def __init__(self): # Network Setup self.cManager = ConnectionManager(self) self.cManager.startConnection() # self.login = login(self) taskMgr.add(self.menu, "Menu")
def submitRRegister(self): print "username: "******"password: "******"re-password: "******"" and self.registerUsername.strip() != "": print "Success (", self.registerUsername, ", ", self.registerPassword, ", ", self.registerCPassword, ")" self.cManager.sendRequest( Constants.CMSG_REGISTER, (self.registerUsername, self.registerPassword)) self.cancel() else: taskMgr.add(self.errorMessage, "destroyIncorrectUsername") self.message() print "Failed (", self.registerUsername, ", ", self.registerPassword, ", ", self.registerCPassword, ")" else: print "Cannot Connect to the Server"
def __init__(self): __builtin__.main = self self.taskMgr = taskMgr self.base = base # Connect to the server self.cManager = ConnectionManager() self.startConnection() self.characters = dict() self.cpList = dict() # Login as 'CPHandler' # Temporary workaround, can add a seperate request/response for client/NPC client logins later self.username = "******" type = 0 factionId = 0 self.cManager.sendRequest(Constants.CMSG_AUTH, [self.username, type, factionId]) # Create control points self.cpList[1] = BasicControlPoint(1, 210.984, 115.005, 0, 10, RED) self.cpList[2] = BasicControlPoint(2, 141.016, 0.440607, 0, 10, RED) self.cpList[3] = BasicControlPoint(3, -0.766843, 9.40588, 0, 10, RED) self.cpList[4] = BasicControlPoint(4, -210.771, 113.753, 0, 10, BLUE) self.cpList[5] = BasicControlPoint(5, -149.953, 0.674369, 0, 10, BLUE) taskMgr.doMethodLater(0.1, self.refresh, "heartbeat") taskMgr.doMethodLater(1, self.CPHandler, 'CPHandler')
def submitLogin(self): print "Login" print "username: "******"password: "******"" and self.passwordInput is not ""): #c = characterSelection() print "You pressed Submit", self.usernameInput, " ; ", self.passwordInput self.cManager.sendRequest( Constants.CMSG_AUTH, (self.usernameInput, self.passwordInput)) """ THiS IS WHERE IT STARTS TO GET WEIRD """ #self.registerFrame.hide() #c = selectcharandteamtype(self.registerFrame) else: print "Please enter in a username and password" else: print "Cannot connect to server."
def __init__(self): print 'Loading character selection...' self.cManager = ConnectionManager() self.startConnection() frame = DirectFrame(frameColor=(0, 0, 0, 1), #(R,G,B,A) frameSize=(-3, 3, -3, 3),#(Left,Right,Bottom,Top) pos=(-0.5, 0, 0.5)) self.createCreateCharWindow()
def __init__(self): base.win.setClearColor(Vec4(0, 0, 0, 1)) # Network Setup print "before" self.cManager = ConnectionManager(self) self.startConnection() print "after" # 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) self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # add spheres earth = Earth(self) sun = Sun(self) venus = Venus(self) controls = Control() chat = Chat(self) player = Ralph(self) # player = Panda(self) # player = Car(self) taskMgr.add(player.move, "moveTask") taskMgr.add(sun.rotatePlanets, "rotateSun", extraArgs=[self.player], appendTask=True) taskMgr.add(earth.rotatePlanets, "rotateEarth", extraArgs=[self.player], appendTask=True) taskMgr.add(venus.rotatePlanets, "rotateVenus", extraArgs=[self.player], appendTask=True) # 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))
def __init__(self): __builtin__.main = self self.taskMgr = taskMgr self.base = base # Connect to the server self.cManager = ConnectionManager() self.startConnection() self.characters = dict() self.cpList = dict() base.win.setClearColor(Vec4(0, 0, 0, 1)) self.environ = loader.loadModel("models/world") self.environ.reparentTo(render) self.environ.setPos(0, 0, 0) self.ralphStartPos = self.environ.find("**/start_point").getPos() # 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) self.accept("escape", sys.exit) # Login as 'CPHandler' # Temporary workaround, can add a seperate request/response for client/NPC client logins later self.name = "CPHandler" factionId = 0 self.cManager.sendRequest(Constants.CMSG_AUTH, [self.name, factionId]) # Create two control points cp1 = ControlPoint(1, -107.575, 0.6066, 0.490075, 10, RED) cp2 = ControlPoint(2, -100.575, -35.6066, 0.090075, 10, BLUE) self.cpList[1] = cp1 self.cpList[2] = cp2 taskMgr.doMethodLater(0.1, self.refresh, "heartbeat") taskMgr.doMethodLater(1, self.CPHandler, 'CPHandler') # Set up the camera base.disableMouse() #base.camera.setPos(self.character.actor.getX(),self.character.actor.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))
