Exemple #1
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def launch_panda_window(panda_widget, size) :
    """
    Configure and create Panda window
    Connect to the gtk widget resize event
    Load a panda
    """
    props = WindowProperties().getDefault()
    props.setOrigin(0, 0)
    props.setSize(*size)
    props.setParentWindow(panda_widget.window.xid)
    base.openDefaultWindow(props=props)
    # ==
    panda_widget.connect("size_allocate", resize_panda_window)
    # ==
    panda = loader.loadModel("panda")
    panda.reparentTo(render)
    panda.setPos(0, 40, -5)

    pl = render.attachNewNode( PointLight( "redPointLight" ) )
    pl.node().setColor( Vec4( .9, .8, .8, 1 ) )
    render.setLight(pl)
    pl.node().setAttenuation( Vec3( 0, 0, 0.05 ) ) 


    slight = Spotlight('slight')
    slight.setColor(VBase4(1, 1, 1, 1))
    lens = PerspectiveLens()
    slight.setLens(lens)
    slnp = render.attachNewNode(slight)
    slnp.setPos(2, 20, 0)
    mid = PandaNode('mid')
    panda.attachNewNode(mid)
#    slnp.lookAt(mid)
    render.setLight(slnp)
    def __create_spot_light(self,
                            lightId,
                            lightColor,
                            lightPos,
                            targetId,
                            shadow = True):

        spotLight = Spotlight(lightId)
        spotLight.setColor(lightColor)
        spotLight.setLens(PerspectiveLens())
        spotLight.setShadowCaster(shadow)

        spotLightNP = NodePath(spotLight)

        spotLightNP.setPos(lightPos)

        if isinstance(targetId, list) is True:
            spotLightNP.lookAt(self.__sceneMgr.get_res(targetId[0]))
        else:
            spotLightNP.lookAt(self.__sceneMgr.get_res(targetId))

        if self.__targetMap.has_key(lightId) is False:

            self.__targetMap[lightId] = []

        self.__targetMap[lightId].append(targetId)

        return spotLightNP
Exemple #3
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    def setupLights(self):
        panda = self.app.panda

        panda.setBackgroundColor(.9, .9, .9, 1)
        panda.render.clearLight()

        keylight = Spotlight('keylight')
        keylight.setLens(PerspectiveLens())
        np = self._insertLight(
            keylight,
            colour=(1, 1, 1, 1),
            pos=(0, -5, 2),
        )
        np.lookAt((0, 0, 0.9))
        # Turn off shadows until we have fix for
        # https://bugs.launchpad.net/panda3d/+bug/1212752
        # keylight.setShadowCaster(True, 512, 512)

        sunlight = PointLight('sunlight')
        self._insertLight(
            sunlight,
            colour=(1, 1, 1, 1),
            pos=(1, -2, 20),
        )

        self._insertLight(
            AmbientLight('ambientLight'),
            colour=(.25, .25, .25, 1),
        )
Exemple #4
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    def addLight(self, id, parent, attenuation, position, color, specular,
                 stroboscopic, spot, lookat):
        if spot:
            slight = Spotlight(id)
            slight.setColor(VBase4(1, 1, 1, 1))
            lens = PerspectiveLens()
            slight.setLens(lens)
            light = render.attachNewNode(slight)
            light.setPos(LVector3(position[0], position[1], position[2]))
            if lookat == None:
                light.lookAt(parent)
            else:
                light.lookAt(render.find("**/" + lookat))
        else:
            light = parent.attachNewNode(PointLight(id))
            light.node().setAttenuation(attenuation)
            light.setPos(LVector3(position[0], position[1], position[2]))
        light.node().setColor(color)
        light.node().setSpecularColor(specular)
        render.setLight(light)
        self.light_elements[id] = light
        if stroboscopic:
            self.stroboscopic_lights.append(id)

        if id:
            self.nodes_by_id[id] = light
        return light
Exemple #5
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class SpotLight:
    """Creates a simple spot light"""
    def __init__(self, manager, xml):
        self.light = PSpotLight('slight')
        lens = PerspectiveLens()
        self.light.setLens(lens)
        self.lightNode = render.attachNewNode(self.light)

        self.reload(manager, xml)

    def reload(self, manager, xml):
        color = xml.find('color')
        if color != None:
            self.light.setColor(
                VBase4(float(color.get('r')), float(color.get('g')),
                       float(color.get('b')), 1.0))

        pos = xml.find('pos')
        if pos != None:
            self.lightNode.setPos(render, float(pos.get('x')),
                                  float(pos.get('y')), float(pos.get('z')))

        lookAt = xml.find('lookAt')
        if lookAt != None:
            self.lightNode.lookAt(render, float(lookAt.get('x')),
                                  float(lookAt.get('y')),
                                  float(lookAt.get('z')))

    def start(self):
        render.setLight(self.lightNode)

    def stop(self):
        render.clearLight(self.lightNode)
Exemple #6
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    def addLight(self, id, parent, attenuation, position, color, specular, stroboscopic, spot, lookat):
        if spot:
            slight = Spotlight(id)
            slight.setColor(VBase4(1, 1, 1, 1))
            lens = PerspectiveLens()
            slight.setLens(lens)
            light = render.attachNewNode(slight)
            light.setPos(LVector3(position[0], position[1], position[2]))
            if lookat == None:
                light.lookAt(parent)
            else:
                light.lookAt(render.find("**/"+lookat))
        else:
            light = parent.attachNewNode(PointLight(id))
            light.node().setAttenuation(attenuation)
            light.setPos(LVector3(position[0], position[1], position[2]))
        light.node().setColor(color)
        light.node().setSpecularColor(specular)
        render.setLight(light)
        self.light_elements[id] = light
        if stroboscopic:
            self.stroboscopic_lights.append(id)

        if id:
            self.nodes_by_id[id] = light
        return light
Exemple #7
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    def __init__(self):
        ShowBase.__init__(self)

        ambLight = AmbientLight("ambient")
        ambLight.setColor(Vec4(0.1,0.11,0.12,1.0))
        ambNode = render.attachNewNode(ambLight)
        render.setLight(ambNode)

        dirLight = DirectionalLight("directional")
        dirLight.setColor(Vec4(0.7,0.7,0.68,1.0))
        dirNode = render.attachNewNode(dirLight)
        dirNode.setHpr(60,-40,90)
        render.setLight(dirNode)

        sptLight = Spotlight("spot")
        sptLens = PerspectiveLens()
        sptLight.setLens(sptLens)
        sptLight.setColor(Vec4(0.6,0.6,0.6,1.0))
        sptLight.setShadowCaster(True)
        sptNode = render.attachNewNode(sptLight)
        sptNode.setPos(0,0,20)
        sptNode.lookAt(0,0,0)
        render.setLight(sptNode)

        render.setShaderAuto()

        base.camLens.setFov(70)
        base.camLens.setNear(0.1)
        base.camLens.setFar(50)

        self.cam.setPos(-1,-4,4)
        self.cam.lookAt(0,-1,1)
Exemple #8
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    def __init__(self, _base):
        self.game = _base

        # Player object
        self.playerObject = self.game.meotech.engine.GameObjects["player"]

        # Attach the flashlight cone to the player (self, _height, _radius, _pos, _hpr)
        self.flashlightConeBody = self.game.meotech.engine.factory.basePhysics.buildConeShape(10.0, 1.5,
                                                                                              self.playerObject.bulletBody.getPos(), self.playerObject.bulletBody.getHpr())

        # Attach the flashlight model to the player
        self.flashlight = loader.loadModel("game/models/flashlight")
        self.flashlight.setScale(0.2)
        self.flashlight.reparentTo(self.flashlightConeBody)

        # Attach the light to the flashlight model
        slight = Spotlight('slight')
        slight.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        lens.setFar(25)
        lens.setFov(40, 40)
        slight.setLens(lens)
        slight.setShadowCaster(True, 512, 512)
        self.flashlightLight = render.attachNewNode(slight)
        self.flashlightLight.reparentTo(self.flashlight.find("LightPos"))
        render.setLight(self.flashlightLight)

        self.flashlightConeBody.reparentTo(self.playerObject.bulletBody)
        self.flashlightConeBody.setPos(base.cam.getPos())
Exemple #9
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    def _set_general_lights(self, train_np):
        """Set initial Sun lights.

        Args:
            train_np (panda3d.core.NodePath): Train node.

        Returns:
            panda3d.core.AmbientLight: Sun ambient light.
            panda3d.core.DirectionalLight: Sun directional light.
            panda3d.core.NodePath: NodePath of the Sun.
        """
        amb_light = AmbientLight("sun_amb")
        amb_light.setColor(self._color["amb"])
        render.setLight(render.attachNewNode(amb_light))  # noqa: F821

        lens = PerspectiveLens()
        lens.setNearFar(1, 100)
        lens.setFov(20, 20)

        sun_light = Spotlight("sun_dir")
        sun_light.setColor(self._color["dir"])
        sun_light.setShadowCaster(True, 8192, 8192, sort=-2000)
        sun_light.setLens(lens)
        sun_light.setExponent(0.5)
        sun_light.setCameraMask(0b0001)
        sun_np = train_np.attachNewNode(sun_light)

        render.setLight(sun_np)  # noqa: F821
        return amb_light, sun_light, sun_np
Exemple #10
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    def setupLights(self):
        """Setup extrnal lights"""

        # ambient light
        alight = AmbientLight('alight')
        alight.setColor((0.2, 0.2, 0.2, 1))
        alnp = self.render.attachNewNode(alight)
        self.render.setLight(alnp)

        # directional light
        dlight = DirectionalLight('dlight')
        dlight.setColor((0.8, 0.8, 0.5, 1))
        lens = PerspectiveLens()
        lens.setNearFar(1, 5)
        dlight.setLens(lens)
        dlight.setShadowCaster(True, args.shadow_resolution,
                               args.shadow_resolution)
        dlnp = self.render.attachNewNode(dlight)
        dlnp.setPos(2, -2, 3)
        dlnp.lookAt(0, 0, 0)
        self.render.setLight(dlnp)

        # spotlight
        slight = Spotlight('slight')
        slight.setColor((0.7, 0.7, 1.0, 1))
        lens = PerspectiveLens()
        lens.setNearFar(1, 5)
        slight.setLens(lens)
        slight.setShadowCaster(True, args.shadow_resolution,
                               args.shadow_resolution)
        slnp = self.render.attachNewNode(slight)
        slnp.setPos(1, 1, 2)
        slnp.lookAt(0, 0, 0)
        self.render.setLight(slnp)
Exemple #11
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def launch_panda_window(panda_widget, size):
    """
    Configure and create Panda window
    Connect to the gtk widget resize event
    Load a panda
    """
    props = WindowProperties().getDefault()
    props.setOrigin(0, 0)
    props.setSize(*size)
    props.setParentWindow(panda_widget.window.xid)
    base.openDefaultWindow(props=props)
    # ==
    panda_widget.connect("size_allocate", resize_panda_window)
    # ==
    panda = loader.loadModel("panda")
    panda.reparentTo(render)
    panda.setPos(0, 40, -5)

    pl = render.attachNewNode(PointLight("redPointLight"))
    pl.node().setColor(Vec4(.9, .8, .8, 1))
    render.setLight(pl)
    pl.node().setAttenuation(Vec3(0, 0, 0.05))

    slight = Spotlight('slight')
    slight.setColor(VBase4(1, 1, 1, 1))
    lens = PerspectiveLens()
    slight.setLens(lens)
    slnp = render.attachNewNode(slight)
    slnp.setPos(2, 20, 0)
    mid = PandaNode('mid')
    panda.attachNewNode(mid)
    #    slnp.lookAt(mid)
    render.setLight(slnp)
Exemple #12
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    def initLights(self):
        torches = self.level.findAllMatches("**/TorchTop*")
        self.lights = []
        for torch in torches:
            tLight = PointLight(torch.getName())
            tLight.setColor((.4, .2, .0, 1))
            tlnp = render.attachNewNode(tLight)
            tlnp.setPos(torch.getPos(render))
            render.setLight(tlnp)
            self.lights.append(tlnp)

        windows = self.level.findAllMatches("**/Window*")
        plates = self.level.findAllMatches("**/Plate*")
        spikes = self.level.findAllMatches("**/Spikes*")
        for window in windows:
            wLight = Spotlight(window.getName())
            lens = PerspectiveLens()
            wLight.setLens(lens)
            wLight.setColor((0.5, 0.4, 0.5, 1))
            wlnp = render.attachNewNode(wLight)
            wlnp.setPos(window.getPos(render))
            wlnp.lookAt((0, window.getY(), 0))
            for plate in plates:
                plate.setLight(wlnp)
            self.lights.append(wlnp)

        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor((.1, .1, .025, 1))
        render.setLight(render.attachNewNode(ambientLight))
Exemple #13
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	def initLights(self):
		# Create some lighting

		#self.environ.ls()

		#print(self.environ.findAllMatches("**/Spot"))

		ambientLight = AmbientLight("ambientLight")
		ambientLight.setColor(Vec4(0.8, 0.8, 0.8, 0.65))

		"""
		directionalLight = DirectionalLight("directionalLight")
		directionalLight.setDirection(Vec3(-10, -10, 5))
		directionalLight.showFrustum()
		directionalLight.setColor(Vec4(1, 1, 1, 1))
		directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
		dirnp = render.attachNewNode(directionalLight)
		dirnp.setPos(10, 0, 6)
		"""

		plight1 = PointLight('plight1')
		plight1.setColor(VBase4(1, 1, 1, 1))
		plight1.showFrustum()
		#plight1.setShadowCaster(True)
		plnp1 = render.attachNewNode(plight1)
		plnp1.setPos(26.71, -33.2, 26)

		plight2 = PointLight('plight2')
		plight2.setColor(VBase4(1, 1, 1, 1))
		plight2.showFrustum()
		plnp2 = render.attachNewNode(plight2)
		plnp2.setPos(-25, 25, 25)

		slight = Spotlight('slight')
		slight.setColor(VBase4(1, 1, 1, 1))
		lens = PerspectiveLens()
		lens.setFilmSize(1, 1)  # Or whatever is appropriate for your scene
		slight.setLens(lens)
		slight.setShadowCaster(True, 512, 512)
		slight.showFrustum()
		slnp = render.attachNewNode(slight)
		slnp.setPos(0, 0, 100)

		slnp.lookAt(Vec3(0,0,0))

		render.setLight(slnp)
		render.setLight(plnp1)
		render.setLight(plnp2)
		#render.setLight(render.attachNewNode(ambientLight))

		#render.setLight(dirnp)

		render.setShaderAuto()

		#render.setLight(render.attachNewNode(directionalLight))

		"""
Exemple #14
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    def __init__(self):
        ShowBase.__init__(self)
        #setting background

        self.environ = self.loader.loadModel("models/world")

