/
environment.py
531 lines (452 loc) · 20.1 KB
/
environment.py
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# environment - set up background and interactions between player, enemy, and the environment
import os, sys, inspect, thread, time
import random, math
sys.path.insert(0, "LeapSDK/lib")
import Leap
from Leap import CircleGesture, KeyTapGesture, ScreenTapGesture, SwipeGesture
from direct.showbase.ShowBase import ShowBase
from direct.task import Task
from direct.showbase.DirectObject import DirectObject
from direct.gui.DirectGui import DirectFrame, DirectLabel, DirectButton
from direct.gui.OnscreenText import OnscreenText
from panda3d.core import *
from direct.task.Task import Task
from panda3d.core import CollisionHandlerEvent, CollisionHandlerPusher
from panda3d.core import CollisionNode, CollideMask, CollisionTraverser
from panda3d.core import CollisionRay, CollisionBox
import player
import enemy
import leapmotion
# basic layout from panda3d manual, main function for the whole game
class Load():
def __init__(self):
# import leap motion
self.leap = leapmotion.LeapMotion()
# disable mouse control
base.disableMouse()
render.hide()
self.inGame = True
# menu music
# taken from https://www.youtube.com/watch?v=2iEWbHJDlo4&list=PLzCxunOM5WFIudfMTgJzXkOE-xbVWrpIF&index=7
self.starterMusic = loader.loadMusic('musics/starterMenuBackground.ogg')
self.starterMusic.setLoop(True)
# taken form https://www.youtube.com/watch?v=I0vEzblcnPA&list=PLzCxunOM5WFIudfMTgJzXkOE-xbVWrpIF&index=18
self.endMusic = loader.loadMusic('musics/endMusic.ogg')
self.endMusic.setLoop(True)
# game music from https://www.youtube.com/watch?v=mNFNOEi9QV4&list=PLzCxunOM5WFK7WGa3wGjlONp_9R66a2zz&index=8
self.gameMusic = loader.loadMusic('musics/gameMusic.ogg')
self.gameMusic.setLoop(True)
# import flybot, enemy, door, chests, key, and player
self.flyBot = FlyBot()
self.player = player.Player(self.flyBot)
self.enemies = []
self.numbEnemies = 0
keyChest = random.randint(0, 3)
# self.key = Key(keyChest)
self.door = Door(225, 190, self.flyBot)
self.walls = []
self.chests = []
def startGame(self):
# Load the map.
self.environ = loader.loadModel("models/background_model")
# Reparent the model to render.
self.environ.reparentTo(render)
# Apply scale and position transforms on the model.
# image taken from http://motorbikes-passion.info/scary-dark-room.html
myTexture = loader.loadTexture("models/backgroundtexture.jpg")
self.environ.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldCubeMap)
self.environ.setTexture(myTexture)
self.environ.setScale(1, 1, 1)
self.environ.setPos(0, 0, 0)
self.environ.reparentTo(render)
# random generate map
self.numbWalls = 4
walls = generateRoom([], self.numbWalls)
# if random generation fails, input default map
if walls == None:
walls = [(120, 30, 0), (-100, 80, 90), (-130, -70, 0), (50, -50, 90)]
# load wall models in respective location
for wall in walls:
x, y, angle = wall
newWall = Wall(x, y, angle)
self.walls.append(newWall)
# generate chests in random areas
chests = generateChestLocation(walls)
for chest in chests:
x, y, chestNumb = chest
newChest = Chest(self.player, self.flyBot, x, y, chestNumb)
self.chests.append(newChest)
# display player stats
self.display = self.player.displayStats()
# run collision settings
base.cTrav = CollisionTraverser()
# Set up collision for environment
self.backgroundCollide = CollisionRay()
self.backgroundNode = CollisionNode('backgroundCollider')
self.backgroundNode.addSolid(self.backgroundCollide)
self.backgroundNode.setFromCollideMask(CollideMask.bit(0))
self.backgroundNode.setIntoCollideMask(CollideMask.allOff())
self.backgroundCollider = self.environ.attachNewNode(self.backgroundNode)
# call all functions that deal with collisions
taskMgr.add(self.swordHitEnemy, 'killEnemy')
self.wallCollisions()
taskMgr.add(self.fireballHitPlayer, 'fireballHits')
# load sound effects
# sound taken from https://bigsoundbank.com/detail-0129-sword.html
self.swordCut = loader.loadSfx('musics/0129.ogg')
# sound taken from https://bigsoundbank.com/detail-0437-shot-beretta-m12-9-mm.html
self.fireballHit = loader.loadSfx('musics/0437.ogg')
