Esempio n. 1
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    def move_to_point(self, tx, ty):
        self.target_x = tx
        self.target_y = ty
        dist = float(
            TCalc.dist_to_point(self.node_path.getX(), self.node_path.getY(),
                                tx, ty))
        print dist
        #time = dist/speed
        #print dist/speed
        #print time*speed,dist
        try:
            self.sq_army_move.pause()
            self.intvl_army_move = None
        except:
            print "no sequence"

        if dist > 1:
            self.intvl_army_move = self.node_path.posInterval(
                dist / self.speed,
                Point3(self.target_x, self.target_y, 0),
                startPos=Point3(self.node_path.getX(), self.node_path.getY(),
                                0))
            self.sq_army_move = Sequence(self.intvl_army_move)
            self.sq_army_move.start()
        else:
            try:
                self.sq_army_move.finish()
            except:
                print "no sequence"
Esempio n. 2
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    def __init__(self, bat_np, t, x, y, col):
        rate = 2
        z = 20
        scale = 12
        scale_up = 15
        text_node = TextNode("battle_text")
        text_node.setText(t)
        text_node_path = bat_np.attachNewNode(text_node)
        text_node_path.reparentTo(render)
        text_node_path.setPos(x, y, 0)
        text_node_path.setHpr(0, -90, 0)
        text_node_path.setScale(scale)
        text_node_path.setTransparency(TransparencyAttrib.MAlpha)
        text_node.setTextColor(col)
        text_node.setAlign(TextNode.ACenter)
        node_scl_up = text_node_path.scaleInterval(
            rate, Point3(scale_up, scale_up, scale_up))
        node_z_up = text_node_path.posInterval(rate, Point3(x, y, z * 2))
        node_z_up2 = text_node_path.posInterval(rate, Point3(x, y, z * 2))
        node_fade_down = text_node_path.colorScaleInterval(
            rate, (col[0], col[1], col[2], 0))
        node_func_death = Func(self.destroy)
        t_para = Parallel(node_scl_up, node_z_up, node_fade_down)
        t_seq = Sequence(t_para, node_func_death)

        t_seq.start()

        self.tnp = text_node_path
Esempio n. 3
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 def _updateHovered(self, task):
     """
         Updates the position of the Highlighter selector based on mouse
          position.
         Only updates if the value should change. Should not call every frame
          unless the user can shake his/her mouse really fast between tiles.
     """
     if base.mouseWatcherNode.hasMouse():  # If mouse is in the window:
         # Draw a line from the point on screen through the camera to the
         #  imaginary plane and check for intersections:
         mPos = base.mouseWatcherNode.getMouse()
         pos3D = Point3()  # Output stored here.
         nearPoint = Point3()
         farPoint = Point3()
         base.camLens.extrude(mPos, nearPoint, farPoint)  # Create a line
         # Check for intersection:
         if self._groundPlane.intersectsLine(
                 pos3D, render.getRelativePoint(base.cam, nearPoint),
                 render.getRelativePoint(base.cam, farPoint)):
             highlCoords = Point2D(int(pos3D.x), int(pos3D.y))
             # Ensure the calculated position is a valid tile:
             if self._hoveredCoord != highlCoords and\
                     self._tileMap.isFloor(highlCoords):
                 self._hoveredCoord = highlCoords
                 self._highlightTiles()
             elif self._hoveredCoord != None and\
                                      not self._tileMap.isFloor(highlCoords):
                 self._hoveredCoord = None
                 self._highlightTiles()
     return task.cont
Esempio n. 4
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    def __init__(self):
        self.line_dir = NodePath()

        base.cTrav = CollisionTraverser()
        self.col_handler = CollisionHandlerEvent()

        picker_node = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(picker_node)
        self.pickerRay = CollisionRay()
        picker_node.addSolid(self.pickerRay)

        plane_node = CollisionNode("base_plane")
        plane = base.render.attachNewNode(plane_node)
        self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        picker_node.addSolid(self.pickerRay)

        picker_node.setTag("rays", "mray")
        base.cTrav.addCollider(pickerNPos, self.col_handler)

        self.col_handler.addInPattern("%(rays)ft-into-%(type)it")
        self.col_handler.addOutPattern("%(rays)ft-out-%(type)it")
        self.col_handler.addAgainPattern("ray_again_all%("
                                         "rays"
                                         ")fh%("
                                         "type"
                                         ")ih")