        #Reparent the model to render
        #self.environ.reparentTo(self.render)
        #Apply scale and position transforms on the model

        self.environ.setScale(1000, 1000, 1000)
        self.environ.setPos(0, 0, 0)

        self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")

        base.disableMouse()

        base.camera.setPos(0, -300, 100)
        base.camera.lookAt(0, 0, 0)

        slight = Spotlight('slight')
        slight.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)

        self.shipList = [
            Xwing("xwing1"),
            # Ywing("ywing1"),
            # Awing("awing1")#,
            # Bwing("bwing1"),
            # TieFighter("tiefighter1"),
            # TieInterceptor("tieinterceptor1")
        ]

        lightColors = [
            Vec4(0.9, 0.9, 0.9, 1),
            Vec4(1, 1, 0, 1),
            Vec4(1, 0, 0, 1),
            Vec4(0, 0, 1, 1),
            Vec4(0.4, 0.4, 0.4, 1),
            Vec4(0.1, 0.1, 0.1, 1)
        ]

        for i, ship in enumerate(self.shipList):
            ship.reparentTo(render)
            ship.setPos(Point3(i * 10, 0, 0))

            directionalLight = DirectionalLight('directionalLight')
            directionalLight.setColor(lightColors[i])
            directionalLightNP = render.attachNewNode(directionalLight)

            directionalLightNP.setHpr(180, -20, 0)
            ship.setLight(directionalLightNP)

        self.count = 0

        self.fire = False
Exemple #15
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 def setup_spot_light(self, x, y, z):
     slight = Spotlight('slight')
     slight.setColor(VBase4(1, 1, 1, 1))
     lens = self.base.camLens
     slight.setLens(lens)
     light = self.base.render.attachNewNode(slight)
     light.setPos(x, y, z)
     light.lookAt(0, 0, 0)
     self.direct_light.append(light)
     self.base.render.setLight(light)
	def __setSpotlight(self,props):
		light = Spotlight(props['name'])
		light.setShadowCaster(props['castShadows'],2048,2048)
		light.setAttenuation(props['attenuation'])		
		lens = PerspectiveLens()

		fov = math.degrees( props['range'].x )		
		lens.setFov(fov)
		lens.setFilmSize(5096); 
		light.setLens(lens)
		return self.__createLight(light,props)
    def __setSpotlight(self, props):
        light = Spotlight(props['name'])
        light.setShadowCaster(props['castShadows'], 2048, 2048)
        light.setAttenuation(props['attenuation'])
        lens = PerspectiveLens()

        fov = math.degrees(props['range'].x)
        lens.setFov(fov)
        lens.setFilmSize(5096)
        light.setLens(lens)
        return self.__createLight(light, props)
Exemple #18
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    def buildSubType(self):
        """Build the light with the given subType"""

        if self.subType == "pointType":
            # make a point light
            c = self.color
            pointLight = PointLight(self.name)
            pointLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            pointLight.setShadowCaster(True, 512, 512)
            plnp = self.renderObjectsLight.attachNewNode(pointLight)
            plnp.setPos(self.position)
            self.lightNP = plnp
            self.setLightSwitch(True)

        if self.subType == "directType":
            # make a directional light
            c = self.color
            directLight = DirectionalLight(self.name)
            directLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            directLight.setShadowCaster(True, 512, 512)
            dlnp = self.renderObjectsLight.attachNewNode(directLight)
            #dlnp.setHpr(0, -60, 0) # no idea why its like that.. but it works
            self.lightNP = dlnp
            self.setLightSwitch(True)


        if self.subType == "ambientType":
            # make a ambient light
            c = self.color
            ambientLight = AmbientLight(self.name)
            ambientLight.setColor(VBase4(c[0], c[1],c[2], c[3]))
            alnp = self.renderObjectsLight.attachNewNode(ambientLight)
            self.lightNP = alnp
            self.setLightSwitch(True)

        if self.subType == "spotType":
            # make a spot light
            # lookAtObj = _object.getTag("lookAt") get rid of this.
            c = self.color
            spotLight = Spotlight(self.name)
            spotLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            spotLight.setShadowCaster(True, 512, 512)
            lens = PerspectiveLens()
            spotLight.setLens(lens)
            slnp = self.renderObjectsLight.attachNewNode(spotLight)
            slnp.setPos(self.position)
            slnp.setHpr(self.hpr)
            # Find out if this is really the only option
            # because setHpr doesnt seem to have any effect.
            # lookAt would be okay but that means adding anothe type
            #slnp.lookAt(self.main.GameObjects["player"].collisionBody)
            self.lightNP = slnp
            self.setLightSwitch(True)
    def __init__(self):
        self.testTexture = loader.loadTexture("maps/envir-reeds.png")
        self.accept("1", self.toggleTex)
        self.accept("2", self.toggleLightsSide)
        self.accept("3", self.toggleLightsUp)

        self.LightsOn = False
        self.LightsOn1 = False
        slight = Spotlight('slight')
        slight.setColor((1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)
        self.slnp = render.attachNewNode(slight)
        self.slnp1 = render.attachNewNode(slight)
Exemple #20
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    def __init__(self):
        self.accept("1", self.breakProgram)

        #lighting
        slight = Spotlight('slight')
        slight.setColor((1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)
        #attaching lighting
        self.slnp = render.attachNewNode(slight)
        self.slnp1 = render.attachNewNode(slight)

        #runs as a thread to change the HPR of the plane
        taskMgr.add(rotatemycube)
Exemple #21
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    def __init__(self):
        self.testTexture = loader.loadTexture("maps/envir-reeds.png")
        self.accept("1", self.toggleTex)
        self.accept("2", self.toggleLightsSide)
        self.accept("3", self.toggleLightsUp)

        self.LightsOn = False
        self.LightsOn1 = False
        slight = Spotlight('slight')
        slight.setColor((1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)
        self.slnp = render.attachNewNode(slight)
        self.slnp1 = render.attachNewNode(slight)
Exemple #22
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    def buildSubType(self):
        """Build the light with the given subType"""

        if self.subType == "pointType":
            # make a point light
            c = self.color
            pointLight = PointLight(self.name)
            pointLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            plnp = self.renderObjectsLight.attachNewNode(pointLight)
            plnp.setPos(self.position)
            self.lightNP = plnp
            self.setLightSwitch(True)

        if self.subType == "directType":
            # make a directional light
            c = self.color
            directLight = DirectionalLight(self.name)
            directLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            dlnp = self.renderObjectsLight.attachNewNode(directLight)
            dlnp.setHpr(0, -60, 0)  # no idea why its like that.. but it works
            self.lightNP = dlnp
            self.setLightSwitch(True)

        if self.subType == "ambientType":
            # make a ambient light
            c = self.color
            ambientLight = AmbientLight(self.name)
            ambientLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            alnp = self.renderObjectsLight.attachNewNode(ambientLight)
            self.lightNP = alnp
            self.setLightSwitch(True)

        if self.subType == "spotType":
            # make a spot light
            # lookAtObj = _object.getTag("lookAt") get rid of this.
            c = self.color
            spotLight = Spotlight(self.name)
            spotLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            lens = PerspectiveLens()
            spotLight.setLens(lens)
            slnp = self.renderObjectsLight.attachNewNode(spotLight)
            slnp.setPos(self.position)
            slnp.setHpr(self.hpr)
            # Find out if this is really the only option
            # because setHpr doesnt seem to have any effect.
            # lookAt would be okay but that means adding anothe type
            #slnp.lookAt(self.main.GameObjects["player"].collisionBody)
            self.lightNP = slnp
            self.setLightSwitch(True)
Exemple #23
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    def __init__(self):
        """initialise and start the Game"""
        ShowBase.__init__(self)

        self.accept("escape", exit)
        render.setShaderAuto(True)

        #
        # SIMPLE LEVEL SETUP
        #
        self.ralph = Actor("Ralph", {
            "idle": "Ralph-Idle",
            "walk": "Ralph-Walk",
            "run": "Ralph-Run"
        })
        self.ralph.loop("idle")
        self.ralph.reparentTo(render)
        self.ralph.setPos(0, 3, -2)
        #self.ralph.setScale(10)
        self.ralphIval = self.ralph.hprInterval(5.0, Vec3(-360, 0, 0))
        self.ralphIval.loop()
        #self.ralph.setH(-20)

        self.environment = loader.loadModel("environment")
        self.environment.reparentTo(render)
        self.environment.setScale(0.08)
        self.environment.setPos(-0.5, 15, -2)

        base.trackball.node().setHpr(0, 22, 0)

        #
        # Lights
        #
        alight = AmbientLight("Ambient")
        alight.setColor(VBase4(0.3, 0.3, 0.3, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)

        slight = Spotlight("slight")
        slight.setColor(VBase4(1, 1, 1, 1))
        # Use a 512x512 resolution shadow map
        slight.setShadowCaster(True, 2048, 2048)
        lens = PerspectiveLens()
        lens.setFov(45)
        slight.setLens(lens)
        slnp = render.attachNewNode(slight)
        slnp.setPos(5, -10, 5)
        slnp.lookAt(0, 3, -2)
        render.setLight(slnp)
    def __init__(self):
        """initialise and start the Game"""
        ShowBase.__init__(self)

        self.accept("escape", exit)
        render.setShaderAuto(True)

        #
        # SIMPLE LEVEL SETUP
        #
        self.ralph = Actor("Ralph",
                           {"idle": "Ralph-Idle",
                            "walk": "Ralph-Walk",
                            "run": "Ralph-Run"})
        self.ralph.loop("idle")
        self.ralph.reparentTo(render)
        self.ralph.setPos(0, 3, -2)
        #self.ralph.setScale(10)
        self.ralphIval = self.ralph.hprInterval(5.0, Vec3(-360, 0, 0))
        self.ralphIval.loop()
        #self.ralph.setH(-20)

        self.environment = loader.loadModel("environment")
        self.environment.reparentTo(render)
        self.environment.setScale(0.08)
        self.environment.setPos(-0.5, 15, -2)

        base.trackball.node().setHpr(0, 22, 0)

        #
        # Lights
        #
        alight = AmbientLight("Ambient")
        alight.setColor(VBase4(0.3, 0.3, 0.3, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)

        slight = Spotlight("slight")
        slight.setColor(VBase4(1, 1, 1, 1))
        # Use a 512x512 resolution shadow map
        slight.setShadowCaster(True, 2048, 2048)
        lens = PerspectiveLens()
        lens.setFov(45)
        slight.setLens(lens)
        slnp = render.attachNewNode(slight)
        slnp.setPos(5, -10, 5)
        slnp.lookAt(0, 3, -2)
        render.setLight(slnp)
Exemple #25
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    def __init__(self):
        # Toggle options
        self.accept("2", self.toggleLightsSide)
        self.accept("3", self.toggleLightsUp)

        self.LightsOn = True
        self.LightsOn1 = True
        slight = Spotlight('slight')
        slight.setColor((1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)
        self.slnp = render.attachNewNode(slight)
        self.slnp1 = render.attachNewNode(slight)

        self.color = np.zeros(3)
        self.coords = [0, 0, 0]
        self.cube = None
Exemple #26
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    def __init__(self):
        ShowBase.__init__(self)

        self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")

        base.disableMouse()

        base.camera.setPos(500, 500, 2000)
        base.camera.lookAt(500, 500, 0)

        slight = Spotlight('slight')
        slight.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)

        # create rebel ships
        self.rebels = [Xwing('xwing' + str(x)) for x in xrange(10)]
        self.rebels += [Ywing('ywing' + str(x)) for x in xrange(10)]
        self.rebels += [Awing('awing' + str(x)) for x in xrange(10)]
        self.rebels += [Bwing('bwing' + str(x)) for x in xrange(10)]

        # create imperial ships
        self.imperials = [
            TieFighter('tiefighter' + str(x)) for x in xrange(10)
        ]
        self.imperials += [
            TieInterceptor('tieinterceptor' + str(x)) for x in xrange(10)
        ]

        self.shipList = []
        self.shipList += self.rebels + self.imperials

        for i, ship in enumerate(self.shipList):
            ship.reparentTo(render)
            ship.setScale(2)
            ship.setPos(
                Point3(random() * 1000,
                       random() * 1000,
                       random() * 1000))

            directionalLight = DirectionalLight('directionalLight')
            directionalLightNP = render.attachNewNode(directionalLight)

            directionalLightNP.setHpr(180, -20, 0)
            ship.setLight(directionalLightNP)
	def __init__(self):
		ShowBase.__init__(self)

		self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")

		base.disableMouse()
		
		base.camera.setPos(500, 500, 2000)
		base.camera.lookAt(500,500,0)

		slight = Spotlight('slight')
		slight.setColor(VBase4(1, 1, 1, 1))
		lens = PerspectiveLens()
		slight.setLens(lens)

		# create rebel ships
		self.rebels = [Xwing('xwing' + str(x)) for x in xrange(20)]
		self.rebels += [Ywing('ywing' + str(x)) for x in xrange(20)]
		self.rebels += [Awing('awing' + str(x)) for x in xrange(20)]
		self.rebels += [Bwing('bwing' + str(x)) for x in xrange(20)]

		# create imperial ships
		self.imperials = [TieFighter('tiefighter' + str(x)) for x in xrange(80)]
		self.imperials += [TieInterceptor('tieinterceptor' + str(x)) for x in xrange(80)]

		self.shipList = []
		self.shipList += self.rebels + self.imperials

		for i, ship in enumerate(self.shipList):
			ship.reparentTo(render)
			ship.setScale(2)
			ship.setPos(Point3(random()*1000,
							   random()*1000,
							   random()*1000))

			directionalLight = DirectionalLight('directionalLight')
			directionalLightNP = render.attachNewNode(directionalLight)

			directionalLightNP.setHpr(180, -20, 0)
			ship.setLight(directionalLightNP)

		self.outFile = open('rebels_20_each_imperial_80_each_ship2ship','w')

		self.camFilter = LpfVec3(Vec3(0,0,0),20)
    def __init__(self):
        ShowBase.__init__(self)

        self.cc = CentralController()

        self.gameTask = taskMgr.add(self.cc.run, "cc.run")

        base.disableMouse()

        base.camera.setPos(-20, 50, 70)
        base.camera.lookAt(20, 0, 0)

        slight = Spotlight('slight')
        slight.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)

        self.shipList = [
            Xwing("models/ywing", 0.3, "xwing1"),
            Ywing("models/xwing", 0.3, "ywing1")
        ]

        lightColors = [Vec4(0.9, 0.9, 0.9, 1), Vec4(1, 1, 0, 1)]

        for i, ship in enumerate(self.shipList):
            ship.reparentTo(render)
            ship.setScale(2)
            ship.setPos(Point3(i * 20, 0, 0))

            directionalLight = DirectionalLight('directionalLight')
            directionalLight.setColor(lightColors[i])
            directionalLightNP = render.attachNewNode(directionalLight)

            directionalLightNP.setHpr(180, -20, 0)
            ship.setLight(directionalLightNP)

            self.cc.addObject(ship)

        self.count = 0
Exemple #29
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    def __init__(self):
        self._train_pos = base.train.root_node.getPos()  # noqa: F821
        self._mod = loader.loadModel(address("city_hangar"))  # noqa: F821

        base.camera_ctrl.set_hangar_pos(self._mod)  # noqa: F821

        self._mod.reparentTo(base.train.model)  # noqa: F821

        lens = PerspectiveLens()
        lens.setNearFar(0, 10)
        lens.setFov(100, 100)

        lighter = Spotlight("hangar_light")
        lighter.setColor((1, 1, 1, 1))
        lighter.setLens(lens)
        self._lighter_np = self._mod.attachNewNode(lighter)
        self._lighter_np.setPos(-0.3, 0.65, 4)
        self._lighter_np.lookAt(base.train.model)  # noqa: F821

        render.setLight(self._lighter_np)  # noqa: F821

        flies = ParticleEffect()
        flies.loadConfig("effects/flies.ptf")
        flies.setPos(-0.465, 0.11, 0.17)
        flies.start(self._mod, render)  # noqa: F821

        lens = PerspectiveLens()
        lens.setNearFar(0, 50)
        lens.setFov(80, 80)

        lamp = Spotlight("hangar_light")
        lamp.setColor((0.7, 0.7, 0.7, 1))
        lamp.setLens(lens)
        lamp.setExponent(0.002)
        self._lamp_np = self._mod.attachNewNode(lamp)
        self._lamp_np.setPos(-0.47, 0.11, 0.195)
        self._lamp_np.setHpr(-180, -60, 0)
        render.setLight(self._lamp_np)  # noqa: F821
Exemple #30
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    def _set_lights(self):
        """Configure the locomotive lights.

