Esempio n. 1
0
 def __init__(self, parent, frameModel, startPlatformModel,
              endPlatformModel, quadLengthUnits, quadVisibilityAhead,
              quadVisibiltyBehind):
     self.parent = parent
     self.quadLengthUnits = quadLengthUnits
     self._halfQuadLengthUnits = quadLengthUnits / 2.0
     self.quadVisibiltyAhead = quadVisibilityAhead
     self.quadVisibiltyBehind = quadVisibiltyBehind
     self._frameModel = frameModel
     self.root = NodePath('CogdoFlyingLevel')
     self.quadrantRoot = NodePath('QuadrantsRoot')
     self.quadrantRoot.reparentTo(self.root)
     self._startPlatformModel = startPlatformModel
     self._startPlatformModel.reparentTo(self.root)
     self._startPlatformModel.setZ(Globals.Level.StartPlatformHeight)
     self._endPlatformModel = endPlatformModel
     self._endPlatformModel.reparentTo(self.root)
     self._endPlatformModel.setZ(Globals.Level.EndPlatformHeight)
     self.wallR = self._frameModel.find('**/wallR')
     self.wallL = self._frameModel.find('**/wallL')
     self._exit = CogdoGameExit()
     self._exit.reparentTo(self._endPlatformModel)
     loc = self._endPlatformModel.find('**/exit_loc')
     offset = loc.getPos(render)
     self._exit.setPos(render, offset)
     self.quadrants = []
     self.visibleQuadIndices = []
     self._numQuads = 0
     self._currentQuadNum = -1
     self._camera = None
     self._initCollisions()
     self.upLimit = self._frameModel.find('**/limit_up').getZ(render)
     self.downLimit = self._frameModel.find('**/limit_down').getZ(render)
     self.leftLimit = self._frameModel.find('**/limit_left').getX(
         render) - 30.0
     self.rightLimit = self._frameModel.find('**/limit_right').getX(
         render) + 30.0
     self.backLimit = -self.quadLengthUnits
     self.forwardLimit = self.quadLengthUnits * 20
     self._frameModel.flattenStrong()
     self.gatherableFactory = CogdoFlyingGatherableFactory()
     self.obstacleFactory = CogdoFlyingObtacleFactory()
     return
 def __init__(
     self,
     parent,
     frameModel,
     startPlatformModel,
     endPlatformModel,
     quadLengthUnits,
     quadVisibilityAhead,
     quadVisibiltyBehind,
 ):
     self.parent = parent
     self.quadLengthUnits = quadLengthUnits
     self._halfQuadLengthUnits = quadLengthUnits / 2.0
     self.quadVisibiltyAhead = quadVisibilityAhead
     self.quadVisibiltyBehind = quadVisibiltyBehind
     self._frameModel = frameModel
     self.root = NodePath("CogdoFlyingLevel")
     self.quadrantRoot = NodePath("QuadrantsRoot")
     self.quadrantRoot.reparentTo(self.root)
     self._startPlatformModel = startPlatformModel
     self._startPlatformModel.reparentTo(self.root)
     self._startPlatformModel.setZ(Globals.Level.StartPlatformHeight)
     self._endPlatformModel = endPlatformModel
     self._endPlatformModel.reparentTo(self.root)
     self._endPlatformModel.setZ(Globals.Level.EndPlatformHeight)
     self.wallR = self._frameModel.find("**/wallR")
     self.wallL = self._frameModel.find("**/wallL")
     self._exit = CogdoGameExit()
     self._exit.reparentTo(self._endPlatformModel)
     loc = self._endPlatformModel.find("**/exit_loc")
     offset = loc.getPos(render)
     self._exit.setPos(render, offset)
     self.quadrants = []
     self.visibleQuadIndices = []
     self._numQuads = 0
     self._currentQuadNum = -1
     self._camera = None
     self._initCollisions()
     self.upLimit = self._frameModel.find("**/limit_up").getZ(render)
     self.downLimit = self._frameModel.find("**/limit_down").getZ(render)
     self.leftLimit = self._frameModel.find("**/limit_left").getX(render) - 30.0
     self.rightLimit = self._frameModel.find("**/limit_right").getX(render) + 30.0
     self.backLimit = -self.quadLengthUnits
     self.forwardLimit = self.quadLengthUnits * 20
     self._frameModel.flattenStrong()
     self.gatherableFactory = CogdoFlyingGatherableFactory()
     self.obstacleFactory = CogdoFlyingObstacleFactory()
     return
Esempio n. 3
0
class CogdoFlyingLevel(DirectObject):
    notify = directNotify.newCategory('CogdoFlyingLevel')

