コード例 #1
0
ファイル: MouseControls.py プロジェクト: rll/labeling_tool
    def leftClick(self):
        self.mouse1Down = True

        #Collision traversal
        pickerNode = CollisionNode('mouseRay')
        pickerNP = base.camera.attachNewNode(pickerNode)
        pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
        pickerRay = CollisionRay()
        pickerNode.addSolid(pickerRay)
        myTraverser = CollisionTraverser()
        myHandler = CollisionHandlerQueue()
        myTraverser.addCollider(pickerNP, myHandler)

        if base.mouseWatcherNode.hasMouse():

            mpos = base.mouseWatcherNode.getMouse()
            pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
 
            myTraverser.traverse(render)
            # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue.
            if myHandler.getNumEntries() > 0:
            # This is so we get the closest object
                myHandler.sortEntries()
                pickedObj = myHandler.getEntry(0).getIntoNodePath()
                objTag = pickedObj.findNetTag('mouseCollisionTag').getTag('mouseCollisionTag')
                if objTag and len(objTag)>0:
                    messenger.send('object_click',[objTag])
        pickerNP.remove()
コード例 #2
0
    def leftClick(self):
        self.mouse1Down = True

        #Collision traversal
        pickerNode = CollisionNode('mouseRay')
        pickerNP = base.camera.attachNewNode(pickerNode)
        pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
        pickerRay = CollisionRay()
        pickerNode.addSolid(pickerRay)
        myTraverser = CollisionTraverser()
        myHandler = CollisionHandlerQueue()
        myTraverser.addCollider(pickerNP, myHandler)

        if base.mouseWatcherNode.hasMouse():

            mpos = base.mouseWatcherNode.getMouse()
            pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())

            myTraverser.traverse(render)
            # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue.
            if myHandler.getNumEntries() > 0:
                # This is so we get the closest object
                myHandler.sortEntries()
                pickedObj = myHandler.getEntry(0).getIntoNodePath()
                objTag = pickedObj.findNetTag('mouseCollisionTag').getTag(
                    'mouseCollisionTag')
                if objTag and len(objTag) > 0:
                    messenger.send('object_click', [objTag])
        pickerNP.remove()
コード例 #3
0
ファイル: mouseLoad.py プロジェクト: eliasmoura/ProjetoJogo
class ControleMouse():
    def __init__(self, render, camera):
        #Since we are using collision detection to do picking, we set it up like any other collision detection system with a traverser and a handler 
        self.picker = CollisionTraverser()            #Make a traverser 
        self.pq     = CollisionHandlerQueue()         #Make a handler 
        #Make a collision node for our picker ray 
        self.pickerNode = CollisionNode('mouseRay') 
        #Attach that node to the camera since the ray will need to be positioned relative to it 
        self.pickerNP = camera.attachNewNode(self.pickerNode) 
        #Everything to be picked will use bit 1. This way if we were doing other collision we could seperate it 
        self.pickerNode.setFromCollideMask(BitMask32.bit(1)) 
        self.pickerRay = CollisionRay()               #Make our ray 
        self.pickerNode.addSolid(self.pickerRay)      #Add it to the collision node 
        #Register the ray as something that can cause collisions 
        self.picker.addCollider(self.pickerNP, self.pq) 
        #self.picker.showCollisions(render) 
        
        self.pst = CollisionTraverser()            #Make a traverser 
        self.hqp     = CollisionHandlerQueue()         #Make a handler 
        #Make a collision node for our picker ray 
        
        self.pstNode = CollisionNode('mouseRaytoObj') 
        #Attach that node to the camera since the ray will need to be positioned relative to it 
        self.pstNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
        self.pstNode2 = camera.attachNewNode(self.pstNode) 
        self.pickerRayObj = CollisionRay()   
        #Everything to be picked will use bit 1. This way if we were doing other collision we could seperate it 
        #self.pstNode.setFromCollideMask(BitMask32.bit(1)) 
        self.pstNode.addSolid(self.pickerRayObj)      #Add it to the collision node 
        #Register the ray as something that can cause collisions 
        self.pst.addCollider(self.pstNode2, self.hqp) 
        #self.pst.showCollisions(render) 
コード例 #4
0
ファイル: main.py プロジェクト: meghnatolani/RunningRalph
class Agent:
    def __init__(self, model, run, walk, startPos, scale, select,ralph,saysome):

        self.actor = Actor(model, {"run":run, "walk":walk})
        self.actor.reparentTo(render)
        self.actor.setScale(scale)
        self.actor.setPos(startPos)
        self.actor.setHpr(90,0,0)
        self.playerGUI = saysome
        self.myralph = ralph
        self.setAI()

        self.cTrav = CollisionTraverser()

        self.groundRay = CollisionRay(0,0,1000,0,0,-1)  
        self.groundCol = CollisionNode('dinoRay')
        self.groundCol.addSolid(self.groundRay)
        self.groundCol.setFromCollideMask(BitMask32.bit(1))
        self.groundCol.setIntoCollideMask(BitMask32.allOff())
        self.groundColNp = self.actor.attachNewNode(self.groundCol)
        self.groundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.groundColNp, self.groundHandler)

        self.sphere = CollisionSphere(0,0,5,13)
        self.spherecol = CollisionNode('dinoSphere')
        self.spherecol.addSolid(self.sphere)
        self.spherecol.setCollideMask(BitMask32.bit(1))
        self.dinocolhs = self.actor.attachNewNode(self.spherecol)

        #self.dinocolhs.show()
        #self.groundColNp.show()
        #self.cTrav.showCollisions(render)

    def setAI(self):
        #Creating AI World
        self.AIworld = AIWorld(render)
 
        self.AIchar = AICharacter("seeker",self.actor, 380, 50, 250)
        self.AIworld.addAiChar(self.AIchar)
        self.AIbehaviors = self.AIchar.getAiBehaviors()  
        self.AIbehaviors.pursue(self.myralph)

        self.actor.loop('run')
        
        #AI World update        
        taskMgr.add(self.AIUpdate,"AIUpdate")
        
    #to update the AIWorld    
    def AIUpdate(self,task):
        if self.playerGUI.getpausevalue():
            self.AIworld.update()            
        return Task.cont

    def setControl(self, control, value):
        self.controlMap[control] = value

    def getactor(self):
        return self.actor
コード例 #5
0
class RepairMousePicker:
    
    def __init__(self):
        self.pickerNode = CollisionNode('RepairMousePicker.pickerNode')
        self.pickerNP = base.cam2d.attachNewNode(self.pickerNode)
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.collisionTraverser = CollisionTraverser()
        self.collisionHandler = CollisionHandlerQueue()
        self.collisionTraverser.addCollider(self.pickerNP, self.collisionHandler)
        self.clearCollisionMask()
        self.orthographic = True

    
    def destroy(self):
        del self.pickerNode
        self.pickerNP.removeNode()
        del self.pickerNP
        del self.pickerRay
        del self.collisionTraverser
        del self.collisionHandler

    
    def setOrthographic(self, ortho):
        self.orthographic = ortho

    
    def setCollisionMask(self, mask):
        self.pickerNode.setFromCollideMask(mask)

    
    def clearCollisionMask(self):
        self.pickerNode.setFromCollideMask(BitMask32.allOff())

    
    def getCollisions(self, traverseRoot, useIntoNodePaths = False):
        if not base.mouseWatcherNode.hasMouse():
            return []
        
        mpos = base.mouseWatcherNode.getMouse()
        if self.orthographic:
            self.pickerRay.setFromLens(base.cam2d.node(), 0, 0)
            self.pickerNP.setPos(mpos.getX(), 0.0, mpos.getY())
        else:
            self.pickerRay.setFromLens(base.cam2d.node(), mpos.getX(), mpos.getY())
            self.pickerNP.setPos(0.0, 0.0, 0.0)
        self.collisionTraverser.traverse(traverseRoot)
        pickedObjects = []
        if useIntoNodePaths:
            for i in range(self.collisionHandler.getNumEntries()):
                pickedObjects.append(self.collisionHandler.getEntry(i).getIntoNodePath())
            
        else:
            for i in range(self.collisionHandler.getNumEntries()):
                pickedObjects.append(self.collisionHandler.getEntry(i))
            
        return pickedObjects
コード例 #6
0
class RepairMousePicker:
    def __init__(self):
        self.pickerNode = CollisionNode('RepairMousePicker.pickerNode')
        self.pickerNP = base.cam2d.attachNewNode(self.pickerNode)
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.collisionTraverser = CollisionTraverser()
        self.collisionHandler = CollisionHandlerQueue()
        self.collisionTraverser.addCollider(self.pickerNP,
                                            self.collisionHandler)
        self.clearCollisionMask()
        self.orthographic = True

    def destroy(self):
        del self.pickerNode
        self.pickerNP.removeNode()
        del self.pickerNP
        del self.pickerRay
        del self.collisionTraverser
        del self.collisionHandler

    def setOrthographic(self, ortho):
        self.orthographic = ortho

    def setCollisionMask(self, mask):
        self.pickerNode.setFromCollideMask(mask)

    def clearCollisionMask(self):
        self.pickerNode.setFromCollideMask(BitMask32.allOff())

    def getCollisions(self, traverseRoot, useIntoNodePaths=False):
        if not base.mouseWatcherNode.hasMouse():
            return []

        mpos = base.mouseWatcherNode.getMouse()
        if self.orthographic:
            self.pickerRay.setFromLens(base.cam2d.node(), 0, 0)
            self.pickerNP.setPos(mpos.getX(), 0.0, mpos.getY())
        else:
            self.pickerRay.setFromLens(base.cam2d.node(), mpos.getX(),
                                       mpos.getY())
            self.pickerNP.setPos(0.0, 0.0, 0.0)
        self.collisionTraverser.traverse(traverseRoot)
        pickedObjects = []
        if useIntoNodePaths:
            for i in range(self.collisionHandler.getNumEntries()):
                pickedObjects.append(
                    self.collisionHandler.getEntry(i).getIntoNodePath())

        else:
            for i in range(self.collisionHandler.getNumEntries()):
                pickedObjects.append(self.collisionHandler.getEntry(i))

        return pickedObjects
コード例 #7
0
ファイル: Controller.py プロジェクト: crempp/psg
class Selector(object):
    '''A Selector listens for mouse clicks and then runs select. Select then
       broadcasts the selected tag (if there is one)'''
    def __init__(self):
        ''' Should the traverser be shared? '''

        LOG.debug("[Selector] Initializing")

        # The collision traverser does the checking of solids for collisions
        self.cTrav = CollisionTraverser()

        # The collision handler queue is a simple handler that records all
        # detected collisions during traversal
        self.cHandler = CollisionHandlerQueue()

        self.pickerNode = CollisionNode('mouseRay')
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.cTrav.addCollider(self.pickerNP, self.cHandler)

        # Start listening to clicks
        self.resume()

    def select(self, event):
        LOG.debug("[Selector] Selecting ")
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            self.cTrav.traverse(render)  # TODO - change this to a lower node
            if self.cHandler.getNumEntries() > 0:
                #LOG.debug("[Selector] Entries=%d"%self.cHandler.getNumEntries())
                self.cHandler.sortEntries()
                selectionNP = self.cHandler.getEntry(0).getIntoNodePath()
                selection = selectionNP.findNetTag('SelectorTag').getTag(
                    'SelectorTag')
                if selection is not '':
                    LOG.debug("[Selector] Collision with %s" % selection)
                    Event.Dispatcher().broadcast(
                        Event.Event('E_EntitySelect', src=self,
                                    data=selection))
                else:
                    LOG.debug("[Selector] No collision")
                    #Event.Dispatcher().broadcast(Event.Event('E_EntityUnSelect', src=self, data=selection))

    def pause(self):
        Event.Dispatcher().unregister(self, 'E_Mouse_1')

    def resume(self):
        print("unpausing selector")
        Event.Dispatcher().register(self, 'E_Mouse_1', self.select)
コード例 #8
0
ファイル: Controller.py プロジェクト: crempp/psg
class Selector(object):
    '''A Selector listens for mouse clicks and then runs select. Select then
       broadcasts the selected tag (if there is one)'''

    def __init__(self):
        ''' Should the traverser be shared? '''

        LOG.debug("[Selector] Initializing")

        # The collision traverser does the checking of solids for collisions
        self.cTrav = CollisionTraverser()

        # The collision handler queue is a simple handler that records all
        # detected collisions during traversal
        self.cHandler = CollisionHandlerQueue()

        self.pickerNode = CollisionNode('mouseRay')
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.cTrav.addCollider(self.pickerNP, self.cHandler)

        # Start listening to clicks
        self.resume()

    def select(self, event):
        LOG.debug("[Selector] Selecting ")
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            self.cTrav.traverse(render) # TODO - change this to a lower node
            if self.cHandler.getNumEntries() > 0:
                #LOG.debug("[Selector] Entries=%d"%self.cHandler.getNumEntries())
                self.cHandler.sortEntries()
                selectionNP = self.cHandler.getEntry(0).getIntoNodePath()
                selection = selectionNP.findNetTag('SelectorTag').getTag('SelectorTag')
                if selection is not '':
                    LOG.debug("[Selector] Collision with %s" % selection)
                    Event.Dispatcher().broadcast(Event.Event('E_EntitySelect', src=self, data=selection))
                else:
                    LOG.debug("[Selector] No collision")
                    #Event.Dispatcher().broadcast(Event.Event('E_EntityUnSelect', src=self, data=selection))

    def pause(self):
        Event.Dispatcher().unregister(self, 'E_Mouse_1')

    def resume(self):
        print("unpausing selector")
        Event.Dispatcher().register(self, 'E_Mouse_1', self.select)
コード例 #9
0
ファイル: Picker.py プロジェクト: sambarza/bo
class Picker(object):
    '''
    classdocs
    '''

    def __init__(self, camera, mouseWatcherNode, camNode, things):
        '''
        Constructor
        '''
        
        self.mouseWatcherNode = mouseWatcherNode
        self.camNode = camNode
        self.things = things
        
        self.pickerRay = CollisionRay()
        
        self.pickerNode = CollisionNode('mouseRay')
        self.pickerNode.setFromCollideMask(BitMask32.bit(1))
        self.pickerNode.addSolid(self.pickerRay)
        
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        self.pq       = CollisionHandlerQueue()      
        
        self.picker = CollisionTraverser()
        self.picker.addCollider(self.pickerNP, self.pq)
        
    def getMouseOn(self, mouse_x, mouse_y):
        
        #Set the position of the ray based on the mouse position
        self.pickerRay.setFromLens(self.camNode, mouse_x, mouse_y)
      
        self.picker.traverse(self.things.node)
        
        if self.pq.getNumEntries() > 0:
            #if we have hit something, sort the hits so that the closest
            #is first, and highlight that node
            self.pq.sortEntries()
            
            selectedNode = self.pq.getEntry(0).getIntoNode()
            
            selectedNodeId = selectedNode.getTag('nodeId')
            thingId        = selectedNode.getTag('ID')
            
            mouseOnInfo = MouseOnInfo(self.things.getById(thingId), thingId, selectedNode, selectedNodeId, mouse_x, mouse_y)
             
            return mouseOnInfo
                                        
コード例 #10
0
ファイル: surface_normals.py プロジェクト: dicarlolab/genthor
def intersect(lbase, delta, mask=None):
    t = time.time()
    root = lbase.rootnode
    terrain = root.getChildren()[2]
    terrain.setCollideMask(BitMask32.bit(1))
    player = root
    collTrav = CollisionTraverser() #the collision traverser. we need this to perform collide in the end
    fromObject = player.attachNewNode(CollisionNode('colNode'))

    camera_pos = tuple(lbase.cameras.getPos())

    lens = lbase.cameras.getChildren()[0].node().getLens()
    fov = np.radians(lens.getMinFov())
    zpos = camera_pos[1]
    sw = 2. * np.abs(zpos) * np.tan(fov / 2.)

