Esempio n. 1
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    def explode(self):
        self.ignoreAll()
        self.cNode.setIntoCollideMask(BitMask32.allOff())
        taskMgr.remove(self.moveTask)
        taskMgr.remove(self.mouseTask)
        taskMgr.remove(self.zoomTaskPointer)
        self.moveTask = 0
        self.mouseTask = 0

        if self.contrail != 0:
            self.contrail.cleanup()
        self.modelNode.hide()

        self.contrail = ParticleEffect()
        self.contrail.loadConfig('media/explosion.ptf')
        self.contrail.start(self.node)
        self.contrail.setLightOff()
        self.contrail2.cleanup()

        #add explosion sound
        #------------------------------------------------------------------------------
        self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0],
                                                     base.camera)
        self.audio3d.setDropOffFactor(0.2)
        self.Sound = self.audio3d.loadSfx('explosion.mp3')
        self.audio3d.detachSound(self.Sound)
        self.audio3d.attachSoundToObject(self.Sound, self.node)
        #self.Sound.play()
        #------------------------------------------------------------------------------

        self.deleteTask = taskMgr.doMethodLater(4, self.deleteTask,
                                                'delete task')
Esempio n. 2
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	def __init__(self, inputManager, hud, cursor):
		self.inputManager = inputManager
		#gets a reference to the inputManager to pass on to the player cycle
		
		self.cycles = []
		# creates a list to store cycles
		
		self.track = None
		# creates a variable to store the track.
		
		self.hud = hud
		# stores a reference to the HUD.
		
		self.cursor = cursor
		# stores a reference to the custom mouse cursor
		
		self.amList = []
		self.a3DList = []
		
		for N in range(4):
			self.amList.append(AudioManager.createAudioManager())
			base.addSfxManager(self.amList[N])
			self.a3DList.append(Audio3DManager.Audio3DManager(
				base.sfxManagerList[N + 1], camera))
			self.a3DList[N].setDropOffFactor(.1)
Esempio n. 3
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    def __init__(self):
        ShowBase.__init__(self)
        self.game_config = Config()

        self.labels = getattr(
            __import__("languages." + self.game_config.language),
            self.game_config.language,
        )
        self._win_prors = self._configure_window()

        if not os.path.exists("saves"):
            os.mkdir("saves")

        self.main_font = self.loader.loadFont("arial.ttf")
        self.cursive_font = self.loader.loadFont("caveat.ttf")
        self.setBackgroundColor(0.1, 0.17, 0.1)

        self.sound_mgr = Audio3DManager.Audio3DManager(self.sfxManagerList[0],
                                                       self.cam)
        self.sound_mgr.setDropOffFactor(5)

        self.effects_mgr = EffectsManager()

        self._dollars = 0
        self._resources = {
            "medicine_boxes": 0,
            "smoke_filters": 0,
            "stimulators": 0,
        }
        self._heads = {}
        self._cur_mouse_pointer = "normal"
        self.helped_children = False
        self.decisions = {}

        self.main_menu = MainMenu()
Esempio n. 4
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    def load_sound(self):
        base.cTrav = CollisionTraverser()  # only used for 3d audio
        self.sounds3d = {}
        self.sounds2d = {}

        try:
            self.audio3d = Audio3DManager.Audio3DManager(
                base.sfxManagerList[0], base.player.node)
            self.audio3d.setListenerVelocityAuto()
            sfx_files = [
                "roam_filter", "roam_normal", "scream_normal", "scream_filter",
                "loud_scream", "door_open", "door_closed"
            ]
            for sfx_file in sfx_files:
                sfx_path = "sfx/{}.wav".format(sfx_file)
                self.sounds3d[sfx_file] = self.audio3d.load_sfx(sfx_path)
                self.audio3d.setSoundVelocityAuto(self.sounds3d[sfx_file])
        except AttributeError:
            pass
        for sfx_file in [
                "key", "end", "walk", "scream_normal", "loud_scream", "beat"
        ]:
            sfx_path = "sfx/{}.wav".format(sfx_file)
            self.sounds2d[sfx_file] = loader.load_sfx(sfx_path)
        self.sounds2d["walk"].set_loop(True)
        self.sounds2d["walk"].set_volume(0)
        self.sounds2d["walk"].play()
        self.sounds2d["beat"].set_loop(True)
        self.sounds2d["beat"].set_volume(0)
        self.sounds2d["beat"].play()
        self.beating = False
Esempio n. 5
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 def __init__(self):
     # The basics
     ShowBase.__init__(self)
     base.disableMouse()
     # Camera / Audio listener node
     self.cam_node = self.render.attachNewNode("Camera node")
     self.camera.reparentTo(self.cam_node)
     self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0], self.camera)
     self.cam_node.set_pos(0, -10, 0)
     # Add the model
     self.m = self.loader.loadModel("models/smiley")
     self.m.reparentTo(self.render)
     self.m.setPos(0, 0, 0)
     s = self.audio3d.loadSfx('knocking.ogg')
     s.setLoop(True)
     s.play()
     self.audio3d.attachSoundToObject(s, self.m)
     # Bookkeeping for the rotation around the model
     self.angle = 0.0
     self.adjust_angle = 0
     # Initial camera setup
     self.camera.look_at(self.m)
     # Key events and camera movement task
     self.accept("arrow_left", self.adjust_turning, [-1.0])
     self.accept("arrow_left-up", self.adjust_turning, [1.0])
     self.accept("arrow_right", self.adjust_turning, [1.0])
     self.accept("arrow_right-up", self.adjust_turning, [-1.0])
     self.accept("escape", sys.exit)
     self.taskMgr.add(self.update_camera, 'adjust camera', sort = 10)
Esempio n. 6
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 def _initSound(self, x, y, h):
     audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0], camera)
     #base = ShowBase()
     self._sound = audio3d.loadSfx(
         "../data/sounds/A-Tone-His_Self-1266414414.mp3")
     #self._sound.set3dAttributes(x, y, h/2.0,  0, 0, 0)
     audio3d.attachSoundToObject(self._sound, self._modulo_node)
     self._sound.set3dMinDistance(0)
     self._sound.set3dMaxDistance(50)
    def startAudioManager(self):

        # Create an audio manager. This is attached to the camera for
        # player 1, so sounds close to other players might not be very
        # loud
        self.audioManager = Audio3DManager.Audio3DManager(
            base.sfxManagerList[0], base.camera)

        # Distance should be in m, not feet
        self.audioManager.setDistanceFactor(3.28084)
Esempio n. 8
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    def __init__(self):
        ShowBase.__init__(self)
        self.filters = CommonFilters(self.win, self.cam)
        self.render.setShaderAuto()
        self.initP3D()
        self.audio3d = Audio3DManager.Audio3DManager(self.sfxManagerList[0], self.cam)
        self.audio3d.setDopplerFactor(.7)

        self.splash = Splash(base, self,
            sys.argv[1] if len(sys.argv) > 1 else False
        )
    def enable(self):
        if not self.enabled:
            base.enableAllAudio()
            base.enableMusic(True)  #bEnableMusic)
            base.enableSoundEffects(True)  #bEnableSoundEffects)
            self.sound3dListener = NodePath('3dSoundListener')
            self.sound3dListener.reparentTo(render)
            self.sound3d = Audio3DManager.Audio3DManager(
                base.sfxManagerList[0], self.sound3dListener)

        self.enabled = True
Esempio n. 10
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 def sounds(self):
     self.audio3d = Audio3DManager.Audio3DManager(self.sfxManagerList[0], self.camera)
     self.audio3d.setListenerVelocityAuto()
     self.snd_space = self.loader.loadSfx("./snd/space.flac")
     self.snd_space.setLoop(True)
     self.snd_thrust = self.loader.loadSfx("./snd/thrust.flac")
     self.snd_thrust.setLoop(True)
     self.snd_roller = self.loader.loadSfx("./snd/roller.flac")
     self.snd_roller.setLoop(True)
     self.snd_launch = self.loader.loadSfx("./snd/launch.flac")
     self.snd_lock = self.loader.loadSfx("./snd/lock.flac")
     self.snd_space.play()
Esempio n. 11
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    def loadAudio(self):
        audio3d = Audio3DManager.Audio3DManager(
            base.sfxManagerList[0], base.camera
        )
        Obj3D.audio3d = audio3d