def __init__(self): base.win.setClearColor(Vec4(0,0,0,1)) # Network Setup print "before" self.cManager = ConnectionManager(self) self.startConnection() print "after" taskMgr.add(self.menu, "Menu")
def __init__(self): # Network Setup self.cManager = ConnectionManager() self.startConnection() print "Ran Main2" #taskMgr.add(self.menu, "Menu") self.login = login() self.login.createLogo() self.login.createLoginWindow() print "Finished"
def __init__(self): self.emitter = EventEmitter() self.cManager = ConnectionManager(self) self.tester = Tester(self) if self.startConnection(): loadPrcFileData("", "window-type none") # disable graphics loadPrcFileData("", "audio-library-name null") # disable audio ShowBase.__init__(self) self.cManager.initTasks() self.emitter.emit('connection') self.run()
def __init__(self): # Network Setup self.cManager = ConnectionManager() self.startConnection() #taskMgr.add(self.menu, "Menu") base.win.setClearColor(Vec4(0, 0, 0, 1)) self.imageObject = OnscreenImage(parent=render2d, image='images/mainPage.png', pos=(0, 0, 0), scale=(1.444, 1, 1.444)) self.imageObject.setTransparency(TransparencyAttrib.MAlpha) self.button = DirectButton(image='images/button.png', pos=(-.1, 0, -.25), relief=None, scale=.40, command=self.startWorld) self.button.setTransparency(TransparencyAttrib.MAlpha)
def __init__(self): #create Queue to hold the incoming chat #request the heartbeat so that the caht interface is being refreshed in order to get the message from other player self.keyMap = { "left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0, "charge": 0 } base.win.setClearColor(Vec4(0, 0, 0, 1)) self.cManager = ConnectionManager() self.cManager.startConnection() #------------------------------ #Chat Chat(self.cManager) #send dummy login info of the particular client #send first chat info #--------------------------------------- self.userName = username dummy_login = { 'user_id': self.userName, 'factionId': faction, 'password': '******' } self.cManager.sendRequest(Constants.RAND_STRING, dummy_login) chat = { 'userName': self.userName, #username 'message': '-------Login------' } self.cManager.sendRequest(Constants.CMSG_CHAT, chat) #-------------------------------------- #self.minimap = OnscreenImage(image="images/minimap.png", scale=(0.2,1,0.2), pos=(-1.1,0,0.8)) #frame = DirectFrame(text="Resource Bar", scale=0.001) resource_bar = DirectWaitBar(text="", value=35, range=100, pos=(0, 0, 0.9), barColor=(255, 255, 0, 1), frameSize=(-0.3, 0.3, 0, 0.03)) cp_bar = DirectWaitBar(text="", value=70, range=100, pos=(1.0, 0, 0.9), barColor=(0, 0, 255, 1), frameSize=(-0.3, 0.3, 0, 0.03), frameColor=(255, 0, 0, 1)) # Set up the environment # # This environment model contains collision meshes. If you look # in the egg file, you will see the following: # # <Collide> { Polyset keep descend } # # This tag causes the following mesh to be converted to a collision # mesh -- a mesh which is optimized for collision, not rendering. # It also keeps the original mesh, so there are now two copies --- # one optimized for rendering, one for collisions. self.environ = loader.loadModel("models/world") self.environ.reparentTo(render) self.environ.setPos(0, 0, 0) # Create the main character, Ralph ralphStartPos = self.environ.find("**/start_point").getPos() self.ralph = Actor("models/ralph", { "run": "models/ralph-run", "walk": "models/ralph-walk" }) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(ralphStartPos) nameplate = TextNode('textNode username_' + str(self.userName)) nameplate.setText(self.userName) npNodePath = self.ralph.attachNewNode(nameplate) npNodePath.setScale(0.8) npNodePath.setBillboardPointEye() #npNodePath.setPos(1.0,0,6.0) npNodePath.setZ(6.5) bar = DirectWaitBar(value=100, scale=1.0) bar.setColor(255, 0, 