MAlpha)
        self.eyepattern.setScale(0.1)
        self.eyepattern.setSa(0.8)
        self.eyepattern.hide()
        self.maniapattern = OnscreenImage(image="res/skill_icon/mania-white.png", pos=(-1.2 + 0.3, 1, -0.8))
        self.maniapattern.setTransparency(TransparencyAttrib.MAlpha)
        self.maniapattern.setScale(0.1)
        self.maniapattern.setSa(0.8)
        self.maniapattern.hide()
        self.screen_patternArray = {}
        self.screen_patternArray["eyepattern"] = [self.eyepattern, False, 5.0, 5.0]
        self.screen_patternArray["maniapattern"] = [self.maniapattern, False, 10.0, 10.]
        self.patterntask = False
        self.patterntaskpretime = 0
        # self.mouseIconNormal.setSa(0.5)

    def showskillpattern(self, patternname):
        self.screen_patternArray[patternname][2] = self.screen_patternArray[patternname][3]
        self.screen_patternArray[patternname][1] = True
        self.screen_patternArray[patternname][0].show()
        if self.patterntask == False:
            taskMgr.add(self.showskillpatterntask, "showskillpatterntask")
            self.patterntask = True

    def showskillpatterntask(self, task):
        num = 0
        for key in self.screen_patternArray:
            if self.screen_patternArray[key][1] == True:
                self.screen_patternArray[key][2] -= globalClock.getDt()
                if self.screen_patternArray[key][2] < 5.:
                    if sin(self.screen_patternArray[key][2] * pi * 5) > 0:
                        self.screen_patternArray[key][0].setSa(0)
                    else:
                        self.screen_patternArray[key][0].setSa(0.8)

                self.screen_patternArray[key][0].setPos(-1.2 + num * 0.3, 1, -0.8)
                if self.screen_patternArray[key][2] < 0:
                    self.screen_patternArray[key][1] = False
                    self.screen_patternArray[key][0].hide()
                    self.screen_patternArray[key][0].setSa(0.8)
                num += 1
        if num > 0:
            return task.cont
        self.patterntask = False
        return

    def setLight(self):
        render.setLightOff()
        alight=AmbientLight('alight')
        alnp=render.attachNewNode(alight)
        alight.setColor(VBase4(0.3,0.3,0.3,1))
        render.setLight(alnp)

        # myFog = Fog("Fog Name")
        # myFog.setColor(0.2,0.5, 0.1)
        # myFog.setExpDensity(0.5)
        # render.setFog(myFog)

        self.lightpivot1 = render.attachNewNode("lightpivot1")
        self.lightpivot1.setPos(-124, 947, 50)
        self.plight1=PointLight('plight1')
        self.plight1.setColor(VBase4(1, 0.5, 0, 1))
        self.temp=LVector3(0.6, 0.08, 0)
        self.plight1.setAttenuation(self.temp)
        plnp1=self.lightpivot1.attachNewNode(self.plight1)
        plnp1.setPos(0,0,50)
        render.setLight(plnp1)

        self.lightpivot2 = render.attachNewNode("lightpivot2")
        self.lightpivot2.setPos(0, 0, 50)
        self.plight2 = PointLight('plight2')
        self.plight2.setColor(VBase4(1, 0.5, 0, 1))
        self.temp = LVector3(0.6, 0.08, 0)
        self.plight2.setAttenuation(self.temp)
        plnp2 = self.lightpivot2.attachNewNode(self.plight2)
        plnp2.setPos(-200, 0, 50)
        render.setLight(plnp2)

        self.lightpivot3 = render.attachNewNode("lightpivot3")
        self.lightpivot3.setPos(52, 2491, 50)
        self.plight3 = PointLight('plight3')
        self.plight3.setColor(VBase4(1, 0.5, 0, 1))
        self.temp = LVector3(0.6, 0.08, 0)
        self.plight3.setAttenuation(self.temp)
        plnp3 = self.lightpivot3.attachNewNode(self.plight3)
        plnp3.setPos(-200, 0, 50)
        render.setLight(plnp3)

        slight = Spotlight('slight')
        slight.setColor(VBase4(0.1, 0.5, 0.1, 1))
        #slight.setAttenuation(LVector3(0.5,0.08,0))
        lens = PerspectiveLens()
        lens.setFov(10)
        slight.setLens(lens)
        slnp = render.attachNewNode(slight)
        slnp.setPos(-811, 3, 0)
        slnp.lookAt(415,10,0)
        # slnp.setPos(0,0,0)
        # slnp.lookAt(0,0,50)
        render.setLight(slnp)
Exemple #4
0
class Game(object):
    def __init__(self, m):
        """
        :param m: Menu
        """
        self.levelName = "tutorial"
        self.gameState = ''
        m.game = self
        self.menu = m
        self.initCollision()
        self.loadScene()
        self.initPlayer()
        base.accept("escape", self.pauseGame)
        base.disableMouse()
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

        self.mutableMap = {}
        self.glowFilter()
        self.initMania()
        self.finalcard.reparentTo(hidden)
        self.initBag()
        self.menu.loadState = True
        # self.menu.passFrame.show()
        # self.node.erosionFrame.show()
        # self.node.currentItemFrame.show()
        # taskMgr.add(self.waitOne, "waitOne")
        self.maniaSound = loader.loadSfx("res/sounds/Darkness3.mp3")
        self.setupskillpattern()
        self.SetLight()
        if not self.menu.skipUseless:
            self.initVideo()
            self.attachControls()
            self.IgnoreControls()

    def IgnoreControls(self):
        for name in self.keyEven:
            base.ignore(name)
        print base.getAllAccepting()

    def attachControls(self):
        self.keyEven = ["tab", 'escape', 'b', 'space']
        base.accept('b', self.openBag)
        base.accept("tab", self.toggleGlow)
        base.accept("escape", self.pauseGame)
        base.accept('space', self.mania)

    def initVideo(self):
        self.node.endTask()
        media_file = "res/videos/begining.avi"
        self.tex = MovieTexture("preVideo")
        success = self.tex.read(media_file)
        assert success, "Failed to load video!"

        cm = CardMaker("preVideo Card")
        # cm.setFrameFullscreenQuad()
        # cm.setFrame(-1.3, 1.3, -1, 1)
        cm.setFrame(-1.2, 1.2, -.95, .95)

