Esempio n. 1
0
    def __init__(self, showbase, game):
        DirectObject.__init__(self)

        self.client = showbase.client
        self.game = game

        # Keys array (down if 1, up if 0)
        self.keys = {"left": 0, "right": 0, "up": 0, "down": 0, "c": 0}

        # holding c will focus the camera on clients warlock
        self.accept("c", self.setValue, [self.keys, "c", 1])
        self.accept("c-up", self.setValue, [self.keys, "c", 0])

        # mouse 1 is for casting the spell set by the keys
        # showbase.accept("mouse1", self.castSpell)

        # mouse 3 is for movement, or canceling keys for casting spell
        self.accept("mouse3", self.updateDestination)

        self.ch = CameraHandler(showbase)

        # sets the camera up behind clients warlock looking down on it from angle
        follow = self.game.centipede.head
        self.ch.setTarget(follow.getPos().getX(),
                          follow.getPos().getY(),
                          follow.getPos().getZ())
        self.ch.turnCameraAroundPoint(follow.getH(), 0)
Esempio n. 2
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	def __init__(self, showbase, game):
		self.client = showbase.client
		self.game = game
		
		# Keys array (down if 1, up if 0)
		self.keys = { "left": 0, "right": 0, "up": 0, "down": 0, "c": 0 }
		
		# holding c will focus the camera on clients warlock
		self.accept("c", self.setValue, [self.keys, "c", 1])
		self.accept("c-up", self.setValue, [self.keys, "c", 0])
		
		# mouse 1 is for casting the spell set by the keys
		#showbase.accept("mouse1", self.castSpell)
		
		# mouse 3 is for movement, or canceling keys for casting spell
		self.accept("mouse3", self.updateDestination)
		
		self.ch = CameraHandler(showbase)
		
		# sets the camera up behind clients warlock looking down on it from angle
		follow = self.game.centipede.head
		self.ch.setTarget(follow.getPos().getX(), follow.getPos().getY(), follow.getPos().getZ())
		self.ch.turnCameraAroundPoint(follow.getH(), 0)
Esempio n. 3
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class GameHandler(DirectObject):
    destination = None

    def __init__(self, showbase, game):
        DirectObject.__init__(self)

        self.client = showbase.client
        self.game = game

        # Keys array (down if 1, up if 0)
        self.keys = {"left": 0, "right": 0, "up": 0, "down": 0, "c": 0}

        # holding c will focus the camera on clients warlock
        self.accept("c", self.setValue, [self.keys, "c", 1])
        self.accept("c-up", self.setValue, [self.keys, "c", 0])

        # mouse 1 is for casting the spell set by the keys
        # showbase.accept("mouse1", self.castSpell)

        # mouse 3 is for movement, or canceling keys for casting spell
        self.accept("mouse3", self.updateDestination)

        self.ch = CameraHandler(showbase)

        # sets the camera up behind clients warlock looking down on it from angle
        follow = self.game.centipede.head
        self.ch.setTarget(follow.getPos().getX(),
                          follow.getPos().getY(),
                          follow.getPos().getZ())
        self.ch.turnCameraAroundPoint(follow.getH(), 0)

    def setValue(self, array, key, value):
        array[key] = value

    # sends destination request to server, or cancels spell if selected
    def updateDestination(self):
        destination = self.ch.getMouse3D()
        if not destination.getZ() == -1:
            self.client.sendData(
                ('updateDest', (destination.getX(), destination.getY())))

    def updateCamera(self, dt):
        # sets the camMoveTask to be run every frame
        self.ch.camMoveTask(dt)

        # if c is down update camera to always be following on the warlock
        if self.keys["c"]:
            follow = self.game.centipede.head
            self.ch.setTarget(follow.getPos().getX(),
                              follow.getPos().getY(),
                              follow.getPos().getZ())
            self.ch.turnCameraAroundPoint(0, 0)

    def update(self, dt):
        self.updateCamera(dt)

    def destroy(self):
        self.ignoreAll()
        self.ch.destroy()
Esempio n. 4
0
class GameHandler(DirectObject.DirectObject):
	def __init__(self, showbase, game):
		self.client = showbase.client
		self.game = game
		
		# Keys array (down if 1, up if 0)
		self.keys = { "left": 0, "right": 0, "up": 0, "down": 0, "c": 0 }
		
		# holding c will focus the camera on clients warlock
		self.accept("c", self.setValue, [self.keys, "c", 1])
		self.accept("c-up", self.setValue, [self.keys, "c", 0])
		
		# mouse 1 is for casting the spell set by the keys
		#showbase.accept("mouse1", self.castSpell)
		
		# mouse 3 is for movement, or canceling keys for casting spell
		self.accept("mouse3", self.updateDestination)
		
		self.ch = CameraHandler(showbase)
		
		# sets the camera up behind clients warlock looking down on it from angle
		follow = self.game.centipede.head
		self.ch.setTarget(follow.getPos().getX(), follow.getPos().getY(), follow.getPos().getZ())
		self.ch.turnCameraAroundPoint(follow.getH(), 0)

	def setValue(self, array, key, value):
		array[key] = value
	
	# sends destination request to server, or cancels spell if selected
	def updateDestination(self):
		destination = self.ch.getMouse3D()
		if not destination.getZ() == -1:
			self.client.sendData(('updateDest', (destination.getX(), destination.getY())))

	def updateCamera(self, dt):
		# sets the camMoveTask to be run every frame
		self.ch.camMoveTask(dt)
		
		# if c is down update camera to always be following on the warlock
		if self.keys["c"]:
			follow = self.game.centipede.head
			self.ch.setTarget(follow.getPos().getX(), follow.getPos().getY(), follow.getPos().getZ())
			self.ch.turnCameraAroundPoint(0, 0)

	def update(self, dt):
		self.updateCamera(dt)
	
	def destroy(self):
		self.ignoreAll()
		self.ch.destroy()