    def __init__(self, parent, frameModel, startPlatformModel,
                 endPlatformModel, quadLengthUnits, quadVisibilityAhead,
                 quadVisibiltyBehind):
        self.parent = parent
        self.quadLengthUnits = quadLengthUnits
        self._halfQuadLengthUnits = quadLengthUnits / 2.0
        self.quadVisibiltyAhead = quadVisibilityAhead
        self.quadVisibiltyBehind = quadVisibiltyBehind
        self._frameModel = frameModel
        self.root = NodePath('CogdoFlyingLevel')
        self.quadrantRoot = NodePath('QuadrantsRoot')
        self.quadrantRoot.reparentTo(self.root)
        self._startPlatformModel = startPlatformModel
        self._startPlatformModel.reparentTo(self.root)
        self._startPlatformModel.setZ(Globals.Level.StartPlatformHeight)
        self._endPlatformModel = endPlatformModel
        self._endPlatformModel.reparentTo(self.root)
        self._endPlatformModel.setZ(Globals.Level.EndPlatformHeight)
        self.wallR = self._frameModel.find('**/wallR')
        self.wallL = self._frameModel.find('**/wallL')
        self._exit = CogdoGameExit()
        self._exit.reparentTo(self._endPlatformModel)
        loc = self._endPlatformModel.find('**/exit_loc')
        offset = loc.getPos(render)
        self._exit.setPos(render, offset)
        self.quadrants = []
        self.visibleQuadIndices = []
        self._numQuads = 0
        self._currentQuadNum = -1
        self._camera = None
        self._initCollisions()
        self.upLimit = self._frameModel.find('**/limit_up').getZ(render)
        self.downLimit = self._frameModel.find('**/limit_down').getZ(render)
        self.leftLimit = self._frameModel.find('**/limit_left').getX(
            render) - 30.0
        self.rightLimit = self._frameModel.find('**/limit_right').getX(
            render) + 30.0
        self.backLimit = -self.quadLengthUnits
        self.forwardLimit = self.quadLengthUnits * 20
        self._frameModel.flattenStrong()
        self.gatherableFactory = CogdoFlyingGatherableFactory()
        self.obstacleFactory = CogdoFlyingObtacleFactory()
        return

    def getExit(self):
        return self._exit

    def getBounds(self):
        return ((self.leftLimit, self.rightLimit),
                (self.backLimit, self.forwardLimit), (self.downLimit,
                                                      self.upLimit))

    def getGatherable(self, serialNum):
        for quadrant in self.quadrants:
            for gatherable in quadrant.gatherables:
                if gatherable.serialNum == serialNum:
                    return gatherable

        return None

    def ready(self):
        self.gatherableFactory.destroy()
        del self.gatherableFactory
        self.obstacleFactory.destroy()
        del self.obstacleFactory
        self._initStartEndPlatforms()
        self._frameModel.reparentTo(self.root)
        self.root.reparentTo(self.parent)
        self.root.stash()

    def _initStartEndPlatforms(self):
        self.startPlatform = CogdoFlyingPlatform(
            self._startPlatformModel,
            Globals.Level.PlatformTypes.StartPlatform)
        self.endPlatform = CogdoFlyingPlatform(
            self._endPlatformModel, Globals.Level.PlatformTypes.EndPlatform)
        self._endPlatformModel.setY(self.convertQuadNumToY(self._numQuads))
        self.backLimit = self._startPlatformModel.getY(
            render) - Globals.Level.StartPlatformLength * 0.7
        self.forwardLimit = self._endPlatformModel.getY(
            render) + Globals.Level.EndPlatformLength * 0.7

    def _initCollisions(self):
        self.collPlane = CollisionPlane(
            Plane(Vec3(0, 0, 1.0), Point3(0, 0, 10)))
        self.collPlane.setTangible(0)
        self.collNode = CollisionNode('fogPlane')
        self.collNode.setIntoCollideMask(OTPGlobals.FloorBitmask)
        self.collNode.addSolid(self.collPlane)
        self.collNodePath = self.root.attachNewNode(self.collNode)
        self.collNodePath.hide()

    def destroy(self):
        del self.collPlane
        self.collNodePath.removeNode()
        del self.collNodePath
        del self.collNode
        for quadrant in self.quadrants:
            quadrant.destroy()

        self._exit.destroy()
        del self._exit
        self.root.removeNode()
        del self.root

    def onstage(self):
        self.root.unstash()
        self.update(0.0)

    def offstage(self):
        self.root.stash()

    def start(self, startTime=0.0):
        self._startTime = startTime

    def stop(self):
        pass

    def getLength(self):
        return self.quadLengthUnits * self.getNumQuadrants()