    rvals = np.arange(-sw/2., sw/2., delta)
    if mask is None:
        poses = [(xpos , -1 * zpos, ypos) for xpos in rvals for ypos in rvals]
    else:
        assert mask.shape == (len(rvals), len(rvals))
        poses = [(xpos , -1 * zpos, ypos) for _i, xpos in enumerate(rvals) for _j, ypos in enumerate(rvals) if mask[_j, _i] < 1]
        print(len(poses), 'lp', len(rvals)**2)
    print('1a', time.time() - t)
    t = time.time()
    for p in poses:
        vec = camera_pos + p
        fromObject.node().addSolid(CollisionRay(*vec))
    print('1', time.time() - t)
    t = time.time()

    #and now we turn turn of the collision for the playermodel so it wont collide with the ray or anything.
    player.node().setIntoCollideMask(BitMask32.allOff())
    fromObject.node().setFromCollideMask(BitMask32.bit(1))

    queue = CollisionHandlerQueue()
    collTrav.addCollider(fromObject, queue)
    print('2', time.time() - t)
    t = time.time()

    collTrav.traverse(root)
    print('3', time.time() - t)
    return queue
コード例 #11
0
class heightChecker():
    def __init__(self):
        self.picker         = CollisionTraverser()            
        self.pickerQ        = CollisionHandlerQueue()         
        pickerCollN         = CollisionNode('heightChecker')       
        self.pickerNode     = render.attachNewNode(pickerCollN) 
        pickerCollN.setFromCollideMask(BitMask32.bit(1))         
        pickerCollN.setIntoCollideMask(BitMask32.allOff())         
        self.pickerRay      = CollisionRay(0,0,300,0,0,-1)                
        pickerCollN.addSolid(self.pickerRay)      
        self.picker.addCollider(self.pickerNode, self.pickerQ)
    def getHeight(self,obj,pos):
        res=0
        self.pickerNode.setPos(pos)
        self.picker.traverse(obj)
        if self.pickerQ.getNumEntries() > 0:
            self.pickerQ.sortEntries()
            res=self.pickerQ.getEntry(0).getSurfacePoint(render).getZ()
        return res
コード例 #12
0
class mouseControl(DirectObject):
    def __init__(self):
        self.picker         = CollisionTraverser()            
        self.pickerQ        = CollisionHandlerQueue()         
        pickerCollN         = CollisionNode('mouseRay')       
        pickerCamN          = base.camera.attachNewNode(pickerCollN) 
        pickerCollN.setFromCollideMask(BitMask32.bit(1))         
        pickerCollN.setIntoCollideMask(BitMask32.allOff())         
        self.pickerRay      = CollisionRay()                
        pickerCollN.addSolid(self.pickerRay)      
        self.picker.addCollider(pickerCamN, self.pickerQ) 
        self.accept('mouse1',self.pick)                
    
    def pick(self):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            self.picker.traverse(render)
            for i in xrange(self.pickerQ.getNumEntries()):
                entry=self.pickerQ.getEntry(i)
                player.control('replace_wp', ('goto', Vec3(entry.getSurfacePoint(render))))
コード例 #13
0
class Gui3D:
    def __init__(self, game_data, gfx_manager):
        self.game_data = game_data
        self.gui_traverser = CollisionTraverser()
        self.handler = CollisionHandlerQueue()
        self.selectable_objects = {}
        for cid, model in gfx_manager.character_models.items():
            new_collision_node = CollisionNode('person_' + str(cid))
            new_collision_node.addSolid(
                CollisionTube(0, 0, 0.5, 0, 0, 1.5, 0.5))
            new_collision_nodepath = model.attachNewNode(new_collision_node)
            new_collision_nodepath.setTag("type", "character")
            new_collision_nodepath.setTag("id", str(cid))

        picker_node = CollisionNode('mouseRay')
        picker_np = camera.attachNewNode(picker_node)
        self.picker_ray = CollisionRay()
        picker_node.addSolid(self.picker_ray)
        self.gui_traverser.addCollider(picker_np, self.handler)
        self.floor = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        self.floor_np = render.attachNewNode(CollisionNode('floor'))
        self.floor_np.setTag("type", "ground")
        self.floor_np.node().addSolid(self.floor)

    def mouse_click(self):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            self.picker_ray.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            self.gui_traverser.traverse(render)
            num_entries = self.handler.getNumEntries()
            if num_entries > 0:
                self.handler.sortEntries()
                entry = self.handler.getEntry(0)
                selected = entry.getIntoNodePath()
                selected_type = selected.getTag("type")
                if selected_type == "character":
                    self.game_data.select_character(int(selected.getTag("id")))
                elif selected_type == "ground":
                    self.game_data.click_point(entry.getSurfacePoint(render))
コード例 #14
0
ファイル: gui_3d.py プロジェクト: JDShu/das-leben
class Gui3D:
    def __init__(self, game_data, gfx_manager):
        self.game_data = game_data
        self.gui_traverser = CollisionTraverser()
        self.handler = CollisionHandlerQueue()
        self.selectable_objects = {}
        for cid, model in gfx_manager.character_models.items():
            new_collision_node = CollisionNode('person_' + str(cid))
            new_collision_node.addSolid(CollisionTube(0, 0, 0.5, 0, 0, 1.5, 0.5))
            new_collision_nodepath = model.attachNewNode(new_collision_node)
            new_collision_nodepath.setTag("type","character")
            new_collision_nodepath.setTag("id",str(cid))
                    
        picker_node = CollisionNode('mouseRay')
        picker_np = camera.attachNewNode(picker_node)
        self.picker_ray = CollisionRay()
        picker_node.addSolid(self.picker_ray)
        self.gui_traverser.addCollider(picker_np, self.handler)
        self.floor = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        self.floor_np = render.attachNewNode(CollisionNode('floor'))
        self.floor_np.setTag("type", "ground")
        self.floor_np.node().addSolid(self.floor)
        
    def mouse_click(self):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            self.picker_ray.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            self.gui_traverser.traverse(render)
            num_entries = self.handler.getNumEntries()
            if num_entries > 0:
                self.handler.sortEntries()
                entry = self.handler.getEntry(0)
                selected = entry.getIntoNodePath()
                selected_type = selected.getTag("type")
                if selected_type == "character":
                    self.game_data.select_character(int(selected.getTag("id")))
                elif selected_type == "ground":
                    self.game_data.click_point(entry.getSurfacePoint(render))
コード例 #15
0
ファイル: step9.py プロジェクト: nikemr/PandaProject
collisionHandler.addOutPattern("ray-out-cards")

PICKING_MASK = BitMask32.bit(1)

#** Setting the ray collider
pickerNode = CollisionNode('mouseraycnode')
# another important but obvious difference from step 6 is that this time we parent the ray nodepath in render2d instead render root nodepath, otherwise all the objects we're going to define in 2D won't be seen by the ray.
pickerNP = base.render2d.attachNewNode(pickerNode)
pickerNP.show()
# note that this time we set the ray dimension along the Y axis 2 point long to pierce everything is on the Y=0 position (2D objects are usually placed there)
pickerRay = CollisionRay(0, -1, 0, 0, 1, 0)
pickerNode.addSolid(pickerRay)
pickerNode.setFromCollideMask(PICKING_MASK)
pickerNode.setIntoCollideMask(BitMask32.allOff())
#** put the ray into the traverse cycle
customCtrav.addCollider(pickerNP, collisionHandler)

#** We create here 3 cards (indeed are) each of them tagged to bring with the id numnber we'll use to load the proper card texture later and its status which, in the beginning, is hidden (the back card facing up).
cm = CardMaker('cm')
left, right, bottom, top = 0, 1.4, 0, -2
cm.setFrame(left, right, top, bottom)
# Note we parent the card in aspect2d instead render2d because it will keep the right proportions even with different screen ratios
cardrootNP = aspect2d.attachNewNode('cardroot')
tex = loader.loadTexture('textures/cards/back.png')
for x in range(3):
    card = cardrootNP.attachNewNode(cm.generate())
    card.setPos(x * 2, 0, -1)
    card.setTag('id', str(x + 1))
    card.setTag('status', 'hidden')
    card.setTexture(tex)
    card.setCollideMask(PICKING_MASK)
コード例 #16
0
class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        self.cTrav = CollisionTraverser()
        self.cHandler = CollisionHandlerEvent()

        self.gameMode = "Exploring"

        self.countNpc = 0
        self.npcName = []
        self.npcX = []
        self.npcY = []

        self.talkies = False

        self.txtConvo = OnscreenText("",
                                     style=1,
                                     align=TextNode.ALeft,
                                     fg=(1, 1, 1, 1),
                                     pos=(-1.1, -0.6, 0),
                                     scale=0.1)
        self.txtConvoOp1 = OnscreenText("",
                                        style=1,
                                        align=TextNode.ALeft,
                                        fg=(1, 1, 1, 1),
                                        pos=(-1.1, -0.65, 0),
                                        scale=0.1)
        self.txtConvoOp2 = OnscreenText("",
                                        style=1,
                                        align=TextNode.ALeft,
                                        fg=(1, 1, 1, 1),
                                        pos=(-1.1, -0.7, 0),
                                        scale=0.1)
        self.txtConvoOp3 = OnscreenText("",
                                        style=1,
                                        align=TextNode.ALeft,
                                        fg=(1, 1, 1, 1),
                                        pos=(-1.1, -0.75, 0),
                                        scale=0.1)
        self.convoLineSelected = 0

        self.keyboardSetup()

        self.cameraDistance = -50
        self.camHeight = 25

        self.camXAngle = 180
        self.camYAngle = -15
        self.camZAngle = 0

        self.corrAngle = math.pi / 2

        self.createPlayer()
        self.terrainSize = 20
        self.drawTerrain()
        self.placeModels()

        self.collides()

        #cTrav.showCollisions(render)

        self.taskMgr.add(self.spinCameraTask, "SpinCameraTask")
        self.taskMgr.add(self.step, "GameStep")

        self.drawUI()

    def createPlayer(self):
        self.player = self.loader.loadModel(
            "models/man.x")  #,{"walk": "models/panda-walk4"}
        self.playerNode = render.attachNewNode("PlayerNode")
        self.playerNode.setScale(1, 1, 1)

        self.playerCollider = self.playerNode.attachNewNode(
            CollisionNode("playerCollider"))
        self.playerCollider.node().addSolid(CollisionSphere(0, 0, 0, 5))
        self.player.reparentTo(self.playerNode)

        self.cTrav.addCollider(self.playerCollider, self.cHandler)
        #self.playerCollider.show()

        self.playerY = 50
        self.playerX = 50
        self.playerZ = 0

        self.playerDir = 0.0
        self.playerMove = 0.0
        self.playerTurn = 0.0
        self.playerJumpHeight = 2
        self.playerJumpDist = 0
        self.playerJumpGrav = 0.2
        self.playerJump = 0

        self.playerSpeed = 6
        self.playerTurnSpeed = 1
        self.playerNode.setH(self.playerDir)

    def step(self, task):
        if self.gameMode == "Exploring":
            if (self.playerMove != 0):
                self.movePlayer(task)
            if (self.playerTurn != 0):
                self.turnPlayer(task)
            if (self.playerJumpDist > 0):
                self.playerJumpDist += self.playerJump
                self.playerJump -= self.playerJumpGrav
            if (self.playerJumpDist <= 1):
                self.playerJumpDist = 0

        self.drawPlayer()

        task.delayTime = 0.01
        return Task.again

    def spinCameraTask(self, task):
        if (self.playerMove == 0 and self.gameMode == "Exploring"):
            self.updateCamera()

        if (self.gameMode == "Conversation"):
            self.playerAngle = self.playerNode.getH() * math.pi / 180
            self.camX = self.playerX + self.cameraDistance * math.cos(
                self.corrAngle - self.playerAngle)
            self.camY = self.playerY + self.cameraDistance * -math.sin(
                self.corrAngle - self.playerAngle)
            self.camZ = self.getObjectZ(self.playerX,
                                        self.playerY) + self.camHeight

            self.camera.setPos(self.playerX, self.playerY, self.playerZ + 10)
            self.camera.lookAt(self.talkiesNpc.getX(), self.talkiesNpc.getY(),
                               self.talkiesNpc.getZ() + 10)

        return Task.cont

    def updateCamera(self):
        self.playerAngle = self.playerNode.getH() * math.pi / 180
        self.camX = self.playerX + self.cameraDistance * math.cos(
            self.corrAngle - self.playerAngle)
        self.camY = self.playerY + self.cameraDistance * -math.sin(
            self.corrAngle - self.playerAngle)
        self.camZ = self.getObjectZ(self.playerX,
                                    self.playerY) + self.camHeight

        self.camera.setPos(self.camX, self.camY, self.camZ)
        self.camera.setHpr(self.playerDir + self.camXAngle, self.camYAngle,
                           self.camZAngle)

    def drawUI(self):
        self.imgInv = dict()
        for box in range(0, 5):
            self.imgInv[box] = OnscreenImage(image="textures/inventoryBox.png",
                                             pos=((box * 0.22) - 1, 0, -0.9),
                                             scale=(0.1, 0.1, 0.1))
            self.imgInv[box].setTransparency(TransparencyAttrib.MAlpha)

    def getObjectZ(self, x, y):
        if ((x > 0) and (x < 257) and (y > 0) and (y < 257)):
            return (self.terrain.getElevation(x, y) * self.terrainSize)
        else:
            return 0

    def placeModels(self):
        cubeCount = 12
        cubeXInc = 24

        cubeGen = 0
        cubeGenX = 0
        cubeGenY = -50

        cubeGenScale = 10
        cubeGenRot = 90

        while (cubeGen < cubeCount):
            cube = self.loader.loadModel("models/house2.x")
            cube.reparentTo(self.render)
            cube.setScale(cubeGenScale, cubeGenScale * 2, cubeGenScale)
            cube.setPos(0 + cubeXInc * cubeGen, cubeGenY, 0)

            cubeGen += 1

        cubeGen = 0
        while (cubeGen < cubeCount):
            cubeGen += 1

        self.placeNPC("Sally Susan", -50, -50)
        self.placeNPC("Gerald Fanturbett", -80, -40)
        self.placeNPC("Pillynostrum MacSternum", -20, -100)

    def placeNPC(self, name, x, y):
        npcScale = 1
        npcTexture = loader.loadTexture("textures/texRock2.png")

        self.npc = self.loader.loadModel("models/man.x")
        self.npcNode = render.attachNewNode("NpcNode")
        self.npc.reparentTo(self.npcNode)
        self.npcName += [name]
        self.npc.setName(name)
        self.npc.setScale(1, 1, 1)
        self.npc.setPos(x, y, 0)
        self.npcX += [x]
        self.npcY += [y]

        self.npc.setTexture(npcTexture)

        self.npcCollider = self.npc.attachNewNode(CollisionNode("npcCollider"))
        self.npcCollider.node().addSolid(CollisionSphere(0, 0, 0, 5))

        self.countNpc += 1
        #self.npcCollider.show()

    def conversationWithNPC(self):
        if self.talkies == True and self.gameMode != "Conversation":
            self.txtConvo.setText("HEY! LETS TALK!")
            self.txtConvoOp1.setText("")
            self.txtConvoOp2.setText("")
            self.txtConvoOp3.setText("")
            self.gameMode = "Conversation"
        elif self.gameMode == "Conversation":
            self.gameMode = "Exploring"