        self.audio = {}

        # Bg audio
        bgAudio = base.loader.loadSfx("audio/purple_passion.mp3")
        bgAudio.setLoop(True)
        bgAudio.setVolume(0.05)

        bgAudio.play()
        
        self.audio["bg"] = bgAudio
    def initSounds(self):
        self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0],
                                                     self.camera)

        self.flyingSound = self.audio3d.loadSfx(
            "./sounds/great fox flying.mp3")
        self.flyingSound.setLoop(True)

        self.audio3d.attachSoundToObject(self.flyingSound, self.player)
        self.audio3d.setSoundVelocityAuto(self.flyingSound)
        self.audio3d.setListenerVelocityAuto()
        #self.audio3d.setDistanceFactor(100)
        self.audio3d.setDropOffFactor(0)

        self.fireSound = self.audio3d.loadSfx(
            "./sounds/arwing double laser one shot.mp3")
        self.crashSound = self.audio3d.loadSfx("./sounds/break.mp3")
    def createSillyMeter(self):
        ropes = loader.loadModel('phase_4/models/modules/tt_m_ara_int_ropes')
        ropes.reparentTo(self.interior)
        self.sillyMeter = Actor.Actor('phase_4/models/props/tt_a_ara_ttc_sillyMeter_default', {'arrowTube': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_arrowFluid',
         'phaseOne': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseOne',
         'phaseTwo': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseTwo',
         'phaseThree': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseThree',
         'phaseFour': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFour',
         'phaseFourToFive': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFourToFive',
         'phaseFive': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFive'})
        self.sillyMeter.reparentTo(self.interior)
        self.smPhase1 = self.sillyMeter.find('**/stage1')
        self.smPhase2 = self.sillyMeter.find('**/stage2')
        self.smPhase3 = self.sillyMeter.find('**/stage3')
        self.smPhase4 = self.sillyMeter.find('**/stage4')
        self.smPhase2.hide()
        self.smPhase3.hide()
        self.smPhase4.hide()
        thermometerLocator = self.sillyMeter.findAllMatches('**/uvj_progressBar')[1]
        thermometerMesh = self.sillyMeter.find('**/tube')
        thermometerMesh.setTexProjector(thermometerMesh.findTextureStage('default'), thermometerLocator, self.sillyMeter)
        self.sillyMeter.flattenMedium()
        self.sillyMeter.makeSubpart('arrow', ['uvj_progressBar*', 'def_springA'])
        self.sillyMeter.makeSubpart('meter', ['def_pivot'], ['uvj_progressBar*', 'def_springA'])
        self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0], camera)
        self.phase1Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseOne.ogg')
        self.phase1Sfx.setLoop(True)
        self.phase2Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseTwo.ogg')
        self.phase2Sfx.setLoop(True)
        self.phase3Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseThree.ogg')
        self.phase3Sfx.setLoop(True)
        self.phase4Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFour.ogg')
        self.phase4Sfx.setLoop(True)
        self.phase4To5Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFourToFive.ogg')
        self.phase4To5Sfx.setLoop(False)
        self.phase5Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFive.ogg')
        self.phase5Sfx.setLoop(True)
        self.arrowSfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterArrow.ogg')
        self.arrowSfx.setLoop(False)
        self.audio3d.setDropOffFactor(0.1)

        self.startSillyMeter(config.GetInt('silly-meter-phase', 12))
Esempio n. 14
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    def attachAudio(self, audioName, loop=False, volume=1, dropOffFactor=1):
        audioFile = audioName

        audio3d = Audio3DManager.Audio3DManager(
            base.sfxManagerList[0],
            base.camera) if Obj3D.audio3d == None else Obj3D.audio3d

        try:
            audio = audio3d.loadSfx(audioFile)
        except:
            raise Exception(f"Audio {audio} cannot be loaded")

        audio.setLoop(loop)
        audio.setVolume(volume)

        audio3d.attachSoundToObject(audio, self.model)
        audio3d.setDropOffFactor(dropOffFactor)
        # jesnk  : audio
        print("audio ", audioName, " is Loaded")
        self.audio[audioName] = audio
Esempio n. 15
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    def beatLevel(self):  #Function that control the explosion of the airplane
        self.ignoreAll()
        self.cNode.setIntoCollideMask(BitMask32.allOff())
        taskMgr.remove(self.moveTask)
        taskMgr.remove(self.mouseTask)
        taskMgr.remove(self.zoomTaskPointer)
        self.moveTask = 0
        self.mouseTask = 0

        self.MusicSound.stop()
        #Add end of level music
        self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0],
                                                     base.camera)
        self.audio3d.setDropOffFactor(0.2)
        self.Sound = self.audio3d.loadSfx('FF7Fanfare.mp3')
        self.audio3d.detachSound(self.Sound)
        self.audio3d.attachSoundToObject(self.Sound, self.node)
        self.Sound.play()

        messenger.send('game-levelwin')
        self.deleteTask = taskMgr.doMethodLater(4, self.deleteTask,
                                                'delete task')
Esempio n. 16
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 def _present(self, message):
     if message[-4] == '.':
         # sound file name
         if self.surround:
             if self.audio3d is None:
                 self.audio3d = Audio3DManager.Audio3DManager(
                     base.sfxManagerList[0], camera)
             mysound = self.audio3d.loadSfx(message)
             mysound.set3dAttributes(1 * math.sin(self.direction),
                                     1 * math.cos(self.direction), 0.0, 0.0,
                                     0.0, 0.0)
             mysound.setVolume(self.volume)
         else:
             mysound = loader.loadSfx(message)
             mysound.setVolume(self.volume)
             mysound.setBalance(self.direction)
         if self.looping:
             mysound.setLoop(True)
         if self.loopcount is not None:
             mysound.setLoopCount(self.loopcount)
         if self.timeoffset > 0.0:
             mysound.setTime(self.timeoffset)
         mysound.setPlayRate(self.playrate)
         mysound.play()
         self.marker(221)
     else:
         # actual text (note: no directionality supported yet)
         try:
             if self.speak is None:
                 self.speak = win32com.client.Dispatch('Sapi.SpVoice')
                 self.speak.Volume = self.volume * 100.0
                 self.speak.Rate = -1
             threading.Thread(target=self.do_speak, args=[message]).start()
             self.marker(221)
         except:
             print "Error initializing speech output."
Esempio n. 17
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 def addSound(self):
     self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0], base.camera)
     self.audio3d.setDropOffFactor(0.2)
     self.Sound = self.audio3d.loadSfx('missile.mp3')
     self.audio3d.attachSoundToObject( self.Sound, self.node )
     self.Sound.play()
Esempio n. 18
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    def enterSetup(self):
        ropes = loader.loadModel('phase_4/models/modules/tt_m_ara_int_ropes')
        ropes.reparentTo(self.interior)
        self.sillyMeter = Actor.Actor(
            'phase_4/models/props/tt_a_ara_ttc_sillyMeter_default', {
                'arrowTube':
                'phase_4/models/props/tt_a_ara_ttc_sillyMeter_arrowFluid',
                'phaseOne':
                'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseOne',
                'phaseTwo':
                'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseTwo',
                'phaseThree':
                'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseThree',
                'phaseFour':
                'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFour',
                'phaseFourToFive':
                'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFourToFive',
                'phaseFive':
                'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFive'
            })
        self.sillyMeter.reparentTo(self.interior)
        self.flatSillyMeter = loader.loadModel(
            'phase_3.5/models/modules/tt_m_ara_int_sillyMeterFlat')
        self.flatSillyMeter.reparentTo(self.interior)
        self.flatSillyMeter.hide()
        self.flatDuck = loader.loadModel(
            'phase_3.5/models/modules/tt_m_ara_int_scientistDuckFlat')
        loc1 = self.interior.find('**/npc_origin_1')
        if loc1:
            self.flatDuck.reparentTo(loc1)