        self.model = loader.loadModel("../models/chest.egg")
        self.model_node = NodePath("sdfafd")
        self.model.reparentTo(self.model_node)
        self.model_node.reparentTo(render)
        #
        #        self.text_node = TextNode("battle_text")
        #        self.text_node.setText("TEXTYTEXTYTEXTTEXT")
        #        self.text_node_path = render.attachNewNode(self.text_node)
        #        self.text_node_path.reparentTo(render)
        #        self.text_node_path.setPos(0,0,4)
        #        self.text_node_path.setHpr(0,0,0)
        #        self.text_node_path.setScale(1)
        #        #self.text_node_path.setTransparency(TransparencyAttrib.MAlpha)
        #        self.text_node.setTextColor((1,1,1,1))
        #        self.text_node.setAlign(TextNode.ALeft)

        self.placement_ghost = EditorObjects.PlacementGhost(
            0, "tower", base.object_scale)

        z = 0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))

        taskMgr.add(self.ray_update, "updatePicker")
        taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane")
        taskMgr.add(self.task_mouse_press_check, "checkMousePress")

        self.input_init()

        self.pickable = None
Esempio n. 5
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    def __init__(self, tileMap):
        self._tileMap = tileMap
        self._groundPlane = Plane(Point3(0, 0, 1), Point3(0, 0, 1))
        self._hoveredCoord = None  # The coordinates we are hovering over.
        self._highlightMode = None  # Targeter reference
        self._highlightModeParams = None  # Targeter params dict
        self._highlightedTiles = list()  # List of tile highlighted by pointer.
        self._previewTiles = list()  # List of tiles highlighted by preview.

        # Perform mouse raycasting every frame:
        taskMgr.add(self._updateHovered, "mouseScanning")
Esempio n. 6
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 def get_mouse_plane_pos(self, task):
     if base.mouseWatcherNode.hasMouse():
         mpos = base.mouseWatcherNode.getMouse()
         self.pos3d = Point3()
         nearPoint = Point3()
         farPoint = Point3()
         base.camLens.extrude(mpos, nearPoint, farPoint)
         if self.plane.intersectsLine(
                 self.pos3d, render.getRelativePoint(camera, nearPoint),
                 render.getRelativePoint(camera, farPoint)):
             #print "Mouse ray intersects ground plane at ", self.pos3d
             self.model.setPos(render, self.pos3d)
     return task.again
Esempio n. 7
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  def getMouseCollisionToPlane(self, plane):
    mouseWatcherNode = self.showBase.mouseWatcherNode
    if mouseWatcherNode.hasMouse():
      mpos = mouseWatcherNode.getMouse()

      pos3d = Point3()
      nearPoint = Point3()
      farPoint = Point3()
      self.showBase.camLens.extrude(mpos, nearPoint, farPoint)

      render = self.showBase.render
      camera = self.showBase.camera
      if plane.intersectsLine(pos3d,
        render.getRelativePoint(camera, nearPoint),
        render.getRelativePoint(camera, farPoint)):
        return pos3d
    return None
Esempio n. 8
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    def create_counter(self):
        new_army = Army(self.player, "Infantry", self.node_path.getX(),
                        self.node_path.getY(), 1)
        base.armies.append(new_army)
        new_army.state = "new"
        new_army.army_fight_col.setTag("state", "new")
        intvl_exit = new_army.node_path.posInterval(
            2,
            Point3(self.x, self.y - 24, 0),
            startPos=Point3(self.x, self.y, 0))

        def army_ready():
            new_army.state = "normal"
            new_army.army_fight_col.setTag("state", "normal")

        func_armyready = Func(army_ready)
        sq_army_move = Sequence(intvl_exit, func_armyready)
        sq_army_move.start()
Esempio n. 9
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    def camInterval(self, cam, actor):
        inc = cam.getX(), cam.getY() + 10, cam.getZ()
        #print(inc)
        #maybe a list of numbers-- an array for x, y, z, a method (manX, manY, manZ) man = manipulate by +- int, ret that array which will be used
        #as the Point3 args. if args are NaN/0/null, just ret the xyz arr. will be used to get the last position args for after the sequence finalizes.
        intervalOne = cam.posInterval(4.0, Point3(inc))
        camSequence = Sequence(intervalOne)
        camSequence.append(Func(self.loadButtons, actor))

