Exemple #1
0
class Base(StaticObject):
    #17.12.2009: collGeomInner -> collGeom, dropBall(x, y ,z, linX, linY), collectible.setPos() ja setVelocity()
    def __init__(self, game):
        self.game = game
        
        #poista se fysiikka-avaruus ja vaan tee se alue... justiinsa
        self.collGeom = OdeBoxGeom( 24,8,2 )

        
        #self.collGeom.setBody(self.body)
        self.collGeom.setCategoryBits( BitMask32(1) )
        self.collGeom.setCollideBits( BitMask32(1) )
        

#        self.collGeomOuter = OdeBoxGeom( self.game.physicsSpace, 28,6,2)
#        #self.collGeom.setBody(self.body)
#        self.collGeomOuter.setCategoryBits( BitMask32(1) )
#        self.collGeomOuter.setCollideBits( BitMask32(1) )
        
        self.visualNode = NodePath('Visual node')
        self.visualNode.reparentTo(render)
        model = loader.loadModel('Base.egg')
        model.reparentTo(self.visualNode)
        
        plight = PointLight('baselight')
        plight.setPoint( Point3(0, 0, 12) )
        plight.setColor( Vec4(1,1,1,1) )
        plight.setAttenuation( Vec3(0.1, 0.1, 0.005) )
        self.visualNode.setLight(model.attachNewNode(plight))
 
    def checkCollision( self, ship, collectiblelist ):
        if OdeUtil.collide(ship.collGeom, self.collGeom) and ship.hasBall():
            #if ship.hasBall():
            ship.addPoints( (ship.Ball.getValue()*2) )
            pos = self.getPos()
            ship.dropBall( x = pos[0], y = pos[1], z = 50, linX = random.randrange(-10,10), linY = (0-pos[1]) / 4 )
            print ship.SHIP_TYPE + " " +  str(ship.getPoints()) + " Points! "
            
            if (self.game.goalSfx.status() == 1):
                self.game.goalSfx.play()
            self.game.updateHUD()
            #print " Base One! "
        for collectible in collectiblelist:
            if OdeUtil.collide(collectible.collGeom, self.collGeom):
                pos = self.getPos()
                ship.addPoints(collectible.getValue())
                collectible.setPos( Vec3(pos[0], pos[1], 50))
                collectible.setVelocity(x = random.randrange(-10,10), y = (0-pos[1]) / 4)
                self.game.goalSfx.play()
                self.game.updateHUD()
                print ship.SHIP_TYPE + " " + str(ship.getPoints()) + " Points! by throwing the ball"

    def addToBaseList(self, baseList):
        baseList.append(self)
        
    def setPos(self, pos, pos2):
        self.visualNode.setPos( pos )
        self.collGeom.setPosition( pos2 )
 def createCubicObstacle(self, pos, obstacleIndex):
     self.notify.debug('create obstacleindex %s' % obstacleIndex)
     sideLength = IceGameGlobals.TireRadius * 2
     geom = OdeBoxGeom(self.space, sideLength, sideLength, sideLength)
     geom.setCollideBits(self.allTiresMask)
     geom.setCategoryBits(self.obstacleMask)
     self.space.setCollideId(geom, self.obstacleCollideId)
     tireModel = loader.loadModel('phase_4/models/minigames/ice_game_crate')
     tireModel.setPos(pos)
     tireModel.reparentTo(render)
     geom.setPosition(tireModel.getPos())
     tireModel.setZ(0)
     return tireModel
 def createCubicObstacle(self, pos, obstacleIndex):
     self.notify.debug('create obstacleindex %s' % obstacleIndex)
     sideLength = IceGameGlobals.TireRadius * 2
     geom = OdeBoxGeom(self.space, sideLength, sideLength, sideLength)
     geom.setCollideBits(self.allTiresMask)
     geom.setCategoryBits(self.obstacleMask)
     self.space.setCollideId(geom, self.obstacleCollideId)
     tireModel = loader.loadModel('phase_4/models/minigames/ice_game_crate')
     tireModel.setPos(pos)
     tireModel.reparentTo(render)
     geom.setPosition(tireModel.getPos())
     tireModel.setZ(0)
     return tireModel
Exemple #4
0
    def createCubicObstacle(self, pos, obstacleIndex):
        """Create one physics obstacle. Returns a nodePath"""
        self.notify.debug("create obstacleindex %s" % (obstacleIndex))
        sideLength = IceGameGlobals.TireRadius * 2
        geom = OdeBoxGeom(self.space, sideLength, sideLength, sideLength)
        geom.setCollideBits(self.allTiresMask)  # we only collide against tires
        geom.setCategoryBits(self.obstacleMask)
        self.space.setCollideId(geom, self.obstacleCollideId)