        self.flatDuck.hide()
        self.flatMonkey = loader.loadModel(
            'phase_3.5/models/modules/tt_m_ara_int_scientistMonkeyFlat')
        loc1 = self.interior.find('**/npc_origin_2')
        if loc1:
            self.flatMonkey.reparentTo(loc1)

        self.flatMonkey.hide()
        self.flatHorse = loader.loadModel(
            'phase_3.5/models/modules/tt_m_ara_int_scientistHorseFlat')
        loc1 = self.interior.find('**/npc_origin_3')
        if loc1:
            self.flatHorse.reparentTo(loc1)

        self.flatHorse.hide()
        self.smPhase1 = self.sillyMeter.find('**/stage1')
        self.smPhase2 = self.sillyMeter.find('**/stage2')
        self.smPhase3 = self.sillyMeter.find('**/stage3')
        self.smPhase4 = self.sillyMeter.find('**/stage4')
        self.smPhase2.hide()
        self.smPhase3.hide()
        self.smPhase4.hide()
        thermometerLocator = self.sillyMeter.findAllMatches(
            '**/uvj_progressBar')[1]
        thermometerMesh = self.sillyMeter.find('**/tube')
        thermometerMesh.setTexProjector(
            thermometerMesh.findTextureStage('default'), thermometerLocator,
            self.sillyMeter)
        self.sillyMeter.flattenMedium()
        self.sillyMeter.makeSubpart('arrow',
                                    ['uvj_progressBar*', 'def_springA'])
        self.sillyMeter.makeSubpart('meter', ['def_pivot'],
                                    ['uvj_progressBar*', 'def_springA'])
        self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0],
                                                     camera)
        self.phase1Sfx = self.audio3d.loadSfx(
            'phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseOne.mp3')
        self.phase1Sfx.setLoop(True)
        self.phase2Sfx = self.audio3d.loadSfx(
            'phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseTwo.mp3')
        self.phase2Sfx.setLoop(True)
        self.phase3Sfx = self.audio3d.loadSfx(
            'phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseThree.mp3')
        self.phase3Sfx.setLoop(True)
        self.phase4Sfx = self.audio3d.loadSfx(
            'phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFour.mp3')
        self.phase4Sfx.setLoop(True)
        self.phase4To5Sfx = self.audio3d.loadSfx(
            'phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFourToFive.mp3')
        self.phase4To5Sfx.setLoop(False)
        self.phase5Sfx = self.audio3d.loadSfx(
            'phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFive.mp3')
        self.phase5Sfx.setLoop(True)
        self.arrowSfx = self.audio3d.loadSfx(
            'phase_4/audio/sfx/tt_s_prp_sillyMeterArrow.mp3')
        self.arrowSfx.setLoop(False)
        self.audio3d.setDropOffFactor(0.10000000000000001)
        self.accept('SillyMeterPhase', self.selectPhase)
        self.accept('SillyMeterIsRunning', self.sillyMeterIsRunning)
        self.startIfNeeded()
from lib.coginvasion.suit import Suit
from direct.distributed.DistributedSmoothNode import DistributedSmoothNode
from direct.showbase.ShadowPlacer import ShadowPlacer
from lib.coginvasion.toon import ParticleLoader
from direct.showbase.DirectObject import *
from direct.actor.Actor import *
from direct.gui.DirectGui import *
from panda3d.core import *
from pandac.PandaModules import *
from direct.gui.DirectGui import *
from direct.showbase import Audio3DManager
import random

notify = DirectNotify().newCategory("DistributedSuit")

audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0], camera)
audio3d.setDistanceFactor(25)


class DistributedSuit(Suit.Suit, DistributedSmoothNode):
    def __init__(self, cr):
        try:
            self.DistributedSuit_initialized
            return
        except:
            self.DistributedSuit_initialized = 1
        Suit.Suit.__init__(self)
        DistributedSmoothNode.__init__(self, cr)
        self.name = ""
        self.anim = "neutral"
        self.state = "alive"
Esempio n. 20
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 def initialize(self):
     self.audio3d = Audio3DManager.Audio3DManager(
         base.sfxManagerList[0],
         self.game.getView().getCamera())
Esempio n. 21
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    def __init__(self):
        # Sound
        
        self.collectSoundEffect = loader.loadMusic("sounds/item_collect.mp3")
        
        self.footstepSound = loader.loadMusic("sounds/footsteps.mp3")
        self.footstepSound.setLoop(1);
        
        audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0], base.camera)
        
        self.musicend = loader.loadMusic("sounds/Enchanted-Woods.mp3")
    
        # Sky Box
        starTexture = loader.loadTexture("models/stars.jpg")
        self.sky = loader.loadModel("models/box.egg")
        self.sky.setScale(300)
        self.sky.setPos(-200,-150,0)
        self.sky.setBin('background', 0)
        self.sky.setDepthWrite(0)
        self.sky.setTwoSided(True)
        self.sky.setTexture(starTexture, 1)
        
        self.sky.reparentTo(render)
        self.sky.set_compass()
    
        # allow transparency
        render.setTransparency(TransparencyAttrib.MAlpha)

        self.pieCount = 0
        self.pieDisplay = grabPie(self.pieCount)
        self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0, "run":0, "reset":0}
        base.win.setClearColor(Vec4(0,0,0,1))
        self.environ = loader.loadModel("models/world")      
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)
        
        # Create the main character
        eveStartPos = self.environ.find("**/start_point").getPos()
        self.eve = Actor("models/eve",
                                 {"run":"models/eve_run",
                                  "walk":"models/eve_walk"})
        print(eveStartPos)
        self.gameOver = 0
        self.eve.reparentTo(render)
        self.eve.setScale(.2)
        #self.eve.setShear(.5, .5, .5)
        self.eve.setPos(eveStartPos)

        self.eateve = Actor("models/eve")
        self.eateve.reparentTo(render)
        self.eateve.setScale(.2)
        self.eateve.setPos(eveStartPos)
        self.eateve.hide()
        
        self.pie = loader.loadModel("models/fruit-pie-slice")
        self.pie.reparentTo(render)
        self.pie.setScale(.5)
        self.pie.setPos(Vec3(-50, -30, 10))
        #self.pie.setP(20)
        
        self.rand = Actor("models/eve")
        self.rand.reparentTo(render)
        self.rand.setScale(.2)
        self.rand.setPos(Vec3(-70, -5, eveStartPos.getZ() + 5))
        self.rand.hide()       
         
        self.rand2 = Actor("models/eve")
        self.rand2.reparentTo(render)
        self.rand2.setScale(.2)
        self.rand2.setPos(Vec3(-70, -5, eveStartPos.getZ() + 10))
        self.rand2.hide()
        # print(eveStartPos)
        
        # Blue Dragon
        self.character3=Actor('models/nik-dragon')
        #self.character3.loadModel('models/nik-dragon')
        self.character3.reparentTo(render)
        self.character3.loadAnims({'win': 'models/nik-dragon'})
        self.character3.loop('win')
        self.character3.setPlayRate(.5,'win')
        self.character3.setScale(.23)
        self.character3.setTransparency(1)
        #self.character3.setColorScale(0.4,0.2,.4,.7)
        self.character3.setColorScale(9,9,9,.3)
        self.character3.setPos(-114,11,1.9)
        
        self.blueDragonSound = audio3d.loadSfx("sounds/Snoring Giant.mp3")
        audio3d.attachSoundToObject(self.blueDragonSound, self.character3)
        self.blueDragonSound.setLoop(True)
        self.blueDragonSound.play()
        
        # Red Dragon
        self.character2=Actor()
        self.character2.loadModel('models/nik-dragon')
        self.character2.reparentTo(render)
        self.character2.loadAnims({'win': 'models/nik-dragon'})
        self.character2.loop('win')
        self.character2.setPlayRate(1.5,'win')
        self.character2.setScale(.06)
        self.character2.setColorScale(6,0.2,0.2,50)
        self.character2.setPos(-108,11,.3)

        self.redDragonStartPos = self.character2.getPos()
        self.redDragonCollideCount = 0
        
        self.redDragonSound = audio3d.loadSfx("sounds/Velociraptor Call.mp3")
        audio3d.attachSoundToObject(self.redDragonSound, self.character3)
        self.redDragonSound.setLoop(True)
        self.redDragonSound.play()
        