        #print(camSequence.__len__())

        camSequence.start()
Esempio n. 10
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 def die(self):
     if base.single_player == False and base.client == False:
         base.net_manager.server_messager("army_kill", [self.my_id])
     self.state = "dead"
     self.army_fight_col.removeNode()
     self.node_col.removeNode()
     rate = 4
     intvl_shrink = self.model.scaleInterval(rate, Point3(0, 0, 0))
     func_destroy = Func(self.destroy)
     self.sq_die = Sequence(intvl_shrink, func_destroy)
     self.sq_die.start()
     base.battles[self.battle].recenter()
     base.battles[self.battle].shrink()
     if self.selected:
         i = base.col_manager.selecteds.index(self)
         del base.col_manager.selecteds[i]
Esempio n. 11
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 def initMouseRayCollision(self):
   z = 0
   self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))
Esempio n. 12
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class Utils():
    LAST_ASSIGNED_ID = 0

    STARTJSON = None

    # Node
    NODE_SCALE = LVecBase3f(7, 9, 1)

    VERT_DEPTH_DIST = 20
    VERT_BREADTH_DIST = 30
    HORT_DEPTH_DIST = 25
    HORT_BREADTH_DIST = 10
    VERTICAL_DEPTH = False

    CURRENT_NODE_DATA_LIST = None

    TEXT_INPUT = None

    @staticmethod
    def convertToNodes(
            jsonData):  # Needed to be able to assign parentId(Proof?)
        # Utils.test(jsonData)
        nodeList = {}

        allNodeJsons = [copy.deepcopy(jsonData)]

        depth = 0
        while len(allNodeJsons) > 0:
            nodeJsonsInCurrentDepth = allNodeJsons
            allNodeJsons = []

            while len(nodeJsonsInCurrentDepth) > 0:
                currentJson = nodeJsonsInCurrentDepth[0]
                nodeJsonsInCurrentDepth.remove(currentJson)

                id = Utils.getIdOrAssignUnique(currentJson)
                node = Utils.getNode(currentJson, depth)
                nodeList[id] = node

                Utils.placeToParentsChildrenList(node, nodeList)

                nodeChildren = node.get('children')
                if nodeChildren is not None:
                    allNodeJsons.extend(nodeChildren)
                    for child in nodeChildren:
                        child['parentId'] = id

            depth += 1
        return nodeList

    @staticmethod
    def placeToParentsChildrenList(node, nodeList):
        parentId = node.get("parentId")
        if parentId is not None:
            nodeJsonSiblings = nodeList[parentId].get("children")
            for index, sibling in enumerate(nodeJsonSiblings):
                if sibling.get("x") is None:
                    nodeJsonSiblings.remove(sibling)
                    nodeJsonSiblings.insert(index, node)
                    nodeList[parentId]["children"] = nodeJsonSiblings
                    break

    @staticmethod
    def getNode(nodeJson, y):
        name = nodeJson.get('name')
        nodeId = nodeJson.get('id')
        parentId = nodeJson.get('parentId')
        children = nodeJson.get('children')
        node = {
            "name": name,
            "id": nodeId,
            "parentId": parentId,
            "children": children,
            "x": -1.0,
            "y": y,
            "mod": 0
        }
        return node

    @staticmethod
    def showNodes(nodeList):
        for key in nodeList:
            node = nodeList[key]
            print(
                node.get('name') + " id " + str(node.get('id')) +
                " parentId " + str(node.get('parentId')) + " x " +
                str(node.get("x")) + " y " + str(node.get("y")))

    @staticmethod
    def getIdOrAssignUnique(nodeJson):
        id = nodeJson.get('id')
        if id is None:
            Utils.LAST_ASSIGNED_ID += 1
            id = Utils.LAST_ASSIGNED_ID
            nodeJson['id'] = id
        return id

    @staticmethod
    def getUniqueId(nodeDataList, recheckLastId=False):
        Utils.LAST_ASSIGNED_ID = Utils.getLastAssignedId(
            nodeDataList, recheckLastId)
        Utils.LAST_ASSIGNED_ID += 1
        return Utils.LAST_ASSIGNED_ID

    @staticmethod
    def getLastAssignedId(nodeDataList, recheckLastId):
        highestIdAssigned = Utils.LAST_ASSIGNED_ID
        if Utils.CURRENT_NODE_DATA_LIST != nodeDataList or recheckLastId:
            Utils.CURRENT_NODE_DATA_LIST = nodeDataList
            for key in nodeDataList:
                if key >= highestIdAssigned:
                    highestIdAssigned = key

        return highestIdAssigned

    @staticmethod
    def showNode(node):
        print("name " + str(node.get("name")) + " x " + str(node.get("x")) +
              " y " + str(node.get("y")))