0) #bar.setBarRelief() bar.setZ(6.0) bar.setBillboardPointEye() bar.reparentTo(self.ralph) # 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("c", self.setKey, ["charge", 1]) self.accept("c-up", self.setKey, ["charge", 0]) taskMgr.add(self.move, "moveTask") # Game state variables self.isMoving = False # Set up the camera base.disableMouse() base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 2) # 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 ralph'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.ralphGroundRay = CollisionRay() self.ralphGroundRay.setOrigin(0, 0, 1000) self.ralphGroundRay.setDirection(0, 0, -1) self.ralphGroundCol = CollisionNode('ralphRay') self.ralphGroundCol.addSolid(self.ralphGroundRay) self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0)) self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff()) self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol) self.ralphGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler) 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) # Uncomment this line to see the collision rays #self.ralphGroundColNp.show() #self.camGroundColNp.show() # Uncomment this line to show a visual representation of the # collisions occuring #self.cTrav.showCollisions(render) # 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))
def __init__(self): self.login = "******" base.setFrameRateMeter(True) #input states inputState.watchWithModifiers('forward', 'w') inputState.watchWithModifiers('left', 'a') inputState.watchWithModifiers('brake', 's') inputState.watchWithModifiers('right', 'd') inputState.watchWithModifiers('turnLeft', 'q') inputState.watchWithModifiers('turnRight', 'e') self.keyMap = { "hello": 0, "left": 0, "right": 0, "forward": 0, "backward": 0, "cam-left": 0, "cam-right": 0, "chat0": 0, "powerup": 0, "reset": 0 } base.win.setClearColor(Vec4(0, 0, 0, 1)) # Network Setup self.cManager = ConnectionManager(self) self.startConnection() #self.cManager.sendRequest(Constants.CMSG_LOGIN, ["username", "password"]) # chat box # self.chatbox = Chat(self.cManager, self) # Set up the environment # self.initializeBulletWorld(False) #self.createEnvironment() Track(self.bulletWorld) # Create the main character, Ralph self.mainCharRef = Vehicle(self.bulletWorld, (100, 10, 5, 0, 0, 0), self.login) #self.mainCharRef = Character(self, self.bulletWorld, 0, "Me") self.mainChar = self.mainCharRef.chassisNP #self.mainChar.setPos(0, 25, 16) # self.characters.append(self.mainCharRef) # self.TestChar = Character(self, self.bulletWorld, 0, "test") # self.TestChar.actor.setPos(0, 0, 0) self.previousPos = self.mainChar.getPos() taskMgr.doMethodLater(.1, self.updateMove, 'updateMove') # Set Dashboard self.dashboard = Dashboard(self.mainCharRef, taskMgr) self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", self.doExit) self.accept("a", self.setKey, ["left", 1]) self.accept("d", self.setKey, ["right", 1]) self.accept("w", self.setKey, ["forward", 1]) self.accept("s", self.setKey, ["backward", 1]) self.accept("arrow_left", self.setKey, ["cam-left", 1]) self.accept("arrow_right", self.setKey, ["cam-right", 1]) self.accept("a-up", self.setKey, ["left", 0]) self.accept("d-up", self.setKey, ["right", 0]) self.accept("w-up", self.setKey, ["forward", 0]) self.accept("s-up", self.setKey, ["backward", 0]) self.accept("arrow_left-up", self.setKey, ["cam-left", 0]) self.accept("arrow_right-up", self.setKey, ["cam-right", 0]) self.accept("h", self.setKey, ["hello", 1]) self.accept("h-up", self.setKey, ["hello", 0]) self.accept("0", self.setKey, ["chat0", 1]) self.accept("0-up", self.setKey, ["chat0", 0]) self.accept("1", self.setKey, ["powerup", 1]) self.accept("1-up", self.setKey, ["powerup", 0]) self.accept("2", self.setKey, ["powerup", 2]) self.accept("2-up", self.setKey, ["powerup", 0]) self.accept("3", self.setKey, ["powerup", 3]) self.accept("3-up", self.setKey, ["powerup", 0]) self.accept("r", self.doReset) self.accept("p", self.setTime) #taskMgr.add(self.move, "moveTask") # Game state variables self.isMoving = False # Sky Dome self.sky = SkyDome() # Set up the camera self.camera = Camera(self.mainChar) #base.disableMouse() #base.camera.setPos(self.mainChar.getX(), self.mainChar.getY() + 