        # Green Dragon
        self.character=Actor()
        self.character.loadModel('models/nik-dragon')
        self.character.reparentTo(render)
        self.character.loadAnims({'win': 'models/nik-dragon'})
        self.character.loop('win')
        self.character.setScale(.1)
        self.character.setPos(-118,21,0)
        
        self.greenDragonSound = audio3d.loadSfx("sounds/Raptor Call.mp3")
        audio3d.attachSoundToObject(self.greenDragonSound, self.character3)
        self.greenDragonSound.setLoop(True)
        self.greenDragonSound.play()
        
        self.dragonStartPos = self.character.getPos()
        self.dragonCollideCount = 0
        self.AIworld = AIWorld(render)
        #self.AIworld.addObstacle(self.environ)
        
        self.dragonAI = AICharacter("character", self.character, 100, 0.05, 5)
        self.AIworld.addAiChar(self.dragonAI)
        self.AIbehaviors = self.dragonAI.getAiBehaviors()
        #self.AIbehaviors.seek(self.character2)
        #self.AIbehaviors.wander(2, 0, 5, .5)
        self.AIbehaviors.pursue(self.eateve, 1)
        #self.AIbehaviors.wander(5,0,10,.5)
        #self.AIbehaviors.evade(self.character3, 10, 20, 300)
        #self.AIbehaviors.seek(self.eve, .5)
        #self.AIbehaviors.obstacleAvoidance(1)
        
        self.randomChase = AICharacter("rand", self.rand, 50, 20, 20)
        self.AIworld.addAiChar(self.randomChase)
        self.AIbehaviorsRand = self.randomChase.getAiBehaviors()
        self.AIbehaviorsRand.wander(10,0,47,.5)
        
        self.randomChase2 = AICharacter("rand2", self.rand2, 50, 20, 20)
        self.AIworld.addAiChar(self.randomChase2)
        self.AIbehaviorsRand2 = self.randomChase2.getAiBehaviors()
        self.AIbehaviorsRand2.wander(10,0,47,.5)

        self.ghostDragonAI = AICharacter("character3", self.character3, 250, .05, 5)
        self.AIworld.addAiChar(self.ghostDragonAI)
        self.AIbehaviors3 = self.ghostDragonAI.getAiBehaviors()
        self.AIbehaviors3.pursue(self.rand, 1)
        #self.AIbehaviors3.wander(5,0,10,.5)
        
        self.redDragonChasingEve = 0
        self.redDragonAI = AICharacter("character2", self.character2, 100, .05, 7)
        self.AIworld.addAiChar(self.redDragonAI)
        self.AIbehaviors2 = self.redDragonAI.getAiBehaviors()
        self.AIbehaviors2.pursue(self.rand2, 1)
        
        taskMgr.add(self.AIUpdate, "AIUpdate")

    
        # Create a floater object to use for camera management
        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)
        
        # Enable Particles
        base.enableParticles()

        # Accept the control keys for movement and rotation
        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left",1])
        self.accept("arrow_right", self.setKey, ["right",1])
        self.accept("arrow_up", self.setKey, ["forward",1])
        self.accept("space", self.setKey, ["run",1])
        self.accept("a", self.setKey, ["cam-left",1])
        self.accept("s", self.setKey, ["cam-right",1])
        self.accept("r", self.setKey, ["reset",1])
        self.accept("arrow_left-up", self.setKey, ["left",0])
        self.accept("arrow_right-up", self.setKey, ["right",0])
        self.accept("arrow_up-up", self.setKey, ["forward",0])
        self.accept("space-up", self.setKey, ["run",0])
        self.accept("a-up", self.setKey, ["cam-left",0])
        self.accept("s-up", self.setKey, ["cam-right",0])
        self.accept("r-up", self.setKey, ["reset",0])

        taskMgr.add(self.move,"moveTask")

        # Game state variables
        self.isMoving = False
        self.isRunning = False
        self.isWalking = False

        # Set up the camera
        base.disableMouse()
        base.camera.setPos(self.eve.getX(),self.eve.getY()+10,2)
        
        # Collision detection for eve against the ground and against objects
        # We will detect the height of the terrain by creating a collision
        # ray and casting it downward toward the terrain.  One ray will
        # start above eve's head, and the other will start above the camera.
        # A ray may hit the terrain, or it may hit a rock or a tree.  If it
        # hits the terrain, we can detect the height.  If it hits anything
        # else, we rule that the move is illegal.
        self.cTrav = CollisionTraverser()

        self.eveGroundRay = CollisionRay()
        self.eveGroundRay.setOrigin(0,0,4.5)
        self.eveGroundRay.setDirection(0,0,-1)
        self.eveGroundCol = CollisionNode('eveRay')
        self.eveGroundCol.addSolid(self.eveGroundRay)
        self.eveGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.eveGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.eveGroundColNp = self.eve.attachNewNode(self.eveGroundCol)
        self.eveGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.eveGroundColNp, self.eveGroundHandler)

        self.dragonGroundRay = CollisionRay()
        self.dragonGroundRay.setOrigin(0,0,10)
        self.dragonGroundRay.setDirection(0,0,-1)
        self.dragonGroundCol = CollisionNode('dragonRay')
        self.dragonGroundCol.addSolid(self.dragonGroundRay)
        self.dragonGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.dragonGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.dragonGroundColNp = self.character.attachNewNode(self.dragonGroundCol)
        self.dragonGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.dragonGroundColNp, self.dragonGroundHandler)

        self.ghostDragonGroundRay = CollisionRay()
        self.ghostDragonGroundRay.setOrigin(0,0,25)
        self.ghostDragonGroundRay.setDirection(0,0,-1)
        self.ghostDragonGroundCol = CollisionNode('ghostDragonRay')
        self.ghostDragonGroundCol.addSolid(self.ghostDragonGroundRay)
        self.ghostDragonGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ghostDragonGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ghostDragonGroundColNp = self.character3.attachNewNode(self.ghostDragonGroundCol)
        self.ghostDragonGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ghostDragonGroundColNp, self.ghostDragonGroundHandler)

        self.redDragonGroundRay = CollisionRay()
        self.redDragonGroundRay.setOrigin(0,0,5)
        self.redDragonGroundRay.setDirection(0,0,-1)
        self.redDragonGroundCol = CollisionNode('redDragonRay')
        self.redDragonGroundCol.addSolid(self.redDragonGroundRay)
        self.redDragonGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.redDragonGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.redDragonGroundColNp = self.character2.attachNewNode(self.ghostDragonGroundCol)
        self.redDragonGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.redDragonGroundColNp, self.redDragonGroundHandler)
        
        self.pieRay = CollisionRay()
        self.pieRay.setOrigin(0,0,10)
        self.pieRay.setDirection(0,0,-1)
        self.pieCol = CollisionNode('pieRay')
        self.pieCol.addSolid(self.pieRay)
        self.pieCol.setFromCollideMask(BitMask32.bit(0))
        self.pieCol.setIntoCollideMask(BitMask32.allOff())
        self.pieColNp = self.pie.attachNewNode(self.pieCol)
        self.pieHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.pieColNp, self.pieHandler)
        
        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0,0,1000)
        self.camGroundRay.setDirection(0,0,-1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Shows collision rays
        #self.eveGroundColNp.show()
        #self.camGroundColNp.show()
       
        # Shows collisions
        #self.cTrav.showCollisions(render)
        
        self.fixPieZ()
        