        # Tell the CardMaker to create texture coordinates that take into
        # account the padding region of the texture.
        cm.setUvRange(self.tex)
        self.card = NodePath(cm.generate())
        self.card.reparentTo(base.render2d)
        self.card.setTexture(self.tex)
        self.videoSound = loader.loadSfx(media_file)
        self.tex.synchronizeTo(self.videoSound)
        self.videoSound.play()

        taskMgr.add(self.playVideo, 'playGameVideo')

    def playVideo(self, task):
        if self.videoSound.status() != AudioSound.PLAYING:
            self.videoSound.stop()
            self.menu.soundMgr.setMusicVolume(0)
            self.menu.musicVolume = 0
            self.card.hide()
            # self.menu.soundMgr.playMusic('bgm1.mp3')
            self.menu.passFrame.show()
            self.node.erosionFrame.show()
            self.node.currentItemFrame.show()
            taskMgr.add(self.waitOne, "waitOne")
            self.attachControls()
            self.node.initTask()
            return task.done
        return task.cont

    def waitOne(self, task):
        if task.time < 2:
            self.menu.passFrame['frameColor'] = (0, 0, 0, 1 - task.time)
            return task.cont
        self.menu.passFrame['frameColor'] = (0, 0, 0, 0)
        self.menu.passFrame.hide()
        self.beginPlot()
        return task.done

    def beginPlot(self):
        self.menu.tutorialDialog.show()
        props = WindowProperties()
        props.setCursorHidden(False)
        base.win.requestProperties(props)
        self.node.endTask()
        self.nextPlot(0)

    def nextPlot(self, index):
        if index == 1 or index == 0:
            self.menu.nextButton['text'] = self.node.mission.plotText[0][index]
            self.menu.nextButton['command'] = self.nextPlot
            self.menu.nextButton['extraArgs'] = [index + 1]
        elif index == 2:
            self.menu.ocanioButton['text'] = self.node.mission.plotText[0][
                index]
            self.menu.ocanioButton['command'] = self.nextPlot
            self.menu.ocanioButton['extraArgs'] = [index + 1]
            self.menu.tutorialDialog.hide()
            self.menu.ocanioDialog.show()
        elif index == 3:
            self.menu.nextButton['text'] = self.node.mission.plotText[0][index]
            self.menu.nextButton['command'] = self.node.mission.hideTutorial
            self.menu.nextButton['extraArgs'] = []
            self.menu.tutorialDialog.show()
            self.menu.ocanioDialog.hide()

    def initBag(self):
        self.bagState = True
        self.bagText = ""
        self.node.bag = Bag(self.node)
        base.accept("b", self.openBag)

    def openBag(self):
        # print 'b'
        if self.bagState:
            self.node.bag.bagframe.show()
            self.node.bag.showdisplay.setActive(True)
            self.node.bag.textObject.setText(self.bagText)
            self.bagState = not self.bagState
            props = WindowProperties()
            props.setCursorHidden(False)
            base.win.requestProperties(props)
            self.menu.selectDialog.hide()
            self.gameState = 'pause'
            self.node.state = 'pause'
            self.node.endTask()
            base.accept('escape', self.openBag)
        else:
            self.node.bag.bagframe.hide()
            self.node.bag.showdisplay.setActive(False)
            self.bagText = self.node.bag.textObject.getText()
            self.node.bag.textObject.setText("")
            self.node.bag.textObject.setWordwrap(0)
            self.bagState = not self.bagState
            props = WindowProperties()
            props.setCursorHidden(True)
            base.win.requestProperties(props)
            self.gameState = ''
            self.node.state = ''
            self.node.initTask()
            base.accept('escape', self.pauseGame)
            # threading.currentThread().join('gameThread')

    def initCollision(self):
        """ create the collision system """
        base.cTrav = CollisionTraverser()
        base.pusher = CollisionHandlerPusher()
        base.cTrav.setRespectPrevTransform(True)

    def loadScene(self):
        """ load the self.sceneModel 
            must have
            <Group> *something* { 
              <Collide> { Polyset keep descend } 
            in the egg file
        """
        self.goodmanager = GoodsManager()
        # AddGoods(self,Node,CollisionName,Name,Interactive)

        # self.goodmanager.AddGoods(loader.loadModel('res/models/Scene3/Scene3_Ver3.0.egg'), ["Wall1", "Wall2", "floor"],
        # #                           "wall", False)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver7.0_wall.egg'),
            ["Wall1", "Wall2", "floor"], "wall", False)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_bed_2.egg'),
            ["bed_box"], "bed_box", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_bookshelf.egg'),
            ["bookshelf_box"], "bookshelf_box", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_box.egg'), ["box"],
            "box", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_light.egg'), ["light"],
            "light", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_chair1.egg'),
            ["chair1"], "chair1", False)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_chair2.egg'),
            ["chair2"], "chair2", False)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_chair3.egg'),
            ["chair3"], "chair3", False)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_chair4.egg'),
            ["chair4"], "chair4", False)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_desk2.egg'), ["desk2"],
            "desk2", False)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_desk3.egg'),
            ["desk3_2"], "desk3_2", False)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_matong.egg'),
            ["matong_box3"], "matong_box3", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_xishoupen.egg'),
            ["xishoupen"], "xishoupen", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Ver6.0_yaoshui.egg'),
            ["yaoshui"], "yaoshui", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_Exit.egg'), ["Scene1_Exit"],
            "Scene1_Exit", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_wallword_1.egg'),
            ["Scene1_wallword_1"], "Scene1_wallword_1", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_wallword_2.egg'),
            ["Scene1_wallword_2"], "Scene1_wallword_2", True)
        self.goodmanager.AddGoods(
            loader.loadModel('res/models/Scene1_MusicBox.egg'), ["MusicBox"],
            "MusicBox", True)
        self.goodmanager.GoodsIta["toilet_door"] = Door(
            Vec3(305, -762.5, 100), "toilet_door",
            'res/models/Scene1_Ver6.0_toilet_door.egg', 0, Door.In)
        self.goodmanager.GoodsIta["yaoshui"].Node.setPos(0, -350, 0)
        self.goodmanager.GoodsIta['MusicBox'].Node.setPos(400, 200, 90)
        self.goodmanager.GoodsIta['MusicBox'].Node.setHpr(-90, 0, 0)
        self.goodmanager.GoodsIta['MusicBox'].Node.setScale(1.5)

    def itemCollision(self, model, name, radius):
        nodePath = NodePath(name)
        node = CollisionNode(name)
        node.addSolid(CollisionSphere(20, 0, radius, radius))
        solid = model.attachNewNode(node)
        nodePath.reparentTo(model)
        solid.show()
        base.cTrav.addCollider(solid, base.pusher)
        base.pusher.addCollider(solid, nodePath, base.drive.node())

    def initPlayer(self):
        """ loads the player and creates all the controls for him"""
        self.node = Player(self.goodmanager, self.menu, self)
        # self.enemy = Enemy(self.node)
        self.goodmanager.GoodsIta["enemy"] = Enemy(self.node)
        self.goodmanager.GoodsIta["enemy"].state = 1

