Esempio n. 1
0
        def move_selection(vector):
            selection = self.arena.vec_to_tile_coord(
                p3d.LVector2(self.selected_tile) + p3d.LVector2(vector))
            self.menu_helper.sfx_select.play()

            if self.arena.tile_coord_in_bounds(selection):
                self.selected_tile = selection
Esempio n. 2
0
    def update(self, dt):
        # Update player position
        movvec = self.target - self.player.get_pos()
        newpos = self.player.get_pos()
        if movvec.length_squared() < 0.4:
            newpos.set_x(self.target.x)
            newpos.set_y(self.target.y)
        else:
            movvec.normalize()
            movvec *= self.PLAYER_SPEED * dt
            newpos.set_x(self.player.get_x() + movvec.x)
            newpos.set_y(self.player.get_y() + movvec.y)
            self.player.look_at(newpos)

        if self.dungeon.is_walkable(*newpos.xy):
            self.player.set_pos(newpos)

        if self.dungeon.is_exit(*newpos.xy):
            next_didx = self.dungeon_idx + 1
            if next_didx >= len(self.dungeons):
                # Create a new dungeon
                self.dungeons.append(
                    Dungeon(self.mapgen, self.DUNGEON_SX, self.DUNGEON_SY))
            self.switch_to_dungeon(next_didx)

        if self.last_tele_loc is not None:
            if (self.last_tele_loc -
                    self.player.get_pos()).length_squared() > 3:
                self.last_tele_loc = None

        if self.last_tele_loc is None:
            teleloc = self.dungeon.get_tele_loc(*newpos.xy)
            if teleloc is not None:
                newpos.x, newpos.y = teleloc
                self.last_tele_loc = p3d.LVector3(newpos)
                self.target = p3d.LVector3(newpos)
                self.player.set_pos(newpos)
                self.reset_camera()

        if not self.debug_cam and base.mouseWatcherNode.has_mouse():
            mousex, mousey = base.mouseWatcherNode.get_mouse()
            border = self.CAM_MOVE_BORDER
            camdelta = p3d.LVector2(0, 0)
            if mousex < -border:
                camdelta.x -= 1
            elif mousex > border:
                camdelta.x += 1

            if mousey < -border:
                camdelta.y -= 1
            elif mousey > border:
                camdelta.y += 1

            camdelta.normalize()
            camdelta *= self.CAM_MOVE_SPEED * dt

            campos = base.cam.get_pos()
            campos.x += camdelta.x
            campos.y += camdelta.y
            base.cam.set_pos(campos)
Esempio n. 3
0
    def tile_get_facing_to(self, from_tile, to_tile):
        posa = p3d.LVector2(from_tile)
        posb = p3d.LVector2(to_tile)

        direction = posb - posa
        direction.normalize()
        direction.x = round(direction.x)
        direction.y = round(direction.y)

        facing = [int(i) for i in direction]

        # Special cases
        if abs(facing[0]) == 1 and abs(facing[1]) == 1:
            facing[1] = 0

        return tuple(facing)
Esempio n. 4
0
    def find_tile_at_range(self, combatant, other, target_range):
        distance = self.arena.tile_distance(combatant.tile_position,
                                            other.tile_position)

        inc = 1 if target_range < distance else -1

        new_pos = combatant.tile_position
        for target in range(target_range, distance, inc):
            direction = p3d.LVector2(
                self.arena.tile_get_facing_to(combatant.tile_position,
                                              other.tile_position))
            other_pos = p3d.LVector2(other.tile_position)
            pos = self.arena.vec_to_tile_coord(-direction * target + other_pos)
            pos_legal = (self.arena.tile_coord_in_bounds(pos)
                         and not self.combatant_in_tile(pos))
            if pos_legal:
                new_pos = pos
                break

        return new_pos
Esempio n. 5
0
    def handle_window_event(self, window):
        self.window_w, self.window_h = window.getSize()
        min_dim = min(self.window_w, self.window_h)

        self.pad_radius = min_dim * 0.1

        if self.window_w < 1300:
            self.pad_center = core.LVector2(min_dim * 0.15, min_dim * 0.15)
        else:
            self.pad_center = core.LVector2(self.window_w * 0.75,
                                            self.window_h * 0.5)

        self.pad_outline.setPos(self.pixels_to_im_coords(self.pad_center))
        self.pad_outline.setScale(2 * self.pad_radius / min_dim)
        self.pad_outline.show()

        self.pad_response_circle.setScale(0.2 * self.pad_radius / min_dim)

        # Propagate event
        self.windowEvent(window)
Esempio n. 6
0
    def __init__(self):
        super().__init__()

        # Unnecessary if using vsync with 60 FPS monitor, otherwise uncomment
        # globalClock.setMode(core.ClockObject.M_limited)
        # globalClock.setFrameRate(60)

        self.motion_controller = load_motion_controller(sys.argv[1], self.heightmap, *sys.argv[2:])
        self.target_vel = core.LVector2()
        self.target_dir = 90
        self.strafe_amount = 0
        self.crouch_amount = 0
        self.gaits = np.zeros(6)

        self.strafe_pressed, self.crouch_pressed, self.run_pressed = 0, 0, 0
        self.accept('lshift', self.set_strafe_pressed, [1])
        self.accept('lshift-up', self.set_strafe_pressed, [0])
        self.accept('c', self.set_crouch_pressed, [1])
        self.accept('c-up', self.set_crouch_pressed, [0])
        self.accept('r', self.set_run_pressed, [1])
        self.accept('r-up', self.set_run_pressed, [0])
Esempio n. 7
0
    def update_pad(self, task):
        if self.controlling_pad and self.mouseWatcherNode.hasMouse():
            mpos = self.screen_coords_to_pixels(
                self.mouseWatcherNode.getMouse())

            pad_input = (mpos - self.pad_center) * PAD_SENSITIVITY
            if pad_input.lengthSquared() > 1:
                pad_input.normalize()

            resp_circle_pos = self.pad_center + pad_input * (self.pad_radius *
                                                             0.9)
            self.pad_response_circle.setPos(
                self.pixels_to_im_coords(resp_circle_pos))
            self.pad_response_circle.show()
        else:
            pad_input = core.LVector2()
            self.pad_response_circle.hide()

        pad_input.setY(-pad_input.getY())  # flip y
        self.pad_input = pad_input
        return Task.cont
Esempio n. 8
0
 def tile_distance(self, tilea, tileb):
     distvec = p3d.LVector2(tilea) - p3d.LVector2(tileb)
     return int(abs(distvec.x) + abs(distvec.y))
Esempio n. 9
0
 def screen_coords_to_pixels(self, point):
     x_frac, y_frac = (point + 1.0) / 2.0
     return core.LVector2(x_frac * self.window_w,
                          (1 - y_frac) * self.window_h)