Exemple #1
0
 def createBallGeom(self, modelNode, ballBody, space):
     ballGeom = OdeSphereGeom(space, 1)
     ballGeom.setCollideBits(BitMask32(0x2))
     ballGeom.setCategoryBits(BitMask32(0x1))
     ballGeom.setBody(ballBody)
     space.setSurfaceType(ballGeom, SurfaceType.BALL)
     return ballGeom
class Sphere(GameObject):
	def __init__(self, world, parent, color, pos, dir, radius, density, posParent=None):
		GameObject.__init__(self, world)

		self.node = parent.attachNewNode("")
		if posParent == None:
			self.node.setPos(*pos)
		else:
			self.node.setPos(posParent, *pos)
		self.node.setColor(*color)
		self.node.setScale(radius)
		self.node.lookAt(self.node, *dir)
		self.parent = parent

		self.color = color
		self.scale = radius

		self.model = loader.loadModel("models/smiley.egg")
		self.model.reparentTo(self.node)

		self.mass = OdeMass()
		self.mass.setSphere(density, radius)
		self.body = OdeBody(world.world)
		self.body.setMass(self.mass)
		self.body.setPosition(self.node.getPos())
		self.body.setQuaternion(self.node.getQuat())
		self.body.setData(self)
		self.geom = OdeSphereGeom(world.space, radius)
		self.geom.setBody(self.body)
		world.space.setSurfaceType(self.geom, world.surfaces["sphere"])

	def onCollision(self, otherBody, entry):
		if otherBody.isEmpty(): # Collision on a wall
			geom = entry.getContactGeom(0)
			Ripple(self.parent, self.color, geom.getPos(), geom.getNormal() * -1, self.scale * 2.5)
    def createTire(self, tireIndex):
        if tireIndex < 0 or tireIndex >= len(self.tireMasks):
            self.notify.error('invalid tireIndex %s' % tireIndex)

        self.notify.debug('create tireindex %s' % tireIndex)
        zOffset = 0
        body = OdeBody(self.world)
        mass = OdeMass()
        mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
        body.setMass(mass)
        body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0],
                         IceGameGlobals.StartingPositions[tireIndex][1],
                         IceGameGlobals.StartingPositions[tireIndex][2])
        body.setAutoDisableDefaults()
        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        self.space.setSurfaceType(geom, self.tireSurfaceType)
        self.space.setCollideId(geom, self.tireCollideIds[tireIndex])
        self.massList.append(mass)
        self.geomList.append(geom)
        geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask
                            | self.obstacleMask)
        geom.setCategoryBits(self.tireMasks[tireIndex])
        geom.setBody(body)
        if self.notify.getDebug():
            self.notify.debug('tire geom id')
            geom.write()
            self.notify.debug(' -')

        if self.canRender:
            testTire = render.attachNewNode('tire holder %d' % tireIndex)
            smileyModel = NodePath()
            if not smileyModel.isEmpty():
                smileyModel.setScale(IceGameGlobals.TireRadius)
                smileyModel.reparentTo(testTire)
                smileyModel.setAlphaScale(0.5)
                smileyModel.setTransparency(1)

            testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
            tireModel = loader.loadModel(
                'phase_4/models/minigames/ice_game_tire')
            tireHeight = 1
            tireModel.setZ(-(IceGameGlobals.TireRadius) + 0.01)
            tireModel.reparentTo(testTire)
            self.odePandaRelationList.append((testTire, body))
        else:
            testTire = None
            self.bodyList.append((None, body))
        return (testTire, body, geom)
 def createTire(self, tireIndex):
     if tireIndex < 0 or tireIndex >= len(self.tireMasks):
         self.notify.error("invalid tireIndex %s" % tireIndex)
     self.notify.debug("create tireindex %s" % tireIndex)
     zOffset = 0
     body = OdeBody(self.world)
     mass = OdeMass()
     mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
     body.setMass(mass)
     body.setPosition(
         IceGameGlobals.StartingPositions[tireIndex][0],
         IceGameGlobals.StartingPositions[tireIndex][1],
         IceGameGlobals.StartingPositions[tireIndex][2],
     )
     body.setAutoDisableDefaults()
     geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
     self.space.setSurfaceType(geom, self.tireSurfaceType)
     self.space.setCollideId(geom, self.tireCollideIds[tireIndex])
     self.massList.append(mass)
     self.geomList.append(geom)
     geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask | self.obstacleMask)
     geom.setCategoryBits(self.tireMasks[tireIndex])
     geom.setBody(body)
     if self.notify.getDebug():
         self.notify.debug("tire geom id")
         geom.write()
         self.notify.debug(" -")
     if self.canRender:
         testTire = render.attachNewNode("tire holder %d" % tireIndex)
         smileyModel = NodePath()
         if not smileyModel.isEmpty():
             smileyModel.setScale(IceGameGlobals.TireRadius)
             smileyModel.reparentTo(testTire)
             smileyModel.setAlphaScale(0.5)
             smileyModel.setTransparency(1)
         testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
         tireModel = loader.loadModel("phase_4/models/minigames/ice_game_tire")
         tireHeight = 1
         tireModel.setZ(-IceGameGlobals.TireRadius + 0.01)
         tireModel.reparentTo(testTire)
         self.odePandaRelationList.append((testTire, body))
     else:
         testTire = None
         self.bodyList.append((None, body))
     return (testTire, body, geom)
class Sphere(GameObject):
    def __init__(self,
                 world,
                 parent,
                 color,
                 pos,
                 dir,
                 radius,
                 density,
                 posParent=None):
        GameObject.__init__(self, world)

        self.node = parent.attachNewNode("")
        if posParent == None:
            self.node.setPos(*pos)
        else:
            self.node.setPos(posParent, *pos)
        self.node.setColor(*color)
        self.node.setScale(radius)
        self.node.lookAt(self.node, *dir)
        self.parent = parent

        self.color = color
        self.scale = radius

        self.model = loader.loadModel("models/smiley.egg")
        self.model.reparentTo(self.node)

        self.mass = OdeMass()
        self.mass.setSphere(density, radius)
        self.body = OdeBody(world.world)
        self.body.setMass(self.mass)
        self.body.setPosition(self.node.getPos())
        self.body.setQuaternion(self.node.getQuat())
        self.body.setData(self)
        self.geom = OdeSphereGeom(world.space, radius)
        self.geom.setBody(self.body)
        world.space.setSurfaceType(self.geom, world.surfaces["sphere"])

    def onCollision(self, otherBody, entry):
        if otherBody.isEmpty():  # Collision on a wall
            geom = entry.getContactGeom(0)
            Ripple(self.parent, self.color, geom.getPos(),
                   geom.getNormal() * -1, self.scale * 2.5)
    def initPlanet(self, parent, tex, pos, radius, mass, lvel, avel):
        planet = loader.loadModel(self.main.modeld + "planet")
        planet.reparentTo(parent)
        planet_tex = loader.loadTexture(tex)
        planet.setTexture(planet_tex)
        planet.setPos(pos)
        planet.setScale(radius)

        body = OdeBody(self.main.physicsWorld)
        M = OdeMass()
        M.setSphereTotal(mass, radius)
        body.setMass(M)
        body.setPosition(planet.getPos(parent))
        body.setQuaternion(planet.getQuat(parent))
        body.setLinearVel(lvel)
        body.setAngularVel(avel)

        geom = OdeSphereGeom(self.main.space, radius)
        geom.setBody(body)

        self.main.getPlist().append(planet)
        self.main.getBlist().append(body)
        self.main.getGlist().append(geom)
class Pallo(Collectible):
    
    
    def __init__(self, game, color):
        self.game = game
        
        
        self.visualNode = NodePath('Visual node')
        self.visualNode.reparentTo(render)
        model = loader.loadModel('testipalikka.egg')
        model.reparentTo(self.visualNode)

        plight = PointLight('plight')
        plight.setPoint( Point3(0.6, 0, 5) )
        plight.setColor( color )
        plight.setAttenuation( Vec3(0.5, 0.01, 0.01) )
        plightNodePath = model.attachNewNode(plight)
        model.setLight(plightNodePath)
        
        self.body = OdeBody(game.physicsWorld)
        self.mass = OdeMass()
        self.mass.setBox(10,1,1,1)
        self.body.setMass(self.mass)
        self.body.setGravityMode(False)
        #self.juttu = OdeUtil()
        
        self.collGeom = OdeSphereGeom( self.game.physicsSpace, 2)
        self.collGeom.setBody(self.body)
        self.collGeom.setCategoryBits( BitMask32(0xffffffff) )
        self.collGeom.setCollideBits( BitMask32(0xffffffff) )
    

    def PowerUpEffect(self, ship):
        ship.mass.add(self.mass)
        ship.addPower(-20)
        print ship.SHIP_TYPE + " lost 20 power!!"
Exemple #8
0
class Pallo(Collectible):
    