        Sets the main locomotive lighter and lights above the doors.

        Returns:
            list: NodePath's of the Train lights.
        """
        lens = PerspectiveLens()
        lens.setNearFar(0, 50)
        lens.setFov(60, 60)

        floodlight = Spotlight("train_main_lighter")
        floodlight.setColor((0.5, 0.5, 0.5, 1))
        floodlight.setLens(lens)
        floodlight.setExponent(0.4)
        floodlight_np = self.model.attachNewNode(floodlight)
        floodlight_np.setPos(0, 0.34, 50)
        render.setLight(floodlight_np)  # noqa: F821

        train_lights = [floodlight_np]

        for name, coors in (
            ("train_right_door_light", (0.073, -0.17, 50)),
            ("train_left_door_light", (-0.073, -0.17, 50)),
            ("train_back_door_light", (0, -0.63, 50)),
        ):
            lamp = PointLight(name)
            lamp.setColor((0.89, 0.81, 0.55, 1))
            lamp.setAttenuation(3)
            lamp_np = self.model.attachNewNode(lamp)
            lamp_np.setPos(*coors)
            render.setLight(lamp_np)  # noqa: F821

            train_lights.append(lamp_np)

        return train_lights
class Flashlight:

	POWER_MIN  = 0.06
	POWER_DRAIN_RATE = -1/240.0
	POWER_GAIN_RATE  =  1/480.0
	
	EXPONENET = 40 
	
	COLOR = Vec4(1.0, 1.0, 0.9, 1)
	
	ATT_CONST = 0
	ATT_LIN   = 0.3
	ATT_QUAD  = 0.05
	
	def __init__(self, name, owner, scene, pos, fov=60, near=0.01, far=100, resol=(1920, 1080)):
		self.owner = owner
		self.scene = scene
		
		self.last      = 0.0
		self.power     = 1.0
		self.on        = True
		self.powerrate = Flashlight.POWER_DRAIN_RATE 

		#TODO: Change lens parameters for a unique 'lens' parameter
		lens = PerspectiveLens()
		lens.setFov(fov)
		lens.setNearFar(near, far)
		lens.setFilmSize(resol[0], resol[1])

		self.light = Spotlight(name + '/wide')
		self.light.setLens(lens)
		#TODO: Shadows don't work well anymore
		#self.light.setShadowCaster(True, resol[0], resol[1])
		self.light.setColor(Flashlight.COLOR)
		self.light.setExponent(40)
		
		self.nodepath = owner.cam.attachNewNode(self.light)
		self.nodepath.setPos(pos)
		self.nodepath.setHpr((5,5,0))
		
		self.scene.setLight(self.nodepath)

	def __del__(self):
		self.nodepath.removeNode()

	def toggle(self):
		self.on = not self.on
		if self.on:
			self.scene.setLight(self.nodepath)
			self.powerrate = Flashlight.POWER_DRAIN_RATE
		else:
			self.scene.clearLight(self.nodepath)
			self.powerrate = Flashlight.POWER_GAIN_RATE

	def updatePower(self, task):
		elapsed = task.time - self.last
		
		self.last = task.time
		self.power = max(Flashlight.POWER_MIN, min(1.0, self.power + elapsed * self.powerrate))
		
		self.light.setAttenuation((Flashlight.ATT_CONST, Flashlight.ATT_LIN, Flashlight.ATT_QUAD / self.power))

		return task.cont
	
	def getNodePath(self):
		return self.nodepath
	
	def setHpr(self, vec):
		self.nodepath.setHpr(vec)

	def isOn(self):
		return self.on
Exemple #32
0
                            smallRandomAxis(vecList))

    else:
        drawBody(nodePath, bodydata, pos, vecList, length.getX(), False)
        drawLeaf(nodePath, bodydata, pos, vecList)


alight = AmbientLight('alight')
alight.setColor((0.5, 0.5, 0.5, 1))
alnp = render.attachNewNode(alight)
render.setLight(alnp)

slight = Spotlight('slight')
slight.setColor((1, 1, 1, 1))
lens = PerspectiveLens()
slight.setLens(lens)
slnp = render.attachNewNode(slight)
render.setLight(slnp)

slnp.setPos(0, 0, 40)


# rotating light to show that normals are calculated correctly
def updateLight(task):
    global slnp
    currPos = slnp.getPos()
    currPos.setX(100 * math.cos(task.time) / 2)
    currPos.setY(100 * math.sin(task.time) / 2)
    slnp.setPos(currPos)

    slnp.lookAt(render)
class Hooded(AICharacter):
	
	SIGHT=7.5
	FOV=60.0
	
	HEIGHT = 1.3
	
	STATE_PATROL = 0
	STATE_SEARCH = 1
	STATE_WANDER = 2
	STATE_ATTACK = 3
	STATE_PAUSED = 4
	
	class StatePatrol:
		pass

	def __init__(self, name, root, route, mass, movforce, maxforce):
		AICharacter.__init__(self, name, root, mass, movforce, maxforce)
		
		self.state = Hooded.STATE_PATROL
		
		self.initTimer = True
		self.attackTimer = True

		# we create a spotlight that will be the sentinel's eye and will be used to fire the inView method
		self.slight = Spotlight('slight')
		self.slight.setColor((1, 1, 1, 1))
		lens = PerspectiveLens()
		lens.setNear(0.1)
		lens.setFar(Hooded.SIGHT)
		lens.setFov(Hooded.FOV)
		
		self.slight.setLens(lens)
		self.slnp = self.get_node_path().attachNewNode(self.slight)
		#TODO: Substitute for a collision polygon, so that the player class alerts an enemy of its presence
		#self.slight.showFrustum()
		
		self.slnp.setH(self.slnp.getH()-180)
		self.slnp.setPos(0, 0, Hooded.HEIGHT)
		
		self.hearing = 5.0
		self.dynamicObstacles = []

		self.detected = False
		self.pathfinding = False
		self.lostTarget = False
		self.countTime = False
		self.goingBack = False
		self.heard = False
		self.isProtected = False
		self.attacked = False
		self.started = False

		self.sentinelHandler = CollisionHandlerQueue()
		
		#TODO: Intruders should be added via an external method
		self.intruders = []

		# this is important: as we said the inView method don't cull geometry but take everything is in sight frustum - therefore to simulate an hide and seek feature we gotta cheat a little: this ray is masked to collide with walls and so if the avatar is behind a wall the ray will be 'deflected' (we'll see how later in the sent_traverse function) - so we know who's behind a wall but we fake we can't see it.
		sentraygeom = CollisionSegment(0, 0, Hooded.HEIGHT, 0, Hooded.SIGHT, Hooded.HEIGHT)
		sentinelRay = self.get_node_path().attachNewNode(CollisionNode('sentinelray'))
		sentinelRay.node().addSolid(sentraygeom)
		# we set to the ray a cumulative masking using the or operator to detect either the avatar's body and the wall geometry
		sentinelRay.node().setFromCollideMask(CollisionMask.PLAYER)
		sentinelRay.node().setIntoCollideMask(CollisionMask.NONE)
		# we add the ray to the sentinel collider and now it is ready to go
		base.cTrav.addCollider(sentinelRay, self.sentinelHandler)
		
		self.screechsound = loader.loadSfx("assets/sounds/enemies/nazgul_scream.mp3")
		
		self.setPatrolPos(route)
		
	def __del__(self):
		self.slnp.removeNode()
		
	def addIntruder(self, intruder):
		self.intruders.append(intruder)

	def setPatrolPos(self, route):
		self.currentTarget = 0
		self.route = route
		self.numTargets = len(route)
		self.increment = 1
		self.getAiBehaviors().seek(self.route[0])
		
	#to update the AIWorld	  
   
	def update(self):
		if (self.started == False):
			return False
		captured = self.sent_detect()
		if (captured):
			if (self.isProtected):
				self.state = Hooded.STATE_PAUSED
			elif (self.state != Hooded.STATE_SEARCH):
				self.state = Hooded.STATE_SEARCH
				self.getAiBehaviors().pauseAi("all")
			self.lostTarget = False
			self.heard = False
			self.resetTimer()
		"""elif (self.heard):
			self.heard = False
			self.pursueTarget = self.hearingPos
			self.getAiBehaviors().pauseAi("all")
			self.state = Hooded.STATE_SEARCH
		elif (self.state == Hooded.STATE_SEARCH and self.lostTarget == False and self.goingBack == False):
			self.startTimer(1.5)
			hasFinished = self.timer()
			if (hasFinished == True):
				self.lostTarget = True
				self.getAiBehaviors().pauseAi("all")
				#self.state = 4
				self.pursueTarget = self.TargetPos
			else:
				self.lostTarget = False"""
				
		if self.state == Hooded.STATE_PATROL:
			self.patrol()
		elif self.state == Hooded.STATE_SEARCH:
			self.pursue()
		elif self.state == Hooded.STATE_WANDER:
			self.wander()
		elif self.state == Hooded.STATE_ATTACK:
			self.kill()
		elif self.state == Hooded.STATE_PAUSED:
			self.pause()


		#elif self.state == Hooded.STATE_SEARCH:
			#self.pathfind()
			
		if (self.attacked):
			self.attacked = False
			return True
		return False
 
 	#TODO: Patrol is ready for refactoring, if needed
 	PATROL_PAUSE = 3.0
 	PATROL_DISTANCE = 1.0
	def patrol(self):
		distance = self.get_node_path().getDistance(self.route[self.currentTarget])
		if (distance < Hooded.PATROL_DISTANCE):
			self.startTimer(Hooded.PATROL_PAUSE)
			self.getAiBehaviors().pauseAi("all")
			if self.timer():
				self.currentTarget = (self.currentTarget + 1) % len(self.route)
				self.resetTimer()
				self.getAiBehaviors().pauseAi("all")
				self.getAiBehaviors().seek(self.route[self.currentTarget])
				self.getAiBehaviors().resumeAi("seek")

	def pathfind(self):
		if (not self.getAiBehaviors().behaviorStatus("pathfollow") in ["active", "done"]):
			self.getAiBehaviors().initPathFind("assets/navmesh.csv")
			self.getAiBehaviors().pauseAi("all")
			if isinstance(self.pursueTarget, NodePath):
				self.getAiBehaviors().pathFindTo(self.pursueTarget)
			else:
				self.getAiBehaviors().pathFindTo(self.pursueTarget.getNodePath())
			for i in self.dynamicObstacles:
				self.getAiBehaviors().addDynamicObstacle(i)

		#self.pathfinding = True
		currentPos = self.get_node_path().getPos(render)

		if (isinstance(self.pursueTarget, NodePath)):
			self.TargetPos = self.pursueTarget
		else:
			self.TargetPos = self.pursueTarget.getNodePath()

# 		print currentPos, self.TargetPos
		distance = self.get_node_path().getDistance(self.TargetPos)
			
		if (self.getAiBehaviors().behaviorStatus("pathfollow") == "done"):
			if (distance > 5):
				self.getAiBehaviors().pauseAi("all")
				return

			if (self.lostTarget == False):
				if (self.goingBack == True):
					self.getAiBehaviors().pauseAi("all")
					self.getAiBehaviors().seek(self.route[self.currentTarget])
					self.state = Hooded.STATE_PATROL
					self.getAiBehaviors().resumeAi("seek")
					self.resetTimer()
					self.goingBack = False
				elif (self.heard == True):
						if (isinstance(self.pursueTarget, NodePath)):
							self.getAiBehaviors().pauseAi("all")
							self.state = Hooded.STATE_ATTACK
						else:
							self.startTimer(5)
							self.countTime = True
							self.pathfinding = False
							self.state = Hooded.STATE_WANDER
							self.radius = 5
							self.aoe = 10
				else:
					self.getAiBehaviors().pauseAi("all")
					self.state = Hooded.STATE_ATTACK
			else:
				self.startTimer(5)
				self.countTime = True
				self.pathfinding = False
				self.state = Hooded.STATE_WANDER
				self.radius = 5
				self.aoe = 10

	def wander(self):
		if (self.getAiBehaviors().behaviorStatus("wander") != "active"):
			self.getAiBehaviors().pauseAi("all")
			self.getAiBehaviors().wander(self.radius, 0,self.aoe, 1.0)
			#self.getAiBehaviors().resumeAi("wander")

		if (self.lostTarget == True and self.countTime == True):
			self.startTimer(5)
			hasFinished = self.timer()
			if (hasFinished == True):
				self.currentTarget += self.increment
				if (self.currentTarget == self.numTargets - 1):
					self.increment = -1
				else:
					if (self.currentTarget == 0):
						self.increment = 1
				self.pursueTarget = self.route[self.currentTarget]
				self.state = Hooded.STATE_SEARCH
				self.goingBack = True
				self.lostTarget= False
				self.getAiBehaviors().pauseAi("all")

				#self.getAiBehaviors().seek(self.route[self.currentTarget])
		
	def kill(self):
		if (self.attackTimer):
			self.attacked = True
			self.attackTimer = False
			self.startTimer(3)
			self.pause()
		else:
			hasFinished = self.timer()
			if (hasFinished):
				self.attackTimer = True
				self.resetTimer()
				self.state = Hooded.STATE_SEARCH
			else:
				self.attacked = False

	#TODO: Use event handling, instead?
	def sent_traverse(self, suspect):
		if (self.sentinelHandler.getNumEntries() > 0):
			self.sentinelHandler.sortEntries()
# 			for i in range(self.sentinelHandler.getNumEntries()):
# 				print self.sentinelHandler.getEntry(i)
			entry = self.sentinelHandler.getEntry(0)
			self.sentinelHandler.clearEntries()
			colliderNP = entry.getIntoNodePath()
			if colliderNP.getParent() == suspect.getNodePath():
# 				self = False
				if self.detected == False:
					self.detected = True
					self.screechsound.play()
					suspect.boo()
				return True
			#TODO: This was meant for the implementation of safe areas, where the player could not be reached
			elif colliderNP.getName() == 'lightarea':
				newEntry = self.sentinelHandler.getEntry(1)
				newColliderNode = newEntry.getIntoNode()
				if (newColliderNode.getName() == 'playercol'):
					#check if player is really inside light area
					self.isProtected = True
					return True
		return False

	#** Here then we'll unleash the power of isInView method - this function is just a query if a 3D point is inside its frustum so it works for objects with lens, such as cameras or even, as in this case, a spotlight. But to make this happen, we got cheat a little, knowing in advance who we're going to seek, to query its position afterwards, and that's what the next line is about: to collect all the references for objects named 'smiley'
   
	def sent_detect(self):
		for o in self.intruders:
		# query the spotlight if something listed as 'intruders' is-In-View at its position and if this is the case we'll call the traverse function above to see if is open air or hidden from the sentinel's sight
			if self.slnp.node().isInView(o.getNodePath().getPos(self.slnp)):
				self.get_node_path().lookAt(o.getNodePath())
				if self.sent_traverse(o):
					self.pursueTarget = o
					return True
		return False

	def timer(self):
		currentTime = time.time()
		diff = currentTime - self.time
		if (diff > self.interval):
			self.initTimer = True
			return True
		else:
			return False

	def resetTimer(self):
		self.initTimer = True

	def startTimer(self, interval):
		if (self.initTimer == True):
			self.interval = interval
			self.initTimer = False
			self.time = time.time()

	def addDynamicObject(self, dynamicObject):
		self.dynamicObstacles.append(dynamicObject)

	def hear(self, noisePos):
		dist = self.get_node_path().getDistance(noisePos)
		if (dist <= self.hearing):
			self.heard = True
			self.hearingPos = noisePos

	def pause(self):
		self.getAiBehaviors().pauseAi("all")
		#print "nao pausei?"