# run quitGame
self.quitGame()
# Set up initial camera position
base.camera.setPos(0, 0, 0)
base.camera.setHpr(0, 0, 0)
base.camera.reparentTo(self.flyBot.flyBot)
# import player controls from player file
self.playerControl = player.KeyboardControl(self.flyBot, self.chests, self.door, self.walls, self.player)
# import leap motion control
self.leapControl = player.swordControl(self.leap, self.player)
taskMgr.add(self.leapControl.swingsword, 'swingsword')
# spawn new enemies
sec = 5 - self.player.atLevel
taskMgr.doMethodLater(sec, self.spawnEnemies, 'createNewEnemy')
# test enemy movements
taskMgr.add(self.enemyMovements, 'enemyMovements')
# Game AI
AI = GameAI(self.enemies, self.flyBot)
taskMgr.add(AI.makeDecision, 'enemyStateDetermination')
# stop all tasks
def stopGame(self):
taskMgr.remove('checkGameState')
taskMgr.remove('enemyStateDetermination')
taskMgr.remove('enemyMovements')
taskMgr.remove('createNewEnemy')
taskMgr.remove('swingsword')
taskMgr.remove('fireballHits')
taskMgr.remove('killEnemy')
taskMgr.remove("playerMove")
taskMgr.remove('openChestOrDoor')
taskMgr.remove('moveFireball')
taskMgr.remove('fireFireballs')
# allow keyboard exit
def quitGame(self):
textObject = OnscreenText(text = 'ESC to exit game', pos=(-0.25, -0.05), scale = 0.05, parent = base.a2dTopRight)
# The key esc will exit the game
base.accept('escape', sys.exit)
# create new enemies
def spawnEnemies(self, task):
if len(self.enemies) < 20:
# default state is stay
self.numbEnemies += 1
newEnemy = enemy.Enemy(1, self.numbEnemies, self.player)
self.enemies.append(newEnemy)
task.delayTime += 1
return task.again
# moves the enemies towards the player
def enemyMovements(self, task):
for enemy in self.enemies:
enemy.lookAtPlayer(self.flyBot)
if enemy.state == 0:
enemy.move(self.flyBot.flyBot)
if enemy.state == 2:
randomChest = random.randint(0, 3)
doorOrChest = random.randint([self.door.door, self.chests[randomChest].chestModel])
enemy.move(doorOrChest)
return task.cont
# Collision functions, called in init
def wallCollisions(self):
# Pusher so that the player cannot move past the walls
self.playerPusher = CollisionHandlerPusher()
base.cTrav.addCollider(self.flyBot.playerCollider, self.playerPusher)
self.playerPusher.addCollider(self.flyBot.playerCollider, self.flyBot.flyBot)
self.enemyPusher = CollisionHandlerPusher()
for enemy in self.enemies:
base.cTrav.addCollider(enemy.collider, self.enemyPusher)
self.enemyPusher.addCollider(enemy.collider, enemy.enemyModel)
def swordHitEnemy(self, task):
# When the sword collides with enemy, enemy dies
for enemy in self.enemies:
self.playerKill = CollisionHandlerEvent()
base.cTrav.addCollider(enemy.collider, self.playerKill)
self.playerKill.addInPattern('%fn-into-%in')
# perform the task
self.kill = DirectObject()
self.kill.accept('enemy'+ str(enemy.numb) + '-into-swordCollider', enemy.killEnemy)
self.swordHit = DirectObject()
self.swordHit.accept('enemy'+ str(enemy.numb) + '-into-swordCollider', self.swordHitSound)
if not enemy.isAlive:
self.enemies.remove(enemy)
return task.cont
# play the sound when the sword hits an ememy
def swordHitSound(self, *args):
if self.player.damage:
self.swordCut.play()
# create collision system for fireballs based on the location of the player
# and the location of a given enemy
def fireballHitPlayer(self, task):
for enemy in self.enemies:
if enemy.fireballFired.isLive:
# When fireball collides with player, player health reduces
playerX = self.flyBot.flyBot.getX()
playerY = self.flyBot.flyBot.getY()
margin = 5
enemyH = math.sin(math.radians(enemy.enemyModel.getH()))
fireballX = enemy.enemyModel.getX()
fireballY = enemy.enemyModel.getY() + enemyH * enemy.fireballFired.fireball.getY()
enemyY = enemy.enemyModel.getY()
playerH = self.flyBot.flyBot.getH()
if abs(fireballY) > 230 or abs(fireballX) > 230:
enemy.fireballFired.removeFireball(task)
if (playerH > -45 and playerH < 45) or (playerH > 135) or (playerH < -135):
if playerX - margin <= fireballX and playerX + margin >= fireballX:
if (abs(enemy.enemyModel.getH()) <= 45 and fireballY >= playerY) or\