    def pauseGame(self):
        props = WindowProperties()
        props.setCursorHidden(False)
        base.win.requestProperties(props)
        self.menu.selectDialog.hide()
        self.gameState = 'pause'
        self.node.state = 'pause'
        self.node.endTask()
        self.node.erosionFrame.hide()
        self.node.currentItemFrame.hide()
        base.accept('escape', self.escapeEvent)
        base.accept('b', self.menu.nothing)
        self.menu.pauseFrame.show()

    def escapeEvent(self):
        self.menu.pauseFrame.hide()
        self.node.state = ''
        self.node.initTask()
        self.node.erosionFrame.show()
        self.node.currentItemFrame.show()
        base.accept('escape', self.pauseGame)
        base.accept('b', self.openBag)
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

    def SetLight(self):
        render.setLightOff()
        alight = AmbientLight('alight')
        alnp = render.attachNewNode(alight)
        alight.setColor(LVector4(0.1, 0.1, 0.1, 1))
        #render.setLight(alnp)
        plight = PointLight('plight')
        plight.setColor(VBase4(3, 3, 3, 1))
        plight.setAttenuation(Point3(0.1, 0.1, 0))
        plnp = render.attachNewNode(plight)
        plnp.setPos(0, 0, 200)
        render.setLight(plnp)
        plight = PointLight('plight')
        plight.setColor(VBase4(1, 1, 1, 1))
        plight.setAttenuation(Point3(0.10, 0.1, 0))
        plnp = render.attachNewNode(plight)
        plnp.setPos(333, -900, 217)
        render.setLight(plnp)
        plight = PointLight('plight')
        plight.setColor(VBase4(1, 1, 1, 1))
        plight.setAttenuation(Point3(0.10, 0.1, 0))
        plnp = render.attachNewNode(plight)
        plnp.setPos((-438.104, 377.736, 400))
        render.setLight(plnp)

    def makeFilterBuffer(self, srcbuffer, name, sort, prog):
        blurBuffer = base.win.makeTextureBuffer(name, 512, 512)
        blurBuffer.setSort(sort)
        blurBuffer.setClearColor(LVector4(1, 0, 0, 1))
        blurCamera = base.makeCamera2d(blurBuffer)
        blurScene = NodePath("new Scene")
        blurCamera.node().setScene(blurScene)
        shader = loader.loadShader(prog)
        card = srcbuffer.getTextureCard()
        card.reparentTo(blurScene)
        card.setShader(shader)
        return blurBuffer

    def glowFilter(self):
        glowShader = loader.loadShader("shaders/glowShader.sha")
        # dlight = DirectionalLight('dlight')
        # alight = AmbientLight('alight')
        # dlnp = render.attachNewNode(dlight)
        # alnp = render.attachNewNode(alight)
        # dlight.setColor(LVector4(0.3, 0.3, 0.3, 1))
        # alight.setColor(LVector4(0.8, 0.8, 0.8, 1))
        # dlnp.setHpr(0, -60, 0)
        # render.setLight(dlnp)
        # render.setLight(alnp)

        # create the glow buffer. This buffer renders like a normal scene,
        # except that only the glowing materials should show up nonblack.
        glowBuffer = base.win.makeTextureBuffer("Glow scene", 1024, 768)
        glowBuffer.setSort(-3)
        glowBuffer.setClearColor(LVector4(0, 0, 0, 1))

        # We have to attach a camera to the glow buffer. The glow camera
        # must have the same frustum as the main camera. As long as the aspect
        # ratios match, the rest will take care of itself.
        self.glowCamera = base.makeCamera(glowBuffer,
                                          lens=base.cam.node().getLens())

        # Tell the glow camera to use the glow shader
        tempnode = NodePath(PandaNode("temp node"))
        tempnode.setShader(glowShader)
        self.glowCamera.node().setInitialState(tempnode.getState())

        self.glowCamera.node().setCameraMask(BitMask32.bit(0))

        # set up the pipeline: from glow scene to blur x to blur y to main
        # window.
        blurXBuffer = self.makeFilterBuffer(glowBuffer, "Blur X", -2,
                                            "shaders/XBlurShader.sha")
        blurYBuffer = self.makeFilterBuffer(blurXBuffer, "Blur Y", -1,
                                            "shaders/YBlurShader.sha")
        self.finalcard = blurYBuffer.getTextureCard()
        self.finalcard.reparentTo(render2d)

        Attrib = ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                                       ColorBlendAttrib.O_incoming_alpha,
                                       ColorBlendAttrib.O_incoming_alpha)
        self.finalcard.setAttrib(Attrib)

        base.bufferViewer.setPosition("llcorner")
        base.bufferViewer.setLayout("hline")
        base.bufferViewer.setCardSize(0.652, 0)

        base.accept("tab", self.toggleGlow)
        self.glowOn = False

    def limitGlow(self, task):
        if task.time < 5:
            return task.cont
        else:
            self.glowOn = False
            self.finalcard.reparentTo(hidden)
            self.goodmanager.GoodsIta["box"].CloseHighLight()
            self.goodmanager.GoodsIta["yaoshui"].CloseHighLight()
            self.goodmanager.GoodsIta["MusicBox"].CloseHighLight()
            self.goodmanager.GoodsIta["matong_box3"].CloseHighLight()
            self.goodmanager.GoodsIta["Scene1_Exit"].CloseHighLight()
            self.goodmanager.GoodsIta["Scene1_wallword_1"].CloseHighLight()
            self.goodmanager.GoodsIta["Scene1_wallword_2"].CloseHighLight()
            self.goodmanager.GoodsIta["enemy"].CloseHighLight()
            self.goodmanager.GoodsIta["xishoupen"].CloseHighLight()
        return task.done

    def toggleGlow(self):
        self.showskillpattern("eyepattern")
        if self.glowOn:
            return
        self.glowOn = True
        taskMgr.add(self.limitGlow, "limitGlow")
        if self.node.EROSION + 10 > 100:
            self.node.EROSION = 100
        else:
            self.node.EROSION += 10