    @staticmethod
    def showDict(argDict):
        for key in argDict:
            print(str(key) + " " + str(argDict[key]))

    @staticmethod
    def dictLen(argDict):
        if argDict is None:
            return 0
        return len(argDict)

    @staticmethod
    def getJson(name):  # Deprecated
        jsonPath = path.abspath(path.join(__file__, "../../../assets/" + name))
        return json.load(open(jsonPath))

    @staticmethod
    def getAssetPath(fileName):
        return path.abspath(path.join(__file__, "../../../assets/" + fileName))

    @staticmethod
    def getChildren(node, nodeList):
        childrenIds = node.get("childrenIds")
        if childrenIds is None:
            return None

        children = []
        for id in childrenIds:
            children.append(nodeList[id])
        return children

    @staticmethod
    def getChildrenDict(node, nodeList):
        childrenIds = node.get("childrenIds")
        if childrenIds is None:
            return None

        children = {}
        for id in childrenIds:
            children[id] = nodeList[id]
        return children

    @staticmethod
    def createTextInput(pos, onEnterTextCb):
        Utils.TEXT_INPUT = TextInput(pos, onEnterTextCb)

    @staticmethod
    def closeTextInput():
        if Utils.TEXT_INPUT is not None:
            Utils.TEXT_INPUT.entry.destroy()
            Utils.TEXT_INPUT = None

    @staticmethod
    def getNodePosition(depth, breadth):
        if Utils.VERTICAL_DEPTH:
            x = breadth * Utils.VERT_BREADTH_DIST
            y = float(depth) * Utils.VERT_DEPTH_DIST
        else:
            y = breadth * Utils.HORT_BREADTH_DIST
            x = float(depth) * Utils.HORT_DEPTH_DIST
        z = 0  # Should be addressed later on

        return LVecBase3f(x, y, z)

    @staticmethod
    def getNodeDataPointt(nodeData):
        depth = nodeData.get("depth")
        breadth = nodeData.get("x")
        return Utils.getNodePosition(depth, breadth)

    # Have to find another way to organize functions
    @staticmethod
    def removeSelectedField(nodeId, nodeDataSettings):
        nodeSettings = nodeDataSettings.get(nodeId)
        if nodeSettings is not None:
            nodeDataSettings.pop(nodeId, None)
        return nodeDataSettings

    # Mouse helpers
    PLANE = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
    CT = CollisionTraverser()
    CHQ = CollisionHandlerQueue()
    CN = CollisionNode('mouseRay')

    NEW_CN = None
    CR = CollisionRay()

    @staticmethod
    def getMousePosition(showBase):
        Utils.initMouseFields(showBase)
        return Utils.getMouseCollisionToPlane(showBase, Utils.PLANE)

    @staticmethod
    def initMouseFields(showBase):
        if Utils.NEW_CN is None:
            Utils.NEW_CN = showBase.camera.attachNewNode(Utils.CN)
            Utils.CN.setFromCollideMask(BitMask32.bit(1))

            Utils.CN.addSolid(Utils.CR)
            Utils.CT.addCollider(Utils.NEW_CN, Utils.CHQ)

    @staticmethod
    def getMouseCollisionToPlane(showBase, plane):
        mouseWatcherNode = showBase.mouseWatcherNode
        if mouseWatcherNode.hasMouse():
            mpos = mouseWatcherNode.getMouse()

            pos3d = LPoint3()
            nearPoint = LPoint3()
            farPoint = LPoint3()
            showBase.camLens.extrude(mpos, nearPoint, farPoint)

            render = showBase.render
            camera = showBase.camera
            if plane.intersectsLine(pos3d,
                                    render.getRelativePoint(camera, nearPoint),
                                    render.getRelativePoint(camera, farPoint)):
                return pos3d
        return None

    @staticmethod
    def getDistSqr2D(point3d1, point3d2):
        dx = point3d2.x - point3d1.x
        dy = point3d2.y - point3d1.y
        return (dx * dx) + (dy * dy)

    @staticmethod
    def isInRange(sqrDist, rangeDist):
        if sqrDist < (rangeDist * rangeDist):
            return True
        return False