	def start(self):
		self.started = True

	def stop(self):
		self.started = False

	def clean(self):
		loader.unloadSfx(self.screechsound)

	def pursue(self):
		self.getAiBehaviors().pursue(self.pursueTarget.getNodePath())
		if (self.get_node_path().getDistance(self.pursueTarget.getNodePath()) < 1):
			self.state = Hooded.STATE_ATTACK
class FactorySneakGuardSuit(Suit, FSM):
    notify = directNotify.newCategory("FactorySneakGuardSuit")

    SUIT = SuitBank.MrHollywood
    VARIANT = Variant.NORMAL
    VIEW_DISTANCE_TASK_NAME = "ViewDistanceTask"
    MAX_VIEW_DISTANCE = 100.0
    GUARD_DIED_DELAY = 6.0
    PROWLER_DISTANCE = 40.0

    IN_VIEW = "somethingInSight"
    HEARD = "heard"
    TRY_TO_CONFIRM_TIME = 5.0

    def __init__(self, world, guardKey):
        Suit.__init__(self)
        FSM.__init__(self, 'FactorySneakGuardSuit')
        self.gameWorld = world
        self.guardKey = guardKey
        self.viewDistanceTaskName = self.VIEW_DISTANCE_TASK_NAME + "-" + str(
            id(self))
        self.diedTaskName = "GuardDied-" + str(id(self))
        self.health = 0
        self.maxHealth = 0
        self.eyeLight = None
        self.eyeLens = None
        self.eyeNode = None
        self.moveTrack = None
        self.trav = None
        self.rayNP = None
        self.queue = None
        self.currentKey = self.guardKey
        self.firstPoint = CGG.GuardPointData[self.guardKey]
        self.walkTrack = None
        self.pathQueue = []
        self.currentPathIndex = 0

    def enterGuard(self):
        self.loop('neutral')
        pos, hpr = CGG.FactoryGuardPoints[self.guardKey]
        self.setHpr(hpr - (180, 0, 0))
        self.setPos(pos)

        base.taskMgr.add(self.__guard, self.taskName("guard"))

    def __checkToon(self):
        self.rayNP.lookAt(base.localAvatar)
        self.trav.traverse(render)
        if self.queue.getNumEntries() > 0:
            self.queue.sortEntries()
            hitObj = self.queue.getEntry(0).getIntoNodePath()
            print hitObj
            isLocalAvatar = hitObj.getParent().getPythonTag('localAvatar')
            if isLocalAvatar == 1:
                # Yes! We see the prowler!
                return 1
        return 0

    def __guard(self, task):
        # Let me check if the target is my frustrum, and if it's a close enough distance from me.
        if (self.eyeNode.node().isInView(base.localAvatar.getPos(self.eyeNode))
                and
                self.getDistance(base.localAvatar) <= self.PROWLER_DISTANCE):
            # Now, let me check if the toon is standing right in front of me; not occluded.
            if self.__checkToon():
                # Yes! We see some one!
                self.request('SeekTarget', self.IN_VIEW)
                return task.done
        return task.cont

    def exitGuard(self):
        base.taskMgr.remove(self.taskName("guard"))

    def enterTurnToGuardSpot(self):
        self.loop('walk')
        _, hpr = CGG.FactoryGuardPoints[self.guardKey]
        self.moveTrack = LerpHprInterval(self,
                                         duration=1.0,
                                         hpr=hpr,
                                         startHpr=self.getHpr())
        self.moveTrack.setDoneEvent(self.uniqueName('TurnedToGuardSpot'))
        self.acceptOnce(self.moveTrack.getDoneEvent(), self.request, ['Guard'])
        self.moveTrack.start()

    def exitTurnToGuardSpot(self):
        if self.moveTrack:
            self.ignore(self.moveTrack.getDoneEvent())
            self.moveTrack.finish()
            self.moveTrack = None

    def enterSeekTarget(self, event):
        dialogue = random.choice(CGG.GuardDialog[event])
        self.setChat(dialogue)

        self.loop('walk')
        self.moveTrack = NPCLookInterval(self, base.localAvatar)
        self.moveTrack.setDoneEvent(self.uniqueName("SeekLocalAvatar"))
        self.acceptOnce(self.moveTrack.getDoneEvent(), self.request,
                        ['TryToConfirmTarget'])
        self.moveTrack.start()

    def exitSeekTarget(self):
        if self.moveTrack:
            self.ignore(self.moveTrack.getDoneEvent())
            self.moveTrack.finish()
            self.moveTrack = None

    def enterTryToConfirmTarget(self):
        self.loop('neutral')
        base.taskMgr.add(self.__tryToConfirmTarget,
                         self.uniqueName('TryToConfirmTarget'))

    def __tryToConfirmTarget(self, task):
        if task.time >= self.TRY_TO_CONFIRM_TIME:
            # Hmm, I guess it was nothing.
            chat = random.choice(CGG.GuardDialog['disregard'])
            self.setChat(chat)
            self.request('TurnToGuardSpot')
            return task.done
        # Let me see the target again, so I know it's actually something.
        if (self.eyeNode.node().isInView(base.localAvatar.getPos(self.eyeNode))
                and
                self.getDistance(base.localAvatar) <= self.PROWLER_DISTANCE):
            # Now, let me check if the toon is standing right in front of me; not occluded.
            if self.__checkToon():
                # There he is!
                chat = random.choice(CGG.GuardDialog['spot'])
                self.setChat(chat)
                self.request('Pursue')
                return task.done
        return task.cont

    def exitTryToConfirmTarget(self):
        base.taskMgr.remove(self.uniqueName('TryToConfirmTarget'))

    def enterGoBackToGuardSpot(self):
        self.walkBackToGuardSpot()

    def walkBackToGuardSpot(self):
        self.currentPathIndex = 0
        self.pathQueue = SuitPathFinder.find_path(CGG.FactoryWalkPoints,
                                                  CGG.FactoryWayPointData,
                                                  self.currentKey,
                                                  self.guardKey)
        self.currentKey = self.guardKey
        self.walk(0.2)
        self.loop('walk')

    def exitGoBackToGuardSpot(self):
        pass

    def enterPursue(self):
        self.numTries = 0
        self.maxTries = 3
        #self.runToClosestPoint()
        self.setPlayRate(1.5, 'walk')
        self.loop('walk')
        messenger.send('guardPursue')

    def getClosestPoint(self):
        # Return the key of the closest point to the localAvatar.
        closestPoint = None
        pointKey2range = {}
        for key, point in CGG.FactoryWalkPoints.items():
            dummyNode = render.attachNewNode('dummyNode')
            dummyNode.setPos(point)
            pointKey2range[key] = base.localAvatar.getDistance(dummyNode)
            dummyNode.removeNode()
        ranges = []
        for distance in pointKey2range.values():
            ranges.append(distance)
        ranges.sort()
        for key in pointKey2range.keys():
            distance = pointKey2range[key]
            if distance == ranges[0]:
                closestPoint = key
                break
        return closestPoint

    def runToClosestPoint(self):
        self.numTries += 1
        closestPoint = self.getClosestPoint()
        self.currentPathIndex = 0
        startKey = None
        if self.currentKey == self.guardKey:
            startKey = CGG.GuardPointData[self.firstPoint]
        else:
            startKey = self.currentKey
        self.pathQueue = SuitPathFinder.find_path(CGG.FactoryWalkPoints,
                                                  CGG.FactoryWayPointData,
                                                  startKey, closestPoint)
        if self.currentKey == self.guardKey:
            self.pathQueue.insert(0, 1)
        else:
            self.pathQueue.insert(0, 0)
        self.currentKey = closestPoint
        self.walk(0.1)

    def walk(self, speed=0.2):
        self.currentPathIndex += 1
        if len(self.pathQueue) <= self.currentPathIndex:
            if self.getCurrentOrNextState() == 'Pursue':
                if self.getClosestPoint() != self.currentKey:
                    # Wow, the player ran off somewhere else! Go there!
                    if self.numTries >= self.maxTries:
                        # Dang it, give up, we can't get to them!
                        self.request('GoBackToGuardSpot')
                    else:
                        self.runToClosestPoint()
            elif self.getCurrentOrNextState() == 'GoBackToGuardSpot':
                self.request('Guard')
            return
        print self.pathQueue[self.currentPathIndex]
        if self.currentPathIndex == 1 and self.pathQueue[0] == 1:
            # We need to walk from our guard point to the first waypoint in our path
            startPoint = self.getPos(render)
            endPoint = CGG.FactoryWalkPoints[self.firstPoint]
        else:
            if self.pathQueue[0] == 0:
                self.pathQueue.remove(self.pathQueue[0])
            key = self.pathQueue[self.currentPathIndex]
            endPoint = CGG.FactoryWalkPoints[key]
            oldKey = self.pathQueue[self.currentPathIndex - 1]
            startPoint = CGG.FactoryWalkPoints[oldKey]
        self.walkTrack = NPCWalkInterval(self, endPoint, speed, startPoint)
        self.walkTrack.setDoneEvent(self.uniqueName('guardWalkDone'))
        self.acceptOnce(self.uniqueName('guardWalkDone'), self.walk)
        self.walkTrack.start()

    def exitPursue(self):
        self.setPlayRate(1.0, 'walk')
        del self.numTries
        if self.walkTrack:
            self.ignore(self.walkTrack.getDoneEvent())
            self.walkTrack.pause()
            self.walkTrack = None
        messenger.send('guardStopPursue')

    def uniqueName(self, name):
        return self.taskName(name)

    def taskName(self, name):
        return name + "-" + str(id(self))

    def shot(self):
        dialogue = random.choice(CGG.GuardDialog['shot'])
        self.setChat(dialogue)

    def dead(self):
        self.request('Off')
        self.animFSM.request('die')
        base.taskMgr.doMethodLater(self.GUARD_DIED_DELAY, self.__diedDone,
                                   self.diedTaskName)

    def __diedDone(self, task):
        self.gameWorld.deleteGuard(self)
        return task.done

    def setHealth(self, hp):
        self.health = hp
        self.updateHealthBar(hp)

    def getHealth(self):
        return self.health

    def generate(self):
        self.level = 12
        self.maxHealth = 200
        self.health = 200
        Suit.generate(self,
                      FactorySneakGuardSuit.SUIT,
                      FactorySneakGuardSuit.VARIANT,
                      hideFirst=False)
        self.setName(self.suitPlan.getName(), None)
        self.cleanupPropeller()
        base.taskMgr.add(self.__viewDistance, self.viewDistanceTaskName)
        self.setPythonTag('guard', self)
        self.eyeLight = Spotlight('eyes')
        self.eyeLens = PerspectiveLens()
        self.eyeLens.setMinFov(90.0 / (4. / 3.))
        self.eyeLight.setLens(self.eyeLens)
        self.eyeNode = self.headModel.attachNewNode(self.eyeLight)
        self.eyeNode.setZ(-5)
        self.eyeNode.setY(-4.5)
        self.trav = CollisionTraverser(self.uniqueName('eyeTrav'))
        ray = CollisionRay(0, 0, 0, 0, 1, 0)
        rayNode = CollisionNode('ToonFPS.rayNode')
        rayNode.addSolid(ray)
        rayNode.setFromCollideMask(CGG.GuardBitmask | CIGlobals.WallBitmask)
        rayNode.setIntoCollideMask(BitMask32.allOff())
        self.rayNP = base.camera.attachNewNode(rayNode)
        self.rayNP.setZ(3)
        self.queue = CollisionHandlerQueue()
        self.trav.addCollider(self.rayNP, self.queue)
        self.trav.addCollider(self.gameWorld.mg.avatarBody, self.queue)
        self.request('Guard')

    def __viewDistance(self, task):
        # All the guards in the warehouse eat up a lot of frames.  This task will
        # hide the guard geometry if it's too far away.

        if self.getDistance(base.localAvatar) > self.MAX_VIEW_DISTANCE:
            if not self.isHidden():
                self.hide()
        else:
            if self.isHidden():
                self.show()

        task.delayTime = 1.0
        return task.again

    def disable(self):
        self.request('Off')
        base.taskMgr.remove(self.taskName("guard"))
        base.taskMgr.remove(self.diedTaskName)
        base.taskMgr.remove(self.viewDistanceTaskName)
        self.trav = None
        if self.rayNP:
            self.rayNP.removeNode()
            self.rayNP = None
        self.queue = None
        self.currentPathIndex = None
        if self.eyeNode:
            self.eyeNode.removeNode()
            self.eyeNode = None
            self.eyeLens = None
            self.eyeLight = None
        self.viewDistanceTaskName = None
        self.guardKey = None
        self.gameWorld = None
        self.pathQueue = None
        if self.walkTrack:
            self.ignore(self.walkTrack.getDoneEvent())
            self.walkTrack.finish()
            self.walkTrack = None
        Suit.disable(self)
Exemple #35
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                            numIterations - 1, numCopies, smallRandomAxis(vecList))

    else:
        drawBody(nodePath, bodydata, pos, vecList, length.getX(), False)
        drawLeaf(nodePath, bodydata, pos, vecList)


alight = AmbientLight('alight')
alight.setColor((0.5, 0.5, 0.5, 1))
alnp = render.attachNewNode(alight)
render.setLight(alnp)

slight = Spotlight('slight')
slight.setColor((1, 1, 1, 1))
lens = PerspectiveLens()
slight.setLens(lens)
slnp = render.attachNewNode(slight)
render.setLight(slnp)

slnp.setPos(0, 0, 40)

# rotating light to show that normals are calculated correctly
def updateLight(task):
    global slnp
    currPos = slnp.getPos()
    currPos.setX(100 * math.cos(task.time) / 2)
    currPos.setY(100 * math.sin(task.time) / 2)
    slnp.setPos(currPos)

    slnp.lookAt(render)
    return Task.cont
Exemple #36
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    def getLightsForModel(self, modelId):
        lights = []
        if modelId in self.supportedModelIds:

            for n, lightData in enumerate(self.data[modelId]):

                attenuation = LVector3f(*lightData['attenuation'])

                #TODO: implement light power
                #power = float(lightData['power'])

                positionYup = LVector3f(*lightData['position'])
                yupTozupMat = LMatrix4f.convertMat(CS_yup_right, CS_zup_right)
                position = yupTozupMat.xformVec(positionYup)

                colorHtml = lightData['color']
                color = LVector3f(*[
                    int('0x' + colorHtml[i:i + 2], 16)
                    for i in range(1, len(colorHtml), 2)
                ]) / 255.0

                direction = None
                lightType = lightData['type']
                lightName = modelId + '-light-' + str(n)
                if lightType == 'SpotLight':
                    light = Spotlight(lightName)
                    light.setAttenuation(attenuation)
                    light.setColor(color)

                    cutoffAngle = float(lightData['cutoffAngle'])
                    lens = PerspectiveLens()
                    lens.setFov(cutoffAngle / np.pi * 180.0)
                    light.setLens(lens)