        self.toggleGlowSound = loader.loadSfx("res/sounds/Raise3.mp3")
        self.toggleGlowSound.play()
        self.finalcard.reparentTo(render2d)
        self.goodmanager.GoodsIta["box"].OpenHighLight()
        self.goodmanager.GoodsIta["yaoshui"].OpenHighLight()
        self.goodmanager.GoodsIta["MusicBox"].OpenHighLight()
        self.goodmanager.GoodsIta["matong_box3"].OpenHighLight()
        self.goodmanager.GoodsIta["Scene1_Exit"].OpenHighLight()
        self.goodmanager.GoodsIta["Scene1_wallword_1"].OpenHighLight()
        self.goodmanager.GoodsIta["Scene1_wallword_2"].OpenHighLight()
        self.goodmanager.GoodsIta["enemy"].OpenHighLight()
        self.goodmanager.GoodsIta["xishoupen"].OpenHighLight()
        # if not self.glowOn:
        #     self.finalcard.reparentTo(hidden)
        #     self.goodmanager.GoodsIta["box"].CloseHighLight()
        #     self.goodmanager.GoodsIta["yaoshui"].CloseHighLight()
        #     self.goodmanager.GoodsIta["MusicBox"].CloseHighLight()
        #     self.goodmanager.GoodsIta["matong_box3"].CloseHighLight()
        #     self.goodmanager.GoodsIta["Scene1_Exit"].CloseHighLight()
        #     self.goodmanager.GoodsIta["Scene1_wallword_1"].CloseHighLight()
        #     self.goodmanager.GoodsIta["Scene1_wallword_2"].CloseHighLight()
        #     self.goodmanager.GoodsIta["enemy"].CloseHighLight()
        #     self.goodmanager.GoodsIta["xishoupen"].CloseHighLight()
        # else:
        #     self.finalcard.reparentTo(render2d)
        #     self.goodmanager.GoodsIta["box"].OpenHighLight()
        #     self.goodmanager.GoodsIta["yaoshui"].OpenHighLight()
        #     self.goodmanager.GoodsIta["MusicBox"].OpenHighLight()
        #     self.goodmanager.GoodsIta["matong_box3"].OpenHighLight()
        #     self.goodmanager.GoodsIta["Scene1_Exit"].OpenHighLight()
        #     self.goodmanager.GoodsIta["Scene1_wallword_1"].OpenHighLight()
        #     self.goodmanager.GoodsIta["Scene1_wallword_2"].OpenHighLight()
        #     self.goodmanager.GoodsIta["enemy"].OpenHighLight()
        #     self.goodmanager.GoodsIta["xishoupen"].OpenHighLight()
        #     self.node.EROSION += 10
        #     #print self.goodmanager.staticGoods['wall'].Node
        #
        # self.glowOn = not (self.glowOn)

    def initMania(self):
        base.accept("space", self.mania)
        self.maniaState = False

    def mania(self):
        self.showskillpattern("maniapattern")
        if not self.maniaState:
            self.node.speed *= 1.4
            self.maniaState = True
        if self.node.EROSION + 10 > 100:
            self.node.EROSION = 100
        else:
            self.node.EROSION += 10
        taskMgr.remove("fadeSpeed")
        taskMgr.add(self.fadeSpeed, "fadeSpeed")

    def fadeSpeed(self, task):
        if task.time < 10:
            return task.cont
        else:
            self.node.speed /= 1.4
            self.maniaState = False
        return task.done

    def setupskillpattern(self):
        self.eyepattern = OnscreenImage(image="res/skill_icon/eye-white.png",
                                        pos=(-1.2, 1, -0.8))
        self.eyepattern.setTransparency(TransparencyAttrib.MAlpha)
        self.eyepattern.setScale(0.1)
        self.eyepattern.setSa(0.8)
        self.eyepattern.hide()
        self.maniapattern = OnscreenImage(
            image="res/skill_icon/mania-white.png", pos=(-1.2 + 0.3, 1, -0.8))
        self.maniapattern.setTransparency(TransparencyAttrib.MAlpha)
        self.maniapattern.setScale(0.1)
        self.maniapattern.setSa(0.8)
        self.maniapattern.hide()
        self.screen_patternArray = {}
        self.screen_patternArray["eyepattern"] = [self.eyepattern, False, 5.0]
        self.screen_patternArray["maniapattern"] = [
            self.maniapattern, False, 5.0
        ]
        self.patterntask = False

    def showskillpattern(self, patternname):
        self.screen_patternArray[patternname][2] = 10.
        self.screen_patternArray[patternname][1] = True
        self.screen_patternArray[patternname][0].show()
        if self.patterntask == False:
            taskMgr.add(self.showskillpatterntask, "showskillpatterntask")

    def showskillpatterntask(self, task):
        num = 0
        for key in self.screen_patternArray:
            if self.screen_patternArray[key][1] == True:
                self.screen_patternArray[key][2] -= globalClock.getDt()
                if self.screen_patternArray[key][2] < 5.:
                    if sin(self.screen_patternArray[key][2] * pi * 5) > 0:
                        self.screen_patternArray[key][0].setSa(0)
                    else:
                        self.screen_patternArray[key][0].setSa(0.8)

                self.screen_patternArray[key][0].setPos(
                    -1.2 + num * 0.3, 1, -0.8)
                if self.screen_patternArray[key][2] < 0:
                    self.screen_patternArray[key][1] = False
                    self.screen_patternArray[key][0].hide()
                    self.screen_patternArray[key][0].setSa(0.8)
                num += 1
        if num > 0:
            return task.cont
        self.patterntask = False
        return
Exemple #5
0
class Player(object):
    """
        Player is the main actor in the fps game
    """
    HP = 100
    EROSION = 0
    updateTime = 0
    speed = 10
    FORWARD = Vec3(0, 2, 0)
    BACK = Vec3(0, -1, 0)
    LEFT = Vec3(-1, 0, 0)
    RIGHT = Vec3(1, 0, 0)
    STOP = Vec3(0)
    walk = STOP
    strafe = STOP
    readyToJump = False
    jump = 0
    state = ''
    cameraState = 1
    visionState = 0
    RightButton = 0
    LeftButton = 0
    goodmanager = None
    isInteractive = False
    SLOW = 1
    End = 0
    Begin = 1
    TaskState = End

    def __init__(self, goodmanager, m, g):
        """ inits the player """
        # 6/17
        self.walksound = loader.loadSfx("res/sounds/footstep.mp3")
        self.goodmanager = goodmanager
        self.menu = m
        self.game = g
        self.loadModel()
        self.setUpCamera()
        self.setMouseIcon()
        self.createCollisions()
        self.attachControls()
        self.initSkill()
        self.shoot = Shoot()
        # init mouse update task
        self.initSave()
        self.initTask()
        self.initMission()

    def initMission(self):
        if self.game.levelName == "tutorial":
            self.mission = Mission(self, self.menu)
        elif self.game.levelName == "levelTwo":
            self.mission = MissionTwo(self, self.menu)
        elif self.game.levelName == "levelThree":
            self.mission = MissionThree(self, self.menu)