    def drawTerrain(self):
        self.terrain = GeoMipTerrain("terrain")
        self.terrain.setHeightfield(Filename("textures/heights.png"))
        self.terrain.setColorMap("textures/heightColour.png")

        self.terrain.setBlockSize(64)
        self.terrain.setFactor(0)
        self.terrain.setNear(40)
        self.terrain.setFar(120)
        self.terrain.setMinLevel(1)
        self.terrain.setBruteforce(True)
        self.terrain.generate()
        self.terrain.setAutoFlatten(self.terrain.AFMLight)
        self.terrain.setFocalPoint(
            Point3(self.playerX, self.playerY, self.playerZ))

        self.root = self.terrain.getRoot()
        self.root.reparentTo(render)
        self.root.setSz(self.terrainSize)

    def jumpPlayer(self):
        if (self.playerJumpDist == 0):
            self.playerJump = self.playerJumpHeight
            self.playerJumpDist += self.playerJump

    def movePlayer(self, task):
        self.dx = self.playerMove * math.cos(self.corrAngle - self.playerAngle)
        self.dy = self.playerMove * -math.sin(self.corrAngle -
                                              self.playerAngle)

        move = True

        for i in range(self.countNpc):
            xi = self.playerX + self.dx / 10
            xii = self.npcX[i]
            yi = self.playerY + self.dy / 10
            yii = self.npcY[i]
            sq1 = (xi - xii) * (xi - xii)
            sq2 = (yi - yii) * (yi - yii)
            distance = math.sqrt(sq1 + sq2)
            if distance < 5:
                move = False

        if move == True:
            self.playerX += self.dx / 10
            self.playerY += self.dy / 10
        self.playerZ = self.getObjectZ(self.playerX, self.playerY)
        self.playerNode.setPos(self.playerX, self.playerY,
                               self.playerZ + self.playerJumpDist)

        self.updateCamera()

        self.terrain.setFocalPoint(
            Point3(self.playerX, self.playerY, self.playerZ))
        self.terrain.update()

    def drawPlayer(self):
        self.playerNode.setPos(self.playerX, self.playerY,
                               self.playerZ + self.playerJumpDist)

    def turnPlayer(self, task):
        self.playerDir += self.playerTurn
        self.playerNode.setH(self.playerDir)

    def keyboardSetup(self):
        self.accept("w", self.keyW)
        self.accept("w-up", self.resetMove)
        self.accept("s", self.keyS)
        self.accept("s-up", self.resetMove)
        self.accept("a", self.keyA)
        self.accept("enter", self.conversationWithNPC)
        self.accept("a-up", self.resetDir)
        self.accept("d", self.keyD)
        self.accept("d-up", self.resetDir)
        self.accept("space", self.jumpPlayer)

    def collideEventIn(self, entry):
        np_into = entry.getIntoNodePath()
        self.txtConvo.setText("<Press Enter to talk to %s>" %
                              np_into.getParent().getName())
        np_into.getParent().setHpr(self.playerDir - 180, 0, 0)
        self.talkies = True
        self.talkiesNpc = np_into.getParent()

    def collideEventOut(self, entry):
        self.txtConvo.setText("")
        self.talkies = False
        self.gameMode = "Exploring"

    def collides(self):

        self.cHandler.addInPattern('%fn-into-%in')
        self.cHandler.addOutPattern('%fn-out-%in')

        DO = DirectObject()

        DO.accept("playerCollider-into-npcCollider", self.collideEventIn)
        DO.accept("playerCollider-out-npcCollider", self.collideEventOut)

    def keyW(self):
        self.playerMove = self.playerSpeed

    def resetMove(self):
        self.playerMove = 0

    def resetDir(self):
        self.playerTurn = 0

    def keyS(self):
        self.playerMove = -self.playerSpeed

    def keyA(self):
        self.playerTurn = self.playerTurnSpeed

    def keyD(self):
        self.playerTurn = -self.playerTurnSpeed
コード例 #17
0
ファイル: fpsTest.py プロジェクト: croza/RR2
class thirdPerson(DirectObject):
    def __init__(self, parserClass, mainClass, mapLoaderClass, modelLoaderClass):
        self.switchState = False

        # self.t = Timer()

        self.keyMap = {"left": 0, "right": 0, "forward": 0, "backward": 0}
        self.ralph = Actor(
            "data/models/units/ralph/ralph",
            {"run": "data/models/units/ralph/ralph-run", "walk": "data/models/units/ralph/ralph-walk"},
        )
        self.ralph.reparentTo(render)
        # 		self.ralph.setPos(42, 30, 0)
        self.ralph.setPos(6, 10, 0)
        self.ralph.setScale(0.1)

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("arrow_down", self.setKey, ["backward", 1])
        self.accept("arrow_down-up", self.setKey, ["backward", 0])

        self.isMoving = False

        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.ralphGroundCol.show()

        base.cam.reparentTo(self.ralph)
        base.cam.setPos(0, 9, 7)
        self.floater2 = NodePath(PandaNode("floater2"))
        self.floater2.reparentTo(self.ralph)
        self.floater2.setZ(self.floater2.getZ() + 6)
        base.cam.lookAt(self.floater2)

        # 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)

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

        taskMgr.add(self.move, "movingTask", extraArgs=[mainClass, parserClass, mapLoaderClass, modelLoaderClass])

        # Records the state of the arrow keys

    def setKey(self, key, value):
        self.keyMap[key] = value

    def move(self, mainClass, parserClass, mapLoaderClass, modelLoaderClass):
        # Get the time elapsed since last frame. We need this
        # for framerate-independent movement.
        elapsed = globalClock.getDt()

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if self.keyMap["left"] != 0:
            self.ralph.setH(self.ralph.getH() + elapsed * 300)
        if self.keyMap["right"] != 0:
            self.ralph.setH(self.ralph.getH() - elapsed * 300)
        if self.keyMap["forward"] != 0:
            self.ralph.setY(self.ralph, -(elapsed * 50))  # 25))
        if self.keyMap["backward"] != 0:
            self.ralph.setY(self.ralph, +(elapsed * 20))

        if (self.keyMap["forward"] != 0) or (self.keyMap["left"] != 0) or (self.keyMap["right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True

        elif self.keyMap["backward"] != 0:
            if self.isMoving is False:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

                # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ()))

        if (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:4] == "tile"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())

        elif (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:5] == "solid"):
            self.ralph.setPos(startpos)
            x = int(
                entries[0]
                .getIntoNode()
                .getName()[len(entries[0].getIntoNode().getName()) - 6 : len(entries[0].getIntoNode().getName()) - 4]
            )
            y = int(entries[0].getIntoNode().getName()[len(entries[0].getIntoNode().getName()) - 2 :])
            if mapLoaderClass.tileArray[y][x].drillTime != None:
                mainClass.changeTile(mapLoaderClass.tileArray[y][x], 0, parserClass, modelLoaderClass, mapLoaderClass)
        else:
            self.ralph.setPos(startpos)

        self.ralph.setP(0)
        return Task.cont
コード例 #18
0
ファイル: mazeAnimation.py プロジェクト: PlumpMath/aMAZEing
class World(DirectObject):
    #class World, extends DirectObject, builds the world to play the game

###################### INITIALIZATIONS #########################################
    def __init__(self):

        mySplashScreen = SplashScreen()
        mySplashScreen.loading()
        mySplashScreen.introduction()
        self.promptMode()

        self.turnWallNotification()

        ##### Creating Scene #####
        self.createBackground()
        self.loadWallModel()
        self.loadBallModel()
        self.setCamera()
        self.createLighting()

        ##### Create Controls #####
        self.createKeyControls()
        self.keyMap = {"left":0, "right":0, "forward":0, "backward":0, "drop":0}

        ##### Task Manager #####
        timer = 0.2
        taskMgr.doMethodLater(timer, self.traverseTask, "tsk_traverse")
            #scans for collisions every 0.2 seconds
        taskMgr.add(self.move,"moveTask")
            #constant smooth movement

        ##### Collisions #####
        self.createBallColliderModel()
        self.disableForwardMovement = False
        self.disableBackwardMovement = False
        self.disableLeftMovement = False
        self.disableRightMovement = False

        ##### Game state variables #####
        self.isMoving = False
        self.isDropping = False 
        self.camAngle = math.pi/2
        self.direction = "W" #constant; does not change with relativity
        self.drop = False

        self.levelHeight = 2.1
        self.level = 0
        self.maxLevel = 6
        self.currentHeight = 13.302
        self.cameraHeight = 0.2
        self.mode = None
        self.timer = ""

        ##### Views #####
        self.xray_mode = False
        self.collision_mode = False
        self.wireframe = False

        ##### On-Screen Text #####
        self.title = addTitle("aMAZEing")
        self.instructions = OnscreenText(text="[ i ]: Toggle Instructions", 
                style=1, fg=(0, 0, 0, 1), pos=(1.3, 0.95), 
                align=TextNode.ARight, scale=0.05)
        self.instr = []
        self.messages = []
        self.levelText = OnscreenText(text= "Level = " + str(self.level), 
                style=1, fg=(0, 0, 0, 1), pos=(-1.3, -0.95), 
                align=TextNode.ALeft, scale=0.07)
        self.directionText = OnscreenText(text="Direction = " + self.direction,
                style=1, fg=(0, 0, 0, 1), pos=(-1.3, -0.85),
                align=TextNode.ALeft, scale=0.07)

        self.timerText = OnscreenText(text= self.timer, 
                style=1, fg=(1, 1, 1, 1), pos=(1.3, 0.85), 
                align=TextNode.ARight, scale=0.07)
    
    def setKey(self, key, value):
        #records the state of the arrow keys
        self.keyMap[key] = value

    ###################### Onscreen Text #######################################

    def postInstructions(self):
        #posts the instructions onto the screen

        inst1 = addInstructions(0.95, "[ESC]: Quit")
        self.instr.append(inst1)
        inst2 = addInstructions(0.90,  "[Left Arrow]: Turn Left")
        self.instr.append(inst2)
                               
        inst3 = addInstructions(0.85, "[Right Arrow]: Turn Right")
        self.instr.append(inst3)
                                
        inst4 = addInstructions(0.80, "[Up Arrow]: Move Ball Forward")
        self.instr.append(inst4)
                                
        inst5 = addInstructions(0.75,  "[Down Arrow]: Move Ball Backwards")
        self.instr.append(inst5)
                               
        inst6 = addInstructions(0.70,
                            "[Space]: Drop Levels (if level drop is availale)")
        self.instr.append(inst6)
                               
        inst7 = addInstructions(0.60,  "[x]: Toggle XRay Mode")
        self.instr.append(inst7)
                               
        inst8 = addInstructions(0.55, "[c]: Toggle Collision Mode")
        self.instr.append(inst8)
                                
        inst9 = addInstructions(0.50, "[z]: Toggle Wireframe")
        self.instr.append(inst9)

        inst10 = OnscreenText(text='''Hello!
        Welcome to aMAZEing!
        You are this sphere,
        and your goal is to find the exit of the maze! Each level
        of the maze has a hole you can drop through, to move on to the
        next level. This maze has six levels and each maze is a 12x12.
        If you chose timer mode, you have 5 minutes to finish the maze,
        or else you lose.
        Good luck! You're aMAZEing :)''', style = 1, 
                fg=(0, 0, 0, 1), pos=(0, -.1), align=TextNode.ACenter, scale=0.07)
        self.instr.append(inst10)

    def deleteInstructions(self):
        #deletes onscreen instructions
        for instr in self.instr:
            instr.destroy()

    def addNotification(self, txt):
        #adds a notification to the screen
        y = 0.9
        tex = OnscreenText(text=txt, style=1, fg= (0, 0, 0, 1), pos=(0, y))
        self.messages.append(tex)

    def deleteNotifications(self):
        #deletes all on-screen notifications
        for msg in self.messages:
            msg.destroy()

    def updateLevelText(self):
        #updates the level text
        self.levelText.destroy()

        levelTextPos = (-1.3, -0.95)
        levelScale = 0.07

        self.levelText = OnscreenText(text= "Level = " + str(self.level), 
                style=1, fg=(0, 0, 0, 1), pos=levelTextPos, 
                align=TextNode.ALeft, scale=levelScale)

    def updateDirectionText(self):
        #updates the direction text on the screen
        self.directionText.destroy()

        directionTextPos = (-1.3, -0.85)
        directionScale = 0.07

        self.directionText = OnscreenText(text="Direction = " + self.direction,
                style=1, fg=(0, 0, 0, 1), pos=directionTextPos,
                align=TextNode.ALeft, scale=directionScale)

    def updateTimerText(self):
        #updates timer on screen
        self.timerText.destroy()

        timerTextPos = (1.3, 0.85)
        timerScale = 0.07

        if self.mode == "timer":
            self.timerText = OnscreenText(text= self.timer, 
                style=1, fg=(1, 1, 1, 1), pos=timerTextPos, 
                align=TextNode.ARight, scale=timerScale)

    def turnWallNotification(self):
        #give a notification sequence at the beginning
        notificationSeq = Sequence()
        notificationSeq.append(Func(addNotification,"""
        If you just see a blank color,
        it means you are facing a wall :)"""))
        notificationSeq.append(Wait(8))
        notificationSeq.append(Func(deleteNotifications))
        notificationSeq.start()

    def promptMode(self):
        #prompts for the mode
        modeScreen = SplashScreen()
        modeScreen.mode()

    def setMode(self, mode):
        #sets the mode of the game
        self.mode = mode
        
        if self.mode == "timer":
            self.setTimer()

    ###################### Initialization Helper Functions #####################

    def createBackground(self):
        #black feautureless space
        base.win.setClearColor(Vec4(0,0,0,1))

    def loadWallModel(self):
        #loads the wall model (the maze) 
        wallScale = 0.3
        wallModelName = self.randomWallModel()
            #randomly select a maze

        self.wallModel = loader.loadModel(wallModelName)
        self.wallModel.setScale(wallScale)
        self.wallModel.setPos(0, 0, 0)
        self.wallModel.setCollideMask(BitMask32.allOff())
        self.wallModel.reparentTo(render)

        ### Setting Texture ###
        texScale = 0.08
        self.wallModel.setTexGen(TextureStage.getDefault(),
                                   TexGenAttrib.MWorldNormal)
        self.wallModel.setTexProjector(TextureStage.getDefault(),
                                         render, self.wallModel)
        self.wallModel.setTexScale(TextureStage.getDefault(), texScale)
        tex = loader.load3DTexture('/Users/jianwei/Documents/School/Freshman/Semester1/15-112/TERMPROJECT/Project/wallTex/wallTex_#.png')
        self.wallModel.setTexture(tex)

        #creating visual geometry collision
        self.wallModel.setCollideMask(BitMask32.bit(0))

    def randomWallModel(self):
        #generates a random wall in the library of mazes that were 
        #randomly generated by the Blender script "mazeGenerator"
        #and exported to this computer
        numMazes = 10

        name = str(random.randint(0, numMazes))
            #randomly selects a number saved in the computer

        path = "/Users/jianwei/Documents/School/Freshman/Semester1/15-112/TERMPROJECT/Project/mazeModels/maze"

        path += name 

        return path
        
    def loadBallModel(self):
        #loads the character, a ball model

        #ballModelStartPos = (-8, -8, 0.701) #THIS IS THE END
        ballModelStartPos = (8, 8, 13.301) #level 0 
        ballScale = 0.01
        self.ballModel = loader.loadModel("/Users/jianwei/Documents/School/Freshman/Semester1/15-112/TERMPROJECT/Project/ball")
        self.ballModel.reparentTo(render)
        self.ballModel.setScale(ballScale)
        self.ballModel.setPos(ballModelStartPos)