                    # NOTE: unused attributes
                    #dropoffRate = float(lightData['dropoffRate'])

                    directionYup = LVector3f(*lightData['direction'])
                    direction = yupTozupMat.xformVec(directionYup)

                elif lightType == 'PointLight':
                    light = PointLight(lightName)
                    light.setAttenuation(attenuation)
                    light.setColor(color)

                elif lightType == 'LineLight':
                    #XXX: we may wish to use RectangleLight from the devel branch of Panda3D
                    light = PointLight(lightName)
                    light.setAttenuation(attenuation)
                    light.setColor(color)

                    # NOTE: unused attributes
                    #dropoffRate = float(lightData['dropoffRate'])
                    #cutoffAngle = float(lightData['cutoffAngle'])

                    #position2Yup = LVector3f(*lightData['position2'])
                    #position2 = yupTozupMat.xformVec(position2Yup)

                    #directionYup = LVector3f(*lightData['direction'])
                    #direction = yupTozupMat.xformVec(directionYup)

                else:
                    raise Exception('Unsupported light type: %s' % (lightType))

                lightNp = NodePath(light)

                # Set position and direction of light
                lightNp.setPos(position)
                if direction is not None:
                    targetPos = position + direction
                    lightNp.look_at(targetPos, LVector3f.up())

                lights.append(lightNp)

        return lights
Exemple #37
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class FactorySneakGuardSuit(Suit, FSM):
    notify = directNotify.newCategory('FactorySneakGuardSuit')
    SUIT = 'mrhollywood'
    VIEW_DISTANCE_TASK_NAME = 'ViewDistanceTask'
    MAX_VIEW_DISTANCE = 100.0
    GUARD_DIED_DELAY = 6.0
    MAX_HP = 200
    PROWLER_DISTANCE = 40.0
    IN_VIEW = 'somethingInSight'
    HEARD = 'heard'
    TRY_TO_CONFIRM_TIME = 5.0

    def __init__(self, world, guardKey):
        Suit.__init__(self)
        FSM.__init__(self, 'FactorySneakGuardSuit')
        self.gameWorld = world
        self.guardKey = guardKey
        self.viewDistanceTaskName = self.VIEW_DISTANCE_TASK_NAME + '-' + str(
            id(self))
        self.diedTaskName = 'GuardDied-' + str(id(self))
        self.health = 0
        self.maxHealth = self.MAX_HP
        self.eyeLight = None
        self.eyeLens = None
        self.eyeNode = None
        self.moveTrack = None
        self.trav = None
        self.rayNP = None
        self.queue = None
        self.currentKey = self.guardKey
        self.firstPoint = CGG.GuardPointData[self.guardKey]
        self.walkTrack = None
        self.pathQueue = []
        self.currentPathIndex = 0
        return

    def enterGuard(self):
        self.loop('neutral')
        pos, hpr = CGG.FactoryGuardPoints[self.guardKey]
        self.setHpr(hpr - (180, 0, 0))
        self.setPos(pos)
        base.taskMgr.add(self.__guard, self.taskName('guard'))

    def __checkToon(self):
        self.rayNP.lookAt(base.localAvatar)
        self.trav.traverse(render)
        if self.queue.getNumEntries() > 0:
            self.queue.sortEntries()
            hitObj = self.queue.getEntry(0).getIntoNodePath()
            print hitObj
            isLocalAvatar = hitObj.getParent().getPythonTag('localAvatar')
            if isLocalAvatar == 1:
                return 1
        return 0

    def __guard(self, task):
        if self.eyeNode.node().isInView(base.localAvatar.getPos(
                self.eyeNode)) and self.getDistance(
                    base.localAvatar) <= self.PROWLER_DISTANCE:
            if self.__checkToon():
                self.request('SeekTarget', self.IN_VIEW)
                return task.done
        return task.cont

    def exitGuard(self):
        base.taskMgr.remove(self.taskName('guard'))

    def enterTurnToGuardSpot(self):
        self.loop('walk')
        _, hpr = CGG.FactoryGuardPoints[self.guardKey]
        self.moveTrack = LerpHprInterval(self,
                                         duration=1.0,
                                         hpr=hpr,
                                         startHpr=self.getHpr())
        self.moveTrack.setDoneEvent(self.uniqueName('TurnedToGuardSpot'))
        self.acceptOnce(self.moveTrack.getDoneEvent(), self.request, ['Guard'])
        self.moveTrack.start()

    def exitTurnToGuardSpot(self):
        if self.moveTrack:
            self.ignore(self.moveTrack.getDoneEvent())
            self.moveTrack.finish()
            self.moveTrack = None
        return

    def enterSeekTarget(self, event):
        dialogue = random.choice(CGG.GuardDialog[event])
        self.setChat(dialogue)
        self.loop('walk')
        self.moveTrack = NPCLookInterval(self, base.localAvatar)
        self.moveTrack.setDoneEvent(self.uniqueName('SeekLocalAvatar'))
        self.acceptOnce(self.moveTrack.getDoneEvent(), self.request,
                        ['TryToConfirmTarget'])
        self.moveTrack.start()

    def exitSeekTarget(self):
        if self.moveTrack:
            self.ignore(self.moveTrack.getDoneEvent())
            self.moveTrack.finish()
            self.moveTrack = None
        return

    def enterTryToConfirmTarget(self):
        self.loop('neutral')
        base.taskMgr.add(self.__tryToConfirmTarget,
                         self.uniqueName('TryToConfirmTarget'))

    def __tryToConfirmTarget(self, task):
        if task.time >= self.TRY_TO_CONFIRM_TIME:
            chat = random.choice(CGG.GuardDialog['disregard'])
            self.setChat(chat)
            self.request('TurnToGuardSpot')
            return task.done
        if self.eyeNode.node().isInView(base.localAvatar.getPos(
                self.eyeNode)) and self.getDistance(
                    base.localAvatar) <= self.PROWLER_DISTANCE:
            if self.__checkToon():
                chat = random.choice(CGG.GuardDialog['spot'])
                self.setChat(chat)
                self.request('Pursue')
                return task.done
        return task.cont

    def exitTryToConfirmTarget(self):
        base.taskMgr.remove(self.uniqueName('TryToConfirmTarget'))

    def enterGoBackToGuardSpot(self):
        self.walkBackToGuardSpot()

    def walkBackToGuardSpot(self):
        self.currentPathIndex = 0
        self.pathQueue = SuitPathFinder.find_path(CGG.FactoryWalkPoints,
                                                  CGG.FactoryWayPointData,
                                                  self.currentKey,
                                                  self.guardKey)
        self.currentKey = self.guardKey
        self.walk(0.2)
        self.loop('walk')

    def exitGoBackToGuardSpot(self):
        pass

    def enterPursue(self):
        self.numTries = 0
        self.maxTries = 3
        self.runToClosestPoint()
        self.setPlayRate(1.5, 'walk')
        self.loop('walk')
        messenger.send('guardPursue')

    def getClosestPoint(self):
        closestPoint = None
        pointKey2range = {}
        for key, point in CGG.FactoryWalkPoints.items():
            dummyNode = render.attachNewNode('dummyNode')
            dummyNode.setPos(point)
            pointKey2range[key] = base.localAvatar.getDistance(dummyNode)
            dummyNode.removeNode()

        ranges = []
        for distance in pointKey2range.values():
            ranges.append(distance)

        ranges.sort()
        for key in pointKey2range.keys():
            distance = pointKey2range[key]
            if distance == ranges[0]:
                closestPoint = key
                break

        return closestPoint

    def runToClosestPoint(self):
        self.numTries += 1
        closestPoint = self.getClosestPoint()
        self.currentPathIndex = 0
        startKey = None
        if self.currentKey == self.guardKey and self.firstPoint in CGG.GuardPointData:
            startKey = CGG.GuardPointData[self.firstPoint]
        else:
            startKey = self.currentKey
        self.pathQueue = SuitPathFinder.find_path(CGG.FactoryWalkPoints,
                                                  CGG.FactoryWayPointData,
                                                  startKey, closestPoint)
        if self.currentKey == self.guardKey:
            self.pathQueue.insert(0, 1)
        else:
            self.pathQueue.insert(0, 0)
        self.currentKey = closestPoint
        self.walk(0.1)
        return

    def walk(self, speed=0.2):
        self.currentPathIndex += 1
        if len(self.pathQueue) <= self.currentPathIndex:
            if self.getCurrentOrNextState() == 'Pursue':
                if self.getClosestPoint() != self.currentKey:
                    if self.numTries >= self.maxTries:
                        self.request('GoBackToGuardSpot')
                    else:
                        self.runToClosestPoint()
            else:
                if self.getCurrentOrNextState() == 'GoBackToGuardSpot':
                    self.request('Guard')
            return
        print self.pathQueue[self.currentPathIndex]
        if self.currentPathIndex == 1 and self.pathQueue[0] == 1:
            startPoint = self.getPos(render)
            endPoint = CGG.FactoryWalkPoints[self.firstPoint]
        else:
            if self.pathQueue[0] == 0:
                self.pathQueue.remove(self.pathQueue[0])
            key = self.pathQueue[self.currentPathIndex]
            endPoint = CGG.FactoryWalkPoints[key]
            oldKey = self.pathQueue[self.currentPathIndex - 1]
            startPoint = CGG.FactoryWalkPoints[oldKey]
        self.walkTrack = NPCWalkInterval(self, endPoint, speed, startPoint)
        self.walkTrack.setDoneEvent(self.uniqueName('guardWalkDone'))
        self.acceptOnce(self.uniqueName('guardWalkDone'), self.walk)
        self.walkTrack.start()

    def exitPursue(self):
        self.setPlayRate(1.0, 'walk')
        del self.numTries
        if self.walkTrack:
            self.ignore(self.walkTrack.getDoneEvent())
            self.walkTrack.pause()
            self.walkTrack = None
        messenger.send('guardStopPursue')
        return

    def uniqueName(self, name):
        return self.taskName(name)

    def taskName(self, name):
        return name + '-' + str(id(self))

    def setHealth(self, hp):
        self.health = hp

    def getHealth(self):
        return self.health

    def shot(self):
        dialogue = random.choice(CGG.GuardDialog['shot'])
        self.setChat(dialogue)

    def dead(self):
        self.request('Off')
        self.animFSM.request('die')
        base.taskMgr.doMethodLater(self.GUARD_DIED_DELAY, self.__diedDone,
                                   self.diedTaskName)

    def __diedDone(self, task):
        self.gameWorld.deleteGuard(self)
        return task.done

    def generate(self):
        data = CIGlobals.SuitBodyData[self.SUIT]
        type = data[0]
        team = data[1]
        self.team = team
        self.level = 12
        self.suit = type
        Suit.generate(self, SuitBank.MrHollywood, 0, hideFirst=False)
        self.suit = type
        base.taskMgr.add(self.__viewDistance, self.viewDistanceTaskName)
        self.setPythonTag('guard', self)
        self.eyeLight = Spotlight('eyes')
        self.eyeLens = PerspectiveLens()
        self.eyeLens.setMinFov(90.0 / (4.0 / 3.0))
        self.eyeLight.setLens(self.eyeLens)
        self.eyeNode = self.headModel.attachNewNode(self.eyeLight)
        self.eyeNode.setZ(-5)
        self.eyeNode.setY(-4.5)
        self.trav = CollisionTraverser(self.uniqueName('eyeTrav'))
        ray = CollisionRay(0, 0, 0, 0, 1, 0)
        rayNode = CollisionNode('ToonFPS.rayNode')
        rayNode.addSolid(ray)
        rayNode.setFromCollideMask(CGG.GuardBitmask | CIGlobals.WallBitmask)
        rayNode.setIntoCollideMask(BitMask32.allOff())
        self.rayNP = base.camera.attachNewNode(rayNode)
        self.rayNP.setZ(3)
        self.queue = CollisionHandlerQueue()
        self.trav.addCollider(self.rayNP, self.queue)
        self.trav.addCollider(self.gameWorld.mg.avatarBody, self.queue)
        self.request('Guard')

    def __viewDistance(self, task):
        if self.getDistance(base.localAvatar) > self.MAX_VIEW_DISTANCE:
            if not self.isHidden():
                self.hide()
        else:
            if self.isHidden():
                self.show()
        task.delayTime = 1.0
        return task.again

    def disable(self):
        self.request('Off')
        base.taskMgr.remove(self.taskName('guard'))
        base.taskMgr.remove(self.diedTaskName)
        base.taskMgr.remove(self.viewDistanceTaskName)
        self.trav = None
        if self.rayNP:
            self.rayNP.removeNode()
            self.rayNP = None
        self.queue = None
        self.currentPathIndex = None
        if self.eyeNode:
            self.eyeNode.removeNode()
            self.eyeNode = None
            self.eyeLens = None
            self.eyeLight = None
        self.viewDistanceTaskName = None
        self.guardKey = None
        self.gameWorld = None
        self.pathQueue = None
        if self.walkTrack:
            self.ignore(self.walkTrack.getDoneEvent())
            self.walkTrack.finish()
            self.walkTrack = None
        Suit.disable(self)
        return
	def __init__(self):
		ShowBase.__init__(self)

		self.gameTask = taskMgr.add(self.flyCircles, "circles")

		base.disableMouse()
		
		base.camera.setPos(-400, 00, 400)
		base.camera.lookAt(00, 000, 0)

		slight = Spotlight('slight')
		slight.setColor(VBase4(1, 1, 1, 1))
		lens = PerspectiveLens()
		slight.setLens(lens)

		self.rebels = []
		self.imperials = []

		# add rebel ships
		self.rebels += [Xwing('xwing' + str(x)) for x in xrange(1)]
		#self.rebels += [Ywing('ywing' + str(x)) for x in xrange(1)]
		#self.rebels += [Awing('awing' + str(x)) for x in xrange(1)]
		#self.rebels += [Bwing('bwing' + str(x)) for x in xrange(1)]

		# add imperial ships
		self.imperials += [TieFighter('tiefighter' + str(x)) for x in xrange(1)]
		#self.imperials += [TieInterceptor('tieinterceptor' + str(x)) for x in xrange(2)]

		# add rebel ships
		self.rebels += [Xwing('xwing' + str(x) + 'second') for x in xrange(1)]
		#self.rebels += [Ywing('ywing' + str(x) + 'second') for x in xrange(1)]
		#self.rebels += [Awing('awing' + str(x) + 'second') for x in xrange(1)]
		#self.rebels += [Bwing('bwing' + str(x) + 'second') for x in xrange(1)]

		# add more imperial ships
		#self.imperials += [TieFighter('tiefighter' + str(x) + 'second') for x in xrange(2)]
		self.imperials += [TieInterceptor('tieinterceptor' + str(x) + 'second') for x in xrange(1)]
		
		# create ship list
		self.shipList = self.rebels + self.imperials

		#self.shipList = [
		#	Xwing("xwing1"), TieFighter("tie1"), Bwing("xwing2")]

		lightColors = [
			Vec4(0.9, 0.9, 0.9, 1),
			Vec4(0.9, 0.9, 0.9, 1),]

		for i, ship in enumerate(self.shipList):
			ship.reparentTo(render)
			ship.setScale(2)
			ship.setPos(Point3(i*50+50,i*100+100,i*50+50))

			directionalLight = DirectionalLight('directionalLight')
			directionalLightNP = render.attachNewNode(directionalLight)

			directionalLightNP.setHpr(180, -20, 0)
			ship.setLight(directionalLightNP)
			#ship.navSystem.setPursue()

		self.count = 0

		self.iter = 0

		camera.lookAt(self.shipList[1].getPos())
Exemple #39
0
    def __init__(self):
        ShowBase.__init__(self)

        self.cc = CentralController()

        self.gameTask = taskMgr.add(self.flyCircles, "circles")

        base.disableMouse()

        base.camera.setPos(1000, 100, 4000)
        base.camera.lookAt(200, 1000, 0)

        slight = Spotlight('slight')
        slight.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        slight.setLens(lens)

        self.rebels = []
        self.imperials = []