    def initSave(self):
        self.erosionFrame = DirectFrame(frameColor=(0, 0, 0, 0),
                                        frameSize=(-1, 1, -1, 1),
                                        pos=(-1.2, 0, 0))
        self.erosionFrame.hide()
        self.erosionFrame.setScale(.02, 1, .4)
        self.background = OnscreenImage('res/erosion_bar.png',
                                        pos=(0, 0, 0),
                                        scale=(1, 1, 1))
        self.background.setTransparency(TransparencyAttrib.MAlpha)
        self.background.reparentTo(self.erosionFrame)
        # self.erosionBar = DirectWaitBar(value=self.EROSION, pos=(0, 0, 0), barTexture='res/erosion_value.png',
        #                                 relief=None)
        # self.erosionBar.setHpr(0, 0, -90)
        # self.erosionBar.setScale(0.98, 1, 10)
        # self.erosionBar.hide()
        # self.erosionBar.reparentTo(self.erosionFrame)
        self.erosionBar = OnscreenImage('res/erosion_value.png',
                                        pos=(0, 0, 0),
                                        scale=(1, 1, 1))
        self.erosionBar.setScale(1)
        self.erosionBar.setTransparency(TransparencyAttrib.MAlpha)
        self.erosionBar.reparentTo(self.erosionFrame)

        self.currentItemFrame = DirectFrame(
            frameColor=(0, 0, 0, 0),
            frameSize=(-2, 2, -2, 2),
            pos=(-1.2, 0, .8),
            image='res/models/items/injection.png',
            scale=(.1))
        self.currentItemFrame.setTransparency(TransparencyAttrib.MAlpha)
        self.currentItemFrame.hide()
        # self.currentItemFrame.show()

    def initTask(self):
        if self.TaskState == self.Begin: return
        self.TaskState = self.Begin
        self.state = ''
        self.game.gameState = ''
        self.mouseIconNormal.show()
        taskMgr.add(self.mouseUpdate, "mouse-task")
        taskMgr.add(self.moveUpdate, "move-task")
        taskMgr.add(self.jumpUpdate, 'jump-task')
        taskMgr.add(self.erosionUpdate, "erosion-task")

    def endTask(self):
        if self.TaskState == self.End: return
        self.TaskState = self.End
        self.state = 'pause'
        self.mouseIconWatch.hide()
        self.mouseIconNormal.hide()
        taskMgr.remove('mouse-task')
        taskMgr.remove('move-task')
        taskMgr.remove('jump-task')
        taskMgr.remove('erosion-task')
        # reset update time
        self.updateTime = 5

    def loadModel(self):
        """ make the nodepath for player """
        # self.playerModel = Actor("res/models/ralph", {"run": "res/models/ralph-run", "walk": "res/models/ralph-walk"})
        self.playerModel = Actor("res/models/hitman-model5", {
            "walk": "res/models/hitman-walk5",
            "stand": "res/models/hitman-stand"
        })
        # self.playerModel = Actor("res/models/hitman2-model", {"walk": "res/models/hitman2-walk", "stand":"res/models/hitman-stand"})
        self.playerModel.setH(180)
        self.playerModel.setZ(0)
        self.playerModel.setScale(1.1)
        # self.playerModel.hide()
        self.node = NodePath("player")
        self.node.reparentTo(render)
        self.playerModel.reparentTo(self.node)
        # self.node.setPos(0, 0, 10)
        self.node.setPos(-250, 265, 0)
        self.node.setHpr(150, 0, 0)
        self.node.setScale(20)
        self.node.hide(BitMask32.bit(0))
        self.node.hide(BitMask32.bit(1))

    def setMouseIcon(self):
        self.mouseIconNormal = OnscreenImage(image="res/mouse/mouse1.png",
                                             pos=(0, 1.1, 0))
        self.mouseIconNormal.setTransparency(TransparencyAttrib.MAlpha)
        self.mouseIconNormal.setScale(0.02)
        self.mouseIconNormal.setLightOff()
        self.mouseIconNormal.setSa(0.5)
        self.mouseIconWatch = OnscreenImage(image="res/mouse/mouse2.png",
                                            pos=(0, 1.1, 0))
        self.mouseIconWatch.setTransparency(TransparencyAttrib.MAlpha)
        self.mouseIconWatch.setScale(0.05)
        self.mouseIconWatch.setSa(0.5)
        self.mouseIconWatch.setLightOff()
        self.mouseIconNormal.reparentTo(base.camera)
        self.mouseIconWatch.reparentTo(base.camera)
        self.mouseIconWatch.hide()

    def SetMouseModeNormal(self, mode):
        if mode == 'Watch':
            self.mouseIconWatch.show()
            self.mouseIconNormal.hide()
        elif mode == 'Normal':
            self.mouseIconNormal.show()
            self.mouseIconWatch.hide()

    def setUpCamera(self):
        """ puts camera at the players node """
        pl = base.cam.node().getLens()
        pl.setFov(70)
        base.cam.node().setLens(pl)
        base.camera.reparentTo(self.node)
        base.cam.node().setCameraMask(BitMask32.bit(3))
        self.oldcameraState = 0
        self.cameranewPos = None
        self.cameranewH = None
        self.changeCamera()

    # 6/17
    def createCollisions(self):
        """ create a collision solid and ray for the player """
        cn = CollisionNode('PlayerCollideNode')
        cn.addSolid(CollisionSphere(0, 0, 4, 1))
        solid = self.node.attachNewNode(cn)
        solid.setScale(1, 1, 1)
        solid.setPos(0, 0, 0)
        # solid.show()
        base.cTrav.addCollider(solid, base.pusher)
        base.pusher.addCollider(solid, self.node, base.drive.node())
        # init players floor collisions
        ray = CollisionRay()
        ray.setOrigin(0, 0, 3)
        ray.setDirection(0, 0, -1)
        cn = CollisionNode('playerRay')
        cn.addSolid(ray)
        cn.setFromCollideMask(BitMask32.bit(0))
        cn.setIntoCollideMask(BitMask32.allOff())
        solid = self.node.attachNewNode(cn)
        # solid.show()
        base.cTrav.setRespectPrevTransform(True)
        self.nodeGroundHandler = CollisionHandlerQueue()
        base.cTrav.addCollider(solid, self.nodeGroundHandler)
        # init players Forward Ray
        ForwardSegment = CollisionSegment(0, 2, 0, 0, 20, 0)
        cn = CollisionNode('playerForwardSegment')
        cn.addSolid(ForwardSegment)
        cn.setFromCollideMask(BitMask32.bit(0))
        cn.setIntoCollideMask(BitMask32.allOff())
        solid = base.camera.attachNewNode(cn)
        # solid.show()
        base.cTrav.addCollider(solid, self.nodeGroundHandler)
        # repair cross wall
        ForwardSegment = CollisionSegment(0, -4, 3, 0, 4, 3)
        cn = CollisionNode('PlayerMoveForwardSegment')
        cn.addSolid(ForwardSegment)
        cn.setFromCollideMask(BitMask32.bit(0))
        cn.setIntoCollideMask(BitMask32.allOff())
        solid = self.node.attachNewNode(cn)
        # solid.show()
        base.cTrav.addCollider(solid, self.nodeGroundHandler)
        # init play Right Ray
        ForwardSegment = CollisionSegment(-2, 0, 3, 2, 0, 3)
        cn = CollisionNode('PlayerMoveRightSegment')
        cn.addSolid(ForwardSegment)
        cn.setFromCollideMask(BitMask32.bit(0))
        cn.setIntoCollideMask(BitMask32.allOff())
        solid = self.node.attachNewNode(cn)
        # solid.show()
        base.cTrav.addCollider(solid, self.nodeGroundHandler)