        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        #directionalLight.setShadowCaster(True, 512, 512)
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
Esempio n. 22
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    def enterSetup(self):
        """
        The silly meter has three different phases, each with thier own animation.
        In addition one animation plays continuously
        """

        ropes = loader.loadModel("phase_4/models/modules/tt_m_ara_int_ropes")
        ropes.reparentTo(self.interior)

        self.sillyMeter = Actor.Actor("phase_4/models/props/tt_a_ara_ttc_sillyMeter_default", \
                                                { "arrowTube" : "phase_4/models/props/tt_a_ara_ttc_sillyMeter_arrowFluid",
                                                   "phaseOne" : "phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseOne",
                                                   "phaseTwo" : "phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseTwo",
                                                   "phaseThree" : "phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseThree",
                                                   "phaseFour" : "phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFour",
                                                   "phaseFourToFive" : "phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFourToFive",
                                                   "phaseFive" : "phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFive",
                                                })
        self.sillyMeter.reparentTo(self.interior)

        self.flatSillyMeter = loader.loadModel(
            "phase_3.5/models/modules/tt_m_ara_int_sillyMeterFlat")
        self.flatSillyMeter.reparentTo(self.interior)
        self.flatSillyMeter.hide()

        self.flatDuck = loader.loadModel(
            "phase_3.5/models/modules/tt_m_ara_int_scientistDuckFlat")
        loc1 = self.interior.find("**/npc_origin_1")
        if loc1:
            self.flatDuck.reparentTo(loc1)
        self.flatDuck.hide()

        self.flatMonkey = loader.loadModel(
            "phase_3.5/models/modules/tt_m_ara_int_scientistMonkeyFlat")
        loc1 = self.interior.find("**/npc_origin_2")
        if loc1:
            self.flatMonkey.reparentTo(loc1)
        self.flatMonkey.hide()

        self.flatHorse = loader.loadModel(
            "phase_3.5/models/modules/tt_m_ara_int_scientistHorseFlat")
        loc1 = self.interior.find("**/npc_origin_3")
        if loc1:
            self.flatHorse.reparentTo(loc1)
        self.flatHorse.hide()

        self.smPhase1 = self.sillyMeter.find("**/stage1")
        self.smPhase2 = self.sillyMeter.find("**/stage2")
        self.smPhase3 = self.sillyMeter.find("**/stage3")
        self.smPhase4 = self.sillyMeter.find("**/stage4")

        self.smPhase2.hide()
        self.smPhase3.hide()
        self.smPhase4.hide()

        thermometerLocator = self.sillyMeter.findAllMatches(
            "**/uvj_progressBar")[1]
        thermometerMesh = self.sillyMeter.find("**/tube")
        thermometerMesh.setTexProjector(
            thermometerMesh.findTextureStage("default"), thermometerLocator,
            self.sillyMeter)
        self.sillyMeter.flattenMedium()

        self.sillyMeter.makeSubpart("arrow",
                                    ["uvj_progressBar*", "def_springA"])
        self.sillyMeter.makeSubpart("meter", ["def_pivot"],
                                    ["uvj_progressBar*", "def_springA"])

        # Load in the sounds

        self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0],
                                                     camera)

        self.phase1Sfx = self.audio3d.loadSfx(
            "phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseOne.mp3")
        self.phase1Sfx.setLoop(True)

        self.phase2Sfx = self.audio3d.loadSfx(
            "phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseTwo.mp3")
        self.phase2Sfx.setLoop(True)

        self.phase3Sfx = self.audio3d.loadSfx(
            "phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseThree.mp3")
        self.phase3Sfx.setLoop(True)

        self.phase4Sfx = self.audio3d.loadSfx(
            "phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFour.mp3")
        self.phase4Sfx.setLoop(True)

        self.phase4To5Sfx = self.audio3d.loadSfx(
            "phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFourToFive.mp3")
        self.phase4To5Sfx.setLoop(False)

        self.phase5Sfx = self.audio3d.loadSfx(
            "phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseFive.mp3")
        self.phase5Sfx.setLoop(True)

        self.arrowSfx = self.audio3d.loadSfx(
            "phase_4/audio/sfx/tt_s_prp_sillyMeterArrow.mp3"
        )  # The arrow reaches its destination
        self.arrowSfx.setLoop(False)

        self.audio3d.setDropOffFactor(0.1)

        self.accept("SillyMeterPhase", self.selectPhase)
        self.startIfNeeded()
Esempio n. 23
0
    def __init__(self, loadscreen, root):
        self.loadscreen=loadscreen

        #base.openMainWindow()
        if not config_safemode.getValue():
            render.setShaderAuto()
        base.disableMouse()
        #base.setBackgroundColor(0, 0, 0)
        if not config_safemode.getValue():
            if config_aa.getValue()>0:
                render.setAntialias(AntialiasAttrib.MMultisample)
            base.camLens.setNearFar(3, 40)

        self.common={}
        self.common['root']=root
        self.common['safemode']=config_safemode.getValue()
        #print self.common['safemode']
        #keys
        self.common['keymap']={}
        self.common['keymap']['key_menuitems']=config_menuitems.getValue()
        self.common['keymap']['key_useitem']=config_useitem.getValue()
        self.common['keymap']['key_nextitem']=config_nextitem.getValue()
        self.common['keymap']['key_forward']=config_forward.getValue().split('|')
        self.common['keymap']['key_back']=config_back.getValue().split('|')
        self.common['keymap']['key_left']=config_left.getValue().split('|')
        self.common['keymap']['key_right']=config_right.getValue().split('|')
        self.common['keymap']['key_cam_left']=config_camera_left.getValue().split('|')
        self.common['keymap']['key_cam_right']=config_camera_right.getValue().split('|')
        self.common['keymap']['key_action1']=config_action1.getValue().split('|')
        self.common['keymap']['key_action2']=config_action2.getValue().split('|')
        self.common['keymap']['key_zoomin']=config_zoomin.getValue().split('|')
        self.common['keymap']['key_zoomout']=config_zoomout.getValue().split('|')
        self.common['extra_ambient']=True
        self.common['path']=path

        self.common['max_level']=0

        self.common["key_icon"]=DirectFrame(frameSize=(-64, 0, 0, 64),
                                    frameColor=(1, 1, 1, 1),
                                    frameTexture="icon/icon_key2.png",
                                    parent=pixel2d)
        self.common["key_icon"].setPos(64,0,-64)
        self.common["key_icon"].setTransparency(TransparencyAttrib.MDual)
        self.common["key_icon"].hide()

        if config_bloom.getValue():
            self.common['extra_ambient']=False
        if config_safemode.getValue():
            self.common['extra_ambient']=True
        #print "extra ambient:", self.common['extra_ambient']

        #audio 3d
        self.common['audio3d']=Audio3DManager.Audio3DManager(base.sfxManagerList[0], base.camera)
        self.common['audio3d'].setListenerVelocityAuto()
        self.common['audio3d'].setDropOffFactor(0.2)
        self.common['soundPool']=SoundPool(self.common)
        base.sfxManagerList[0].setVolume(config_sfx.getValue()*0.01)
        self.common['click']=base.loader.loadSfx("sfx/click_stereo.ogg")
        self.common['click2']=base.loader.loadSfx("sfx/pen-click-1.wav")

        #base.cTrav = CollisionTraverser()

        self.common['monsterList']=[]
        self.common['spawner']=Spawner(self.common)
        self.common['levelLoader']=LevelLoader(self.common)

        #self.common['PC']=PC(self.common)
        #self.common['PC'].node.setPos(-12, 0, 0)

        #spawner
        #self.spawner=Spawner(self.common, monster_limit=5, tick=9.13)

        #music

        base.musicManager.setVolume(config_music.getValue()*0.01)
        self.common['musicVolume']=config_music.getValue()
        self.common['soundVolume']=config_sfx.getValue()
        #self.music =    [
        #                base.loadMusic("sfx/LuridDeliusion.ogg"),
        #                base.loadMusic("sfx/DefyingCommodus.ogg"),
        #                base.loadMusic("sfx/DarkDescent.ogg")
                        #base.loadMusic("sfx/DarkAmulet.ogg"),
                        #base.loadMusic("sfx/WastelandShowdown.ogg"),
                        #base.loadMusic("sfx/HeroicDemise.ogg")
        #                ]
        #self.musicSequence=Sequence()
        #for music in self.music:
        #    self.musicSequence.append(SoundInterval(music))
        #self.musicSequence.loop()

        #Monster(data.monsters[2],self.common, self.testPC, (12, -4, 0))


        #self.flask=Interactive(self.common, "flask", (-12, 4, 0), 0.15, "vfx/icon_flask.png", "heal")

