def __init__(self): ShowBase.__init__(self) utilities.setApp(self) loadPrcFileData('', 'bullet-enable-contact-events true') self.world = World(10) self.taskMgr.add(self.update, "update") self.accept("a", self.world.player.moveLeft, [True]) self.accept("a-up", self.world.player.moveLeft, [False]) self.accept("d", self.world.player.moveRight, [True]) self.accept("d-up", self.world.player.moveRight, [False]) self.accept("space", self.world.player.jump, [True]) self.accept("space-up", self.world.player.jump, [False]) self.accept("c", self.world.player.crouch, [True]) self.accept("c-up", self.world.player.crouch, [False]) self.accept("mouse1", self.world.player.activate, []) self.accept("escape", sys.exit, []) self.accept('bullet-contact-added', self.onContactAdded) self.accept('bullet-contact-destroyed', self.onContactDestroyed) self.accept("h", self.showDBG, [True]) self.accept("h-up", self.showDBG, [False]) self.prevTime = 0 self.mousePos = Point2() base.disableMouse() self.rl = base.camLens.makeCopy() # bullet testing debugNode = BulletDebugNode('Debug') debugNode.showWireframe(True) debugNode.showConstraints(True) debugNode.showBoundingBoxes(False) debugNode.showNormals(False) self.debugNP = render.attachNewNode(debugNode) self.debugNP.show() self.world.bw.setDebugNode(self.debugNP.node())
def __init__(self, app): self.app = app utilities.setApp(self.app) self.world = World(10) self.app.taskMgr.add(self.update, "update") self.app.accept("a", self.world.player.moveLeft, [True]) self.app.accept("a-up", self.world.player.moveLeft, [False]) self.app.accept("d", self.world.player.moveRight, [True]) self.app.accept("d-up", self.world.player.moveRight, [False]) self.app.accept("w", self.world.player.jump, [True]) self.app.accept("w-up", self.world.player.jump, [False]) self.app.accept("s", self.world.player.crouch, [True]) self.app.accept("s-up", self.world.player.crouch, [False]) self.app.accept("mouse1", self.world.player.activate, []) self.app.accept("q", self.world.player.scrollItem, [1]) self.app.accept("1", self.world.player.selectItem, [1]) self.app.accept("2", self.world.player.selectItem, [2]) self.app.accept("escape", sys.exit, []) self.app.mousePos = Point2() self.app.disableMouse() self.app.rl = base.camLens.makeCopy() if utilities.debug: self.app.accept("h", self.showDBG, [True]) self.app.accept("h-up", self.showDBG, [False]) #bullet debug rendering debugNode = BulletDebugNode('Debug') debugNode.showWireframe(True) debugNode.showConstraints(True) debugNode.showBoundingBoxes(False) debugNode.showNormals(False) self.debugNP = render.attachNewNode(debugNode) self.debugNP.show() self.world.bw.setDebugNode(self.debugNP.node())
def __init__(self, app): GameScreen.__init__(self, app) utilities.setApp(self.app) self.world = World(10) self.app.taskMgr.add(self.update, "update") self.app.accept("a", self.world.player.moveLeft, [True]) self.app.accept("a-up", self.world.player.moveLeft, [False]) self.app.accept("d", self.world.player.moveRight, [True]) self.app.accept("d-up", self.world.player.moveRight, [False]) self.app.accept("space", self.world.player.jump, [True]) self.app.accept("space-up", self.world.player.jump, [False]) self.app.accept("c", self.world.player.crouch, [True]) self.app.accept("c-up", self.world.player.crouch, [False]) self.app.accept("mouse1", self.world.player.activate, []) self.app.accept("escape", sys.exit, []) #self.app.accept("h", self.showDBG, [True]) #self.app.accept("h-up", self.showDBG, [False]) self.prevTime = 0 self.app.mousePos = Point2() self.app.disableMouse() self.app.rl = base.camLens.makeCopy()