 #   COLLECTIBLE_TYPE = 'PointBall'
 #   VALUE = 1
 #   DRAIN = 20

    
    def __init__(self, game, color, value = 1, drain = 20):
        self.game = game
        self.VALUE = value
        self.DRAIN = drain
        
        #self.idnumber = id
        self.visualNode = NodePath('Visual node')
        self.visualNode.reparentTo(render)
        model = loader.loadModel('Ball2.egg')
        model.setScale(2.5)
        model.reparentTo(self.visualNode)

        plight = PointLight('plight')
        plight.setPoint( Point3(0, 0, 3) )
        plight.setColor( color )
        plight.setAttenuation( Vec3(0.05, 0.01, 0.01) )
        self.plightNodePath = model.attachNewNode(plight)
        model.setLight(self.plightNodePath)

        self.body = OdeBody(game.physicsWorld)
        self.mass = OdeMass()
        self.mass.setBox(10,1,1,1)
        self.body.setMass(self.mass)

        self.body.setGravityMode(True)

        #self.body.setGravityMode(False)
        #self.juttu = OdeUtil()
        
        self.collGeom = OdeSphereGeom( self.game.physicsSpace, 3.5)
        self.collGeom.setBody(self.body)
        self.collGeom.setCategoryBits( BitMask32(0xffffffff) )
        self.collGeom.setCollideBits( BitMask32(0xffffffff) )
    
    def getValue(self):
        return self.VALUE
    
    def hitShips(self, shipList):
        
        for ship in shipList:
            if OdeUtil.areConnected(ship.body, self.body) and not ship.hasBall():
                self.PowerUpEffect(ship)

    def PowerUpEffect(self, ship):
     #   ship.mass.add(self.mass)
        ship.addPower(-(self.DRAIN))
        ship.gotBall(self)
        self.hideObject()
        ship.visualNode.setLight(self.plightNodePath)
        
        #print player
        print ship.SHIP_TYPE + " lost " + str(self.DRAIN) + " power!!"
        
    def Restore(self, ship):
      #  ship.mass.add(self.mass)
        ship.addPower(self.DRAIN)
        self.showObject()
        ship.visualNode.clearLight(self.plightNodePath)
        #self.setPos( Vec3(random.randrange(30), random.randrange(40), 0))
        #ship.dropBall()
        #print player
        print ship.getShipType() + " regained 20 power!!"
Exemple #9
0
class Ship_1(Ship):
    
    POWER = 100
    SHIP_TYPE = "UFO"
    
    def __init__(self, game, color):
        #self.POWER = 100
        self.game = game
        
        self.thrust = False
        self.thrustLeft = False
        self.thrustRight = False
        self.thrustBack = False
        self.rotation = 0

        self.body = OdeBody(game.physicsWorld)
        self.mass = OdeMass()
        self.mass.setBox(10,1,1,1)
        self.body.setMass(self.mass)

        #odespheregeom(... , size of hitbox sphere)
        self.collGeom = OdeSphereGeom( self.game.physicsSpace, 5)
        self.collGeom.setBody(self.body)
        self.collGeom.setCategoryBits( BitMask32(0xffffffff) )
        self.collGeom.setCollideBits( BitMask32(0xffffffff) )
        
        self.visualNode = NodePath('Visual node')
        self.visualNode.reparentTo(render)
        model = loader.loadModel('lautanen2.egg')
        model.reparentTo(self.visualNode)
        
        plight = PointLight('plight')
        plight.setPoint( Point3(0.6, 0, 5) )
        plight.setColor( color )
        plight.setAttenuation( Vec3(0.5, 0.01, 0.01) )
        plightNodePath = model.attachNewNode(plight)
        model.setLight(plightNodePath)
        