        #tireModel = render.attachNewNode('cubicObstacle-%d'% obstacleIndex)
        #BuildGeometry.addBoxGeom(tireModel, sideLength, sideLength, sideLength)
        #tireModel.setPos(pos)
        #tireModel.setColor(0.5,0.5,0.5)

        tireModel = loader.loadModel("phase_4/models/minigames/ice_game_crate")
        tireModel.setPos(pos)
        tireModel.reparentTo(render)

        geom.setPosition(tireModel.getPos())

        # the real assets are set at Z zero
        tireModel.setZ(0)
        return tireModel
Exemple #5
0
class Plate:

    def __init__(self, x, y, z, width, height):

        self.model = loader.loadModel("models/cube")
        self.model.reparentTo(render)
        self.model.setScale(width, height, 0.2)
        self.model.setPos(x, y, z)
        self.model.setHpr(0, 0, 0)
        self.model.setColor(0.7, 0.3, 0.1, 1)
        self.model.setTexture(loader.loadTexture('textures/texture.png'))

        self.width = width
        self.height = height


    def enable_physics(self, physics):
        self.geom = OdeBoxGeom(physics.space, self.width, self.height, 0.2)
        self.geom.setPosition(self.model.getPos())
        self.geom.setQuaternion(self.model.getQuat())

    def reset(self):
        pass
Exemple #6
0
class Base(StaticObject):
    
    def __init__(self, game):
        self.game = game
        
        self.collGeomInner = OdeBoxGeom( self.game.physicsSpace, 24,8,2)
        #self.collGeom.setBody(self.body)
        self.collGeomInner.setCategoryBits( BitMask32(1) )
        self.collGeomInner.setCollideBits( BitMask32(1) )
        
        self.collGeomOuter = OdeBoxGeom( self.game.physicsSpace, 28,6,2)
        #self.collGeom.setBody(self.body)
        self.collGeomOuter.setCategoryBits( BitMask32(1) )
        self.collGeomOuter.setCollideBits( BitMask32(1) )
        
        self.visualNode = NodePath('Visual node')
        self.visualNode.reparentTo(render)
        model = loader.loadModel('Base.egg')
        model.reparentTo(self.visualNode)

    
    def checkCollision(self, ship):
         if OdeUtil.collide(ship.collGeom, self.collGeomInner) and ship.hasBall():
            #if ship.hasBall():
            ship.addPoints(ship.Ball.getValue())
            ship.dropBall( z = 300 )
            print ship.SHIP_TYPE + " " +  str(ship.getPoints()) + " Points! "
            #print " Base One! "
            
    def addToBaseList(self, baseList):
        baseList.append(self)
        
    def setPos(self, pos):
        self.visualNode.setPos( pos )
        self.collGeomInner.setPosition( pos )
        self.collGeomOuter.setPosition( pos )
Exemple #7
0
class MovingPlane:
    ''' moving plane '''
    id = 0

    MODEL = "../egg/box.egg"

    def __init__(self, space, pos, dim, surface=SurfaceType.FLOOR):
        '''
		kirjoita numerot float muodossa 1.0
		@param space: fysiikka-avaruus?
		'''
        MovingPlane.id += 1
        self.id = id
        self.dim = dim  # dimension
        self.pos = pos  # position
        self.h = (dim[0] / 2, dim[1] / 2, dim[2] / 2)  # center
        self.t = 0

        self.geom = OdeBoxGeom(space, dim[0], dim[1], dim[2])
        space.setSurfaceType(self.geom, surface)

        self.model = loader.loadModel(self.MODEL)
        self.model.setScale(dim[0], dim[1], dim[2])
        # http://www.panda3d.org/wiki/index.php/Creating_a_New_Node_Class
        self.model.flattenLight()
        self.model.reparentTo(render)

        self.rotate = False

        if surface == SurfaceType.SAND:
            self.model.setColor(1, 0, 0)
        self.updateModelNode()

    def updateModelNode(self):
        pos = self.pos
        h = self.h
        if (self.rotate):
            self.t = self.t + 0.03
            rot = pos[2] + 2 * sin(self.t)
            self.geom.setPosition(pos[0], pos[1], rot)
            self.model.setPos(pos[0] - h[0], pos[1] - h[1], rot - h[2])
        else:
            self.geom.setPosition(pos[0], pos[1], pos[2])
            self.model.setPos(pos[0] - h[0], pos[1] - h[1], pos[2] - h[2])

    def getId(self):
        return id

    def getGeom(self):
        return self.geom

    def removeNode(self):
        self.model.removeNode()
        self.geom = None

    def setPosition(self, pos):
        self.pos = pos

    def setInterval(pos1, pos2):
        pass

    def setSpeed(self, speed):
        pass