Esempio n. 1
0
    def __init__(self):

        ShowBase.__init__(self)

        base.setFrameRateMeter(True)

        set_app(self)

        app = self

        # Rocket Gui
        LoadFontFace("gui/Raleway.otf")
        self.region = RocketRegion.make('pandaRocket', app.win)
        self.region.setActive(1)
        self.context = self.region.getContext()
        self.hud = self.context.LoadDocument('gui/hud.rml')
        ih = RocketInputHandler()
        app.mouseWatcher.attachNewNode(ih)
        self.region.setInputHandler(ih)
        self.hud.Show()

        self.cTrav = CollisionTraverser('coltrav')
        #self.cTrav.showCollisions(self.render)
        self.ai_world = AIWorld(render)

        self.enableParticles()

        self.scene = []
        self.player = Player(self)
        self.scene.append(self.player)

        self.backgrounds = self.gen_background()

        self.enemy_manager = EnemyManager(self)
        self.enemies = self.gen_enemies(self.scene)

        self.bullet_manager = BulletManager(self)
        self.bullet_count = 0

        self.taskMgr.add(self.update, "update")

        self.mouse_pos = Point2(0,0)

        self.set_keys()

        self.music = self.loader.loadSfx('sounds/onegameamonthjan.ogg')
        self.music.setVolume(0.2)
        self.music.play()

        self.item_manager = ItemManager(self)

        self.tree_manager = TreeManager(self)
        self.trees = self.gen_trees()
Esempio n. 2
0
class Alem(ShowBase):
    def __init__(self):

        ShowBase.__init__(self)

        base.setFrameRateMeter(True)

        set_app(self)

        app = self

        # Rocket Gui
        LoadFontFace("gui/Raleway.otf")
        self.region = RocketRegion.make('pandaRocket', app.win)
        self.region.setActive(1)
        self.context = self.region.getContext()
        self.hud = self.context.LoadDocument('gui/hud.rml')
        ih = RocketInputHandler()
        app.mouseWatcher.attachNewNode(ih)
        self.region.setInputHandler(ih)
        self.hud.Show()

        self.cTrav = CollisionTraverser('coltrav')
        #self.cTrav.showCollisions(self.render)
        self.ai_world = AIWorld(render)

        self.enableParticles()

        self.scene = []
        self.player = Player(self)
        self.scene.append(self.player)

        self.backgrounds = self.gen_background()

        self.enemy_manager = EnemyManager(self)
        self.enemies = self.gen_enemies(self.scene)

        self.bullet_manager = BulletManager(self)
        self.bullet_count = 0

        self.taskMgr.add(self.update, "update")

        self.mouse_pos = Point2(0,0)

        self.set_keys()

        self.music = self.loader.loadSfx('sounds/onegameamonthjan.ogg')
        self.music.setVolume(0.2)
        self.music.play()

        self.item_manager = ItemManager(self)

        self.tree_manager = TreeManager(self)
        self.trees = self.gen_trees()


    def camera_task(self):    
        self.camera.setPos(self.player.position.x, self.player.position.y , 400)
        self.camera.setHpr(0,-90,0)

    def get_cam(self):
        return self.camera.getPos()

    def set_keys(self):
        self.accept("a", self.player.move_left, [True])
        self.accept("a-up", self.player.move_left, [False])

        self.accept("d", self.player.move_right, [True])
        self.accept("d-up", self.player.move_right, [False])

        self.accept("w", self.player.move_up, [True])
        self.accept("w-up", self.player.move_up, [False])

        self.accept("s", self.player.move_down, [True])
        self.accept("s-up", self.player.move_down, [False])

        self.accept("mouse1", self.player.activate, [True])
        self.accept("mouse1-up", self.player.activate, [False])

        self.accept("mouse3", self.player.build, [True])
        self.accept("mouse3-up", self.player.build, [False])

        self.accept("escape", sys.exit)

    def update(self, task):
        if(self.mouseWatcherNode.hasMouse()):
            self.mouse_pos.x = self.mouseWatcherNode.getMouseX()
            self.mouse_pos.y = self.mouseWatcherNode.getMouseY()

        self.camera_task()
        # Bullet reaping
        self.bullet_manager.update(task.time)
        self.enemy_manager.update(task.time)
        self.ai_world.update()
        self.cTrav.traverse(self.render)
        for entity in self.scene:
            entity.update(task.time)
        self.camera_task()
        self.update_hud()
        return Task.cont


    def update_hud(self):
        self.hud.GetElementById("health").last_child.text = "%d" % self.player.hp
        self.hud.GetElementById("score").last_child.text = "%d" % self.player.score
        self.hud.GetElementById("souls").last_child.text = "%d" % self.player.souls


    # should move creation into the manager
    def gen_enemies(self, scene):
        enemies = []
        for i in range(randint(50,100)):
            self.enemy_manager.create_enemy(1.0)
        #for i in range(1):
        """
            x = uniform(-900, 900)
            if -100.0 < x < 100.0:
                if x < 0.0:
                    x = x - 200.0
                if x >= 0.0:
                    x = x + 200.0
            y = uniform(-900, 900)
            if -100.0 < y < 100.0:
                if y < 0.0:
                    y = y - 200.0
                if y >= 0.0:
                    y = y + 200.0
            enemy = Enemy(Point3(x, y, 0), i, self, self.enemy_manager, uniform(1,3), randint(1,4))
            #enemy = Enemy(Point3(30.0,30.0,0.0), i, self, self.enemy_manager, 1, 1)
            enemies.append(enemy)
            scene.append(enemy)
        """    
        return enemies    

    # make this configurable
    def gen_background(self):
        bg_x = 50
        bg_y = 50

        tile_count = 20

        backgrounds = []

        self.bgnp = self.render.attachNewNode("bg")

        for i in range(-tile_count,tile_count):
            for j in range(-tile_count,tile_count):
                backgrounds.append(load_object("grass", pos = Point2(i*bg_x, j*bg_y), transparency = False, scale = 50))
        for background in backgrounds:
            background.reparentTo(self.bgnp)

        self.bgnp.flattenStrong()    
        return backgrounds

    def gen_trees(self):
        for i in range(randint(10,20)):
            self.tree_manager.add_tree(Point3(uniform(-100,100), uniform(-100,100), 0), 1)