        #self.health=Actor("models/health", {"anim":"models/health_anim"})
        #self.health.loop("anim")
        #self.health.reparentTo(render)
        #self.health.setPos(-12, 4, 0)
        #self.health.setScale(0.2)
        #self.health.setLightOff()

        self.common['traverser']=CollisionTraverser("playerTrav")
        self.common['traverser'].setRespectPrevTransform(True)
        self.common['queue'] = CollisionHandlerQueue()

        self.common['CharGen']=CharGen(self.common)

        base.openMainWindow(props = wp)

        #bloom
        if not config_safemode.getValue():
            if config_bloom.getValue():
                self.bloomBuffer=base.win.makeTextureBuffer("bloom", buff_size.getValue(), buff_size.getValue())
                self.bloomBuffer.setSort(-3)
                self.bloomBuffer.setClearColor(Vec4(0,0,0,1))
                self.bloomCamera=base.makeCamera(self.bloomBuffer, lens=base.cam.node().getLens())
                glowShader=loader.loadShader("shaders/glowShader.sha")
                tempnode = NodePath(PandaNode("temp node"))
                tempnode.setShader(glowShader)
                self.bloomCamera.node().setInitialState(tempnode.getState())
                self.blurBuffer=self.makeFilterBuffer(self.bloomBuffer,  "Blur X", -2, "shaders/blur.sha")
                self.finalcard = self.blurBuffer.getTextureCard()
                self.finalcard.reparentTo(render2d)
                self.finalcard.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd))
            #shadow buffer
            self.shadowTexture=Texture()
            self.shadowTexture.setWrapU(Texture.WMBorderColor)
            self.shadowTexture.setWrapV(Texture.WMBorderColor)
            self.shadowTexture.setBorderColor(Vec4(1,1,1,1))
            self.shadowBuffer = base.win.makeTextureBuffer("Shadow Buffer",buff_size.getValue(), buff_size.getValue(), self.shadowTexture)
            self.shadowBuffer.setClearColor((1,1,1,1))
            self.shadowCamera = base.makeCamera(self.shadowBuffer)
            self.shadowNode  = render.attachNewNode('shadowNode')
            self.shadowNode.setP(-90)
            #self.shadowNode.setZ(18)
            self.shadowCamera.reparentTo(self.shadowNode)
            #self.shadowCamera.node().showFrustum()
            self.shadow_lens = PerspectiveLens()
            self.shadow_lens.setFov(160)
            self.shadow_lens.setNearFar(0.01,4)
            self.shadowCamera.node().setLens(self.shadow_lens)
            self.shadowCamera.node().setCameraMask(BitMask32.bit(1))
            self.initial = NodePath('initial')
            #self.initial.setTextureOff(2)
            #self.initial.setMaterialOff(2)
            self.initial.setLightOff(2)
            self.initial.setColor(0,0,0,1)
            self.shadowCamera.node().setInitialState(self.initial.getState())
            shadow_manager = FilterManager(self.shadowBuffer, self.shadowCamera)
            sh_tex1 = Texture()
            quad = shadow_manager.renderSceneInto(colortex=sh_tex1)
            quad.setShader(Shader.load("shaders/shadow.sha"))
            quad.setShaderInput("tex1", sh_tex1)
            self.shadow_ts=TextureStage('shadow')

            self.common['shadowNode']=self.shadowNode
            self.common['shadow_ts']=self.shadow_ts
            self.common['shadowTexture']=self.shadowTexture
            self.common['shadowCamera']= self.shadowCamera

        taskMgr.add(self.hideLoadscreen, 'hideLoadscreenTask')
        self.accept("x", self.screenshot)
Esempio n. 24
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    def __init__(self):

        self.keyMap = {
            "left": 0,
            "right": 0,
            "forward": 0,
            "cam-left": 0,
            "cam-right": 0
        }
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        self.speed = 0

        self.font_digital = loader.loadFont('font/SFDigitalReadout-Heavy.ttf')

        # Speedometer
        self.speed_img = OnscreenImage(image="models/speedometer.png",
                                       scale=.5,
                                       pos=(1.1, 0, -.95))
        self.speed_img.setTransparency(TransparencyAttrib.MAlpha)
        OnscreenText(text="km\n/h",
                     style=1,
                     fg=(1, 1, 1, 1),
                     font=self.font_digital,
                     scale=.07,
                     pos=(1.25, -.92))

        # Display Speed
        self.display_speed = OnscreenText(text=str(self.speed),
                                          style=1,
                                          fg=(1, 1, 1, 1),
                                          pos=(1.3, -0.95),
                                          align=TextNode.ARight,
                                          scale=.07,
                                          font=self.font_digital)

        # Health Bar

        self.bars = {'H': 100, 'EH': 0, 'A': 0}

        # bk_text = "This is my Demo"
        # self.textObject = OnscreenText(text = bk_text, pos = (0.55,-0.05),scale = 0.07,fg=(1,0.5,0.5,1),align=TextNode.ACenter,mayChange=1)

        self.Health_bar = DirectWaitBar(text="",
                                        value=100,
                                        pos=(0.280, 0, 0.475),
                                        barColor=(1, 0, 0, 1),
                                        frameSize=(0, .705, .3, .35))

        self.EHealth_bar = DirectWaitBar(text="",
                                         value=0,
                                         pos=(1, 0, 0.475),
                                         barColor=(0, 1, 0, 1),
                                         frameSize=(0, .23, .3, .35),
                                         range=50)

        self.Armour_bar = DirectWaitBar(text="",
                                        value=0,
                                        pos=(.43, 0, .593),
                                        barColor=(159, 0, 255, 1),
                                        frameSize=(0, .8, .3, .35))

        self.Health = DirectWaitBar(text="",
                                    value=100,
                                    barColor=(1, 0, 0, 1),
                                    frameSize=(-1, 1, .3, .5),
                                    scale=2)

        # create a frame
        # myFrame = DirectFrame(frameColor=(1, 0, 0, 1),
        #               frameSize=(0, .8, 0, .2))

        # self.bar = DirectWaitBar(text = "hi",
        #     value = 0,
        #     range = 500,
        #     pos = ( 0,0,0),
        #     barColor = (0.97,0,0,1),
        #     frameSize = (-0.3,0.3,0.5,0.8),
        #     text_mayChange = 1,
        #     text_shadow =(0,0,0,0.8),
        #     text_fg = (0.9,0.9,0.9,1),
        #     text_scale = 0.025,
        #     text_pos = (0,0.01,0))

        def getHealthStatus():
            return self.bars

        def displayBars():
            health = getHealthStatus()
            self.Health_bar['value'] = health['H']
            self.EHealth_bar['value'] = health['EH']
            self.Armour_bar['value'] = health['A']
            self.Health['value'] = health['H']

        def armourPickup():
            self.bars['A'] += 25
            displayBars()

        def healthPickup():
            self.bars['EH'] += 25
            displayBars()

        def decHealth():
            self.bars['H'] -= 10
            displayBars()

        def initialiseSound(audioManager):
            """Start the engine sound and set collision sounds"""

            # Set sounds to play for collisions
            # self.collisionSound = CollisionSound(
            #     nodePath=self.np,
            #     sounds=["data/sounds/09.wav"],
            #     thresholdForce=600.0,
            #     maxForce=800000.0)

            # np - nodePath

            self.engineSound = audioManager.loadSfx("sound/engine.wav")
            audioManager.attachSoundToObject(self.engineSound, self.ralph)
            self.engineSound.setLoop(True)
            self.engineSound.setPlayRate(0.6)
            self.engineSound.play()

            # self.gearSpacing = (self.specs["sound"]["maxExpectedRotationRate"] /
            #     self.specs["sound"]["numberOfGears"])

            self.gearSpacing = (150 / 4)

            self.reversing = False

        # Post the instructions
        self.frame = OnscreenImage(image="models/gframe.png",
                                   pos=(0, 0, 0),
                                   scale=(1.25, 1, 1))
        self.frame.setTransparency(TransparencyAttrib.MAlpha)

        # self.title = addTitle("Panda3D Tutorial: Roaming Ralph (Walking on the Moon)")
        self.inst1 = addInstructions(0.95, "[ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
        self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")