    @staticmethod
    def collidesRect(p1, p2, width, height):
        r1 = Rect(p1.x, p1.y, width, height)
        r2 = Rect(p2.x, p2.y, width, height)

        result = r1.collidesWith(r2)
        # print(str(result))
        return result
Esempio n. 13
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    def __init__(self):
        base.cTrav = CollisionTraverser()
        self.col_handler = CollisionHandlerEvent()

        self.selected = -1
        self.selected_node = None
        self.selecteds = []
        self.multi_select = False
        self.multi_selecting = False
        self.select_box = NodePath()

        picker_node = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(picker_node)
        self.pickerRay = CollisionRay()
        picker_node.addSolid(self.pickerRay)

        plane_node = CollisionNode("base_plane")
        plane = base.render.attachNewNode(plane_node)
        self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        picker_node.addSolid(self.pickerRay)

        picker_node.setTag("rays", "mray")
        base.cTrav.addCollider(pickerNPos, self.col_handler)

        self.col_handler.addInPattern("%(rays)ft-into-%(type)it")
        self.col_handler.addOutPattern("%(rays)ft-out-%(type)it")

        self.col_handler.addAgainPattern("ray_again_all%("
                                         "rays"
                                         ")fh%("
                                         "type"
                                         ")ih")

        self.DO = DirectObject()

        self.DO.accept('mray-into-army', self.col_in_object)
        self.DO.accept('mray-out-army', self.col_out_object)
        self.DO.accept('mray-into-battle', self.col_in_object)
        self.DO.accept('mray-out-battle', self.col_out_object)
        self.DO.accept('mray-into-tower', self.col_in_object)
        self.DO.accept('mray-out-tower', self.col_out_object)

        self.DO.accept('ray_again_all', self.col_against_object)

        if base.client == False:
            self.col_handler.addInPattern("%(player)ft-into-%(player)it")
            self.col_handler.addInPattern("%(type)ft-into-%(type)it")
            self.DO.accept('army-into-battle', self.col_army_against_battle)
            self.DO.accept('army-into-tower', self.col_army_against_tower)
            self.DO.accept('1-into-2', self.col_p1_into_p2)

        self.pickable = None

        self.DO.accept('mouse1', self.mouse_click, ["down"])
        self.DO.accept('mouse1-up', self.mouse_click, ["up"])
        self.DO.accept('mouse3-up', self.mouse_order)

        taskMgr.add(self.ray_update, "updatePicker")
        taskMgr.add(self.task_select_check, "updatePicker")
        taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane")

        z = 0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))

        self.model = loader.loadModel("models/chest.egg")
        self.model.reparentTo(render)
        self.model.hide()
        cm = CardMaker("blah")
        cm.setFrame(-100, 100, -100, 100)
        pnode = render.attachNewNode(cm.generate())  #.lookAt(0, 0, -1)
        pnode.hide()
Esempio n. 14
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    def __init__(self, framework, *args, **kwargs):
        self.bullets = []
        self.environment = {}
        self.colliders = {}
        self.task_manager = []
        self.bullet_colliders = []
        self.remove_bullet_indices = []

        super().__init__(*args, **kwargs)
        self.f = framework
        self.controller = Controller(self.f.accept, self)
        self.f.set_background_color(0.2, 0.2, 0.2, 0.6)

        if settings.ALLOW_FILTERS:
            self.filter = CommonFilters(self.f.win, self.f.cam)
            self.filter.set_bloom(mintrigger=0.99, size="small")
            # self.filter.set_blur_sharpen(amount=0.99)

        self.base_node = NodePath("base")
        self.base_node.reparent_to(self.f.render)

        # floor
        self.plane = self.create_model(settings.egg / "plane",
                                       self.base_node,
                                       "ground-zero",
                                       color=(1, 1, 1, 1))
        self.create_model(settings.egg / "house_01",
                          self.base_node,
                          "house-01",
                          position=(20, 50, 0),
                          scale=1.5)
        self.create_model(settings.egg / "house_02",
                          self.base_node,
                          "house-02",
                          position=(-50, 10, 0),
                          scale=1.5)

        self.sun_light_model = self.create_model("models/misc/sphere",
                                                 self.base_node,
                                                 "sun",
                                                 position=(0, -150, 250),
                                                 scale=5.0,
                                                 color=(1, 1, 1, 1),
                                                 _store=False)

        tank = self.create_model(settings.egg / "tank",
                                 self.base_node,
                                 "player",
                                 scale=3.0,
                                 position=(0.0, 0.0, 1e-3))
        gun = self.create_model("models/misc/sphere",
                                tank,
                                "player-gun",
                                position=(0.0, 4.5, 1.755),
                                scale=0.1,
                                _store=False)
        self.tank = Tank(tank, gun, framework=self.f)
        self._tank = self.tank.tank

        enemy = self.create_model(settings.egg / "enemy",
                                  self.base_node,
                                  "enemy",
                                  scale=0.8,
                                  position=(-80.0, 80.0, 1e-3))
        self.enemy = EnemyTank(enemy, None, framework=self.f)