10, self.mainChar.getZ() + 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)) directionalLight2 = DirectionalLight("directionalLight2") directionalLight2.setDirection(Vec3(5, 5, -5)) directionalLight2.setColor(Vec4(1, 1, 1, 1)) directionalLight2.setSpecularColor(Vec4(1, 1, 1, 1)) render.setLight(render.attachNewNode(ambientLight)) render.setLight(render.attachNewNode(directionalLight)) render.setLight(render.attachNewNode(directionalLight2)) # Game initialisation self.gameState = self.gameStateDict["Login"] self.responseValue = -1 self.cManager.sendRequest(Constants.CMSG_LOGIN, [self.login, "1234"]) taskMgr.add(self.enterGame, "EnterGame") # Create Powerups self.createPowerups() taskMgr.add(self.powerups.checkPowerPickup, "checkPowerupTask") taskMgr.add(self.usePowerup, "usePowerUp")
def __init__(self): __builtin__.main = self self.cManager = ConnectionManager() self.startConnection() self.taskMgr = taskMgr self.base = base self.keyMap = { "left": 0, "right": 0, "forward": 0, "backward": 0, "cam-left": 0, "cam-right": 0 } self.characters = dict() self.cpList = dict() base.win.setClearColor(Vec4(0, 0, 0, 1)) #self.environ = loader.loadModel("models/world") self.environ = loader.loadModel("models/land") """ self.swordLeft = loader.loadModel("models/Sword_Left") self.swordRight = loader.loadModel("models/Sword_Right") self.shieldLeft = loader.loadModel("models/Shield_Left") self.shieldRight = loader.loadModel("models/Shield_Right") self.money = loader.loadModel("models/Money") """ self.left_atk_tower = loader.loadModel("models/attack_tower") self.left_def_tower = loader.loadModel("models/defense_tower") self.right_atk_tower = loader.loadModel("models/attack_tower") self.right_def_tower = loader.loadModel("models/defense_tower") self.money_cp = loader.loadModel("models/money_point") self.left_atk_tower.setPos(141.016, 0.440607, 0) self.left_def_tower.setPos(210.984, 115.005, 0) self.right_atk_tower.setPos(-149.953, 0.674369, 0) self.right_def_tower.setPos(-210.771, 113.753, 0) self.money_cp.setPos(-0.903916, 11.3765, 0) self.left_atk_tower.setScale(2.0) self.right_atk_tower.setScale(2.0) self.left_def_tower.setScale(2.0) self.right_def_tower.setScale(2.0) self.money_cp.setScale(2.0) self.left_atk_tower.reparentTo(render) self.right_atk_tower.reparentTo(render) self.left_def_tower.reparentTo(render) self.right_def_tower.reparentTo(render) self.money_cp.reparentTo(render) self.environ.reparentTo(render) """ self.swordLeft.reparentTo(render) self.swordRight.reparentTo(render) self.shieldLeft.reparentTo(render) self.shieldRight.reparentTo(render) self.money.reparentTo(render) """ self.environ.setPos(0, 0, 0) self.environ.setH(90) """ self.swordLeft.setH(90) self.swordRight.setH(90) self.shieldLeft.setH(90) self.shieldRight.setH(90) self.money.setH(90) """ mySound = loader.loadSfx("sound/Retribution.mp3") mySound.setLoop(True) mySound.play() fp = FilterProperties() #fp.addReverb(0.6, 0.5, 0.1, 0.1, 0.1) base.sfxManagerList[0].configureFilters(fp) ## swordsmanStartPos = self.environ.find("**/start_point").getPos() ## self.player = Swordsman("Swordsman", 0) ## self.player._character.reparentTo(render) ## self.player._character.setScale(.1) ## self.player._character.setPos(swordsmanStartPos) ## swordsmanStartPos.setY(swordsmanStartPos.getY()-10) ## self.player._character.setPos(swordsmanStartPos.getX(),swordsmanStartPos.getY(),swordsmanStartPos.getZ()) ## self.initx = swordsmanStartPos.getX() self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) ## self.characters["Axeman"] = Axeman("Axeman", 1) ## self.characters["Axeman"]._character.reparentTo(render) ## self.characters["Axeman"]._character.setScale(.1) ## self.characters["Axeman"]._character.setPos(swordsmanStartPos) ## swordsmanStartPos.setY(swordsmanStartPos.getY()-10) ## self.characters["Axeman"]._character.setPos(swordsmanStartPos.getX(),swordsmanStartPos.getY() - 10,swordsmanStartPos.getZ()) ## self.characters["Axeman"]._character.loop("idle") self.accept("a", self.setKey, ["left", 1]) self.accept("s", self.setKey, ["backward", 1]) self.accept("w", self.setKey, ["forward", 1]) self.accept("d", self.setKey, ["right", 