        # Set up the environment
        #
        self.environ = loader.loadModel("models/square")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)
        self.environ.setScale(100, 100, 1)
        self.moon_tex = loader.loadTexture("models/moon_1k_tex.jpg")
        self.environ.setTexture(self.moon_tex, 1)

        # Create the main character, Ralph

        self.ralph = Actor("models/ralph", {
            "run": "models/ralph-run",
            "walk": "models/ralph-walk"
        })
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(0, 0, 0)

        # # Load and place the model
        # self.eNode = render.attachNewNode('enemyBaseNode')
        # self.eNode.setPos( 0,0,0 )

        # self.model = loader.loadModel( 'models/ralph' )
        # self.model.reparentTo( self.eNode )

        # # Setup the rest of what the enemy needs

        # self.setupHealthBar()

        # self.Health.setBillboardAxis()
        # self.Health.setBillboardPointWorld()
        # self.Health.setBillboardPointEye()
        # self.Health.setLightOff()

        self.Health.setPos(0, 0, 5)
        self.Health.setBillboardPointEye()
        self.Health.setBin('fixed', 0)
        self.Health.setDepthWrite(False)
        self.Health.reparentTo(self.ralph)

        # myFrame.setPos(0, 0, 8)
        # myFrame.setBillboardPointEye()
        # myFrame.reparentTo(self.ralph)

        # self.Health.clearBillboard()

        # Create a floater object.  We use the "floater" as a temporary
        # variable in a variety of calculations.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("a", self.setKey, ["cam-left", 1])
        self.accept("s", self.setKey, ["cam-right", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("a-up", self.setKey, ["cam-left", 0])
        self.accept("s-up", self.setKey, ["cam-right", 0])
        self.accept("h", decHealth)
        self.accept("j", healthPickup)
        self.accept("k", armourPickup)

        taskMgr.add(self.move, "moveTask")

        taskMgr.doMethodLater(.1, self.show_speed, 'updateSpeed')

        # Game state variables
        self.isMoving = False

        # Set up the camera

        base.disableMouse()
        base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 2)

        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))

        # Create an audio manager. This is attached to the camera for
        # player 1, so sounds close to other players might not be very
        # loud
        self.audioManager = Audio3DManager.Audio3DManager(
            base.sfxManagerList[0], base.camera)

        # Distance should be in m, not feet
        self.audioManager.setDistanceFactor(3.28084)

        initialiseSound(self.audioManager)

        displayBars()
Esempio n. 25
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    def __init__(self, id, parent, type, pos):
        self.id = id
        self.parent = parent
        self.hp = 100
        self.speed = 1
        self.can_move = True

        if type == 'baby':
            self.node = Actor(
                'models/baby', {
                    'walk': 'models/baby-walk',
                    'stand': 'models/baby-stand',
                    'idle': 'models/baby-idle',
                    'jump': 'models/baby-jump',
                    'bite1': 'models/baby-bite1',
                    'bite2': 'models/baby-bite2',
                    'head_attack': 'models/baby-head_attack',
                    'hit1': 'models/baby-hit1',
                    'hit2': 'models/baby-hit2',
                    'die': 'models/baby-die'
                })
            self.head_node = self.node.exposeJoint(None, "modelRoot",
                                                   "Bip01_Head")
            self.body_node = self.node.exposeJoint(None, "modelRoot",
                                                   "Bip01_Pelvis")
            self.node.setH(180)
            self.node.setScale(0.03)
            self.node.flattenLight()
            self.zpos = 0
            self.node.setPos(pos[0] * TILE_SIZE, pos[1] * TILE_SIZE, self.zpos)
            self.node.setTexture(loader.loadTexture('models/Zomby_D.png'))
            self.ts_normal = TextureStage('ts_normal')
            self.tex_normal = loader.loadTexture('models/Zomby_N.png')
            self.ts_normal.setMode(TextureStage.MNormal)
            self.node.setTexture(self.ts_normal, self.tex_normal)
            self.ts_gloss = TextureStage('ts_gloss')
            self.tex_gloss = loader.loadTexture('models/Zomby_S1.png')
            self.ts_gloss.setMode(TextureStage.MGloss)
            self.node.setTexture(self.ts_gloss, self.tex_gloss)
            self.ts_glow = TextureStage('ts_glow')
            self.tex_glow = loader.loadTexture('models/Zomby_I.png')
            self.ts_glow.setMode(TextureStage.MGlow)
            self.node.setTexture(self.ts_glow, self.tex_glow)
            self.node.reparentTo(render)
            self.node.loop('walk')
        elif type == 'nos':
            self.node = loader.loadModel('models/nos')
            self.zpos = 5
            self.node.setPos(pos[0] * TILE_SIZE, pos[1] * TILE_SIZE, self.zpos)
            self.node.setScale(2)
            if self.id == 1:
                self.node.setColor(1, 0, 0)
            elif self.id == 2:
                self.node.setColor(0, 1, 0)
            elif self.id == 3:
                self.node.setColor(0, 0, 1)
            else:
                self.node.setColor(1, 1, 1)
            self.node.reparentTo(render)

        #self.patrol_points = [(1,1), (4,11), (12,20), (18,4), (19,17)]

        #initialize 3d sound
        self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0],
                                                     base.camera)
        self.shot_head = self.audio3d.loadSfx(
            'audio/Zombie In Pain-SoundBible.com-134322253.wav')
        self.shot_body = self.audio3d.loadSfx(
            'audio/Zombie Moan-SoundBible.com-565291980.wav')
        self.moan1 = self.audio3d.loadSfx(
            'audio/Mindless Zombie Awakening-SoundBible.com-255444348.wav')
        self.moan2 = self.audio3d.loadSfx(
            'audio/Zombie Brain Eater-SoundBible.com-1076387080.wav')
        self.aggro_sound = self.audio3d.loadSfx(
            'audio/Mummy Zombie-SoundBible.com-1966938763.wav')
        self.attack_sound = self.audio3d.loadSfx(
            'audio/Chopping Off Limb-SoundBible.com-884800545.wav')
        self.audio3d.attachSoundToObject(self.moan1, self.node)
        self.audio3d.attachSoundToObject(self.moan2, self.node)
        self.audio3d.attachSoundToObject(self.shot_head, self.node)
        self.audio3d.attachSoundToObject(self.shot_body, self.node)
        self.audio3d.attachSoundToObject(self.aggro_sound, self.node)
        self.audio3d.attachSoundToObject(self.attack_sound, self.node)
        delay0 = Wait(d(35))
        delay1 = Wait(25 + d(35))
        delay2 = Wait(25 + d(35))
        self.moan_sequence = Sequence(delay0,
                                      SoundInterval(self.moan1), delay1,
                                      SoundInterval(self.moan2), delay2)
        self.moan_sequence.loop()

        self.parent.collision_manager.createMonsterCollision(self)

        self.aggro_sound_last_played = 0
        #--------------------------brain-------------------------
        self.node.setH(160)

        self.pause = False

        self.action = ACTION_IDLE

        if percent(20):
            self.orders = ORDERS_PATROL
        else:
            self.orders = ORDERS_IDLE

        self.last_melee = 0

        self.player_last_seen_abs = None

        self.idle_timer = time.time()
        self.idle_value = 1

        self.current_waypoint = None

        #self.wait_until = None
        self.herding_timer = None

        self.path = None

        taskMgr.doMethodLater(1, self.behaviourTask,
                              'MonsterBehaviourTask' + str(self.id))
        taskMgr.doMethodLater(1, self.debugMoveTask,
                              'MonsterMoveTask' + str(self.id))
Esempio n. 26
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    def __init__(self):
        DirectObject.__init__(self)
        base.cr.DMENU_SCREEN = self
        self.seq = None
        self.isSeqPlaying = False # .isPlaying() doesnt want to work
        base.cr.avChoice = None