    def appendQuadrant(self, model):
        quadrant = CogdoFlyingLevelQuadrant(self._numQuads, model, self,
                                            self.root)
        if self._numQuads == 0:
            quadrant.generateGatherables(self._startPlatformModel)
        quadrant.offstage()
        self.quadrants.append(quadrant)
        self._numQuads = len(self.quadrants)

    def getNumQuadrants(self):
        return self._numQuads

    def setCamera(self, camera):
        self._camera = camera

    def getCameraActualQuadrant(self):
        camY = self._camera.getY(render)
        y = self.root.getY(render)
        return self.convertYToQuadNum(camY - y)

    def update(self, dt=0.0):
        if self._camera is None:
            return
        quadNum = clamp(self.getCameraActualQuadrant(), 0, self._numQuads - 1)
        if quadNum < self._numQuads:
            self.quadrants[quadNum].update(dt)
            if quadNum + 1 < self._numQuads:
                self.quadrants[quadNum + 1].update(dt)
            if quadNum != self._currentQuadNum:
                self._switchToQuadrant(quadNum)
        return

    def _switchToQuadrant(self, quadNum):
        self.visibleQuadIndices = []
        if quadNum >= 0:
            if quadNum > 0:
                self.quadrants[max(quadNum - self.quadVisibiltyBehind,
                                   0)].onstage()
            for i in range(
                    quadNum,
                    min(quadNum + self.quadVisibiltyAhead + 1,
                        self._numQuads)):
                self.quadrants[i].onstage()
                self.visibleQuadIndices.append(i)
                if i == 0:
                    self.startPlatform.onstage()
                elif i == self._numQuads - 1:
                    self.endPlatform.onstage()

        self._currentQuadNum = quadNum
        for i in range(
                0, max(
                    self._currentQuadNum - self.quadVisibiltyBehind,
                    0)) + range(
                        min(self._currentQuadNum + self.quadVisibiltyAhead + 1,
                            self._numQuads), self._numQuads):
            self.quadrants[i].offstage()
            if i == 0:
                self.startPlatform.offstage()
            elif i == self._numQuads - 1:
                self.endPlatform.offstage()

    def convertQuadNumToY(self, quadNum):
        return quadNum * self.quadLengthUnits

    def convertYToQuadNum(self, y):
        return int(y / self.quadLengthUnits)

    def convertCenterYToQuadNum(self, y):
        return self.convertYToQuadNum(y + self._halfQuadLengthUnits)
Esempio n. 4
0
class CogdoFlyingLevel(DirectObject):
    notify = directNotify.newCategory('CogdoFlyingLevel')

    def __init__(self, parent, frameModel, startPlatformModel, endPlatformModel, quadLengthUnits, quadVisibilityAhead, quadVisibiltyBehind):
        self.parent = parent
        self.quadLengthUnits = quadLengthUnits
        self._halfQuadLengthUnits = quadLengthUnits / 2.0
        self.quadVisibiltyAhead = quadVisibilityAhead
        self.quadVisibiltyBehind = quadVisibiltyBehind
        self._frameModel = frameModel
        self.root = NodePath('CogdoFlyingLevel')
        self.quadrantRoot = NodePath('QuadrantsRoot')
        self.quadrantRoot.reparentTo(self.root)
        self._startPlatformModel = startPlatformModel
        self._startPlatformModel.reparentTo(self.root)
        self._startPlatformModel.setZ(Globals.Level.StartPlatformHeight)
        self._endPlatformModel = endPlatformModel
        self._endPlatformModel.reparentTo(self.root)
        self._endPlatformModel.setZ(Globals.Level.EndPlatformHeight)
        self.wallR = self._frameModel.find('**/wallR')
        self.wallL = self._frameModel.find('**/wallL')
        self._exit = CogdoGameExit()
        self._exit.reparentTo(self._endPlatformModel)
        loc = self._endPlatformModel.find('**/exit_loc')
        offset = loc.getPos(render)
        self._exit.setPos(render, offset)
        self.quadrants = []
        self.visibleQuadIndices = []
        self._numQuads = 0
        self._currentQuadNum = -1
        self._camera = None
        self._initCollisions()
        self.upLimit = self._frameModel.find('**/limit_up').getZ(render)
        self.downLimit = self._frameModel.find('**/limit_down').getZ(render)
        self.leftLimit = self._frameModel.find('**/limit_left').getX(render) - 30.0
        self.rightLimit = self._frameModel.find('**/limit_right').getX(render) + 30.0
        self.backLimit = -self.quadLengthUnits
        self.forwardLimit = self.quadLengthUnits * 20
        self._frameModel.flattenStrong()
        self.gatherableFactory = CogdoFlyingGatherableFactory()
        self.obstacleFactory = CogdoFlyingObstacleFactory()
        return