    def attachControls(self):
        """ attach key events """
        # base.accept("space", self.__setattr__, ["readyToJump", True])
        # base.accept("space-up", self.__setattr__, ["readyToJump", False])
        self.keyEven = [
            "s", "s-up", "w", "w-up", "a", "d", "a-up", "d-up", "c", "o",
            "mouse3", "mouse3-up", "mouse1", "mouse1-up"
        ]
        base.accept("s", self.__setattr__, ["walk", self.STOP])
        base.accept("w", self.__setattr__, ["walk", self.FORWARD])
        base.accept("s", self.__setattr__, ["walk", self.BACK])
        base.accept("s-up", self.__setattr__, ["walk", self.STOP])
        base.accept("w-up", self.__setattr__, ["walk", self.STOP])
        base.accept("a", self.__setattr__, ["strafe", self.LEFT])
        base.accept("d", self.__setattr__, ["strafe", self.RIGHT])
        base.accept("a-up", self.__setattr__, ["strafe", self.STOP])
        base.accept("d-up", self.__setattr__, ["strafe", self.STOP])
        base.accept("c", self.changeCamera)
        base.accept("o", self.doubleVision)
        base.accept("mouse3", self.__setattr__, ["RightButton", 1])
        base.accept("mouse3-up", self.__setattr__, ["RightButton", 0])
        base.accept("mouse1", self.__setattr__, ["LeftButton", 1])
        base.accept("mouse1-up", self.__setattr__, ["LeftButton", 0])

    def IgnoreControls(self):
        for name in self.keyEven:
            base.ignore(name)
        print base.getAllAccepting()

    def initSkill(self):
        self.tex = Texture()
        self.tex.setMinfilter(Texture.FTLinear)
        base.win.addRenderTexture(self.tex,
                                  GraphicsOutput.RTMTriggeredCopyTexture)
        self.tex.setClearColor((0, 0, 0, 1))
        self.tex.clearImage()

        # Create another 2D camera. Tell it to render before the main camera.
        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)

        self.bcard = base.win.getTextureCard()
        self.bcard.reparentTo(base.render2d)
        self.bcard.setTransparency(1)
        self.fcard = base.win.getTextureCard()
        self.fcard.reparentTo(base.render2d)
        self.fcard.setTransparency(1)

        # Add the task that initiates the screenshots.
        taskMgr.add(self.takeSnapShot, "takeSnapShot")

        if base.win.getGsg().getCopyTextureInverted():
            # print("Copy texture is inverted.")
            self.bcard.setScale(1, 1, -1)
            self.fcard.setScale(1, 1, -1)

        self.bcard.hide()
        self.fcard.hide()
        self.nextclick = 0
        self.clickrate = 10000

    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

    def doubleVision(self):
        self.visionState = 1 - self.visionState
        if self.visionState == 1:
            self.bcard.show()
            self.bcard.setColor(1, 1, 1, 0.60)
            self.bcard.setScale(1.0)
            self.bcard.setPos(-0.05, 0, 0)
            self.bcard.setR(0)
            self.fcard.show()
            self.fcard.setColor(1, 1, 1, 0.60)
            self.fcard.setScale(1.0)
            self.fcard.setPos(0.05, 0, 0)
            self.fcard.setR(0)
            self.clickrate = 10000
            self.nextclick = 0
        else:
            self.bcard.hide()
            self.fcard.hide()

    def changeCamera(self):
        if self.cameraState == 1:
            self.cameraState = 0
        else:
            self.cameraState = 1
        self.setCamera()

    def setCamera(self):
        self.cameraoldPos = base.camera.getPos()
        self.cameraoldNear = base.cam.node().getLens().getNear()
        if self.cameraState == 0:
            self.cameranewPos = Vec3(0, -5, 10)
            pl = base.cam.node().getLens()
            self.cameranewNear = 1
            base.cam.node().setLens(pl)
        elif self.cameraState == 1:
            self.cameranewPos = Vec3(0, -1, 8)
            self.cameranewNear = 1
            # self.playerModel.hide()
            self.playerModel.hide(BitMask32.bit(3))
        elif self.cameraState == 2:
            self.cameranewPos = Vec3(0, -1.5, 8)
            self.cameranewNear = 1
        taskMgr.add(self.updatecamera, "updatecamera")

    def updatecamera(self, task):
        if task.time < 0.2:
            camera.setPos(
                (self.cameraoldPos * (0.2 - task.time) + self.cameranewPos *
                 (task.time)) / 0.2)
            return task.cont
        if self.cameraState == 1:
            self.playerModel.hide(BitMask32.bit(3))
        else:
            self.playerModel.show(BitMask32.bit(3))
        pl = base.cam.node().getLens()
        pl.setNear(self.cameraoldNear)
        base.cam.node().setLens(pl)
        return

    def erosionUpdate(self, task):
        if self.EROSION >= 100:
            self.mission.end("endA")
            return
        if self.EROSION >= 80:
            self.visionState = 0
            self.doubleVision()
        else:
            self.visionState = 1
            self.doubleVision()
        # self.erosionBar['value'] = self.EROSION
        self.erosionBar.setScale(1, 1, self.EROSION / 100)
        self.erosionBar.setPos(0, 0, -1 + self.EROSION / 100)
        if task.time > self.updateTime:
            self.EROSION = math.pow(2,
                                    (self.EROSION / 20 - 1)) / 6 + self.EROSION
            # print task.time, 'time'
            # print self.EROSION
            self.updateTime += 10
            # print self.updateTime
        return task.cont