        ### Setting ball texture ###
        texScale = 0.08
        self.ballModel.setTexGen(TextureStage.getDefault(),
                                   TexGenAttrib.MWorldPosition)
        self.ballModel.setTexProjector(TextureStage.getDefault(), 
                                         render, self.ballModel)
        self.ballModel.setTexScale(TextureStage.getDefault(), texScale)
        tex = loader.load3DTexture('/Users/jianwei/Documents/School/Freshman/Semester1/15-112/TERMPROJECT/Project/ballTex/ballTex_#.png')
        self.ballModel.setTexture(tex)

    def setCamera(self):
        #sets up the initial camera location
        #camera will follow the sphere 
        followLength = 2
        camHeight = 0.2

        base.disableMouse()
        base.camera.setPos(self.ballModel.getX(),
                                self.ballModel.getY() - followLength,
                                self.ballModel.getZ() + camHeight)
        base.camLens.setNear(0.4)

        #creates a floater object - will look at the floater object 
        #above the sphere, so you can get a better view
        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

    def createKeyControls(self):
        #creates the controllers for the keys
        #event handler
        #describes what each key does when pressed and unpressed

        self.accept("escape", sys.exit)

        self.accept("arrow_left", self.turnLeft)
        self.accept("arrow_right", self.turnRight)
        self.accept("arrow_up", self.setKey, ["forward",1])
        self.accept("arrow_down", self.setKey, ["backward",1])
        self.accept("space", self.nowDropping)

        #unpressed event handlers
        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("arrow_down-up", self.setKey, ["backward",0])
        self.accept("space_up", self.setKey, ["drop", 0])

        #views
        self.accept('x', self.toggle_xray_mode)
        self.accept('c', self.toggle_collision_mode)
        self.accept('z', self.toggle_wireframe)

        #information
        self.accept('i', self.postInstructions)
        self.accept('i-up', self.deleteInstructions)

        #restart
        self.accept('r', self.restart)

        #modes
        self.accept("t", self.setMode, ["timer"])
        self.accept("m", self.setMode, ["marathon"])

    def createBallColliderModel(self):
        #creates the collider sphere around the ball
        cSphereRad = 9.9
        self.cTrav = CollisionTraverser() #moves over all possible collisions

        self.ballModelSphere = CollisionSphere(0, 0, 0, cSphereRad)
            #collision mesh around ball is a simple sphere
        self.ballModelCol = CollisionNode('ballModelSphere')
        self.ballModelCol.addSolid(self.ballModelSphere)
        self.ballModelCol.setFromCollideMask(BitMask32.bit(0))
        self.ballModelCol.setIntoCollideMask(BitMask32.allOff())
        self.ballModelColNp = self.ballModel.attachNewNode(self.ballModelCol)
        self.ballModelGroundHandler = CollisionHandlerQueue()
            #collision handler queue stores all collision points
        self.cTrav.addCollider(self.ballModelColNp, self.ballModelGroundHandler)

    def createLighting(self):
        #creates lighting for the scene
        aLightVal = 0.3
        dLightVal1 = -5
        dLightVal2 = 5

        #set up the ambient light
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1))
        ambientLight1 = AmbientLight("ambientLight1")
        ambientLight1.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1))
        ambientLight2 = AmbientLight("ambientLight2")
        ambientLight2.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1))

        #sets a directional light
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(dLightVal1, dLightVal1, dLightVal1))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(0, 0, 0, 1))

        #sets a directional light
        directionalLight1 = DirectionalLight("directionalLight2")
        directionalLight1.setDirection(Vec3(dLightVal2, dLightVal1, dLightVal1))
        directionalLight1.setColor(Vec4(1, 1, 1, 1))
        directionalLight1.setSpecularColor(Vec4(1, 1, 1, 1))


        #attaches lights to scene
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(ambientLight1))
        render.setLight(render.attachNewNode(ambientLight1))
        render.setLight(render.attachNewNode(directionalLight))
        render.setLight(render.attachNewNode(directionalLight1))

###################### COLLISION DETECTION #####################################

    def traverseTask(self, task=None):
        # handles collisions with collision handers and a 
        # collision queue
        # essentially checks region of potential collision for collisions
        # and stops the ball if a collision is triggered
        # called by task manager
        self.ballModelGroundHandler.sortEntries()
        for i in range(self.ballModelGroundHandler.getNumEntries()):
            entry = self.ballModelGroundHandler.getEntry(i)

            if self.drop == True:
                #we cant drop in this situation
                self.ballModel.setZ(self.currentHeight)

                dropFailWait = 4
                dropFailSeq = Sequence()
                dropFailSeq.append(Func(addNotification,"Whoops! You can't drop here!"))
                dropFailSeq.append(Wait(dropFailWait))
                dropFailSeq.append(Func(deleteNotifications))
                dropFailSeq.start()

                self.drop = False

            elif self.direction == "N":
                self.northDisableMovements()

            elif self.direction == "S":
                self.southDisableMovements()

            elif self.direction == "E":
                self.eastDisableMovements()

            elif self.direction == "W":
                self.westDisableMovements()

            if task: return task.cont #exit task

        # If there are no collisions
        
        if task: return task.cont

    def northDisableMovements(self):
        #disables movements when direction is north
        if self.keyMap["forward"] != 0: #if the ball was moving foward
            self.disableForwardMovement = True #disable forward movement
        if self.keyMap["backward"] != 0:
            self.disableBackwardMovement = True

    def southDisableMovements(self):
        #disables movements when direction is south
        if self.keyMap["forward"] != 0: 
            self.disableBackwardMovement = True 
        if self.keyMap["backward"] != 0:
            self.disableForwardMovement = True

    def eastDisableMovements(self):
        #disables movements when direction is east
        if self.keyMap["forward"] != 0: 
            self.disableRightMovement = True 
        if self.keyMap["backward"] != 0:
            self.disableLeftMovement = True

    def westDisableMovements(self):
        #disables movements when direction is west
        if self.keyMap["forward"] != 0: 
            self.disableLeftMovement = True 
        if self.keyMap["backward"] != 0:
            self.disableRightMovement = True

    def checkCollisions(self):
        #checks for collisions
        self.cTrav.traverse(render)

    def enableAllWalls(self):
        #enables all walls by disabling all the disable wall functions
        self.disableLeftMovement = False
        self.disableRightMovement = False 
        self.disableForwardMovement = False
        self.disableBackwardMovement = False

    def inCollision(self):
        #return true if we are in a collision right now, false otherwise
        if (self.disableForwardMovement == True
            or self.disableBackwardMovement == True 
            or self.disableRightMovement == True 
            or self.disableLeftMovement):
            return True
        return False

    def checkForWin(self):
        #checks for a win, toggles win splash sceen if we win
        yLoc = self.ballModel.getY()
        exitBound = -9.1

        if yLoc < exitBound: 
            winScreen = SplashScreen()
            winScreen.win()

        if self.mode == "timer":
            self.checkForTimerLoss()

    def checkForTimerLoss(self):
        #checks to see the time, will lose if past 5 minutes
        
        if self.timer == "0:05:00":
            loseScreen = SplashScreen()
            loseScreen.lose()

###################### MOVEMENTS ###############################################

    def move(self, task):
        # Accepts arrow keys to move the player front and back
        # Also deals with grid checking and collision detection

        step = 0.03

        #movement animation
        self.movementAnimation(step)
        #rotation animation
        self.rotationAnimation()

        base.camera.setX(self.ballModel.getX() + math.sin(self.camAngle))
        base.camera.setY(self.ballModel.getY() + math.cos(self.camAngle))

        self.resetCamDist()
        self.checkCollisions()
        self.lookAtFloater()

        self.checkForWin()

        return task.cont

    def resetCamDist(self):
        #resets the camera distance to a specific distance
        #keeps distance relatively constant
        camFarDist = 0.75
        camCloseDist = 0.7

        camvec = self.ballModel.getPos() - base.camera.getPos()
            #vector between ball and camera
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()

        if (camdist > camFarDist):
            base.camera.setPos(base.camera.getPos() + 
                                    camvec*(camdist-camFarDist))
            camdist = camFarDist

        if (camdist < camCloseDist):
            base.camera.setPos(base.camera.getPos() -
                                    camvec*(camCloseDist-camdist))
            camdist = camCloseDist

        base.camera.lookAt(self.ballModel)

    def lookAtFloater(self):
        #looks at the floater above the sphere
        floaterHeight = 0.23
        self.floater.setPos(self.ballModel.getPos())
        self.floater.setZ(self.ballModel.getZ() + floaterHeight)
        base.camera.lookAt(self.floater)

    ####################### Movement Animation #################################

    def ballIsMoving(self):
        #notes if the ball is moving or not with self.isMoving variable
        if (self.keyMap["forward"]!=0) or (self.keyMap["backward"]!=0):
            if self.isMoving == False:
                self.isMoving = True

        elif self.keyMap["forward"] == 0 and self.keyMap["backward"] == 0:
            self.isMoving = False

    def movementAnimation(self, step):
        #describes the movement animation
        if self.drop == True:
            self.dropMovementAnimation(step)
        elif self.direction == "N":
            self.northMovementAnimation(step)

        elif self.direction == "S":
            self.southMovementAnimation(step)

        elif self.direction == "E":
            self.eastMovementAnimation(step)

        elif self.direction == "W":
            self.westMovementAnimation(step)

    def northMovementAnimation(self, step):
        #describes animation when direction is north
        if (self.keyMap["forward"]!=0):
            #if you are pressing forward
            if self.disableForwardMovement == False:
                #if you are just moving through space...
                self.ballModel.setY(self.ballModel.getY() + step)
            if self.disableBackwardMovement == True:
                #if you had moved backwards into a wall
                #and you want to move forward again
                self.ballModel.setY(self.ballModel.getY() + step)
                self.disableBackwardMovement = False
                

        if (self.keyMap["backward"]!=0):
            #if you are pressing backwards
            if self.disableBackwardMovement == False:
                #if you are just moving backwards through space...
                self.ballModel.setY(self.ballModel.getY() - step)
            if self.disableForwardMovement == True:
                #if you had moved forward into a wall
                #and want to back away from the wall
                self.ballModel.setY(self.ballModel.getY() - step)
                self.disableForwardMovement = False        

    def southMovementAnimation(self, step):
        #describes animation when direction is north
        #same relative set of animations to northMovementAnimation
        #but opposite
        if (self.keyMap["forward"]!=0):
            if self.disableBackwardMovement == False:
                self.ballModel.setY(self.ballModel.getY() - step)
            if self.disableForwardMovement == True:
                self.ballModel.setY(self.ballModel.getY() - step)
                self.disableForwardMovement = False

        if (self.keyMap["backward"]!=0):
            if self.disableForwardMovement == False:
                self.ballModel.setY(self.ballModel.getY() + step)
            if self.disableBackwardMovement == True:
                self.ballModel.setY(self.ballModel.getY() + step)
                self.disableBackwardMovement = False        

    def eastMovementAnimation(self, step):
        #describes animation when direction is east
        #same relative as north and south movement animations
        #but relative to the x axis
        #and disabling/enabling right and left movement at collisions
        if (self.keyMap["forward"]!=0):
            if self.disableRightMovement == False:
                self.ballModel.setX(self.ballModel.getX() + step)
            if self.disableLeftMovement == True:
                self.ballModel.setX(self.ballModel.getX() + step)
                self.disableLeftMovement = False

        if (self.keyMap["backward"]!=0):
            if self.disableLeftMovement == False:
                self.ballModel.setX(self.ballModel.getX() - step)
            if self.disableRightMovement == True:
                self.ballModel.setX(self.ballModel.getX() - step)
                self.disableRightMovement = False

    def westMovementAnimation(self, step):
        #describes animation when direction is west
        #relatively same animations as the east movement animations
        #exact opposite
        if (self.keyMap["forward"]!=0):
            if self.disableLeftMovement == False:
                self.ballModel.setX(self.ballModel.getX() - step)
            if self.disableRightMovement == True:
                self.ballModel.setX(self.ballModel.getX() - step)
                self.disableRightMovement = False

        if (self.keyMap["backward"]!=0):
            if self.disableRightMovement == False:
                self.ballModel.setX(self.ballModel.getX() + step)
            if self.disableLeftMovement == True:
                self.ballModel.setX(self.ballModel.getX() + step)
                self.disableLeftMovement = False

    def turnRight(self):
        #turns right in the animation

        #uses an interval to slowly rotate camera around
        initial = self.camAngle
        final = self.camAngle + math.pi/2

        #turn animation
        turnTime = 0.2
        turnRightSeq = Sequence()
        turnRightSeq.append(LerpFunc(self.changeCamAngle, turnTime, initial,
                                                         final, 'easeInOut'))
        turnRightSeq.start()

        self.setKey("right", 1) #notes that the right key is pressed

        #changes the direction right, based on current direction
        if self.direction == "N":
            self.direction = "E"
        elif self.direction == "E":
            self.direction = "S"
        elif self.direction == "S":
            self.direction = "W"
        else:
            self.direction = "N"

        #when you turn, all the collision disablements should be True
        #just checking
        #self.enableAllWalls()

        #update the label
        self.updateDirectionText()

    def turnLeft(self):
        #turns left

        initial = self.camAngle
        final = self.camAngle - math.pi/2

        #turn animation
        turnTime = 0.2
        turnRightSeq = Sequence()
        turnRightSeq.append(LerpFunc(self.changeCamAngle, turnTime, initial,
                                                         final, 'easeInOut'))
        turnRightSeq.start()


        self.setKey("left", 1) #notes that left key is pressed

        #changes the direction left, based on current direction
        if self.direction == "N":
            self.direction = "W"
        elif self.direction == "W":
            self.direction = "S"
        elif self.direction == "S":
            self.direction = "E"
        else:
            self.direction = "N"

        #when you turn, all the collision disablements should be True
        #just checking
        #self.enableAllWalls()

        #update the label
        self.updateDirectionText()

    def changeCamAngle(self, angle):
        #changes the camAngle to angle
        self.camAngle = angle

    def dropMovementAnimation(self, step):
        #describes movement when drop is hit

        a = 0.1

        if self.keyMap["drop"] != 0:
            if self.ballModel.getZ() > self.currentHeight - self.levelHeight+ a:
                self.ballModel.setZ(self.ballModel.getZ() - step)
            else:
                self.currentHeight -= self.levelHeight
                self.level += 1
                self.updateLevelText()
                self.drop = False
                base.camera.setZ(self.ballModel.getZ() + self.cameraHeight)

    def nowDropping(self):
        #toggles isDropping boolean
        self.drop = True
        self.setKey("drop", 1)
        