1]) self.accept("a-up", self.setKey, ["left", 0]) self.accept("s-up", self.setKey, ["backward", 0]) self.accept("w-up", self.setKey, ["forward", 0]) self.accept("d-up", self.setKey, ["right", 0]) self.accept("arrow_left", self.setKey, ["cam-left", 1]) self.accept("arrow_right", self.setKey, ["cam-right", 1]) self.accept("arrow_left-up", self.setKey, ["cam-left", 0]) self.accept("arrow_right-up", self.setKey, ["cam-right", 0]) self.accept("mouse1", self.attack, [3]) self.accept("mouse3", self.attack, [4]) self.username = str(raw_input("Username: "******"Type: ") faction = input("Faction: ") self.cManager.sendRequest(Constants.CMSG_AUTH, [self.username, type, faction]) #taskMgr.add(self.move,"moveTask") taskMgr.doMethodLater(.10, self.refresh, "heartbeat") base.disableMouse() #base.camera.setPos(self.player._character.getX(),self.player._character.getY()+10,2) 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)) directionalLight2 = DirectionalLight("directionalLight2") directionalLight2.setDirection(Vec3(5, 5, 5)) directionalLight2.setColor(Vec4(1, 1, 1, 1)) directionalLight2.setSpecularColor(Vec4(1, 1, 1, 1)) render.setLight(render.attachNewNode(ambientLight)) render.setLight(render.attachNewNode(directionalLight)) render.setLight(render.attachNewNode(directionalLight2)) Chat(self.cManager) # Create control points self.cpList[1] = ControlPoint(1, 210.984, 115.005, -5, 10, RED) self.cpList[2] = ControlPoint(2, 141.016, 0.440607, -5, 10, RED) self.cpList[3] = ControlPoint(3, -0.903916, 11.3765, -2, 10, RED) self.cpList[4] = ControlPoint(4, -210.771, 113.753, -2, 10, BLUE) self.cpList[5] = ControlPoint(5, -149.953, 0.674369, -2, 10, BLUE) # Create the control point Bar UI self.cp_bar = ControlPointBar() # self.resource_bar = ResourceBar() taskMgr.doMethodLater(0.1, self.refresh, "heartbeat") taskMgr.doMethodLater(1, self.CPHandler, "CPHandler") taskMgr.doMethodLater(0.1, self.CPBarHandler, 'CPBarHandler') '''NPC Code Additions''' #self.isChased =[False,False] #self.npcList = [0,0] self.isChased = False self.npcList = 0 self.controlNpc = NPCController(render) taskMgr.add(self.taskAIUpdate, "AIUpdate") taskMgr.add(self.moveNpc, "Move")
def __init__(self): __builtin__.main = self self.taskMgr = taskMgr self.base = base # Connect to the server self.cManager = ConnectionManager() self.startConnection() self.characters = dict() self.cpList = dict() self.keyMap = { "left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0 } base.win.setClearColor(Vec4(0, 0, 0, 1)) # Post the instructions self.title = addTitle( "Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)") 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 # # This environment model contains collision meshes. If you look # in the egg file, you will see the following: # # <Collide> { Polyset keep descend } # # This tag causes the following mesh to be converted to a collision # mesh -- a mesh which is optimized for collision, not rendering. # It also keeps the original mesh, so there are now two copies --- # one optimized for rendering, one for collisions. self.environ = loader.loadModel("models/world") self.environ.reparentTo(render) self.environ.setPos(0, 0, 0) self.ralphStartPos = self.environ.find("**/start_point").getPos() # 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]) # Placeholder Login self.name = str(raw_input("Name: ")) factionId = int(input("Faction ID: ")) self.cManager.sendRequest(Constants.CMSG_AUTH, [self.name, factionId]) # Create two control points cp1 = ControlPoint(1, -107.575, 0.6066, 0.490075, 10, RED) cp2 = ControlPoint(2, -100.575, -35.6066, 0.090075, 10, BLUE) self.cpList[1] = cp1 self.cpList[2] = cp2 # Create the control point Bar UI self.cp_bar = ControlPointBar() self.resource_bar = ResourceBar() taskMgr.doMethodLater(0.1, self.refresh, "heartbeat") taskMgr.doMethodLater(1, self.CPHandler, "CPHandler") taskMgr.doMethodLater(0.1, self.CPBarHandler, 'CPBarHandler') # Game state variables self.isMoving = False # Set up the camera base.disableMouse() #base.camera.setPos(self.character.actor.getX(),self.character.actor.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))