        # add rebel ships
        self.rebels += [Xwing('xwing' + str(x)) for x in xrange(1)]
        #self.rebels += [Ywing('ywing' + str(x)) for x in xrange(1)]
        #self.rebels += [Awing('awing' + str(x)) for x in xrange(1)]
        #self.rebels += [Bwing('bwing' + str(x)) for x in xrange(1)]

        # add imperial ships
        self.imperials += [
            TieFighter('tiefighter' + str(x)) for x in xrange(1)
        ]
        #self.imperials += [TieInterceptor('tieinterceptor' + str(x)) for x in xrange(2)]

        # add rebel ships
        self.rebels += [Xwing('xwing' + str(x) + 'second') for x in xrange(1)]
        #self.rebels += [Ywing('ywing' + str(x) + 'second') for x in xrange(1)]
        #self.rebels += [Awing('awing' + str(x) + 'second') for x in xrange(1)]
        #self.rebels += [Bwing('bwing' + str(x) + 'second') for x in xrange(1)]

        # add more imperial ships
        #self.imperials += [TieFighter('tiefighter' + str(x) + 'second') for x in xrange(2)]
        self.imperials += [
            TieInterceptor('tieinterceptor' + str(x) + 'second')
            for x in xrange(1)
        ]

        # create ship list
        self.shipList = self.rebels + self.imperials

        #self.shipList = [
        #	Xwing("xwing1"), TieFighter("tie1"), Bwing("xwing2")]

        lightColors = [
            Vec4(0.9, 0.9, 0.9, 1),
            Vec4(0.9, 0.9, 0.9, 1),
        ]

        for i, ship in enumerate(self.shipList):
            ship.reparentTo(render)
            ship.setScale(2)
            ship.setPos(Point3(i * 50 + 50, i * 100 + 100, i * 50 + 50))

            directionalLight = DirectionalLight('directionalLight')
            directionalLightNP = render.attachNewNode(directionalLight)

            directionalLightNP.setHpr(180, -20, 0)
            ship.setLight(directionalLightNP)
            #ship.navSystem.setPursue()

            self.cc.addObject(ship)

        self.count = 0

        self.iter = 0

        camera.lookAt(self.shipList[1].getPos())
Exemple #40
0
 def parse_scene(self,scene,parent=None):
     tmp_statics = scene["statics"]; lst_statics = {}; it = 0
     for elt in tmp_statics["sol"]:
         if not self.dic_statics.has_key(elt): self.dic_statics[elt] = base.loader.loadModel(elt+".bam")
         for posrot in tmp_statics["sol"][elt]:
             tmp_inst = render.attachNewNode("sol_"+str(it)); self.dic_statics[elt].instanceTo(tmp_inst)
             tmp_inst.setPos(posrot[0][0]*4.8,posrot[0][1]*4.8,posrot[0][2]*4.8); tmp_inst.setHpr(posrot[1][0],posrot[1][1],posrot[1][2])
             tmp_inst.reparentTo(render); lst_statics["sol_"+str(it)] = tmp_inst
             #
             # TODO : génération de la carte si besoin
             #
             # TODO : voir pour le navigational mesh ici
             #
             it += 1
     for key in ["nord","sud","est","ouest"]:
         for elt in tmp_statics["bords"][key]:
             #
             print elt
             #
             if key == "nord":
                 #
                 #
                 pass
             elif key == "sud":
                 #
                 #
                 pass
             elif key == "est":
                 #
                 #
                 pass
             elif key == "ouest":
                 #
                 #
                 pass
             #
             pass
         for elt in tmp_statics["murs"][key]:
             #
             print elt
             #
             #
             pass
         for elt in tmp_statics["decors"][key]:
             #
             print elt
             #
             #
             pass
     #
     # TODO : chargement des animations
     #
     tmp_dynamics = scene["dynamics"]; lst_dynamics = {}
     #
     for elt in tmp_dynamics:
         #
         #
         #
         pass
     #
     #
     tmp_lights = scene["lights"]; lst_lights = {}
     for lght in tmp_lights:
         tmp_lght = None
         if lght[0] == 0:
             spot_light = Spotlight("spotlight"); spot_light.setColor(Vec4(lght[1][0],lght[1][1],lght[1][2],lght[1][3]))
             lens = PerspectiveLens(); spot_light.setLens(lens); tmp_lght = render.attachNewNode(spot_light)
             tmp_lght.lookAt(lght[3][0],lght[3][1],lght[3][2]); tmp_lght.setPos(lght[2][0],lght[2][1],lght[2][2])
         elif lght[0] == 1:
             dir_light = DirectionalLight("dir_light"); dir_light.setColor(Vec4(lght[1][0],lght[1][1],lght[1][2],lght[1][3]))
             tmp_lght = render.attachNewNode(dir_light); tmp_lght.setHpr(lght[3][0],lght[3][1],lght[3][2])
         if lght[4]:
             if lght[5] != None: lght[5].setLight(tmp_lght)
             else: render.setLight(tmp_lght)
         lst_lights[lght[6]] = tmp_lght
     #
     #
     #
     return lst_statics, lst_dynamics, lst_lights
class FactorySneakGuardSuit(Suit, FSM):
    notify = directNotify.newCategory('FactorySneakGuardSuit')
    SUIT = 'mrhollywood'
    VIEW_DISTANCE_TASK_NAME = 'ViewDistanceTask'
    MAX_VIEW_DISTANCE = 100.0
    GUARD_DIED_DELAY = 6.0
    MAX_HP = 200
    IN_VIEW = 'somethingInSight'
    HEARD = 'heard'
    TRY_TO_CONFIRM_TIME = 5.0

    def __init__(self, world, guardKey):
        Suit.__init__(self)
        FSM.__init__(self, 'FactorySneakGuardSuit')
        self.gameWorld = world
        self.guardKey = guardKey
        self.viewDistanceTaskName = self.VIEW_DISTANCE_TASK_NAME + '-' + str(id(self))
        self.diedTaskName = 'GuardDied-' + str(id(self))
        self.health = 0
        self.maxHealth = self.MAX_HP
        self.eyeLight = None
        self.eyeLens = None
        self.eyeNode = None
        self.moveTrack = None
        return

    def enterGuard(self):
        self.loop('neutral')
        pos, hpr = CGG.FactoryGuardPoints[self.guardKey]
        self.setHpr(hpr - (180, 0, 0))
        self.setPos(pos)
        base.taskMgr.add(self.__guard, self.taskName('guard'))

    def __guard(self, task):
        if self.eyeNode.node().isInView(base.localAvatar.getPos(self.eyeNode)):
            self.request('SeekTarget', self.IN_VIEW)
            return task.done
        return task.cont

    def exitGuard(self):
        base.taskMgr.remove(self.taskName('guard'))

    def enterTurnToGuardSpot(self):
        self.loop('walk')
        _, hpr = CGG.FactoryGuardPoints[self.guardKey]
        self.moveTrack = LerpHprInterval(self, duration=1.0, hpr=hpr, startHpr=self.getHpr())
        self.moveTrack.setDoneEvent(self.uniqueName('TurnedToGuardSpot'))
        self.acceptOnce(self.moveTrack.getDoneEvent(), self.request, ['Guard'])
        self.moveTrack.start()

    def exitTurnToGuardSpot(self):
        if self.moveTrack:
            self.ignore(self.moveTrack.getDoneEvent())
            self.moveTrack.finish()
            self.moveTrack = None
        return

    def enterSeekTarget(self, event):
        dialogue = random.choice(CGG.GuardDialog[event])
        self.setChat(dialogue)
        self.loop('walk')
        self.moveTrack = NPCLookInterval(self, base.localAvatar)
        self.moveTrack.setDoneEvent(self.uniqueName('SeekLocalAvatar'))
        self.acceptOnce(self.moveTrack.getDoneEvent(), self.request, ['TryToConfirmTarget'])
        self.moveTrack.start()

    def exitSeekTarget(self):
        if self.moveTrack:
            self.ignore(self.moveTrack.getDoneEvent())
            self.moveTrack.finish()
            self.moveTrack = None
        return

    def enterTryToConfirmTarget(self):
        self.loop('neutral')
        base.taskMgr.add(self.__tryToConfirmTarget, self.uniqueName('TryToConfirmTarget'))

    def __tryToConfirmTarget(self, task):
        if task.time >= self.TRY_TO_CONFIRM_TIME:
            chat = random.choice(CGG.GuardDialog['disregard'])
            self.setChat(chat)
            self.request('TurnToGuardSpot')
            return task.done
        if self.eyeNode.node().isInView(base.localAvatar.getPos(self.eyeNode)):
            chat = random.choice(CGG.GuardDialog['spot'])
            self.setChat(chat)
            return task.done
        return task.cont

    def exitTryToConfirmTarget(self):
        base.taskMgr.remove(self.uniqueName('TryToConfirmTarget'))

    def uniqueName(self, name):
        return self.taskName(name)

    def taskName(self, name):
        return name + '-' + str(id(self))

    def setHealth(self, hp):
        self.health = hp

    def getHealth(self):
        return self.health

    def shot(self):
        dialogue = random.choice(CGG.GuardDialog['shot'])
        self.setChat(dialogue)

    def dead(self):
        self.animFSM.request('die')
        base.taskMgr.doMethodLater(self.GUARD_DIED_DELAY, self.__diedDone, self.diedTaskName)

    def __diedDone(self, task):
        self.gameWorld.deleteGuard(self)
        return task.done

    def generate(self):
        data = CIGlobals.SuitBodyData[self.SUIT]
        type = data[0]
        team = data[1]
        self.generateSuit(type, self.SUIT, team, self.MAX_HP, 0, False)
        base.taskMgr.add(self.__viewDistance, self.viewDistanceTaskName)
        self.setPythonTag('guard', self)
        self.eyeLight = Spotlight('eyes')
        self.eyeLens = PerspectiveLens()
        self.eyeLens.setMinFov(90.0 / (4.0 / 3.0))
        self.eyeLight.setLens(self.eyeLens)
        self.eyeNode = self.headModel.attachNewNode(self.eyeLight)
        self.eyeNode.setZ(-5)
        self.eyeNode.setY(-4.5)
        self.request('Guard')

    def __viewDistance(self, task):
        if self.getDistance(base.localAvatar) > self.MAX_VIEW_DISTANCE:
            if not self.isHidden():
                self.hide()
        elif self.isHidden():
            self.show()
        task.delayTime = 1.0
        return task.again

    def disable(self):
        base.taskMgr.remove(self.diedTaskName)
        base.taskMgr.remove(self.viewDistanceTaskName)
        if self.eyeNode:
            self.eyeNode.removeNode()
            self.eyeNode = None
            self.eyeLens = None
            self.eyeLight = None
        self.viewDistanceTaskName = None
        self.guardKey = None
        self.gameWorld = None
        Suit.disable(self)
        return
Exemple #42
0
	def __init__(self):
		ShowBase.__init__(self)
		
		#Setup
		scene = BulletWorld()
		scene.setGravity(Vec3(0, 0, -9.81))
		base.setBackgroundColor(0.6,0.9,0.9)
		fog = Fog("The Fog")
		fog.setColor(0.9,0.9,1.0)
		fog.setExpDensity(0.003)
		render.setFog(fog)
		#Lighting
		
		#Sun light
		sun = DirectionalLight("The Sun")
		sun_np = render.attachNewNode(sun)
		sun_np.setHpr(0,-60,0)
		render.setLight(sun_np)
		
		#Ambient light
		amb = AmbientLight("The Ambient Light")
		amb.setColor(VBase4(0.39,0.39,0.39, 1))
		amb_np = render.attachNewNode(amb)
		render.setLight(amb_np)
		
		#Variables
		self.gear = 0
		
		self.start = 0
		
		self.Pbrake = 0
		
		self.terrain_var = 1
		
		self.time = 0
		
		self.headlight_var = 0
		
		self.RPM = 0
		
		self.clutch = 0
		
		self.carmaxspeed = 100 #KPH
		
		self.carmaxreversespeed = -40 #KPH
		
		self.steering = 0
		
		
		#Functions
		def V1():
			camera.setPos(0.25,-1.2,0.5)
			camera.setHpr(0,-13,0)
			
		def V2():
			camera.setPos(0,-15,3)
			camera.setHpr(0,-10,0)
			
		def V3():
			camera.setPos(0,0,9)
			camera.setHpr(0,-90,0)
			
		def up():
			self.gear = self.gear -1
			if self.gear < -1:
				self.gear = -1
				
		def down():
			self.gear = self.gear +1
			if self.gear > 1:
				self.gear = 1
				
		def start_function():
			self.start = 1
			self.start_sound.play()
			self.engine_idle_sound.play()
			self.RPM = 1000
			
		def stop_function():
			self.start = 0
			self.engine_idle_sound.stop()
				
		def parkingbrake():
			self.Pbrake = (self.Pbrake + 1) % 2
			
		def rotate():
			Car_np.setHpr(0, 0, 0)
			
		def horn():
			self.horn_sound.play()
			
		def set_time():
			if self.time == -1:
				sun.setColor(VBase4(0.4, 0.3, 0.3, 1))
				base.setBackgroundColor(0.8,0.7,0.7)
			if self.time == 0:
				sun.setColor(VBase4(0.7, 0.7, 0.7, 1))
				base.setBackgroundColor(0.6,0.9,0.9)
			if self.time == 1:
				sun.setColor(VBase4(0.2, 0.2, 0.2, 1))
				base.setBackgroundColor(0.55,0.5,0.5)
			if self.time == 2:
				sun.setColor(VBase4(0.02, 0.02, 0.05, 1))
				base.setBackgroundColor(0.3,0.3,0.3)
				
			if self.time == -2:
				self.time = -1
			if self.time == 3:
				self.time = 2
			
		def time_forward():
			self.time = self.time + 1
			
		def time_backward():
			self.time = self.time -1
			
		def set_terrain():
			if self.terrain_var == 1:
				self.ground_model.setTexture(self.ground_tex, 1)
				self.ground_model.setScale(3)
			if self.terrain_var == 2:
				self.ground_model.setTexture(self.ground_tex2, 1)
				self.ground_model.setScale(3)
			if self.terrain_var == 3:
				self.ground_model.setTexture(self.ground_tex3, 1)
				self.ground_model.setScale(4)
				
			if self.terrain_var == 4:
				self.terrain_var = 1
			if self.terrain_var == 0:
				self.terrain_var = 3
			
		def next_terrain():
			self.terrain_var = self.terrain_var + 1
			
		def previous_terrain():
			self.terrain_var = self.terrain_var - 1
			
		def show_menu():
			self.menu_win.show()
			self.a1.show()
			self.a2.show()
			self.a3.show()
			self.a4.show()
			self.t1.show()
			self.t2.show()
			self.ok.show()
			self.exit_button.show()
			
		def hide_menu():
			self.menu_win.hide()
			self.a1.hide()
			self.a2.hide()
			self.a3.hide()
			self.a4.hide()
			self.ok.hide()
			self.t1.hide()
			self.t2.hide()
			self.exit_button.hide()
		
		def Menu():
			self.menu_win = OnscreenImage(image = "Textures/menu.png", pos = (0.9,0,0), scale = (0.5))
			self.menu_win.setTransparency(TransparencyAttrib.MAlpha)
			