 # setMoreKeys in ship class = BAD IDEA
    #def setMoreKeys(self):
     #   base.accept('arrow_down', self.thrustBackOn)
      #  base.accept('arrow_down-up', self.thrustBackOff) 
      

    def applyForces(self):
        if self.thrust:
            heading = self.getHeading()
            self.body.addForce(
              -math.sin( math.radians(heading) ) * self.POWER,
               math.cos( math.radians(heading) ) * self.POWER,
               0
            )
        if self.thrustLeft:
            heading = self.getHeading()
            self.body.addForce(
              -math.sin( math.radians(heading) + math.pi/2 ) * self.POWER,
               math.cos( math.radians(heading) + math.pi/2 ) * self.POWER,
               0
            )
        if self.thrustRight:
            heading = self.getHeading()
            self.body.addForce(
              -math.sin( math.radians(heading) - math.pi/2 ) * self.POWER,
               math.cos( math.radians(heading) - math.pi/2 ) * self.POWER,
               0
            )
        if self.thrustBack:
            heading = self.getHeading()
            self.body.addForce(
              -math.sin( math.radians(heading) + math.pi ) * self.POWER,
               math.cos( math.radians(heading) + math.pi ) * self.POWER,
               0
            )
Exemple #10
0
class Ship_2(Ship):
    
    ROTATING_SPEED = 1
    MAX_ROTATE_SPEED = 3.0
    SHIP_TYPE = "RAKETTI"
    
    def __init__(self, game, color):

        self.POWER = 100
        self.game = game
        
        self.thrust = False
        self.thrustLeft = False
        self.thrustRight = False
        self.thrustBack = False
        self.rotation = 0

        self.body = OdeBody(game.physicsWorld)
        self.mass = OdeMass()
        self.mass.setBox(10,1,1,1)
        self.body.setMass(self.mass)

        #odespheregeom(... , size of hitbox sphere)
        self.collGeom = OdeSphereGeom( self.game.physicsSpace, 2)
        self.collGeom.setBody(self.body)
        self.collGeom.setCategoryBits( BitMask32(0xffffffff) )
        self.collGeom.setCollideBits( BitMask32(0xffffffff) )
        
        self.visualNode = NodePath('Visual node')
        self.visualNode.reparentTo(render)
        model = loader.loadModel('testipalikka.egg')
        model.reparentTo(self.visualNode)
        
        plight = PointLight('plight')
        plight.setPoint( Point3(0.6, 0, 5) )
        plight.setColor( color )
        plight.setAttenuation( Vec3(0.5, 0.01, 0.01) )
        plightNodePath = model.attachNewNode(plight)
        model.setLight(plightNodePath)



    
    
    def rotating(self):
        if self.thrustLeft:
            self.setRotation(self.ROTATING_SPEED)
        if self.thrustRight:
            self.setRotation(-(self.ROTATING_SPEED))
        if not self.thrustRight and not self.thrustLeft:
            self.setRotation(0)


    def applyForces(self):
        if self.thrust:
            heading = self.getHeading()
            #addForce (x, y, z)
            self.body.addForce(
              -math.sin( math.radians(heading) ) * self.POWER,
               math.cos( math.radians(heading) ) * self.POWER,
              0
            )
# uncomment for backwards thrust (eli siis pakki)
#        if self.thrustBack:
#            heading = self.getHeading()
#            self.body.addForce(
#               math.sin( math.radians(heading) ) * self.POWER,
#              -math.cos( math.radians(heading) ) * self.POWER,
#              0
#            )
        self.rotating()
Exemple #11
0
    def createTire(self, tireIndex):
        """Create one physics tire. Returns a (nodePath, OdeBody, OdeGeom) tuple"""
        if (tireIndex < 0) or (tireIndex >= len(self.tireMasks)):
            self.notify.error('invalid tireIndex %s' % tireIndex)
        self.notify.debug("create tireindex %s" % (tireIndex))
        zOffset = 0
        # for now the tires are spheres
        body = OdeBody(self.world)
        mass = OdeMass()
        mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
        body.setMass(mass)
        body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0],
                         IceGameGlobals.StartingPositions[tireIndex][1],
                         IceGameGlobals.StartingPositions[tireIndex][2])
        #body.setAutoDisableFlag(1)
        #body.setAutoDisableLinearThreshold(1.01 * MetersToFeet)
        # skipping AutoDisableAngularThreshold as that is radians per second
        #body.setAutoDisableAngularThreshold(0.1)
        body.setAutoDisableDefaults()