    ################## Ball Rotation Animation #################################

    def rotationAnimation(self):
        #describes the rotation movement of sphere
        self.ballIsMoving()
        speed=300
        inCollision = self.inCollision()

        if self.isMoving and not inCollision:
            if self.direction == "N":
                self.northRotationAnimation(speed)
            if self.direction == "S":
                self.southRotationAnimation(speed)
            if self.direction == "E":
                self.eastRotationAnimation(speed)
            if self.direction == "W":
                self.westRotationAnimation(speed)

    def northRotationAnimation(self, speed):
        #describes the rotation animation if direction is north
        if self.keyMap["forward"] != 0:
            self.ballModel.setP(self.ballModel.getP()-speed*globalClock.getDt())
        elif self.keyMap["backward"] != 0:
            self.ballModel.setP(self.ballModel.getP()+speed*globalClock.getDt())

    def southRotationAnimation(self, speed):
        #describes the rotaiton animation if the direction is south
        if self.keyMap["backward"] != 0:
            self.ballModel.setP(self.ballModel.getP()-speed*globalClock.getDt())
        elif self.keyMap["forward"] != 0:
            self.ballModel.setP(self.ballModel.getP()+speed*globalClock.getDt())

    def eastRotationAnimation(self, speed):
        #describes the rotation animation if the direction is east
        if self.keyMap["backward"] != 0:
            self.ballModel.setR(self.ballModel.getR()-speed*globalClock.getDt())
        elif self.keyMap["forward"] != 0:
            self.ballModel.setR(self.ballModel.getR()+speed*globalClock.getDt())

    def westRotationAnimation(self, speed):
        #describes the rotation animation if the direction is west
        if self.keyMap["forward"] != 0:
            self.ballModel.setR(self.ballModel.getR()-speed*globalClock.getDt())
        elif self.keyMap["backward"] != 0:
            self.ballModel.setR(self.ballModel.getR()+speed*globalClock.getDt())

###################### VIEWS ###################################################

    def toggle_xray_mode(self):
        #Toggle X-ray mode on and off.
        #Note: slows down program considerably
        xRayA = 0.5
        self.xray_mode = not self.xray_mode
        if self.xray_mode:
            self.wallModel.setColorScale((1, 1, 1, xRayA))
            self.wallModel.setTransparency(TransparencyAttrib.MDual)
        else:
            self.wallModel.setColorScaleOff()
            self.wallModel.setTransparency(TransparencyAttrib.MNone)

    def toggle_collision_mode(self):
        #Toggle collision mode on and off
        #Shows visual representation of the collisions occuring
        self.collision_mode = not self.collision_mode
        if self.collision_mode == True:
            # Note: Slows the program down considerably
            self.cTrav.showCollisions(render)
        else:
            self.cTrav.hideCollisions()

    def toggle_wireframe(self):
        #toggles wireframe view
        self.wireframe = not self.wireframe
        if self.wireframe:
            self.wallModel.setRenderModeWireframe()
        else:
            self.wallModel.setRenderModeFilled()

##################### RESTART ##################################################
    
    def restart(self):
        #restarts the game
        loading = SplashScreen()
        loading.loading()
        self.reset()

    def reset(self):
        #resets the maze, resets the location of the character

        #removes all notes
        self.wallModel.removeNode()
        self.ballModel.removeNode()

        #resets notes
        self.loadWallModel()
        self.loadBallModel()
        self.createBallColliderModel()
        self.resetCamDist()

        #resets timers
        taskMgr.remove("timerTask")
        self.timer = ""
        self.timerText.destroy()

        self.promptMode()

#################### TIMER #####################################################

    def setTimer(self):
        #code from panda.egg user on Panda3D, 
        #"How to use Timer, a small example maybe?" forum
        #creates a timer
        self.timer = DirectLabel(pos=Vec3(1, 0.85),scale=0.08)

        taskMgr.add(self.timerTask, "timerTask")

    def dCharstr(self, theString):
        #code from panda.egg user on Panda3D, 
        #"How to use Timer, a small example maybe?" forum
        #turns time string into a readable clock string
        if len(theString) != 2:
            theString = '0' + theString
        return theString

    def timerTask(self, task):
        #code from panda.egg user on Panda3D, 
        #"How to use Timer, a small example maybe?" forum
        #task for resetting timer in timer mode
        secondsTime = int(task.time)
        minutesTime = int(secondsTime/60)
        hoursTime = int(minutesTime/60)
        self.timer = (str(hoursTime) + ':' 
                            + self.dCharstr(str(minutesTime%60)) + ':' 
                            + self.dCharstr(str(secondsTime%60)))

        self.updateTimerText()
        
        return Task.cont
コード例 #19
0
class Mouse(DirectObject):
    def __init__(self, app):
        # local variables for mouse class
        self.app = app
        self.init_collide()
        self.has_mouse = None
        self.prev_pos = None
        self.pos = None
        self.drag_start = None
        self.hovered_object = None
        self.button2 = False
        self.mouseTask = taskMgr.add(self.mouse_task, 'mouseTask')
        self.task = None
        # set up event and response to this event
        self.accept('mouse1', self.mouse1)
        self.accept('mouse1-up', self.mouse1_up)
        # change the mouse to accept 'right-click' to rotate camera
        self.accept('mouse3', self.rotateCamera)
        self.accept('mouse3-up', self.stopCamera)
        self.accept('wheel_up', self.zoomIn)
        self.accept('wheel_down', self.zoomOut)

    # set up the collision for object
    def init_collide(self):
        # why the heck he import within method
        from pandac.PandaModules import CollisionTraverser, CollisionNode
        from pandac.PandaModules import CollisionHandlerQueue, CollisionRay
        # init and import collision for object
        self.cTrav = CollisionTraverser('MousePointer')
        self.cQueue = CollisionHandlerQueue()
        self.cNode = CollisionNode('MousePointer')
        self.cNodePath = base.camera.attachNewNode(self.cNode)
        self.cNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
        self.cRay = CollisionRay()
        self.cNode.addSolid(self.cRay)
        self.cTrav.addCollider(self.cNodePath, self.cQueue)

    # by the collision methods mouse is able to find out which tile mouse is at
    def find_object(self):
        if self.app.world.nodePath:
            self.cRay.setFromLens(base.camNode, self.pos.getX(),
                                  self.pos.getY())
            self.cTrav.traverse(self.app.world.terrain.nodePath)
            if self.cQueue.getNumEntries() > 0:
                self.cQueue.sortEntries()
                return self.cQueue.getEntry(0).getIntoNodePath()
        return None

    # setting task for mouse
    def mouse_task(self, task):
        action = task.cont
        # if the current tile has a mouse point to this
        self.has_mouse = base.mouseWatcherNode.hasMouse()
        if self.has_mouse:
            self.pos = base.mouseWatcherNode.getMouse()
            if self.prev_pos:
                self.delta = self.pos - self.prev_pos
            else:
                self.delta = None
            if self.task:
                action = self.task(task)
        else:
            self.pos = None
        if self.pos:
            self.prev_pos = Point2(self.pos.getX(), self.pos.getY())
        return action

    # when mouse hover over this hexagon
    def hover(self, task):
        if self.hovered_object:
            self.hovered_object.unhover()
            self.hovered_object = None
        if self.button2:
            self.camera_drag()
        hovered_nodePath = self.find_object()
        if hovered_nodePath:
            tile = hovered_nodePath.findNetTag('tile')
            if not tile.isEmpty():
                tag = tile.getTag('tile')
                coords = tag.split(',')
                (x, y) = [int(n) for n in coords]
                # set the hovered target to be the corresponding hexagon on terrain
                self.hovered_object = self.app.world.terrain.rows[x][y]
                self.hovered_object.hover()
            character = hovered_nodePath.findNetTag('char')
            if not character.isEmpty():
                tag = character.getTag('char')
                (team_index, char_id) = [int(n) for n in tag.split(',')]
                self.hovered_object = self.app.world.teams[
                    team_index].characters_dict[char_id]
                self.hovered_object.hover()
            ghost = hovered_nodePath.findNetTag('ghost')
            if not ghost.isEmpty():
                tag = ghost.getTag('ghost')
                (team_index, char_id) = [int(n) for n in tag.split(',')]
                for ghostInstance in self.app.ghosts:
                    if (ghostInstance.team.index
                            == team_index) and (ghostInstance.id == char_id):
                        self.hovered_object = ghostInstance
                self.hovered_object.hover()
        return task.cont

    def mouse1(self):
        self.app.state.request('mouse1')

    def mouse1_up(self):
        self.app.state.request('mouse1-up')

    def camera_drag(self):
        if self.delta:
            old_heading = base.camera.getH()
            new_heading = old_heading - self.delta.getX() * 180
            base.camera.setH(new_heading % 360)
            old_pitch = base.camera.getP()
            new_pitch = old_pitch + self.delta.getY() * 90
            new_pitch = max(-90, min(-10, new_pitch))
            base.camera.setP(new_pitch)

    def rotateCamera(self):
        self.button2 = True

    def stopCamera(self):
        self.button2 = False

    def zoomIn(self):
        lens = base.cam.node().getLens()
        size = lens.getFilmSize()
        if size.length() >= 75:
            lens.setFilmSize(size / 1.2)

    def zoomOut(self):
        lens = base.cam.node().getLens()
        size = lens.getFilmSize()
        if size.length() <= 250:
            lens.setFilmSize(size * 1.2)
コード例 #20
0
class MyApp(ShowBase):
    def addTitle(self,text):
        return OnscreenText(text=text, style=1, fg=(1,1,1,1), pos=(0,-0.95), align=TextNode.ACenter, scale = .07)

    def makeStatusLabel(self, i):
        return OnscreenText(style=1, fg=(1,1,0,1), pos=(-1.3 + (i*0.8), -0.95 ), align=TextNode.ALeft, scale = .05, mayChange = 1)

    def __init__(self):
        #base = ShowBase()
        ShowBase.__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.texto1 = OnscreenText(text="Collect 8 balls and meet Sonic behind the building", style=1, fg=(1,1,1,1), pos=(0,-0.1), align=TextNode.ACenter, scale = .07)
        self.texto2 = OnscreenText(text="Eat bananas for energy and avoid green stones", style=1, fg=(1,1,1,1), pos=(0,-0.2), align=TextNode.ACenter, scale = .07)
        self.texto3 = OnscreenText(text="Arrow keys move the player", style=1, fg=(1,1,1,1), pos=(0,-0.3), align=TextNode.ACenter, scale = .07)
        self.texto4 = OnscreenText(text="a and s help you view the scene", style=1, fg=(1,1,1,1), pos=(0,-0.4), align=TextNode.ACenter, scale = .07)

        
        mySound = base.loader.loadSfx("models/Theme_song.ogg")
        mySound.setLoop(True)
        mySound.play()
		#mySound.setLoop(true)
        self.noOfbanana = self.makeStatusLabel(0)
        self.noOfBalls = self.makeStatusLabel(1)
        self.points = self.makeStatusLabel(2)
            
        self.environ = self.loader.loadModel("models/moonsurface.egg")
        self.environ.reparentTo(self.render)
        self.environ.setScale(0.25, 0.25, 0.25)
        self.environ.setPos(-8, 42, -3)
        self.environ1 = self.loader.loadModel("models/env")
        self.environ1.reparentTo(self.render)
        self.environ1.setScale(50,50,30)
        self.environ1.setPos(0, -170, -3)
        #self.environ1.setHpr(90,0,0)
		
        self.chair1=self.loader.loadModel("models/BeachChair")
        #self.chair1=self.reaparentTo(self.render)
        #self.setScale(1000)
        #self.setPos(25,-160,-3)
        #self.chair1.setHpr(90,0,0)
        self.house1 = self.loader.loadModel("models/houses/church")
        self.house1.reparentTo(self.render)
        self.house1.setScale(0.30)
        self.house1.setPos(25, -150, -3)
        self.house1.setHpr(90,0,0)
        self.house2 = self.loader.loadModel("models/houses/building")
        self.house2.reparentTo(self.render)
        self.house2.setScale(0.30)
        self.house2.setPos(18, -200, -3)
        self.house2.setHpr(180,0,0)
        self.house3 = self.loader.loadModel("models/houses/farmhouse")
        self.house3.reparentTo(self.render)
        self.house3.setScale(0.30)
        self.house3.setPos(20, -130, -3)
        self.house3.setHpr(90,0,0)
        self.house4 = self.loader.loadModel("models/houses/dojo")
        self.house4.reparentTo(self.render)
        self.house4.setScale(0.05)
        self.house4.setPos(5, -220, -3)
        self.house5 = self.loader.loadModel("models/houses/beachhouse2")
        self.house5.reparentTo(self.render)
        self.house5.setScale(0.30)
        self.house5.setPos(-10, -180, -3)
        self.house5.setHpr(-90,0,0)

        self.house6 = self.loader.loadModel("models/houses/gazebo")
        self.house6.reparentTo(self.render)
        self.house6.setScale(0.50)
        self.house6.setPos(-10, -200, -3)
        self.house7 = self.loader.loadModel("models/houses/building")
        self.house7.reparentTo(self.render)
        self.house7.setScale(0.30)
        self.house7.setPos(-10, -120, -3)

        '''  for x in range(0,8):
            self.load4 = loader.loadModel("models/fence")
            self.load4.reparentTo(render)
            self.load4.setScale(.5, .5, 1.3)
            self.load4.setPos(28-x*7,0,1.8)
            cp = self.load4.attachNewNode(CollisionNode('box'))
            cp.node().addSolid(CollisionPolygon(
            Point3(-10.0,0.0,4),Point3(10,0,4),
            Point3(10,-1,-2),Point3(-10,-1,-2))) '''

        self.tunnel = [None for i in range(10)]
    
        for x in range(10):
          #Load a copy of the tunnel
          self.tunnel[x] = loader.loadModel('models/tunnel')
          self.tunnel[x].setHpr(0,90,0)
          self.tunnel[x].setScale(0.5)
          self.tunnel[x].setPos(0,177.5 + 25*x, 0)
          self.tunnel[x].reparentTo(self.render)
##        ###World specific-code
##    
##        #Create an instance of fog called 'distanceFog'.
##        #'distanceFog' is just a name for our fog, not a specific type of fog.
##        self.fog = Fog('distanceFog')
##        #Set the initial color of our fog to black.
##        self.fog.setColor(0, 0, 0)
##        #Set the density/falloff of the fog.  The range is 0-1.
##        #The higher the numer, the "bigger" the fog effect.
##        self.fog.setExpDensity(.08)
##        #We will set fog on render which means that everything in our scene will
##        #be affected by fog. Alternatively, you could only set fog on a specific
##        #object/node and only it and the nodes below it would be affected by
##        #the fog.
##        render.setFog(self.fog)
        self.banana = [None for i in range(20)]
        self.flag = [0 for i in range(20)]
        self.fla = [0 for i in range(5)]
        self.fl = [0 for i in range(8)]
        for x in range(10):
          #Load a copy of the tunnel
          self.banana[x] = loader.loadModel('models/banana/banana')
          #self.banana[x].setHpr(0,90,0)
          self.banana[x].setScale(0.7)
          if(x%2==0):
              self.banana[x].setPos(-1,180 + 25*x, -2)
          else:
              self.banana[x].setPos(1,177.5 + 25*x, -2)
          self.banana[x].reparentTo(self.render)

        self.banana[11] = self.loader.loadModel("models/banana/banana")
        self.banana[11].reparentTo(self.render)
        self.banana[11].setPos(12, 8, -2)
        self.banana[12] = self.loader.loadModel("models/banana/banana")
        self.banana[12].reparentTo(self.render)
        self.banana[12].setPos(0, 120, -2)
        self.banana[13] = self.loader.loadModel("models/banana/banana")
        self.banana[13].reparentTo(self.render)
        self.banana[13].setPos(12, 100, -2)
        self.banana[14] = self.loader.loadModel("models/banana/banana")
        self.banana[14].reparentTo(self.render)
        self.banana[14].setPos(22, 80, -2)
        self.banana[15] = self.loader.loadModel("models/banana/banana")
        self.banana[15].reparentTo(self.render)
        self.banana[15].setPos(12, 50, -2)
        self.banana[16] = self.loader.loadModel("models/banana/banana")
        self.banana[16].reparentTo(self.render)
        self.banana[16].setPos(15, 30, -2)
        self.banana[17] = self.loader.loadModel("models/banana/banana")
        self.banana[17].reparentTo(self.render)
        self.banana[17].setPos(-10, 8, -2)
        self.banana[18] = self.loader.loadModel("models/banana/banana")
        self.banana[18].reparentTo(self.render)
        self.banana[18].setPos(-20, -30, -2)
        self.banana[19] = self.loader.loadModel("models/banana/banana")
        self.banana[19].reparentTo(self.render)
        self.banana[19].setPos(-50, -50, -2)
        