    def getExit(self):
        return self._exit

    def getBounds(self):
        return ((self.leftLimit, self.rightLimit), (self.backLimit, self.forwardLimit), (self.downLimit, self.upLimit))

    def getGatherable(self, serialNum):
        for quadrant in self.quadrants:
            for gatherable in quadrant.gatherables:
                if gatherable.serialNum == serialNum:
                    return gatherable

        return None

    def ready(self):
        self.gatherableFactory.destroy()
        del self.gatherableFactory
        self.obstacleFactory.destroy()
        del self.obstacleFactory
        self._initStartEndPlatforms()
        self._frameModel.reparentTo(self.root)
        self.root.reparentTo(self.parent)
        self.root.stash()

    def _initStartEndPlatforms(self):
        self.startPlatform = CogdoFlyingPlatform(self._startPlatformModel, Globals.Level.PlatformTypes.StartPlatform)
        self.endPlatform = CogdoFlyingPlatform(self._endPlatformModel, Globals.Level.PlatformTypes.EndPlatform)
        self._endPlatformModel.setY(self.convertQuadNumToY(self._numQuads))
        self.backLimit = self._startPlatformModel.getY(render) - Globals.Level.StartPlatformLength * 0.7
        self.forwardLimit = self._endPlatformModel.getY(render) + Globals.Level.EndPlatformLength * 0.7

    def _initCollisions(self):
        self.collPlane = CollisionPlane(Plane(Vec3(0, 0, 1.0), Point3(0, 0, 10)))
        self.collPlane.setTangible(0)
        self.collNode = CollisionNode('fogPlane')
        self.collNode.setIntoCollideMask(OTPGlobals.FloorBitmask)
        self.collNode.addSolid(self.collPlane)
        self.collNodePath = self.root.attachNewNode(self.collNode)
        self.collNodePath.hide()

    def destroy(self):
        del self.collPlane
        self.collNodePath.removeNode()
        del self.collNodePath
        del self.collNode
        for quadrant in self.quadrants:
            quadrant.destroy()

        self._exit.destroy()
        del self._exit
        self.root.removeNode()
        del self.root

    def onstage(self):
        self.root.unstash()
        self.update(0.0)

    def offstage(self):
        self.root.stash()

    def start(self, startTime = 0.0):
        self._startTime = startTime

    def stop(self):
        pass

    def getLength(self):
        return self.quadLengthUnits * self.getNumQuadrants()

    def appendQuadrant(self, model):
        quadrant = CogdoFlyingLevelQuadrant(self._numQuads, model, self, self.root)
        if self._numQuads == 0:
            quadrant.generateGatherables(self._startPlatformModel)
        quadrant.offstage()
        self.quadrants.append(quadrant)
        self._numQuads = len(self.quadrants)

    def getNumQuadrants(self):
        return self._numQuads

    def setCamera(self, camera):
        self._camera = camera

    def getCameraActualQuadrant(self):
        camY = self._camera.getY(render)
        y = self.root.getY(render)
        return self.convertYToQuadNum(camY - y)

    def update(self, dt = 0.0):
        if self._camera is None:
            return
        else:
            quadNum = clamp(self.getCameraActualQuadrant(), 0, self._numQuads - 1)
            if quadNum < self._numQuads:
                self.quadrants[quadNum].update(dt)
                if quadNum + 1 < self._numQuads:
                    self.quadrants[quadNum + 1].update(dt)
                if quadNum != self._currentQuadNum:
                    self._switchToQuadrant(quadNum)
            return

    def _switchToQuadrant(self, quadNum):
        self.visibleQuadIndices = []
        if quadNum >= 0:
            if quadNum > 0:
                self.quadrants[max(quadNum - self.quadVisibiltyBehind, 0)].onstage()
            for i in xrange(quadNum, min(quadNum + self.quadVisibiltyAhead + 1, self._numQuads)):
                self.quadrants[i].onstage()
                self.visibleQuadIndices.append(i)
                if i == 0:
                    self.startPlatform.onstage()
                elif i == self._numQuads - 1:
                    self.endPlatform.onstage()

        self._currentQuadNum = quadNum
        for i in range(0, max(self._currentQuadNum - self.quadVisibiltyBehind, 0)) + range(min(self._currentQuadNum + self.quadVisibiltyAhead + 1, self._numQuads), self._numQuads):
            self.quadrants[i].offstage()
            if i == 0:
                self.startPlatform.offstage()
            elif i == self._numQuads - 1:
                self.endPlatform.offstage()

    def convertQuadNumToY(self, quadNum):
        return quadNum * self.quadLengthUnits

    def convertYToQuadNum(self, y):
        return int(y / self.quadLengthUnits)

    def convertCenterYToQuadNum(self, y):
        return self.convertYToQuadNum(y + self._halfQuadLengthUnits)