(abs(enemy.enemyModel.getH()) >= 135 and fireballY <= playerY):
self.fireballHit.play()
self.player.changeStats(-5, 0)
enemy.fireballFired.removeFireball(task)
else:
if playerY - margin <= fireballY and playerY + margin >= fireballY:
if (enemy.enemyModel.getH() <= 0 and fireballX >= playerX) or\
(enemy.enemyModel.getH() > 0 and fireballX <= playerX):
self.fireballHit.play()
self.player.changeStats(-5, 0)
enemy.fireballFired.removeFireball(task)
return task.cont
# allow camera and player to move independently
class FlyBot(DirectObject):
def __init__(self):
self.flyBot = base.loader.loadModel('models/flyBot')
self.flyBot.setScale(1, 1, 1)
self.flyBot.setPos(0, 0, 4)
self.flyBot.setHpr(0, 0, 0)
self.flyBot.reparentTo(render)
self.moved = False
self.playerCollide = CollisionBox(0, 3, 1.5, 1.5)
self.playerNode = CollisionNode('player')
self.playerNode.addSolid(self.playerCollide)
self.playerNode.setFromCollideMask(CollideMask.bit(0))
self.playerNode.setIntoCollideMask(CollideMask.allOff())
self.playerCollider = self.flyBot.attachNewNode(self.playerNode)
# basic game AI that allow enemies to collaborate with each other
class GameAI(DirectObject):
def __init__(self, enemies, flyBot):
self.enemies = enemies
self.flyBot = flyBot
self.state = ['moveToPlayer', 'stay', 'moveToObjects']
# check the state of the game
def checkGameState(self):
self.movingToPlayer = 0
self.stay = 0
self.around = 0
for enemy in self.enemies:
# count how many enemeis are in each state
if enemy.state == 0:
self.movingToPlayer += 1
elif enemy.state == 1:
self.stay += 1
# check if the enemy is around the player
if self.aroundPlayer(self.flyBot, enemy):
self.around += 1
# determine state of the enemy
def makeDecision(self, task):
for enemy in self.enemies:
# check game state everytime before making a decision
self.checkGameState()
# if enemy is around the player, move to the player
if self.aroundPlayer(self.flyBot, enemy):
enemy.state = 0
# if less than three enemies are moving to player and less than two around player and is not moving, set the enemy state to moving to player
elif self.movingToPlayer < 3 and self.around < 2 and enemy.state == 1:
enemy.state = 0
# if there are more than three enemies staying, move them towars an object
elif self.stay > 3 and enemy.state == 1:
enemy.state = 2
# or else, stop the enemy from moving
else:
enemy.state = 1
# speed enemy up if it is around the player
if self.aroundPlayer(self.flyBot, enemy):
enemy.speed = 0.25
return task.cont
# check if enemy is within 100 unit radius of the player
def aroundPlayer(self, flyBot, enemy):
player = flyBot.flyBot
enemy = enemy
if enemy.isAlive:
pX = player.getX()
pY = player.getY()
eX = enemy.enemyModel.getX()
eY = enemy.enemyModel.getY()
deltaX = eX - pX
deltaY = eY - pY
return ((deltaX)**2 + (deltaY)**2)**0.5 <= 100
# create chest objects
class Chest(DirectObject):
def __init__(self, player, flyBot, x, y, numb):
# Taken from https://www.blendswap.com/blends/view/52166
self.x = x
self.y = y
self.chestNumb = numb
self.isUsed = False
self.chestModel = base.loader.loadModel('models/chest')
self.chestModel.setPos(self.x, self.y, 0.5)
self.player = player
self.flyBot = flyBot.flyBot
self.chestModel.reparentTo(render)
# image taken from https://www.topsimages.com/images/silver-sequins-aa.html
chestTexture = loader.loadTexture('models/chestTexture.jpg')
self.chestModel.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldPosition)
self.chestModel.setTexture(chestTexture)
# check if player is nearby
def playerNearby(self):
cx = self.chestModel.getX()
cy = self.chestModel.getY()
px = self.flyBot.getX()
py = self.flyBot.getY()
return ((cx - px)**2 + (cy - py)**2)**0.5 < 20
# remove the chest from the game and add 5 health to the player
def openChest(self):
# sound taken from https://freesound.org/people/sqeeeek/sounds/381854/
chestOpen = loader.loadSfx('musics/chestOpen.wav')
chestOpen.play()
self.chestModel.hide()
if not self.isUsed:
self.player.changeStats(5, 0)
self.isUsed = True
# make the chests active again at given location after moving to a new room
def renew(self, newPos):
self.isUsed = False