        fadeSequence = Sequence(
            Func(base.transitions.fadeOut, .001),
            Wait(.5),
            Func(base.transitions.fadeIn, .5),
            base.camera.posHprInterval(1, Point3(MAIN_POS), VBase3(MAIN_HPR), blendType = 'easeInOut')).start()
        if base.showDisclaimer:
            FeatureComingSoonDialog.FeatureComingSoonDialog(text = '\1textShadow\1Disclaimer:\2\nThis is an ALPHA build of Project Altis! Expect the server to restart a lot, and expect crashes and other bugs. Please report bugs to the team. Thanks, and enjoy Project Altis!')
        self.background2d = OnscreenImage(image = 'phase_3.5/maps/loading/toon.jpg', parent = aspect2d)
        self.background2d.setScale(2, 1, 1)
        self.background2d.setBin('background', 1)
        self.background2d.setTransparency(1)
        self.background2d.setColorScale(1, 1, 1, .2)
        self.background = loader.loadModel('phase_3.5/models/modules/tt_m_ara_int_toonhall')
        self.background.reparentTo(render)
        self.background.setPosHpr(-25, 0, 8.1, -95, 0, 0)
        ropes = loader.loadModel('phase_4/models/modules/tt_m_ara_int_ropes')
        ropes.reparentTo(self.background)
        self.sillyMeter = Actor.Actor('phase_4/models/props/tt_a_ara_ttc_sillyMeter_default', {'arrowTube': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_arrowFluid',
            'phaseOne': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseOne',
            'phaseTwo': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseTwo',
            'phaseThree': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseThree',
            'phaseFour': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFour',
            'phaseFourToFive': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFourToFive',
            'phaseFive': 'phase_4/models/props/tt_a_ara_ttc_sillyMeter_phaseFive'})

        self.sillyMeter.reparentTo(self.background)
        self.sillyMeter.makeSubpart('arrow', ['uvj_progressBar*', 'def_springA'])
        self.sillyMeter.makeSubpart('meter', ['def_pivot'], ['uvj_progressBar*', 'def_springA'])
        self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0], camera)

        self.phase3Sfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterPhaseThree.ogg')
        self.phase3Sfx.setLoop(True)
        self.arrowSfx = self.audio3d.loadSfx('phase_4/audio/sfx/tt_s_prp_sillyMeterArrow.ogg')
        self.arrowSfx.setLoop(False)
        self.phase3Sfx.setVolume(0.2)
        self.arrowSfx.setVolume(0.2)

        self.animSeq = Sequence(Sequence(ActorInterval(self.sillyMeter, 'arrowTube', partName = 'arrow', constrainedLoop = 0, startFrame = 236, endFrame = 247), Func(self.arrowSfx.play)), Parallel(ActorInterval(self.sillyMeter, 'arrowTube', partName = 'arrow', duration = 604800, constrainedLoop = 1, startFrame = 247, endFrame = 276), Sequence(Func(self.phase3Sfx.play), Func(self.audio3d.attachSoundToObject, self.phase3Sfx, self.sillyMeter))))
        self.animSeq.start()
        self.smPhase1 = self.sillyMeter.find('**/stage1')
        self.smPhase1.show()
        self.smPhase2 = self.sillyMeter.find('**/stage2')
        self.smPhase2.hide()
        self.smPhase3 = self.sillyMeter.find('**/stage3')
        self.smPhase3.hide()
        self.smPhase4 = self.sillyMeter.find('**/stage4')
        self.smPhase4.hide()

        thermometerLocator = self.sillyMeter.findAllMatches('**/uvj_progressBar')[1]
        thermometerMesh = self.sillyMeter.find('**/tube')
        thermometerMesh.setTexProjector(thermometerMesh.findTextureStage('default'), thermometerLocator, self.sillyMeter)

        self.sillyMeter.loop('phaseOne', partName = 'meter')
        self.sillyMeter.setBlend(frameBlend = base.wantSmoothAnims)

        self.surlee = Toon.Toon()
        self.surlee.setName('Doctor Surlee')
        self.surlee.setPickable(0)
        self.surlee.setPlayerType(CCNonPlayer)
        dna = ToonDNA.ToonDNA()
        dna.newToonFromProperties('pls', 'ls', 'l', 'm', 9, 0, 9, 9, 98, 27, 86, 27, 38, 27)
        self.surlee.setDNA(dna)
        self.surlee.loop('scientistGame')
        self.surlee.reparentTo(self.background)
        self.surlee.setPosHpr(13, 24, 0.025, -180, 0, 0)

        self.dimm = Toon.Toon()
        self.dimm.setName('Doctor Dimm')
        self.dimm.setPickable(0)
        self.dimm.setPlayerType(CCNonPlayer)
        dna = ToonDNA.ToonDNA()
        dna.newToonFromProperties('fll', 'ss', 's', 'm', 15, 0, 15, 15, 99, 27, 86, 27, 39, 27)
        self.dimm.setDNA(dna)
        self.dimm.loop('scientistGame')
        self.dimm.reparentTo(self.background)
        self.dimm.setPosHpr(16, 24, 0.025, -180, 0, 0)

        surleeHand = self.surlee.find('**/def_joint_right_hold')
        clipBoard = loader.loadModel('phase_4/models/props/tt_m_prp_acs_clipboard')
        surleeHandNode = surleeHand.attachNewNode('ClipBoard')
        clipBoard.instanceTo(surleeHandNode)
        surleeHandNode.setH(180)
        surleeHandNode.setScale(render, 1.0)
        surleeHandNode.setPos(0, 0, 0.1)

        dimmHand = self.dimm.find('**/def_joint_right_hold')
        sillyReader = loader.loadModel('phase_4/models/props/tt_m_prp_acs_sillyReader')
        dimHandNode = dimmHand.attachNewNode('SillyReader')
        sillyReader.instanceTo(dimHandNode)
        dimHandNode.setH(180)
        dimHandNode.setScale(render, 1.0)
        dimHandNode.setPos(0, 0, 0.1)

        self.banana = self.background.find('**/gagBanana')

        self.bananaClicker = CollisionTraverser()
        # self.bananaClicker.showCollisions(render)
        self.collHandlerQueue = CollisionHandlerQueue()

        self.bananaRayNode = CollisionNode('bananaMouseRay')
        self.bananaRayNP = base.camera.attachNewNode(self.bananaRayNode)
        self.bananaRayNode.setIntoCollideMask(BitMask32.bit(0))
        self.bananaRayNode.setFromCollideMask(BitMask32.bit(1))
        self.banana.setCollideMask(BitMask32.bit(1))
        self.ray = CollisionRay()
        self.bananaRayNode.addSolid(self.ray)
        self.bananaClicker.addCollider(self.bananaRayNP, self.collHandlerQueue)
        self.accept('mouse1', self.slipAndSlideOnThisBananaPeelHaHaHa)

        for frame in render.findAllMatches('*/doorFrame*'):
            frame.removeNode()

        self.sky = loader.loadModel('phase_3.5/models/props/TT_sky')
        SkyUtil.startCloudSky(self)
        base.camera.setPosHpr(MAIN_POS, MAIN_HPR)

        self.logo = OnscreenImage(image = GameLogo, scale = (.5, .5, .25))
        self.logo.reparentTo(aspect2d)
        self.logo.setTransparency(TransparencyAttrib.MAlpha)
        scale = self.logo.getScale()
        self.logo.setPos(0, 0, .5)
        self.logo.setColorScale(Vec4(0, 0, 0, 0))
        fadeInLogo = (LerpColorScaleInterval(self.logo, 1, Vec4(1, 1, 1, 1), Vec4(1, 1, 1, 0))).start()

        self.createButtons()

        self.fadeOut = None
        self.optionsMgr = PickAToonOptions.NewPickAToonOptions()
        self.quitConfirmation = DMenuQuit.DMenuQuit()
        self.accept('doQuitGame', self.doQuitFunc)
        self.accept('doCancelQuitGame', self.doCancelQuitFunc)
        self.patNode = None

        if DMENU_GAME == 'Toontown':
            # TT: We need these to run the Pick A Toon screen
            self.patAvList = base.cr.PAT_AVLIST
            self.patFSM = base.cr.PAT_LOGINFSM
            self.patDoneEvent = base.cr.PAT_DONEEVENT
Esempio n. 27
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 def initAudioManager(self):
     self.audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList[0],
                                                  self.camera)