        # point light for shadows
        sun_light = PointLight("sun-light")
        sun_light.set_color((0.4, 0.4, 0.4, 1))
        self.sun_light_node = self.base_node.attach_new_node(sun_light)
        self.sun_light_node.reparent_to(self.sun_light_model)
        self.redistribute_light(self.sun_light_node)
        self.plane.set_light(self.sun_light_node)

        # daylight
        if settings.ALLOW_DAYLIGHT:
            day_light = DirectionalLight("day-light")
            day_light.set_color((1, 1, 1, 1))
            self.daylight_node = self.f.render.attach_new_node(day_light)
            self.daylight_node.set_p(-20)
            self.daylight_node.set_h(10)
            self.daylight_node.reparent_to(self.sun_light_model)
            self.redistribute_light(self.daylight_node)

        # shadows
        if settings.ALLOW_SHADOWS:
            sun_light.set_shadow_caster(True, 2048, 2048)
            self.f.render.set_shader_auto()

        # 3rd person camera lock
        if settings.TRD_PERSON_CAM:
            self.f.camera.reparent_to(self.tank.tank)
            self.f.cam.set_pos(0, -25, 10)
            self.f.cam.lookAt(self.tank.tank)
            self.f.cam.setP(self.f.camera.getP() - 20)

        if settings.ALLOW_AMBIENT:
            amblight = AmbientLight("ambient-light")
            amblight.set_color((0.2, 0.2, 0.2, 1))
            self.amblight_node = self.f.render.attach_new_node(amblight)
            self.redistribute_light(self.amblight_node)

        # colliders
        tank_collider = self.environment["player"].attachNewNode(
            CollisionNode('player-collider'))
        tank_collider.node().addSolid(
            CollisionBox(Point3(-1.5, -3, 0), Point3(1.5, 3, 2.25)))
        self.colliders['player-collider'] = tank_collider

        enemy_collider = self.environment["enemy"].attachNewNode(
            CollisionNode('enemy-collider'))
        enemy_collider.node().addSolid(
            CollisionBox(Point3(-6.5, -13.5, 0), Point3(6.5, 13, 10)))
        self.colliders['enemy-collider'] = enemy_collider

        house_01_collider = self.environment["house-01"].attachNewNode(
            CollisionNode('house-01-collider'))
        house_01_collider.node().addSolid(
            CollisionBox(Point3(0, 2, 0), Point3(14.5, 16, 17)))
        self.colliders['house-01'] = house_01_collider

        house_02_collider = self.environment["house-02"].attachNewNode(
            CollisionNode('house-02-collider'))
        house_02_collider.node().addSolid(
            CollisionBox(Point3(0, 0, 0), Point3(21, 27, 37)))
        self.colliders['house-02'] = house_02_collider

        floor_collider = self.environment["ground-zero"].attachNewNode(
            CollisionNode('ground-zero-collider'))
        floor_collider.node().addSolid(
            CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))))
        self.colliders['ground-zero-collider'] = floor_collider

        self.f.pusher.addCollider(tank_collider, self.environment["player"])
        self.f.cTrav.addCollider(tank_collider, self.f.pusher)

        # show.hide all colliders
        if settings.SHOW_COLLIDERS:
            for key, value in self.colliders.items():
                logger.info(f"collider for {key} is visible")
                value.show()
                self.f.cTrav.showCollisions(self.f.render)

        # uppdate
        self.f.cHandler.addInPattern('%fn')
        self.f.accept('bullet-collider', self.handle_collision)

        self.task_manager.append(self.f.task_mgr.add(self.update))
        self.task_manager.append(self.f.task_mgr.add(self.update_bullets))
Esempio n. 15
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 def turn_start(self):
     rate = 0.5
     army_scl_up = self.model.scaleInterval(rate, Point3(1.5, 1.5, 1.5))
     army_scl_down = self.model.scaleInterval(rate, Point3(1, 1, 1))
     self.sq_army_bat = Sequence(army_scl_up, army_scl_down)
     self.sq_army_bat.loop()