        self.candy = self.loader.loadModel("models/candy/candycane2")
        self.candy.reparentTo(self.render)
        self.candy.setScale(0.001)
        self.candy.setPos(-6, 10, -2)

        self.fire = self.loader.loadModel("models/candy/candycane2")
        self.fire.reparentTo(self.render)
        self.fire.setScale(0.001)
        self.fire.setPos(0, 2, -2)

        self.ball = [None for i in range(8)]
        self.ball[0] = self.loader.loadModel("models/ball/soccerball")
        self.ball[0].reparentTo(self.render)
        self.ball[0].setPos(-6, 6, -2)
        self.ball[0].setScale(0.7)
        self.ball[1] = self.loader.loadModel("models/ball/soccerball")
        self.ball[1].reparentTo(self.render)
        self.ball[1].setPos(-6, -6, -2)
        self.ball[1].setScale(0.7)
        self.ball[2] = self.loader.loadModel("models/ball/soccerball")
        self.ball[2].reparentTo(self.render)
        self.ball[2].setPos(-15, 10, -2)
        self.ball[2].setScale(0.7)
        self.ball[3] = self.loader.loadModel("models/ball/soccerball")
        self.ball[3].reparentTo(self.render)
        self.ball[3].setPos(-19, 0, -2)
        self.ball[3].setScale(0.7)
        self.ball[4] = self.loader.loadModel("models/ball/soccerball")
        self.ball[4].reparentTo(self.render)
        self.ball[4].setPos(-6, -20, -2)
        self.ball[4].setScale(0.7)
        self.ball[5] = self.loader.loadModel("models/ball/soccerball")
        self.ball[5].reparentTo(self.render)
        self.ball[5].setPos(6, 6, -2)
        self.ball[5].setScale(0.7)
        self.ball[6] = self.loader.loadModel("models/ball/soccerball")
        self.ball[6].reparentTo(self.render)
        self.ball[6].setPos(19, 10, -2)
        self.ball[6].setScale(0.7)
        self.ball[7] = self.loader.loadModel("models/ball/soccerball")
        self.ball[7].reparentTo(self.render)
        self.ball[7].setPos(-15, 12, -2)
        self.ball[7].setScale(0.7)

        self.rock = [None for i in range(8)]
        self.rock[0] = self.loader.loadModel("models/greencrystal")
        self.rock[0].reparentTo(self.render)
        self.rock[0].setPos(0,306, -4)
        self.rock[0].setScale(0.007)
        self.rock[0].setHpr(90,0,0)
        self.rock[1] = self.loader.loadModel("models/greencrystal")
        self.rock[1].reparentTo(self.render)
        self.rock[1].setPos(-2, 150, -3)
        self.rock[1].setScale(0.007)
        self.rock[1].setHpr(90,0,0)
        self.rock[2] = self.loader.loadModel("models/greencrystal")
        self.rock[2].reparentTo(self.render)
        self.rock[2].setPos(-10, 10, -3)
        self.rock[2].setScale(0.007)
        self.rock[2].setHpr(90,0,0)
        self.rock[3] = self.loader.loadModel("models/greencrystal")
        self.rock[3].reparentTo(self.render)
        self.rock[3].setPos(5, 0, -3)
        self.rock[3].setScale(0.007)
        self.rock[3].setHpr(90,0,0)
        self.rock[4] = self.loader.loadModel("models/greencrystal")
        self.rock[4].reparentTo(self.render)
        self.rock[4].setPos(-2, -120, -3)
        self.rock[4].setScale(0.007)
        self.rock[4].setHpr(90,0,0)

        self.tire = self.loader.loadModel("models/tire/tire")
        self.tire.reparentTo(self.render)
        self.tire.setScale(0.25, 0.25, 0.25)
        self.tire.setPos(-20, 3, -2)
        
        self.bunny1 = self.loader.loadModel("models/bunny")
        self.bunny1.reparentTo(self.render)
        self.bunny1.setScale(0.2)
        self.bunny1.setPos(15, -160, -3)
        self.bunny1.setHpr(-60,0,0)
        self.bunny2 = self.loader.loadModel("models/bunny")
        self.bunny2.reparentTo(self.render)
        self.bunny2.setScale(0.2)
        self.bunny2.setPos(15, -161, -3)
        self.bunny2.setHpr(-145,0,0)
        # Add the spinCameraTask procedure to the task manager.
        #self.taskMgr.add(self.spinCameraTask, "SpinCameraTask")
 
 
        
        # Load and transform the panda actor.
        self.pandaActor = Actor("models/panda-model",
                                {"walk": "models/panda-walk4"})
        self.pandaActor.setScale(0.005, 0.005, 0.005)
        #self.pandaActor.setPos(0,100,-3)
        self.pandaActor.reparentTo(self.render)
        # Loop its animation.
        self.pandaActor.loop("walk")
 
        # Create the four lerp intervals needed for the panda to
        # walk back and forth.
        pandaPosInterval1 = self.pandaActor.posInterval(20,
                                                        Point3(0, -110, -3),
                                                        startPos=Point3(0, -90, -3))
        pandaPosInterval2 = self.pandaActor.posInterval(20,
                                                        Point3(0, -90, -3),
                                                        startPos=Point3(0, -110, -3))
        pandaHprInterval1 = self.pandaActor.hprInterval(3,
                                                        Point3(180, 0, 0),
                                                        startHpr=Point3(0, 0, 0))
        pandaHprInterval2 = self.pandaActor.hprInterval(3,
                                                        Point3(0, 0, 0),
                                                        startHpr=Point3(180, 0, 0))
 
        # Create and play the sequence that coordinates the intervals.
        self.pandaPace = Sequence(pandaPosInterval1,
                                  pandaHprInterval1,
                                  pandaPosInterval2,
                                  pandaHprInterval2,
                                  name="pandaPace")
        self.pandaPace.loop()
        self.eve = Actor("models/eve",
                                {"walk": "models/eve-walk"})
        self.eve.setScale(0.5, 0.5, 0.5)
        self.eve.setPos(-1,-140,-3)
        self.eve.reparentTo(self.render)
        # Loop its animation.
        self.eve.loop("walk")
 
        # Create the four lerp intervals needed for the panda to
        # walk back and forth.
        evePosInterval1 = self.eve.posInterval(20,
                                                        Point3(-1, -160, -3),
                                                        startPos=Point3(-1, -140, -3))
        evePosInterval2 = self.eve.posInterval(20,
                                                        Point3(-1, -140, -3),
                                                        startPos=Point3(-1, -160, -3))
        eveHprInterval1 = self.eve.hprInterval(3,
                                                        Point3(180, 0, 0),
                                                        startHpr=Point3(0, 0, 0))
        eveHprInterval2 = self.eve.hprInterval(3,
                                                        Point3(0, 0, 0),
                                                        startHpr=Point3(180, 0, 0))
 
        # Create and play the sequence that coordinates the intervals.
        self.evePace = Sequence(evePosInterval1,eveHprInterval1,evePosInterval2,eveHprInterval2,name="evePace")
        self.evePace.loop()
        self.ralph = Actor("models/r/ralph",
                                {"run":"models/ralph-run",
                                 "walk": "models/ralph-walk"})
        self.ralph.setScale(0.5, 0.5, 0.5)
        self.ralph.setPos(0, 420, -3)
        self.ralph.reparentTo(self.render)
        self.boy = Actor("models/soni/sonic",
                                {"anim":"models/soni/sonic-win"})
        self.boy.setScale(0.05, 0.05, 0.05)
        self.boy.setPos(33, -203, -2)
        self.boy.setHpr(-90,0,0)
        self.boy.reparentTo(self.render)
        self.boy.loop("anim")

        self.boy1 = Actor("models/boy/boymodel",
                                {"anim":"models/boy/boyanimation"})
        self.boy1.setScale(0.007)
        self.boy1.setPos(-5, -200, -2)
        self.boy1.setHpr(180,0,0)
        self.boy1.reparentTo(self.render)
        self.boy1.loop("anim")

        self.character=Actor()
        self.character.loadModel('models/dancer')
        self.character.setPos(3,150,-3)
        self.character.reparentTo(render)
        self.character.setHpr(180,0,0)
        self.character.setScale(0.6)
        self.character.loadAnims({'win':'models/dancer'})
        self.character.loop('win')

        self.character1=Actor()
        self.character1.loadModel('models/gorillawalking')
        self.character1.setPos(2,-13,-3)
        self.character1.setScale(0.6)
        self.character1.reparentTo(render)
        self.character1.setHpr(180,0,0)
        self.character1.loadAnims({'win':'models/gorillawalking'})
        self.character1.loop('win')
        
        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])

        taskMgr.add(self.move,"moveTask")
        taskMgr.add(self.find,"fisdTask")
        taskMgr.add(self.potask,"potaskTask")
        # Game state variables
        self.isMoving = False

        # Set up the camera
        
        base.disableMouse()
        base.camera.setPos(self.ralph.getX(),self.ralph.getY()+10,-1)
        #print self.ralph.getX(), self.ralph.getY()

        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))
        self.updateStatusLabel()
		
        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)
        
    def potask(self,task):
        global points
        if(self.ralph.getY()<410):
            self.texto1.destroy()
            self.texto2.destroy()
            self.texto3.destroy()
            self.texto4.destroy()
        if(points<0):
            OnscreenText(text="Game Over", style=1, fg=(1,1,1,1), pos=(0,0), align=TextNode.ACenter, scale = 0.4)
            OnscreenText(text="You are out of energy", style=1, fg=(1,1,1,1), pos=(0,-0.20), align=TextNode.ACenter, scale = 0.05)
        return Task.cont
        
        
    def find(self,task):
        global nob, points, noba
        #print self.ralph.getX(),self.ralph.getY()
        if ((self.ralph.getX()>=-3 and self.ralph.getX()<=-1) and (self.ralph.getY()>=145 and self.ralph.getY()<=165) and self.fla[1] == 0):
            self.rock[1].removeNode()
            points= points - 20
            self.fla[1]=1
        elif((self.ralph.getX()>=-11 and self.ralph.getX()<=-9) and (self.ralph.getY()>=9 and self.ralph.getY()<=11) and self.fla[2] == 0):
            self.rock[2].removeNode()
            points= points - 20
            self.fla[2]=1
        elif((self.ralph.getX()>=4 and self.ralph.getX()<=6) and (self.ralph.getY()>=-1 and self.ralph.getY()<=1) and self.fla[3] == 0):
            self.rock[3].removeNode()
            points= points - 20
            self.fla[3]=1
        elif((self.ralph.getX()>=-1 and self.ralph.getX()<=1) and (self.ralph.getY()>=305 and self.ralph.getY()<=307) and self.fla[0] == 0):
            self.rock[0].removeNode()
            points= points - 20
            self.fla[0]=1
        elif((self.ralph.getX()>=-3 and self.ralph.getX()<=-1) and (self.ralph.getY()>=-121 and self.ralph.getY()<=-119) and self.fla[4] == 0):
            self.rock[4].removeNode()
            points= points - 20
            self.fla[4]=1

            
        if ((self.ralph.getX()>=-7.5 and self.ralph.getX()<=-6.5) and (self.ralph.getY()>=-7.5 and self.ralph.getY()<=-6.5) and self.fl[1] == 0):
            self.ball[1].removeNode()
            noba= noba + 1
            self.fl[1]=1
        elif((self.ralph.getX()>=-15.5 and self.ralph.getX()<=-14.5) and (self.ralph.getY()>=9.5 and self.ralph.getY()<=10.5) and self.fl[2] == 0):
            self.ball[2].removeNode()
            noba= noba + 1
            self.fl[2]=1
        elif((self.ralph.getX()>=-19.5 and self.ralph.getX()<=-18.5) and (self.ralph.getY()>=-0.5 and self.ralph.getY()<=0.5) and self.fl[3] == 0):
            self.ball[3].removeNode()
            noba= noba + 1
            self.fl[3]=1
        elif((self.ralph.getX()>=-6.5 and self.ralph.getX()<=-5.5) and (self.ralph.getY()>=5.5 and self.ralph.getY()<=6.5) and self.fl[0] == 0):
            self.ball[0].removeNode()
            noba= noba + 1
            self.fl[0]=1
        elif((self.ralph.getX()>=-6.5 and self.ralph.getX()<=-5.5) and (self.ralph.getY()>=-20.5 and self.ralph.getY()<=-19.5) and self.fl[4] == 0):
            self.ball[4].removeNode()
            noba= noba + 1
            self.fl[4]=1
        elif((self.ralph.getX()>=5.5 and self.ralph.getX()<=6.5) and (self.ralph.getY()>=5.5 and self.ralph.getY()<=6.5) and self.fl[5] == 0):
            self.ball[5].removeNode()
            noba= noba + 1
            self.fl[5]=1
        elif((self.ralph.getX()>=18.5 and self.ralph.getX()<=19.5) and (self.ralph.getY()>=9.5 and self.ralph.getY()<=10.5) and self.fl[6] == 0):
            self.ball[6].removeNode()
            noba= noba + 1
            self.fl[6]=1
        elif((self.ralph.getX()>=-15.5 and self.ralph.getX()<=-14.5) and (self.ralph.getY()>=11.5 and self.ralph.getY()<=12.5) and self.fl[7] == 0):
            self.ball[7].removeNode()
            noba= noba + 1
            self.fl[7]=1
        