    def erosionUpdateTemp(self):
        if self.EROSION >= 100:
            if self.game.levelName == 'levelThree':
                self.mission.chessBoard.hide()
            self.mission.end("endA")
            return
        if self.EROSION >= 80:
            self.visionState = 0
            self.doubleVision()
        else:
            self.visionState = 1
            self.doubleVision()
        # self.erosionBar['value'] = self.EROSION
        self.erosionBar.setScale(1, 1, self.EROSION / 100)
        self.erosionBar.setPos(0, 0, -1 + self.EROSION / 100)

    def mouseUpdate(self, task):
        """ this task updates the mouse """
        if self.state == '':
            md = base.win.getPointer(0)
            x = md.getX()
            y = md.getY()
            if base.win.movePointer(0,
                                    base.win.getXSize() / 2,
                                    base.win.getYSize() / 2):
                self.node.setH(self.node.getH() -
                               (x - base.win.getXSize() / 2) * 0.1)
                base.camera.setP(base.camera.getP() -
                                 (y - base.win.getYSize() / 2) * 0.1)
                if (base.camera.getP() < -45.): base.camera.setP(-45)
                if (base.camera.getP() > 45.): base.camera.setP(45)

        if self.RightButton == 1:
            self.shoot.MouseDown(self.node)
            self.EROSION += 5
            self.RightButton = 0

        # check Interactive Goods
        nearest = 1000.0
        goods = None
        for i in range(self.nodeGroundHandler.getNumEntries()):
            entry = self.nodeGroundHandler.getEntry(i)
            IntoName = entry.getIntoNode().getName()
            FromName = entry.getFromNode().getName()
            if FromName == 'playerForwardSegment':
                if entry.getSurfacePoint(base.camera).getY() < nearest:
                    nearest = entry.getSurfacePoint(base.camera).getY()
                    goods = self.goodmanager.GoodsIta.get(IntoName)
        if goods and goods.Interactive == True:
            # print goods.Name
            self.SetMouseModeNormal('Watch')
            self.isInteractive = True
            self.currentInteract = goods
        else:
            self.SetMouseModeNormal('Normal')
            self.isInteractive = False
            self.currentInteract = None

        if self.LeftButton == 1 and self.isInteractive:
            print 'trigger interactive event'
            print goods.Name
            self.mission.interactiveWith(goods)

        return task.cont

    def moveUpdate(self, task):
        """ this task makes the player move """
        # move where the keys set it
        # print self.node.getPos()
        nearestForward = 1000.0
        nearestRight = 1000.0
        RightEntry = None
        ForwardEntry = None
        for i in range(self.nodeGroundHandler.getNumEntries()):
            entry = self.nodeGroundHandler.getEntry(i)
            IntoName = entry.getIntoNode().getName()
            FromName = entry.getFromNode().getName()
            if FromName == 'PlayerMoveForwardSegment' and (
                    IntoName != 'PlayerCollideNode'):
                if entry.getSurfacePoint(self.node).getY() < nearestForward:
                    nearestForward = entry.getSurfacePoint(self.node).getY()
                    ForwardEntry = entry
            if FromName == 'PlayerMoveRightSegment' and (IntoName !=
                                                         'PlayerCollideNode'):
                if abs(entry.getSurfacePoint(self.node).getX()) < nearestRight:
                    nearestRight = abs(entry.getSurfacePoint(self.node).getX())
                    RightEntry = entry
        if nearestForward < 2 and nearestForward > -2:
            self.SLOW = abs(nearestForward) * 0.2
            self.node.setPos(self.node.getPos() +
                             ForwardEntry.getSurfaceNormal(render))
        else:
            self.SLOW = 1
        if nearestRight < 2:
            self.node.setPos(self.node.getPos() +
                             RightEntry.getSurfaceNormal(render))
        if (nearestForward < 0 and nearestForward > -5.) or nearestRight < 5:
            if self.cameraState == 0:
                self.cameraState = 2
                self.setCamera()
        else:
            if self.cameraState == 2:
                self.cameraState = 0
                self.setCamera()

        if self.state == '':
            self.walksound.setLoop(False)
            #self.walksound.stop()
            if ((self.walk == self.FORWARD)
                    and (self.playerModel.getAnimControl('walk').isPlaying()
                         == False)):
                self.walksound.setLoop(True)
                self.walksound.setVolume(0.5)
                self.walksound.play()
                self.playerModel.getAnimControl('walk').play()

            elif self.walk == self.STOP and self.playerModel.getAnimControl(
                    'stand').isPlaying() == False:
                self.playerModel.getAnimControl('stand').play()
                self.playerModel.getAnimControl('walk').stop()
                self.walksound.setLoop(False)
                self.walksound.stop()
                if self.strafe == LVector3f(
                        -1, 0, 0) or self.strafe == LVector3f(1, 0, 0):
                    self.walksound.setLoop(True)
                    # self.walksound.setVolume(0.5)
                    self.walksound.play()
                elif self.strafe == LVector3f(0, 0, 0):
                    self.walksound.setLoop(False)
                    self.walksound.stop()
            #elif self.walk == self.BACK:
            #self.walksound.setLoop(True)
            #self.walksound.setVolume(0.5)
            #self.walksound.play()

            self.node.setFluidPos(
                self.node,
                self.walk * globalClock.getDt() * self.speed * self.SLOW)
            self.node.setFluidPos(
                self.node,
                self.strafe * globalClock.getDt() * self.speed * self.SLOW)
        return task.cont

    # 6/17
    def jumpUpdate(self, task):
        """ this task simulates gravity and makes the player jump """
        # get the highest Z from the down casting ray
        highestZ = -100
        for i in range(self.nodeGroundHandler.getNumEntries()):
            entry = self.nodeGroundHandler.getEntry(i)
            # print entry
            z = entry.getSurfacePoint(render).getZ()
            # if z > highestZ and entry.getFromNode().getName() == 'playerRay' and entry.getIntoNode().getName() != "PlayerCollideNode":
            if z > highestZ and entry.getFromNode().getName(
            ) == 'playerRay' and entry.getIntoNode().getName() == "floor":
                highestZ = z
                # print highestZ
        # gravity effects and jumps
        self.node.setZ(self.node.getZ() +
                       self.jump * globalClock.getDt() * 600)
        self.jump -= 1 * globalClock.getDt()
        if highestZ > self.node.getZ():
            self.jump = 0
            self.node.setZ(highestZ)
            if self.readyToJump:
                self.jump = 1
        return task.cont
class CameraHandler():
	def __init__(self, character):
		self.character = character
		
		# Setup mouse
		base.disableMouse()
		hideMouse(True)
		self.mouseSensitivity = 0.1
		base.taskMgr.doMethodLater(0.1, self.prepareCameraTask,  "prepare-camera")