			#The Arrow Buttons
			self.a1 = DirectButton(text = "<", scale = 0.2, pos = (0.55,0,0.25), command = previous_terrain)
			self.a2 = DirectButton(text = ">", scale = 0.2, pos = (1.15,0,0.25), command = next_terrain)
			self.a3 = DirectButton(text = "<", scale = 0.2, pos = (0.55,0,0.0), command = time_backward)
			self.a4 = DirectButton(text = ">", scale = 0.2, pos = (1.15,0,0.0), command = time_forward)
			
			#The Text
			self.t1 = OnscreenText(text = "Terrain", pos = (0.85,0.25,0), scale = 0.1, fg = (0.4,0.4,0.5,1))
			self.t2 = OnscreenText(text = "Time", pos = (0.85,0,0), scale = 0.1, fg = (0.4,0.4,0.5,1))
			
			#The Buttons
			self.ok = DirectButton(text = "Okay", scale = 0.11, pos = (0.87,0,-0.25), command = hide_menu)
			self.exit_button = DirectButton(text = "Quit", scale = 0.11, pos = (0.87,0,-0.42), command = sys.exit)
			
		Menu()
		
		
		def take_screenshot():
			base.screenshot("Screenshot")
			
		def set_headlights():
			if self.headlight_var == 1:
				Headlight1.setColor(VBase4(9.0,8.9,8.9,1))
				Headlight2.setColor(VBase4(9.0,8.9,8.9,1))
			if self.headlight_var == 0:
				Headlight1.setColor(VBase4(0,0,0,1))
				Headlight2.setColor(VBase4(0,0,0,1))
			
		def headlights():
			self.headlight_var = (self.headlight_var + 1) % 2
			
		def update_rpm():
			
			#Simulate RPM
			if self.start == 1:
				if self.gear == 0:
					self.RPM = self.RPM - self.RPM / 400
				else:
					self.RPM = self.RPM + self.carspeed / 9
					self.RPM = self.RPM - self.RPM / 200
			
			#Reset RPM to 0 when engine is off
			if self.start == 0:
				if self.RPM > 0.0:
					self.RPM = self.RPM - 40
				if self.RPM < 10:
					self.RPM = 0.0
								
			#Idle RPM power
			if self.start == 1:
				if self.RPM < 650:
					self.RPM = self.RPM + 4
				if self.RPM < 600:
					self.clutch = 1
				else:
					self.clutch = 0
					
			#RPM limit		
			if self.RPM > 6000:
				self.RPM = 6000
				

		#Controls 
		inputState.watchWithModifiers("F", "arrow_up")
		inputState.watchWithModifiers("B", "arrow_down")
		inputState.watchWithModifiers("L", "arrow_left")
		inputState.watchWithModifiers("R", "arrow_right")
		
		do = DirectObject()
		
		do.accept("escape", show_menu)
		do.accept("1", V1)
		do.accept("2", V2)
		do.accept("3", V3)
		do.accept("page_up", up)
		do.accept("page_down", down)
		do.accept("x-repeat", start_function)
		do.accept("x", stop_function)
		do.accept("p", parkingbrake)
		do.accept("backspace", rotate)
		do.accept("enter", horn)
		do.accept("f12", take_screenshot)
		do.accept("h", headlights)
		
		#The ground
		self.ground = BulletPlaneShape(Vec3(0, 0, 1,), 1)
		self.ground_node = BulletRigidBodyNode("The ground")
		self.ground_node.addShape(self.ground)
		self.ground_np = render.attachNewNode(self.ground_node)
		self.ground_np.setPos(0, 0, -2)
		scene.attachRigidBody(self.ground_node)
		
		self.ground_model = loader.loadModel("Models/plane.egg")
		self.ground_model.reparentTo(render)
		self.ground_model.setPos(0,0,-1)
		self.ground_model.setScale(3)
		self.ground_tex = loader.loadTexture("Textures/ground.png")
		self.ground_tex2 = loader.loadTexture("Textures/ground2.png")
		self.ground_tex3 = loader.loadTexture("Textures/ground3.png")
		self.ground_model.setTexture(self.ground_tex, 1)
		
		#The car
		Car_shape = BulletBoxShape(Vec3(1, 2.0, 1.0))
		Car_node = BulletRigidBodyNode("The Car")
		Car_node.setMass(1200.0)
		Car_node.addShape(Car_shape)
		Car_np = render.attachNewNode(Car_node)
		Car_np.setPos(0,0,3)
		Car_np.setHpr(0,0,0)
		Car_np.node().setDeactivationEnabled(False)
		scene.attachRigidBody(Car_node)
		
		Car_model = loader.loadModel("Models/Car.egg")
		Car_model.reparentTo(Car_np)
		Car_tex = loader.loadTexture("Textures/Car1.png")
		Car_model.setTexture(Car_tex, 1)
		
		self.Car_sim = BulletVehicle(scene, Car_np.node())
		self.Car_sim.setCoordinateSystem(ZUp)
		scene.attachVehicle(self.Car_sim)
		
		#The inside of the car
		Car_int = loader.loadModel("Models/inside.egg")
		Car_int.reparentTo(Car_np)
		Car_int_tex = loader.loadTexture("Textures/inside.png")
		Car_int.setTexture(Car_int_tex, 1)
		Car_int.setTransparency(TransparencyAttrib.MAlpha)
		
		#The steering wheel
		Sw = loader.loadModel("Models/Steering wheel.egg")
		Sw.reparentTo(Car_np)
		Sw.setPos(0.25,0,-0.025)
		
		#The first headlight
		Headlight1 = Spotlight("Headlight1")
		lens = PerspectiveLens()
		lens.setFov(180)
		Headlight1.setLens(lens)
		Headlight1np = render.attachNewNode(Headlight1)
		Headlight1np.reparentTo(Car_np)
		Headlight1np.setPos(-0.8,2.5,-0.5)
		Headlight1np.setP(-15)
		render.setLight(Headlight1np)
		
		#The second headlight
		Headlight2 = Spotlight("Headlight2")
		Headlight2.setLens(lens)
		Headlight2np = render.attachNewNode(Headlight2)
		Headlight2np.reparentTo(Car_np)
		Headlight2np.setPos(0.8,2.5,-0.5)
		Headlight2np.setP(-15)
		render.setLight(Headlight2np)
		
		#Sounds
		self.horn_sound = loader.loadSfx("Sounds/horn.ogg")
		self.start_sound = loader.loadSfx("Sounds/enginestart.ogg")
		self.engine_idle_sound = loader.loadSfx("Sounds/engineidle.ogg")
		self.engine_idle_sound.setLoop(True)
		self.accelerate_sound = loader.loadSfx("Sounds/enginethrottle.ogg")
				
		#Camera
		base.disableMouse()
		camera.reparentTo(Car_np)
		camera.setPos(0,-15,3)
		camera.setHpr(0,-10,0)
		
		#Wheel function
		def Wheel(pos, np, r, f):
			w = self.Car_sim.createWheel()
			w.setNode(np.node())
			w.setChassisConnectionPointCs(pos)
			w.setFrontWheel(f)
			w.setWheelDirectionCs(Vec3(0, 0, -1))
			w.setWheelAxleCs(Vec3(1, 0, 0))
			w.setWheelRadius(r)
			w.setMaxSuspensionTravelCm(40)
			w.setSuspensionStiffness(120)
			w.setWheelsDampingRelaxation(2.3)
			w.setWheelsDampingCompression(4.4)
			w.setFrictionSlip(50)
			w.setRollInfluence(0.1)
		
		#Wheels	
		w1_np = loader.loadModel("Models/Lwheel")
		w1_np.reparentTo(render)
		w1_np.setColorScale(0,6)
		Wheel(Point3(-1,1,-0.6), w1_np, 0.4, False)
		
		w2_np = loader.loadModel("Models/Rwheel")
		w2_np.reparentTo(render)
		w2_np.setColorScale(0,6)
		Wheel(Point3(-1.1,-1.2,-0.6), w2_np, 0.4, True)
		
		w3_np = loader.loadModel("Models/Lwheel")
		w3_np.reparentTo(render)
		w3_np.setColorScale(0,6)
		Wheel(Point3(1.1,-1,-0.6), w3_np, 0.4, True)
		
		w4_np = loader.loadModel("Models/Rwheel")
		w4_np.reparentTo(render)
		w4_np.setColorScale(0,6)
		Wheel(Point3(1,1,-0.6), w4_np, 0.4, False)
		

		
		#The engine and steering
		def processInput(dt):
			
			#Vehicle properties
			self.steeringClamp = 35.0
			self.steeringIncrement = 70
			engineForce = 0.0
			brakeForce = 0.0
			
			
			#Get the vehicle's current speed
			self.carspeed = self.Car_sim.getCurrentSpeedKmHour()
			
			
			#Engage clutch when in gear 0
			if self.gear == 0:
				self.clutch = 1
			
			
			#Slow the steering when at higher speeds
			self.steeringIncrement = self.steeringIncrement - self.carspeed / 1.5
			
			
			#Reset the steering
			if not inputState.isSet("L") and not inputState.isSet("R"):
				
				if self.steering < 0.00:
					self.steering = self.steering + 0.6
				if self.steering > 0.00:
					self.steering = self.steering - 0.6
					
				if self.steering < 1.0 and self.steering > -1.0:
					self.steering = 0
			
			
			#Slow the car down while it's moving
			if self.clutch == 0:
				brakeForce = brakeForce + self.carspeed / 5
			else:
				brakeForce = brakeForce + self.carspeed / 15
		
			
			#Forward
			if self.start == 1:
				if inputState.isSet("F"):
					self.RPM = self.RPM + 35
					self.accelerate_sound.play()
				if self.clutch == 0:
					
					if self.gear == -1:
						if self.carspeed > self.carmaxreversespeed:	
							engineForce = -self.RPM / 3
							
					if self.gear == 1:
						if self.carspeed < self.carmaxspeed:
							engineForce = self.RPM / 1

			
			#Brake	
			if inputState.isSet("B"):
				engineForce = 0.0
				brakeForce = 12.0
				if self.gear != 0 and self.clutch == 0:
					self.RPM = self.RPM - 20
				
			#Left	
			if inputState.isSet("L"):
				if self.steering < 0.0:
					#This makes the steering reset at the correct speed when turning from right to left
					self.steering += dt * self.steeringIncrement + 0.6
					self.steering = min(self.steering, self.steeringClamp)
				else:
					#Normal steering
					self.steering += dt * self.steeringIncrement
					self.steering = min(self.steering, self.steeringClamp)
			
			#Right	
			if inputState.isSet("R"):
				if self.steering > 0.0:
					#This makes the steering reset at the correct speed when turning from left to right
					self.steering -= dt * self.steeringIncrement + 0.6
					self.steering = max(self.steering, -self.steeringClamp)
				else:
					#Normal steering
					self.steering -= dt * self.steeringIncrement
					self.steering = max(self.steering, -self.steeringClamp)
			
			#Park
			if self.Pbrake == 1:
				brakeForce = 10.0
				if self.gear != 0 and self. clutch == 0:
					self.RPM = self.RPM - 20
				
				
			#Apply forces to wheels	
			self.Car_sim.applyEngineForce(engineForce, 0);
			self.Car_sim.applyEngineForce(engineForce, 3);
			self.Car_sim.setBrake(brakeForce, 1);
			self.Car_sim.setBrake(brakeForce, 2);
			self.Car_sim.setSteeringValue(self.steering, 0);
			self.Car_sim.setSteeringValue(self.steering, 3);
			
			#Steering wheel
			Sw.setHpr(0,0,-self.steering*10)
		
		
		#The HUD
		self.gear_hud = OnscreenImage(image = "Textures/gear_hud.png", pos = (-1,0,-0.85), scale = (0.2))
		self.gear_hud.setTransparency(TransparencyAttrib.MAlpha)
		
		self.gear2_hud = OnscreenImage(image = "Textures/gear2_hud.png", pos = (-1,0,-0.85), scale = (0.2))
		self.gear2_hud.setTransparency(TransparencyAttrib.MAlpha)
		
		self.starter = OnscreenImage(image = "Textures/starter.png", pos = (-1.2,0,-0.85), scale = (0.15))
		self.starter.setTransparency(TransparencyAttrib.MAlpha)
		
		self.park = OnscreenImage(image = "Textures/pbrake.png", pos = (-0.8,0,-0.85), scale = (0.1))
		self.park.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_counter = OnscreenImage(image = "Textures/dial.png", pos = (-1.6, 0.0, -0.70), scale = (0.6,0.6,0.4))
		self.rev_counter.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_needle = OnscreenImage(image = "Textures/needle.png", pos = (-1.6, 0.0, -0.70), scale = (0.5))
		self.rev_needle.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_text = OnscreenText(text = " ", pos = (-1.6, -0.90, 0), scale = 0.05)
		
		self.speedometer = OnscreenImage(image = "Textures/dial.png", pos = (-1.68, 0.0, -0.10), scale = (0.7,0.7,0.5))
		self.speedometer.setTransparency(TransparencyAttrib.MAlpha)
		
		self.speedometer_needle = OnscreenImage(image = "Textures/needle.png", pos = (-1.68, 0.0, -0.10), scale = (0.5))
		self.speedometer_needle.setTransparency(TransparencyAttrib.MAlpha)
		
		self.speedometer_text = OnscreenText(text = " ", pos = (-1.68, -0.35, 0), scale = 0.05)
		
		
		#Update the HUD
		def Update_HUD():
			
			#Move gear selector
			if self.gear == -1:
				self.gear2_hud.setPos(-1,0,-0.785)
			if self.gear == 0:
				self.gear2_hud.setPos(-1,0,-0.85)
			if self.gear == 1:
				self.gear2_hud.setPos(-1,0,-0.91)
				
			#Rotate starter
			if self.start == 0:
				self.starter.setHpr(0,0,0)
			else:
				self.starter.setHpr(0,0,45)	
				
			#Update the parking brake light
			if self.Pbrake == 1:
				self.park.setImage("Textures/pbrake2.png")
				self.park.setTransparency(TransparencyAttrib.MAlpha)
			else:
				self.park.setImage("Textures/pbrake.png")
				self.park.setTransparency(TransparencyAttrib.MAlpha)	
				
			#Update the rev counter
			self.rev_needle.setR(self.RPM/22)	
			rev_string = str(self.RPM)[:4]
			self.rev_text.setText(rev_string+" RPM")
			
			#Update the speedometer
			if self.carspeed > 0.0:
				self.speedometer_needle.setR(self.carspeed*2.5)
			if self.carspeed < 0.0:
				self.speedometer_needle.setR(-self.carspeed*2.5)
			speed_string = str(self.carspeed)[:3]
			self.speedometer_text.setText(speed_string+" KPH")
					
					
						