        if ((self.ralph.getX()>=11.5 and self.ralph.getX()<=12.5) and (self.ralph.getY()>=7.5 and self.ralph.getY()<=8.5) and self.flag[11]==0):
            self.banana[11].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[11]=1
        elif ((self.ralph.getX()>=0.5 and self.ralph.getX()<=1.5) and (self.ralph.getY()>=404.5 and self.ralph.getY()<=405.5) and self.flag[9]==0):
            self.banana[9].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[9]=1
        elif ((self.ralph.getX()>=0.5 and self.ralph.getX()<=1.5) and (self.ralph.getY()>=354.5 and self.ralph.getY()<=355.5) and self.flag[7]==0):
            self.banana[7].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[7]=1
        elif ((self.ralph.getX()>=0.5 and self.ralph.getX()<=1.5) and (self.ralph.getY()>=304.5 and self.ralph.getY()<=305.5) and self.flag[5]==0):
            self.banana[5].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[5]=1
        elif ((self.ralph.getX()>=0.5 and self.ralph.getX()<=1.5) and (self.ralph.getY()>=254.5 and self.ralph.getY()<=255.5) and self.flag[3]==0):
            self.banana[3].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[3]=1
        elif ((self.ralph.getX()>=0.5 and self.ralph.getX()<=1.5) and (self.ralph.getY()>=204.5 and self.ralph.getY()<=205.5) and self.flag[1]==0):
            self.banana[1].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[1]=1
        elif ((self.ralph.getX()>=-1.5 and self.ralph.getX()<=-0.5) and (self.ralph.getY()>=379.5 and self.ralph.getY()<=380.5) and self.flag[8]==0):
            self.banana[8].removeNode()
            #print 'bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb'
            nob= nob + 1
            points= points + 10
            self.flag[8]=1
        elif ((self.ralph.getX()>=-1.5 and self.ralph.getX()<=-0.5) and (self.ralph.getY()>=329.5 and self.ralph.getY()<=330.5) and self.flag[6]==0):
            self.banana[6].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[6]=1
        elif ((self.ralph.getX()>=-1.5 and self.ralph.getX()<=-0.5) and (self.ralph.getY()>=279.5 and self.ralph.getY()<=280.5) and self.flag[4]==0):
            self.banana[4].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[4]=1
        elif ((self.ralph.getX()>=-1.5 and self.ralph.getX()<=-0.5) and (self.ralph.getY()>=229.5 and self.ralph.getY()<=230.5) and self.flag[2]==0):
            self.banana[2].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[2]=1
        elif ((self.ralph.getX()>=-1.5 and self.ralph.getX()<=-0.5) and (self.ralph.getY()>=179.5 and self.ralph.getY()<=180.5) and self.flag[0]==0):
            self.banana[0].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[0]=1
        elif ((self.ralph.getX()>=-0.5 and self.ralph.getX()<=0.5) and (self.ralph.getY()>=119.5 and self.ralph.getY()<=120.5) and self.flag[12]==0):
            self.banana[12].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[12]=1
        elif ((self.ralph.getX()>=11.5 and self.ralph.getX()<=12.5) and (self.ralph.getY()>=99.5 and self.ralph.getY()<=100.5) and self.flag[13]==0):
            self.banana[13].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[13]=1
        elif ((self.ralph.getX()>=21.5 and self.ralph.getX()<=22.5) and (self.ralph.getY()>=79.5 and self.ralph.getY()<=80.5) and self.flag[14]==0):
            self.banana[14].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[14]=1
        elif ((self.ralph.getX()>=11.5 and self.ralph.getX()<=12.5) and (self.ralph.getY()>=49.5 and self.ralph.getY()<=50.5) and self.flag[15]==0):
            self.banana[15].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[15]=1
        elif ((self.ralph.getX()>=14.5 and self.ralph.getX()<=15.5) and (self.ralph.getY()>=29.5 and self.ralph.getY()<=30.5) and self.flag[16]==0):
            self.banana[16].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[16]=1
        elif ((self.ralph.getX()>=-10.5 and self.ralph.getX()<=-9.5) and (self.ralph.getY()>=7.5 and self.ralph.getY()<=8.5) and self.flag[17]==0):
            self.banana[17].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[17]=1
        elif ((self.ralph.getX()>=-20.5 and self.ralph.getX()<=-19.5) and (self.ralph.getY()>=-30.5 and self.ralph.getY()<=-29.5) and self.flag[18]==0):
            self.banana[18].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[18]=1
        elif ((self.ralph.getX()>=-50.5 and self.ralph.getX()<=-49.5) and (self.ralph.getY()>=-50.5 and self.ralph.getY()<=-49.5) and self.flag[19]==0):
            self.banana[19].removeNode()
            nob= nob + 1
            points= points + 10
            self.flag[19]=1
        
        if(self.ralph.getX()>30 and self.ralph.getY()<-200 and noba <8):
            self.boy.loop("anim")
            #self.ralph.removeNode()
            OnscreenText(text="Game Over (n)-Sad!", style=1, fg=(1,1,1,1), pos=(0,0), align=TextNode.ACenter, scale = 0.4)
            OnscreenText(text="You've Failed this City! \nTask not Completed", style=1, fg=(1,1,1,1), pos=(0,-0.20), align=TextNode.ACenter, scale = 0.05)
            OnscreenText(text="This is a Akshay Arun Shubham Production!", style=1, fg=(1,1,1,1), pos=(0,-0.40), align=TextNode.ACenter, scale = 0.05)
        elif(self.ralph.getX()>30 and self.ralph.getY()<-200 and noba ==8):
            #self.ralph.removeNode()
            OnscreenText(text="Game Over", style=1, fg=(1,1,1,1), pos=(0,0), align=TextNode.ACenter, scale = 0.4)
            OnscreenText(text="Congratulations, Task Completed", style=1, fg=(1,1,1,1), pos=(0,-0.20), align=TextNode.ACenter, scale = 0.05)
            OnscreenText(text="This is a Akshay Arun Shubham Production!", style=1, fg=(1,1,1,1), pos=(0,-0.40), align=TextNode.ACenter, scale = 0.05)
        self.updateStatusLabel()  
        return Task.cont
         
 
    

    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value
    

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):
        
        if(self.ralph.getY()<160):
            
            
            # If the camera-left key is pressed, move camera left.
            # If the camera-right key is pressed, move camera right.
            base.camera.lookAt(self.ralph)
            if (self.keyMap["cam-left"]!=0):
                base.camera.setX(base.camera, -20 * globalClock.getDt())
            if (self.keyMap["cam-right"]!=0):
                base.camera.setX(base.camera, +20 * globalClock.getDt())

            # save ralph's initial position so that we can restore it,
            # in case he falls off the map or runs into something.

            startpos = self.ralph.getPos()

            # If a move-key is pressed, move ralph in the specified direction.

            if (self.keyMap["left"]!=0):
                self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt())
            if (self.keyMap["right"]!=0):
                self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
            if (self.keyMap["forward"]!=0):
                self.ralph.setY(self.ralph, -25 * globalClock.getDt())

            # If ralph is moving, loop the run animation.
            # If he is standing still, stop the animation.

            if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0):
                if self.isMoving is False:
                    self.ralph.loop("run")
                    self.isMoving = True
            else:
                if self.isMoving:
                    self.ralph.stop()
                    self.ralph.pose("walk",5)
                    self.isMoving = False
        else:
            # If the camera-left key is pressed, move camera left.
            # If the camera-right key is pressed, move camera right.
            base.camera.lookAt(self.ralph)
            startpos = self.ralph.getPos()

            # If a move-key is pressed, move ralph in the specified direction.

            if ((self.keyMap["left"]!=0) and self.ralph.getX()<2.5):
                self.ralph.setH(self.ralph.getH() + 200 * globalClock.getDt())
            if ((self.keyMap["right"]!=0) and self.ralph.getX()>-2.5):
                self.ralph.setH(self.ralph.getH() - 200 * globalClock.getDt())
            if ((self.keyMap["forward"]!=0) and self.ralph.getX()>-3 and self.ralph.getX()<3):
                self.ralph.setY(self.ralph, -25 * globalClock.getDt())
            elif (self.ralph.getX()<-3):
                self.ralph.setX(-2.9)
            elif  (self.ralph.getX()>3):
                self.ralph.setX(2.9)

            # If ralph is moving, loop the run animation.
            # If he is standing still, stop the animation.

            if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0):
                if self.isMoving is False:
                    self.ralph.loop("run")
                    self.isMoving = True
            else:
                if self.isMoving:
                    self.ralph.stop()
                    self.ralph.pose("walk",5)
                    self.isMoving = False


        camvec = self.ralph.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 10.0):
            base.camera.setPos(base.camera.getPos() + camvec*(camdist-10))
            camdist = 10.0
        if (camdist < 5.0):
            base.camera.setPos(base.camera.getPos() - camvec*(5-camdist))
            camdist = 5.0

        return task.cont

    def updateStatusLabel( self ):
        global nob, points
        self.noOfbanana.setText("Bananas Taken: " + str(nob))
        self.points.setText("Energy Meter: " + str(points))
        self.noOfBalls.setText("Balls found: " + str(noba))
コード例 #21
0
class Mode(object):
    """This is the base Mode class"""
    def __init__(self, game):
        self.name = "MODE"
        self.guiMediaPath = '../Packages/anw/gui/media/'
        self.alive = 1
        self.enableMouseCamControl = 1
        self.enableScrollWheelZoom = 1
        self.canSelectFlags = {}
        self.messagePositions = []
        self.selectTypes = []
        self.gui = []
        self.sims = []
        self.game = game
        self.depth = 20.0
        self.zoomCameraDepth = 10.0
        self.zoomCameraOutDepth = -10.0
        self.zoomSpeed = 5
        self.panSpeed = 1.0
        self.runningTasks = []
        if globals.serverMode == 0:
            self.setMyBackground()
            camera.setHpr(0,0,0)
        self.mainmenu = None
        self.scrollSpeed = 0.1

        if globals.serverMode == 0:
            self.setMousePicker()
            self.setCameraPosition()
        
        self.selector = None
        self.selector2 = None
        
        self.log = logging.getLogger('mode')
        
        self.entryFocusList = ('anw.gui.mainmenubuttons','anw.gui.industryvalue',
                                'anw.gui.cityindustry','anw.gui.weapondirection',
                                'anw.gui.scrollvalue','anw.gui.shipdesignvalue',
                                'anw.gui.systemmenu','anw.gui.tradevalue',
                                'anw.gui.designmenu','anw.gui.shipyardmenu', 'anw.gui.mimenu',
                                'anw.gui.textentry', 'anw.gui.marketsystemsellvalue', 
                                'anw.gui.sendcreditsvalue')
    
    def __getstate__(self):
        odict = self.__dict__.copy() # copy the dict since we change it
        del odict['log']             # remove stuff not to be pickled
        return odict

    def __setstate__(self,dict):
        log=logging.getLogger('mode')
        self.__dict__.update(dict)
        self.log=log
    
    def setMousePicker(self):
        self.picker = CollisionTraverser()
        self.pq = CollisionHandlerQueue()
        self.pickerNode = CollisionNode('mouseRay')
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        self.pickerNode.setFromCollideMask(BitMask32.bit(1))
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.picker.addCollider(self.pickerNP, self.pq)
        self.selectable = render.attachNewNode("selectable")

    def setCameraPosition(self):
        self.cameraPos = (camera.getX(), camera.getY(), camera.getZ())
        self.cameraMoving = 0
    
    def setCanSelectFlag(self, key):
        """Set the Flag"""
        self.clearAllCanSelectFlags()
        self.canSelectFlags[key] = 1
        
    def clearAllCanSelectFlags(self):
        """Clear any selection flags"""
        for key in self.canSelectFlags.keys():
            self.canSelectFlags[key] = 0
     
    def isAnyFlagSelected(self):
        """Return 1 if any flags are selected"""
        for key in self.canSelectFlags.keys():
            if self.canSelectFlags[key] == 1:
                return 1
        return 0
            
    def validateSelection(self):
        """Can something be selected right now"""
        if self.cameraMoving == 0:
            return 1
        else:
            return 0
        
    def removeMyGui(self, myGuiName):
        """Remove gui"""
        myGui = getattr(self, myGuiName)
        if myGui in self.gui:
            self.gui.remove(myGui)
        if myGui != None:
            myGui.destroy()
            setattr(self, myGuiName, None)
    
    def createMainMenu(self, key):
        self.mainmenu = mainmenubuttons.MainMenuButtons(self.guiMediaPath)
        self.mainmenu.setMyGame(self.game)
        self.mainmenu.setMyMode(self)
        self.mainmenu.enableLastButton(key)
        self.mainmenu.checkDisableButton(key)
        self.mainmenu.writeGameInfo()
        self.mainmenu.acceptSpaceBarKey()
        self.gui.append(self.mainmenu)
    
    def removeMainMenu(self):
        if self.mainmenu != None:
            self.mainmenu.destroyMe()
            self.mainmenu = None
    
    def centerCameraOnSim(self, sim):
        """Center the camera on the sim position"""
        self.game.app.disableMouseCamControl()
        camera.setPos(sim.getX(), camera.getY(), sim.getZ())
        camera.setHpr(0,0,0)
        if self.enableMouseCamControl == 1:
            self.game.app.enableMouseCamControl()
    
    def drawBox(self, x, y, width, height, color='guiblue1', lineWidth=0.15, glow=1):
        """Draw a box"""
        #LEFT
        myLine = line.Line(self.guiMediaPath,(x,y),(x,y+height), 'square_grey', lineWidth, glow)
        myLine.sim.setColor(globals.colors[color])
        self.gui.append(myLine)
        #TOP
        myLine = line.Line(self.guiMediaPath,(x,y+height),(x+width,y+height), 'square_grey', lineWidth, glow)
        myLine.sim.setColor(globals.colors[color])
        self.gui.append(myLine)
        #RIGHT
        myLine = line.Line(self.guiMediaPath,(x+width,y+height),(x+width,y), 'square_grey', lineWidth, glow)
        myLine.sim.setColor(globals.colors[color])
        self.gui.append(myLine)
        #BOTTOM
        myLine = line.Line(self.guiMediaPath,(x+width,y),(x,y), 'square_grey', lineWidth, glow)
        myLine.sim.setColor(globals.colors[color])
        self.gui.append(myLine)
    
    def stopCameraTasks(self):
        taskMgr.remove('zoomInCameraTask')
        taskMgr.remove('zoomOutCameraTask')
        self.cameraMoving = 0
        self.game.app.enableMouseCamControl()
        self.enableMouseCamControl=1
        
    def resetCamera(self):
        self.game.app.disableMouseCamControl()
        camera.setPos(self.cameraPos[0], self.zoomCameraOutDepth, self.cameraPos[2])
        # I don't really understand why this doesn't reset the view when having a planet selected and hitting spacebar?    
        camera.setHpr(0,0,0)

        if self.enableMouseCamControl == 1:
            self.game.app.enableMouseCamControl()
    
    def zoomInCamera(self):
        
        if camera.getY() <= self.zoomCameraDepth:
            self.game.app.disableMouseCamControl()
            taskMgr.add(self.zoomInCameraTask, 'zoomInCameraTask', extraArgs=[self.zoomCameraDepth])
            self.runningTasks.append('zoomInCameraTask')
    
    def zoomInCameraAmount(self, amount):
        """Zoom in Camera a certain amount specified"""
        depth = camera.getY()+amount
        self.game.app.disableMouseCamControl()
        taskMgr.add(self.zoomInCameraTask, 'zoomInCameraTask', extraArgs=[depth])
        self.runningTasks.append('zoomInCameraTask')
    
    def zoomInCameraTask(self, depth):
        """Zoom in the camera until its at depth"""
        y = camera.getY()
        if y + 0.1 >= depth: # or y >= 8.0:  # TODO: tacking this on will mess with the design screen but prevents you from zooming in too close everywhere else.  
            self.cameraMoving = 0
            if self.enableMouseCamControl == 1:
                self.game.app.enableMouseCamControl()
            camera.setY(y)    
            return Task.done
        else:
            camera.setY(y+self.getZoomSpeed(y, depth))
            self.cameraMoving = 1
            return Task.cont
        
    def getZoomSpeed(self, y, depth):
        """Make Camera zoom in faster if camera is further away"""
        diff = depth-y
        return diff/5.0
    
    def zoomOutCamera(self):
        if camera.getY() >= self.zoomCameraOutDepth:
            self.game.app.disableMouseCamControl()
            taskMgr.add(self.zoomOutCameraTask, 'zoomOutCameraTask', extraArgs=[self.zoomCameraOutDepth])
            self.runningTasks.append('zoomOutCameraTask')
            
    def zoomOutCameraAmount(self, amount):
        """Zoom out Camera a certain amount sepecified"""
        depth = camera.getY()-amount
        self.game.app.disableMouseCamControl()
        taskMgr.add(self.zoomOutCameraTask, 'zoomOutCameraTask', extraArgs=[depth])
        self.runningTasks.append('zoomOutCameraTask')
    
    def zoomOutCameraTask(self, depth):
        """Zoom out the camera until its at 0 Depth"""
        y = camera.getY()
        if y - 0.1 <= depth:
            self.cameraMoving = 0
            if self.enableMouseCamControl == 1:
                self.game.app.enableMouseCamControl()
            camera.setY(y)
            return Task.done
        else:
            camera.setY(y+self.getZoomSpeed(y, depth))
            self.cameraMoving = 1
            return Task.cont
    