		# Setup camera
		base.camera.reparentTo(self.character.node)
		base.camera.setPos(0, 0, 0)
		base.camera.lookAt(0, 1, 0)

		# Create target
		self.target = OnscreenImage(image = "media/target.png", pos = (0, 0, 0))
		self.target.setTransparency(TransparencyAttrib.MAlpha)
		self.target.setScale(0.1)
		self.target.setSa(0.5)

		# Create overlay
		self.overlayCard = CardMaker("overlayCard")
		self.overlayCard.setFrameFullscreenQuad()
		self.overlay = base.render2d.attachNewNode(self.overlayCard.generate())
		self.overlay.setTransparency(TransparencyAttrib.MAlpha)
		self.overlay.setColor(0,0,0,0)

		# Setup interval sequences
		self.shakeSequence = None
		self.flashSequence = None

	def shake(self, amplitude = (1,0,0), duration = 1.0, swings = 1):
		if self.shakeSequence != None:
			self.shakeSequence.finish()
		self.shakeSequence = Sequence()

		swings = int(swings)
		duration = float(duration)
		dt = duration / (swings * 4)
		ds = Point3(amplitude)

		for i in range(swings):
			self.shakeSequence.append(LerpPosInterval(base.camera, dt, ds*-1))
			self.shakeSequence.append(LerpPosInterval(base.camera, dt*2, ds))
			self.shakeSequence.append(LerpPosInterval(base.camera, dt, Point3(0, 0, 0)))
		self.shakeSequence.start()

	def flash(self, color = (1,1,1,1), duration = 1.0, fadeIn = 0.2):
		if self.flashSequence != None:
			self.flashSequence.finish()
		self.flashSequence = Sequence()

		dtIn = float(duration) * fadeIn
		dtOut = duration - dtIn

		if dtIn > 0:
			self.flashSequence.append(LerpColorInterval(self.overlay, dtIn, color))
		if dtOut > 0:
			self.flashSequence.append(LerpColorInterval(self.overlay, dtOut, (0,0,0,0), color))
		self.flashSequence.start()

	def prepareCameraTask(self, task):
		base.win.movePointer(0, base.win.getXSize()/2, base.win.getYSize()/2)
		base.taskMgr.add(self.controlCameraTask, "camera-control")
		return task.done

	def controlCameraTask(self, task):
		char = self.character.node
		
		# Get current mouse location.
		md = base.win.getPointer(0)
		x = md.getX()
		y = md.getY()

		# Rotate character based on mouse coordinates.
		if base.win.movePointer(0, base.win.getXSize()/2, base.win.getYSize()/2):
			char.setP((char.getP() - (y - base.win.getYSize()/2)*self.mouseSensitivity) % 360)
			char.setH((char.getH() - (x - base.win.getXSize()/2)*self.mouseSensitivity) % 360)

		# Don't let the camera loop over. Allowed range is 0-90 (up) and 360-270 (down).
		if char.getP() > 90 and char.getP() < 180:
			char.setP(90)
		elif char.getP() < 270 and char.getP() >= 180:
			char.setP(270)

		return task.cont
Exemple #7
0
class CameraHandler():
    def __init__(self, character):
        self.character = character

        # Setup mouse
        base.disableMouse()
        hideMouse(True)
        self.mouseSensitivity = 0.1
        base.taskMgr.doMethodLater(0.1, self.prepareCameraTask,
                                   "prepare-camera")

        # Setup camera
        base.camera.reparentTo(self.character.node)
        base.camera.setPos(0, 0, 0)
        base.camera.lookAt(0, 1, 0)

        # Create target
        self.target = OnscreenImage(image="media/target.png", pos=(0, 0, 0))
        self.target.setTransparency(TransparencyAttrib.MAlpha)
        self.target.setScale(0.1)
        self.target.setSa(0.5)

        # Create overlay
        self.overlayCard = CardMaker("overlayCard")
        self.overlayCard.setFrameFullscreenQuad()
        self.overlay = base.render2d.attachNewNode(self.overlayCard.generate())
        self.overlay.setTransparency(TransparencyAttrib.MAlpha)
        self.overlay.setColor(0, 0, 0, 0)

        # Setup interval sequences
        self.shakeSequence = None
        self.flashSequence = None

    def shake(self, amplitude=(1, 0, 0), duration=1.0, swings=1):
        if self.shakeSequence != None:
            self.shakeSequence.finish()
        self.shakeSequence = Sequence()

        swings = int(swings)
        duration = float(duration)
        dt = duration / (swings * 4)
        ds = Point3(amplitude)

        for i in range(swings):
            self.shakeSequence.append(LerpPosInterval(base.camera, dt,
                                                      ds * -1))
            self.shakeSequence.append(LerpPosInterval(base.camera, dt * 2, ds))
            self.shakeSequence.append(
                LerpPosInterval(base.camera, dt, Point3(0, 0, 0)))
        self.shakeSequence.start()

    def flash(self, color=(1, 1, 1, 1), duration=1.0, fadeIn=0.2):
        if self.flashSequence != None:
            self.flashSequence.finish()
        self.flashSequence = Sequence()

        dtIn = float(duration) * fadeIn
        dtOut = duration - dtIn

        if dtIn > 0:
            self.flashSequence.append(
                LerpColorInterval(self.overlay, dtIn, color))
        if dtOut > 0:
            self.flashSequence.append(
                LerpColorInterval(self.overlay, dtOut, (0, 0, 0, 0), color))
        self.flashSequence.start()

    def prepareCameraTask(self, task):
        base.win.movePointer(0,
                             base.win.getXSize() / 2,
                             base.win.getYSize() / 2)
        base.taskMgr.add(self.controlCameraTask, "camera-control")
        return task.done

    def controlCameraTask(self, task):
        char = self.character.node

        # Get current mouse location.
        md = base.win.getPointer(0)
        x = md.getX()
        y = md.getY()

        # Rotate character based on mouse coordinates.
        if base.win.movePointer(0,
                                base.win.getXSize() / 2,
                                base.win.getYSize() / 2):
            char.setP(
                (char.getP() -
                 (y - base.win.getYSize() / 2) * self.mouseSensitivity) % 360)
            char.setH(
                (char.getH() -
                 (x - base.win.getXSize() / 2) * self.mouseSensitivity) % 360)

        # Don't let the camera loop over. Allowed range is 0-90 (up) and 360-270 (down).
        if char.getP() > 90 and char.getP() < 180:
            char.setP(90)
        elif char.getP() < 270 and char.getP() >= 180:
            char.setP(270)

        return task.cont