		#Update the program
		def update(task):
			dt = globalClock.getDt() 
			processInput(dt)
			Update_HUD()
			set_time()
			set_terrain()
			set_headlights()
			update_rpm()
			scene.doPhysics(dt, 5, 1.0/180.0)
			return task.cont
			
		taskMgr.add(update, "Update")
Exemple #43
0
 def __init__(self, app):
     self.app = app
     camera.setPos(0, -62, 12)
     camera.setHpr(0, -10, 0)
     #lights
     dlghtnode = DirectionalLight("dir light")
     dlghtnode.setColor(Vec4(0.8, 0.8, 0.8, 1))
     dlght_top = render.attachNewNode(dlghtnode)
     dlght_top.setHpr(0, -70, 0)
     render.setLight(dlght_top)
     self.app.lst_lghts.append(dlght_top)
     dlght_right = render.attachNewNode(dlghtnode)
     dlght_right.setHpr(-30, -10, 0)
     render.setLight(dlght_right)
     self.app.lst_lghts.append(dlght_right)
     dlght_left = render.attachNewNode(dlghtnode)
     dlght_left.setHpr(30, -10, 0)
     render.setLight(dlght_left)
     self.app.lst_lghts.append(dlght_left)
     spotnode = Spotlight("spot_aux_menu")
     spotnode.setColor(Vec4(0.8, 0.8, 0.8, 1))
     lens = PerspectiveLens()
     spotnode.setLens(lens)
     spotlght = render.attachNewNode(spotnode)
     render.setLight(spotlght)
     spotlght.lookAt(6, -0.5, -1.5)
     spotlght.setPos(-8, 0, 9)
     self.app.lst_lghts.append(spotlght)
     #decors
     self.lst_decor = []
     arcs_shower = loader.loadModel("models/static/main_arcs_show")
     arcs_shower.reparentTo(render)
     arcs_shower.setPos(0, 7.3, 3)
     self.lst_decor.append(arcs_shower)
     arcs_shower_hprInterv = arcs_shower.hprInterval(5,
                                                     Point3(360, 0, 0),
                                                     startHpr=Point3(
                                                         0, 0, 0))
     arcs_shower_pace = Sequence(arcs_shower_hprInterv,
                                 name="arcs_shower_pace")
     arcs_shower_pace.loop()
     arc_title = loader.loadModel("models/static/main_title")
     arc_title.reparentTo(render)
     self.lst_decor.append(arc_title)
     #arc_main_menu
     self.arc_main_menu = Actor("models/dynamic/main_m_menu")
     self.arc_main_menu.reparentTo(render)
     self.arc_main_menu.pose("load", 1)
     #arc_aux_menu
     self.arc_aux_menu = Actor("models/dynamic/main_a_menu")
     self.arc_aux_menu.reparentTo(render)
     self.arc_aux_menu.pose("load", 1)
     #arrows for main menu
     arr_up = render.attachNewNode("arrow-up")
     arr_up.setHpr(0, 90, 0)
     arr_up.setPos(4.5, 1.5, 7)
     arr_up.hide()
     self.app.arrow.instanceTo(arr_up)
     arr_up.reparentTo(render)
     self.app.lst_arrows.append({
         "name": "arr_up",
         "status": 0,
         "node": arr_up,
         "posn": [4.5, 1.5, 7],
         "posh": [4.5, 1.7, 7.2]
     })
     sqp_up = render.attachNewNode(self.app.c_arr.generate())
     sqp_up.hide()
     sqp_up.node().setIntoCollideMask(BitMask32.bit(1))
     sqp_up.node().setTag("arrow", "up")
     sqp_up.reparentTo(self.app.pickly_node)
     sqp_up.setPos(4.5, 1.5, 7)
     arr_dn = render.attachNewNode("arrow-dn")
     arr_dn.setHpr(180, -90, 0)
     arr_dn.setPos(4.5, 1.5, 5)
     arr_dn.hide()
     self.app.arrow.instanceTo(arr_dn)
     arr_dn.reparentTo(render)
     self.app.lst_arrows.append({
         "name": "arr_dn",
         "status": 0,
         "node": arr_dn,
         "posn": [4.5, 1.5, 5],
         "posh": [4.5, 1.7, 4.8]
     })
     sqp_dn = render.attachNewNode(self.app.c_arr.generate())
     sqp_dn.hide()
     sqp_dn.node().setIntoCollideMask(BitMask32.bit(1))
     sqp_dn.node().setTag("arrow", "dn")
     sqp_dn.reparentTo(self.app.pickly_node)
     sqp_dn.setPos(4.5, 1.5, 5.2)
     #arrows for campaign menu
     arr_camp_up = render.attachNewNode("arr-camp-up")
     arr_camp_up.setScale(0.5)
     arr_camp_up.setHpr(-90, 90, 0)
     arr_camp_up.setPos(8, -2.5, 7)
     arr_camp_up.hide()
     self.app.arrow.instanceTo(arr_camp_up)
     arr_camp_up.reparentTo(render)
     self.app.lst_arrows.append({
         "name": "arr_camp_up",
         "status": 0,
         "node": arr_camp_up,
         "posn": [8, -2.5, 7],
         "posh": [8.1, -2.5, 7.1]
     })
     sqp_c_up = render.attachNewNode(self.app.c_arr.generate())
     sqp_c_up.hide()
     sqp_c_up.node().setIntoCollideMask(BitMask32.bit(1))
     sqp_c_up.node().setTag("arrow_c", "up")
     sqp_c_up.reparentTo(self.app.pickly_node)
     sqp_c_up.setScale(0.5)
     sqp_c_up.setHpr(-90, 0, 0)
     sqp_c_up.setPos(8, -2.5, 7)
     arr_camp_dn = render.attachNewNode("arr-camp-dn")
     arr_camp_dn.setScale(0.5)
     arr_camp_dn.setHpr(90, -90, 0)
     arr_camp_dn.setPos(8, -2.5, 2)
     arr_camp_dn.hide()
     self.app.arrow.instanceTo(arr_camp_dn)
     arr_camp_up.reparentTo(render)
     self.app.lst_arrows.append({
         "name": "arr_camp_dn",
         "status": 0,
         "node": arr_camp_dn,
         "posn": [8, -2.5, 2],
         "posh": [8.1, -2.5, 1.9]
     })
     sqp_c_dn = render.attachNewNode(self.app.c_arr.generate())
     sqp_c_dn.hide()
     sqp_c_dn.node().setIntoCollideMask(BitMask32.bit(1))
     sqp_c_dn.node().setTag("arrow_c", "dn")
     sqp_c_dn.reparentTo(self.app.pickly_node)
     sqp_c_dn.setScale(0.5)
     sqp_c_dn.setHpr(-90, 0, 0)
     sqp_c_dn.setPos(8, -2.5, 2.1)
     #arrows for missions menu
     #
     #TODO : arrows up/down for mission selection
     #
     #TODO : arrows up/down for save selection
     #
     #
     #gates
     self.gates = Actor("models/dynamic/main_gates")
     self.gates.reparentTo(render)
     self.gates.setPos(0, -48.2, 9.5)
     self.gates.setHpr(0, 80, 0)
     self.gates.play("open_gates")
     #env
     self.sol = base.loader.loadModel("models/static/main_sol")
     self.sol.reparentTo(render)
     self.sol.setPos(0, 0, 0)
     self.roofs = base.loader.loadModel("models/static/main_roofs")
     self.roofs.reparentTo(render)
     self.roofs.setPos(0, 0, 0)
     #GUI
     self.lst_menus = [
         0, 0, 0
     ]  #0 -> which menu, 1 -> val main_menu, 2 -> val aux_menu
     self.lst_gui = {
         "frames": [],
         "main_frame": [],
         "camp_frame": [],
         "mission_frame": [],
         "option_frame": [],
         "saves": []
     }
     #GUI : frames
     main_frame = DirectFrame()
     main_frame.hide()
     self.lst_gui["frames"].append(main_frame)
     camp_frame = DirectFrame()
     camp_frame.hide()
     self.lst_gui["frames"].append(camp_frame)
     mission_frame = DirectFrame()
     mission_frame.hide()
     self.lst_gui["frames"].append(mission_frame)
     option_frame = DirectFrame()
     option_frame.hide()
     self.lst_gui["frames"].append(option_frame)
     #GUI : main menu
     campaign_btn = arcButton(self.app.lang["main_menu"]["campaign"],
                              (-0.15, 0, -0.2),
                              self.valid_main_menu,
                              scale=0.12)
     campaign_btn.reparentTo(main_frame)
     campaign_btn["state"] = DGG.DISABLED
     self.lst_gui["main_frame"].append(campaign_btn)
     mission_btn = arcButton(self.app.lang["main_menu"]["mission"],
                             (-0.19, 0, -0.34),
                             self.valid_main_menu,
                             scale=0.1)
     mission_btn.reparentTo(main_frame)
     mission_btn["state"] = DGG.DISABLED
     self.lst_gui["main_frame"].append(mission_btn)
     options_btn = arcButton(self.app.lang["main_menu"]["options"],
                             (-0.26, 0, -0.47),
                             self.valid_main_menu,
                             scale=0.09)
     options_btn.reparentTo(main_frame)
     options_btn["state"] = DGG.DISABLED
     self.lst_gui["main_frame"].append(options_btn)
     quit_btn = arcButton(self.app.lang["main_menu"]["quit"],
                          (-0.35, 0, -0.58),
                          self.valid_main_menu,
                          scale=0.07)
     quit_btn.reparentTo(main_frame)
     quit_btn["state"] = DGG.DISABLED
     self.lst_gui["main_frame"].append(quit_btn)
     #GUI : aux_menu -> campaign
     camp_stitre = arcLabel(self.app.lang["camp_menu"]["stitre"],
                            (-1, 0, 0.7), 0.13)
     camp_stitre.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_stitre)
     camp_create_lab = arcLabel(self.app.lang["camp_menu"]["new_unit"],
                                (-1.1, 0, 0.4))
     camp_create_lab.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_create_lab)
     camp_entry = arcEntry((-1, 0, 0.25), cmd=self.crea_unit)
     camp_entry.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_entry)
     camp_create = arcButton(self.app.lang["camp_menu"]["crea_unit"],
                             (-0.3, 0, 0.4), self.crea_unit)
     camp_create.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_create)
     camp_used = arcLabel(self.app.lang["camp_menu"]["used_name"],
                          (-1, 0, 0.1))
     camp_used.reparentTo(camp_frame)
     camp_used.hide()
     self.lst_gui["camp_frame"].append(camp_used)
     camp_select_lab = arcLabel(self.app.lang["camp_menu"]["sel_lab"],
                                (0.1, 0, 0.4))
     camp_select_lab.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_select_lab)
     camp_play = arcButton(self.app.lang["camp_menu"]["launch"],
                           (0, 0, -0.2), self.valid_aux_menu)
     camp_play.hide()
     camp_play.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_play)
     camp_remove = arcButton(self.app.lang["camp_menu"]["supp_unit"],
                             (0.3, 0, -0.2), self.supp_unit)
     camp_remove.hide()
     camp_remove.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_remove)
     camp_nosave = arcLabel(self.app.lang["camp_menu"]["no_unit"],
                            (0, 0, 0))
     camp_nosave.hide()
     camp_nosave.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_nosave)
     camp_cancel = arcButton(self.app.lang["aux_menu"]["return_btn"],
                             (-1, 0, -0.7), self.aux_quitmenu)
     camp_cancel.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_cancel)
     camp_time = arcLabel("", (1.25, 0, 0), 0.07, TextNode.ARight)
     camp_time.hide()
     camp_time.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_time)
     camp_date = arcLabel("", (1.25, 0, -0.08), 0.07, TextNode.ARight)
     camp_date.hide()
     camp_date.reparentTo(camp_frame)
     self.lst_gui["camp_frame"].append(camp_date)
     #GUI : aux_menu -> missions
     mission_stitre = arcLabel(self.app.lang["mission_menu"]["stitre"],
                               (-1, 0, 0.7), 0.13)
     mission_stitre.reparentTo(mission_frame)
     self.lst_gui["mission_frame"].append(mission_stitre)
     #
     #
     #TODO : all the mission form is missing
     #
     #
     mission_cancel = arcButton(self.app.lang["aux_menu"]["return_btn"],
                                (-1, 0, -0.7), self.aux_quitmenu)
     mission_cancel.reparentTo(mission_frame)
     self.lst_gui["mission_frame"].append(mission_cancel)
     #GUI : aux_menu -> options
     option_stitre = arcLabel(self.app.lang["option_menu"]["stitre"],
                              (-1, 0, 0.7), 0.13)
     option_stitre.reparentTo(option_frame)
     self.lst_gui["option_frame"].append(option_stitre)
     self.opt_var = {
         "chg": [False, False, False],
         "fullscreen": [self.app.main_config["fullscreen"]],
         "size_chx": self.app.main_config["size_chx"],
         "lang_chx": self.app.main_config["lang_chx"]
     }
     lst_rad = [[
         self.app.lang["option_menu"]["windowed"],
         self.opt_var["fullscreen"], [False], self.opt_change, [0],
         (-1.1, 0, 0.4)
     ],
                [
                    self.app.lang["option_menu"]["fullscreen"],
                    self.opt_var["fullscreen"], [True], self.opt_change,
                    [0], (-1.1, 0, 0.3)
                ]]
     arcRadioButton(lst_rad, option_frame, self.lst_gui["option_frame"])
     self.lst_gui["option_frame"][1]["indicatorValue"] = (
         0 if self.opt_var["fullscreen"][0] else 1)
     self.lst_gui["option_frame"][2]["indicatorValue"] = (
         1 if self.opt_var["fullscreen"][0] else 0)
     opt_chx_res_lab = arcLabel(self.app.lang["option_menu"]["res_chx"],
                                (-1.1, 0, 0))
     opt_chx_res_lab.reparentTo(option_frame)
     self.lst_gui["option_frame"].append(opt_chx_res_lab)
     opt_chx_res = arcOptMenu(
         self.app.main_config["size"][self.app.main_config["size_chx"]],
         (-0.4, 0, 0),
         self.app.main_config["size"],
         init=self.app.main_config["size_chx"],
         cmd=self.opt_change,
         extraArgs=[1])
     opt_chx_res.reparentTo(option_frame)
     self.lst_gui["option_frame"].append(opt_chx_res)
     opt_chx_lang_lab = arcLabel(self.app.lang["option_menu"]["lang_chx"],
                                 (-1.1, 0, -0.2))
     opt_chx_lang_lab.reparentTo(option_frame)
     self.lst_gui["option_frame"].append(opt_chx_lang_lab)
     lst_lang = []
     for elt in self.app.main_config["lang"]:
         lst_lang.append(elt[1])
     opt_chx_lang = arcOptMenu(
         self.app.main_config["lang"][self.app.main_config["lang_chx"]][1],
         (-0.4, 0, -0.2),
         lst_lang,
         init=self.app.main_config["lang_chx"],
         cmd=self.opt_change,
         extraArgs=[2])
     opt_chx_lang.reparentTo(option_frame)
     self.lst_gui["option_frame"].append(opt_chx_lang)
     opt_valid = arcButton(self.app.lang["option_menu"]["btn_valid"],
                           (0, 0, -0.7),
                           self.opt_action,
                           extraArgs=[0])
     opt_valid["state"] = DGG.DISABLED
     opt_valid.reparentTo(option_frame)
     self.lst_gui["option_frame"].append(opt_valid)
     opt_reset = arcButton(self.app.lang["option_menu"]["btn_reset"],
                           (0.4, 0, -0.7),
                           self.opt_action,
                           extraArgs=[1])
     opt_reset["state"] = DGG.DISABLED
     opt_reset.reparentTo(option_frame)
     self.lst_gui["option_frame"].append(opt_reset)
     option_cancel = arcButton(self.app.lang["aux_menu"]["return_btn"],
                               (-1, 0, -0.7), self.aux_quitmenu)
     option_cancel.reparentTo(option_frame)
     self.lst_gui["option_frame"].append(option_cancel)
     #delayed tasks
     taskMgr.doMethodLater(6.5, self.main_start_task, "main start task")
     taskMgr.doMethodLater(9, self.main_stmm_task,
                           "main start main menu task")
     taskMgr.doMethodLater(11, self.main_affmm_task,
                           "main aff main menu task")