self.chestModel.show()
nx, ny, chestNumb = newPos
self.chestModel.setPos(nx, ny, 0.5)
self.chestNumb = chestNumb
# create door object
class Door(DirectObject):
def __init__(self, x, y, flyBot):
# Taken from https://www.blendswap.com/blends/view/55370
self.door = base.loader.loadModel('models/door')
self.x = x
self.y = y
self.door.setPos(self.x, self.y, 0.5)
self.door.setHpr(90, 0, 0)
self.door.setScale(3, 3, 3)
self.flyBot = flyBot.flyBot
self.door.reparentTo(render)
# image taken from http://wallpapercraft.site/42400-brushed-steel.html
doorTexture = loader.loadTexture("models/doorTexture.jpeg")
self.door.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldPosition)
self.door.setTexture(doorTexture)
# check if player is nearby
def playerNearby(self):
cx = self.x
cy = self.y
px = self.flyBot.getX()
py = self.flyBot.getY()
return abs(cx - px) <=35 and abs(cy - py) <= 10
# create a new room with chests when the door opens
def openDoor(self):
# sound taken from https://freesound.org/people/NeoSpica/sounds/425090/
doorOpen = loader.loadSfx('musics/doorOpen.wav')
doorOpen.play()
newRoom = generateRoom([], 4)
if newRoom == None:
newRoom = [(120, 30, 0), (-100, 80, 90), (-130, -70, 0), (50, -50, 90)]
newChests = generateChestLocation(newRoom)
self.flyBot.setPos(0, 0, 4)
return (newRoom, newChests)
# wall object
class Wall(DirectObject):
def __init__(self, x, y, angle):
self.wall = base.loader.loadModel('models/wall')
self.wall.setPos(x, y, 0)
self.wall.setScale(10, 10, 10)
self.wall.setH(angle)
self.wall.reparentTo(render)
# image taken from https://www.pinterest.com/pin/685602743251144929/?lp=true
wallTexture = loader.loadTexture('models/walltest.jpg')
self.wall.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldCubeMap)
self.wall.setTexProjector(TextureStage.getDefault(), render, self.wall)
self.wall.setTexture(wallTexture)
self.wallCollide = CollisionRay()
self.wallNode = CollisionNode('wall')
self.wallNode.addSolid(self.wallCollide)
self.wallNode.setFromCollideMask(CollideMask.bit(0))
self.wallNode.setIntoCollideMask(CollideMask.allOff())
self.wallCollider = self.wall.attachNewNode(self.wallNode)
# move the wall to create a new room
def move(self, newPos):
nx, ny, nAngle = newPos
self.wall.setPos(nx, ny, 0)
self.wall.setH(nAngle)
# recursively generate all wall locations using backtracking
def generateRoom(walls, numbWalls = 4):
newWalls = []
if len(walls) == numbWalls:
return walls
for i in range(20):
newWalls += [generateWall()]
for newWall in newWalls:
if validWall(newWall, walls):
walls.append(newWall)
tmp = generateRoom(walls)
if tmp != None:
return tmp
walls.remove(newWall)
return None
# check to see if new wall is valid
def validWall(newWall, walls):
vertMinMargin = 50
vertMaxMargin = 280
horMinMargin = 220
horMaxMargin = 250
newX, newY, newAngle = newWall
horCount = 0
vertCount = 0
for curWall in walls:
curX, curY, curAngle = curWall
if curWall == newWall:
return False
if (abs(curX - newX) > horMaxMargin or abs(curX - newX) < horMinMargin) and curAngle == newAngle:
return False
if (abs(curY - newY) > vertMaxMargin or abs(curY - newY) < vertMinMargin) and curAngle == newAngle:
return False
return True
# randomly generate a wall within a given dimension
def generateWall():
vertMax = 120
vertMin = -120
horMax = 125
horMin = -125
x = random.randint(horMin, horMax)
y = random.randint(vertMin, vertMax)
angle = random.choice([0, 90])
return (x, y, angle)
# randomly generate chests based on where the walls are
def generateChestLocation(walls):
length = 110
width = 25
chestNumb = 0
chests = []
for wall in walls:
x, y, angle = wall
if angle == 0:
upperX = x + length
lowerX = x - length
upperY = y + width
lowerY = y - width
cx = random.randint(lowerX, upperX)
cy1 = random.randint(upperY, 190)
cy2 = random.randint(-190, lowerY)
cy = random.choice([cy1, cy2])
else:
upperX = x + width
lowerX = x - width
upperY = y + length
lowerY = y - length
cx1 = random.randint(upperX, 225)
cx2 = random.randint(-225, lowerX)
cx = random.choice([cx1, cx2])
cy = random.randint(lowerY, upperY)
chests.append((cx, cy, chestNumb))
chestNumb += 1
return chests