        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        self.space.setSurfaceType(geom, self.tireSurfaceType)
        self.space.setCollideId(geom, self.tireCollideIds[tireIndex])

        self.massList.append(mass)
        self.geomList.append(geom)

        # a tire collides against other tires, the wall and the floor
        geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask
                            | self.obstacleMask)
        geom.setCategoryBits(self.tireMasks[tireIndex])
        geom.setBody(body)

        if self.notify.getDebug():
            self.notify.debug('tire geom id')
            geom.write()
            self.notify.debug(' -')

        if self.canRender:
            testTire = render.attachNewNode("tire holder %d" % tireIndex)
            smileyModel = NodePath(
            )  # loader.loadModel('models/misc/smiley') # smiley!
            if not smileyModel.isEmpty():
                smileyModel.setScale(IceGameGlobals.TireRadius)
                smileyModel.reparentTo(testTire)
                smileyModel.setAlphaScale(0.5)
                smileyModel.setTransparency(1)
            testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
            #debugAxis = loader.loadModel('models/misc/xyzAxis')
            if 0:  #not debugAxis.isEmpty():
                debugAxis.reparentTo(testTire)
                debugAxis.setScale(IceGameGlobals.TireRadius / 10.0)
                debugAxis2 = loader.loadModel('models/misc/xyzAxis')
                debugAxis2.reparentTo(testTire)
                debugAxis2.setScale(-IceGameGlobals.TireRadius / 10.0)
            # lets create a black tire
            #tireModel = loader.loadModel('phase_3/models/misc/sphere')
            tireModel = loader.loadModel(
                "phase_4/models/minigames/ice_game_tire")
            # assuming it has a radius of 1
            tireHeight = 1
            #tireModel.setScale(IceGameGlobals.TireRadius, IceGameGlobals.TireRadius, 1)
            #tireModel.setZ( 0 - IceGameGlobals.TireRadius + (tireHeight /2.0))
            #tireModel.setColor(0,0,0)
            tireModel.setZ(-IceGameGlobals.TireRadius + 0.01)
            tireModel.reparentTo(testTire)
            #tireModel.setAlphaScale(0.5)
            #tireModel.setTransparency(1)

            self.odePandaRelationList.append((testTire, body))
        else:
            testTire = None
            self.bodyList.append((None, body))
        return testTire, body, geom
Exemple #12
0
  ballNP = ball.copyTo(render)
  ballNP.setPos(randint(-7, 7), randint(-7, 7), 10 + random() * 5.0)
  ballNP.setColor(random(), random(), random(), 1)
  ballNP.setHpr(randint(-45, 45), randint(-45, 45), randint(-45, 45))
  # Create the body and set the mass
  ballBody = OdeBody(world)
  M = OdeMass()
  M.setSphere(50, 1)
  ballBody.setMass(M)
  ballBody.setPosition(ballNP.getPos(render))
  ballBody.setQuaternion(ballNP.getQuat(render))
  # Create a ballGeom
  ballGeom = OdeSphereGeom(space, 1)
  ballGeom.setCollideBits(BitMask32(0x00000001))
  ballGeom.setCategoryBits(BitMask32(0x00000001))
  ballGeom.setBody(ballBody)
  # Create the sound
  ballSound = loader.loadSfx("audio/sfx/GUI_rollover.wav")
  balls.append((ballNP, ballGeom, ballSound))

# Add a plane to collide with
cm = CardMaker("ground")
cm.setFrame(-20, 20, -20, 20)
cm.setUvRange((0, 1), (1, 0))
ground = render.attachNewNode(cm.generate())
ground.setPos(0, 0, 0); ground.lookAt(0, 0, -1)
groundGeom = OdePlaneGeom(space, (0, 0, 1, 0))
groundGeom.setCollideBits(BitMask32(0x00000001))
groundGeom.setCategoryBits(BitMask32(0x00000001))

# Add a texture to the ground