    def panCameraLeft(self, amount):
        """Pan Camera"""
        pos = camera.getX()-amount
        self.game.app.disableMouseCamControl()
        taskMgr.add(self.panCameraLeftTask, 'panCameraLeftTask', extraArgs=[pos])
        self.runningTasks.append('panCameraLeftTask')
    
    def panCameraLeftTask(self, pos):
        """pan the camera to new position"""
        x = camera.getX()
        if x <= pos:
            self.cameraMoving = 0
            if self.enableMouseCamControl == 1:
                self.game.app.enableMouseCamControl()
            return Task.done
        else:
            camera.setX(x-self.panSpeed)
            self.cameraMoving = 1
            return Task.cont

    def panCameraRight(self, amount):
        """Pan Camera"""
        pos = camera.getX()+amount
        self.game.app.disableMouseCamControl()
        taskMgr.add(self.panCameraRightTask, 'panCameraRightTask', extraArgs=[pos])
        self.runningTasks.append('panCameraRightTask')
    
    def panCameraRightTask(self, pos):
        """pan the camera to new position"""
        x = camera.getX()
        if x >= pos:
            self.cameraMoving = 0
            if self.enableMouseCamControl == 1:
                self.game.app.enableMouseCamControl()
            return Task.done
        else:
            camera.setX(x+self.panSpeed)
            self.cameraMoving = 1
            return Task.cont
        
    def panCameraUp(self, amount):
        """Pan Camera"""
        pos = camera.getZ()+amount
        self.game.app.disableMouseCamControl()
        taskMgr.add(self.panCameraUpTask, 'panCameraUpTask', extraArgs=[pos])
        self.runningTasks.append('panCameraUpTask')
    
    def panCameraUpTask(self, pos):
        """pan the camera to new position"""
        z = camera.getZ()
        if z >= pos:
            self.cameraMoving = 0
            if self.enableMouseCamControl == 1:
                self.game.app.enableMouseCamControl()
            return Task.done
        else:
            camera.setZ(z+self.panSpeed)
            self.cameraMoving = 1
            return Task.cont

    def panCameraDown(self, amount):
        """Pan Camera"""
        pos = camera.getZ()-amount
        self.game.app.disableMouseCamControl()
        taskMgr.add(self.panCameraDownTask, 'panCameraDownTask', extraArgs=[pos])
        self.runningTasks.append('panCameraDownTask')
    
    def panCameraDownTask(self, pos):
        """pan the camera to new position"""
        z = camera.getZ()
        if z <= pos:
            self.cameraMoving = 0
            if self.enableMouseCamControl == 1:
                self.game.app.enableMouseCamControl()
            return Task.done
        else:
            camera.setZ(z-self.panSpeed)
            self.cameraMoving = 1
            return Task.cont
        
    def createSelector(self,type='select',speed=2.0):
        """Create selector for indication of selected objects"""
        self.selector = self.loadObject(type, scale=2, parent=render, transparency=True, pos=Point2(0,0), glow=1)
        self.selector.hide()
        ival = self.selector.hprInterval((speed), Vec3(0, 0, 360))
        ival.loop()
    
    def createSelector2(self,type='select',speed=2.0):
        """Create selector2 for indication of secondary selected objects"""
        self.selector2 = self.loadObject(type, scale=2, parent=render, transparency=True, pos=Point2(0,0), glow=1)
        self.selector2.hide()
        ival = self.selector2.hprInterval((speed), Vec3(0, 0, 360))
        ival.loop()
    
    def playSound(self, soundName):
        """Play a Sound based on soundName given, call app"""
        if globals.serverMode == 0:
            self.game.app.playSound(soundName)
    
    def askForHelp(self):
        """Ask the Server to analyse Player and provide help"""
        try:
            serverResult = self.game.server.askForHelp(self.game.authKey)
            if type(serverResult) == types.ListType:
                (message, self.game.myEmpire['help']) = serverResult
                self.modeMsgBox(message)
            else:
                self.modeMsgBox(serverResult)
        except:
            self.modeMsgBox('askForHelp->Connection to Server Lost')
        
    def assignSelector(self, myObj, scale):
        """create the Selector and assign to myObj at scale"""
        if self.selector == None:
            self.createSelector()
            self.selector.show()
            
        self.selector.setPos(myObj.getX(), myObj.getY(), myObj.getZ())
        self.selector.setScale(scale)
    
    def assignSelector2(self, myObj, scale):
        """create the Selector2 and assign to myObj at scale"""
        if self.selector2 == None:
            self.createSelector2()
            self.selector2.show()
            
        self.selector2.setPos(myObj.getX(), myObj.getY(), myObj.getZ())
        self.selector2.setScale(scale)
       
    ##def checkEndTurn(self):
        ##"""Do a Server Assesment of turn before ending the turn"""
        ##try:
            ##if 'EndTurn' in self.game.myEmpire['help']:
                ### turn not ended yet
                ##(serverResult, self.game.myEmpire['help']) = self.game.server.askForHelp(self.game.authKey)
                ##if serverResult == 'Server Assessment: WARNINGS:0, CRITICAL:0 (Check Mail for Assesment)':
                    ### server assessment is good, end the turn without asking
                    ##self.endMyTurn()
                ##else:
                    ### server assessment has not come back without warnings ask for confirmation
                    ##self.modeYesNoBox('%s - Do you still want to end your turn?' % serverResult, 'endturnYes', 'yesNoBoxNo')
            ##else:
                ### turn already ended, unend turn
                ##self.modeYesNoBox('Do you want to cancel your end turn?' , 'endturnYes', 'yesNoBoxNo')
        ##except:
            ##self.modeMsgBox('checkEndTurn->Connection to Server Lost, Login Again')
    
    def exitGame(self, doLogout=True):
        """Exit the game"""
        self.setEmpireDefaults(self.game.authKey)
        if doLogout:
            self.setLogout(self.game.authKey)
        self.alive = 0
        self.game.app.quit()
    
    def getCreditInfoFromServer(self):
        self.getEmpireUpdate(['CR'])
    
    def refreshCredit(self):
        """Ask the Server for an updated Credit Info"""
        self.mainmenu.updateCR()
    
    def getEmpireUpdate(self, listAttr):
        """Ask the Server for updated Empire info"""
        try:
            serverResult = self.game.server.getEmpireUpdate(self.game.authKey, listAttr)
            if type(serverResult) == types.StringType:
                self.modeMsgBox(serverResult)
            else:
                for key, value in serverResult.iteritems():
                    self.game.myEmpire[key] = value
        except:
            self.modeMsgBox('getEmpireUpdate->Connection to Server Lost')
    
    def getMailUpdate(self):
        """Ask the Server for any updated mail"""
        try:
            myMailDict = self.game.myEmpire['mailBox']
            serverResult = self.game.server.getMailUpdate(self.game.authKey, myMailDict.keys())
            if type(serverResult) == types.StringType:
                self.modeMsgBox(serverResult)
            else:
                for key, value in serverResult.iteritems():
                    myMailDict[key] = value
        except:
            self.modeMsgBox('getMailUpdate->Connection to Server Lost')
    
    def getGalaxyUpdate(self, listAttr):
        """Ask the Server for updated Galaxy info"""
        try:
            serverResult = self.game.server.getGalaxyUpdate(listAttr, self.game.authKey)
            if type(serverResult) == types.StringType:
                self.modeMsgBox(serverResult)
            else:
                for key, value in serverResult.iteritems():
                    self.game.myGalaxy[key] = value
        except:
            self.modeMsgBox('getGalaxyUpdate->Connection to Server Lost')
    
    def getSystemUpdate(self, listAttr, systemID):
        """Ask the Server for updated System info"""
        try:
            serverResult = self.game.server.getSystemUpdate(listAttr, systemID, self.game.authKey)
            if type(serverResult) == types.StringType:
                self.modeMsgBox(serverResult)
            else:
                mySystemDict = self.game.allSystems[systemID]
                for key, value in serverResult.iteritems():
                    mySystemDict[key] = value
        except:
            self.modeMsgBox('getSystemUpdate->Connection to Server Lost')
        
    def enterMode(self):
        """Enter the mode."""
        self.alive = 1
        self.setShortcuts()
    
    def setShortcuts(self):
        """Set the default mode shortcuts"""
        self.game.app.accept('mouse1', self.onMouse1Down)
        self.game.app.accept('mouse3', self.onMouse2Down)
        self.game.app.accept('space', self.onSpaceBarClear)
        if self.enableMouseCamControl == 1:
            self.game.app.accept('wheel_up', self.onMouseWheelUp)
            self.game.app.accept('wheel_down', self.onMouseWheelDown)
        
    def exitMode(self):
        """Exit the mode"""
        self.removeMySims()
        self.removeAllGui()
        self.game.app.ignoreAll()
        self.removeAllTasks()
        self.alive = 0
    
    def removeAllTasks(self):
        """Remove and Stop any tasks running"""
        for taskName in self.runningTasks:
            taskMgr.remove(taskName)

    def removeMySims(self):
        """Remove all sims in mode"""
        for sim in self.sims:
            try:
                sim.destroy()
            except:
                sim.removeNode()
    
    def removeAllGui(self):
        """Remove all DirectGUI"""
        for gui in self.gui:
            gui.destroy()
    
    def setPlanePickable(self, obj, dictName):
        """Set the plane model itself to be collideable with the mouse ray"""
        obj.sim.reparentTo(self.selectable)
        obj.sim.find('**/pPlane1').node().setIntoCollideMask(BitMask32.bit(1))
        obj.sim.find('**/pPlane1').node().setTag(dictName, obj.id)
    
    def setSpherePickable(self, obj, dictName):
        """Set the sphere model itself to be collideable with the mouse ray"""
        obj.sim.reparentTo(self.selectable)
        obj.sim.find('**/pSphere1').node().setIntoCollideMask(BitMask32.bit(1))
        obj.sim.find('**/pSphere1').node().setTag(dictName, obj.id)
    
    def setMySelector(self, x, y, z, scale):
        """Show selector if it is not in current position else return false"""
        selectorPos = (self.selector.getX(), self.selector.getY(), self.selector.getZ())
        if selectorPos != (x,y,z):
            self.selector.setPos(x,y,z)
            self.selector.show()
            self.selector.setScale(scale)
            return 1
        else:
            self.selector.setPos(-1,-1,-1)
            return 0
        #self.enableScrollWheelZoom = 0
    
    def getListButton(self, id, myScrolledList):
        """Return Button selected from buttonList gui based on id"""
        for button in myScrolledList.buttonsList:
            if button['extraArgs'][1] == id:
                return button
        
    def setMySelector2(self, x, y, z, scale):
        """Show selector2 if it is not in current position else return false"""
        selectorPos = (self.selector2.getX(), self.selector2.getY(), self.selector2.getZ())
        if selectorPos != (x,y,z):
            self.selector2.setPos(x,y,z)
            self.selector2.show()
            self.selector2.setScale(scale)
            return 1
        else:
            self.selector2.setPos(-1,-1,-1)
            return 0
        #self.enableScrollWheelZoom = 0
    
    def hideMySelector(self):
        """Hide the selector, move its position"""
        self.selector.setPos(-1,-1,-1)
        self.selector.hide()
        if self.selector2 != None:
            self.selector2.hide()
    
    def onMouse1Down(self):
        """Allow dynamic picking of an object within mode"""
        #Check to see if we can access the mouse. We need it to do anything else
        if base.mouseWatcherNode.hasMouse():
            #get the mouse position
            mpos = base.mouseWatcherNode.getMouse()
         
            #Set the position of the ray based on the mouse position
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            
            #Do the actual collision pass (Do it only on the selectable for
            #efficiency purposes)
            self.picker.traverse(self.selectable)
            if self.pq.getNumEntries() > 0:
                #if we have hit something, sort the hits so that the closest
                #is first, and highlight that node
                self.pq.sortEntries()
                for selectable in self.selectTypes:
                    name = self.pq.getEntry(0).getIntoNode().getTag(selectable)
                    if name != '':
                        self.clearAnyGui()
                        mySelectedDict = getattr(self, selectable)
                        mySelected = mySelectedDict[name]
                        myMethod = getattr(self, '%sSelected' % selectable)
                        if self.validateSelection():
                            myMethod(mySelected)
                        break
                    
    def onMouseWheelUp(self):
        """ zoom out """
        if self.enableScrollWheelZoom:
            self.stopCameraTasks()
            self.zoomInCameraAmount(20.0)
        
    def onMouseWheelDown(self):
        """ zoom in """
        if self.enableScrollWheelZoom:
            self.stopCameraTasks()
            self.zoomOutCameraAmount(20.0)
        
    def onMouse2Down(self):
        """clear"""
        self.onSpaceBarClear()
    
    def onSpaceBarClear(self):
        """Space bar should reset the view in the mode"""
        if self.validateSelection():
            self.resetCamera()
            self.clearMouseSelection()
            self.zoomOutCamera()
            self.setShortcuts()
            self.enableScrollWheelZoom = 1
    
    def clearMouseSelection(self):
        """Clear mouse selection before selecting something new"""
        pass

    def clearAnyGui(self):
        pass
    
    def update(self, interval):
        """update the mode, return the status, 0 means stop game"""
        return self.alive
        
    def setMyBackground(self):
        """Set the Background of mode"""
        base.setBackgroundColor(globals.colors['guiblue3'])
        
    def setEmpireDefaults(self, clientKey):
        """Read the defaults currently set and change them in the database"""
        try:
            # setup attributes to send to server
            defaults = ['viewIndustry', 'viewMilitary', 'viewResources', 'viewTradeRoutes']
            d = {}
            for item in defaults:
                d[item] = self.game.myEmpire[item]
            serverResult = self.game.server.setEmpire(clientKey, d)
            if serverResult == 1:
                print 'Setup Empire Defaults Success'
            else:
                self.modeMsgBox(serverResult)
        except:
            self.modeMsgBox('SetEmpireDefaults->Connection to Server Lost, Login Again')

    def setEmpireValues(self, dValues):
        """Update Empire with d = key: empire attribute name,
        value = new value"""
        try:
            serverResult = self.game.server.setEmpire(self.game.authKey, dValues)
            if serverResult == 1:
                for key, value in dValues.iteritems():
                    self.game.myEmpire[key] = value
                print 'Empire Update Success'
            else:
                self.modeMsgBox(serverResult)
        except:
            self.modeMsgBox('setEmpireValues->Connection to Server Lost, Login Again')

    def setLogout(self, clientKey):
        """Send a Logout Request to the Server"""
        try:
            serverResult = self.game.server.logout(clientKey)
            if serverResult == 1:
                print 'Logout Successful, Exit Program'
            else:
                self.modeMsgBox(serverResult)
        except:
            self.modeMsgBox('setLogout->Connection to Server Lost, Login Again')
    
    def submitDesign(self, name):
        """Take Ship Design and submit it to Server for verification and storage"""
        (oldName, hullID, compDict, weaponDict) = self.myShipDesign.getMyDesign()
        dOrder = {'name':name, 'hullID':hullID, 'compDict':compDict, 'weaponDict':weaponDict}
        try:
            serverResult = self.game.server.addShipDesign(self.game.authKey, dOrder)
            if type(serverResult) == types.StringType:
                self.modeMsgBox(serverResult)
            else:
                # design has been accepted by server, retrieve design ID and add to client
                (ID,name) = serverResult
                self.game.shipDesigns[ID] = (name, hullID, compDict, weaponDict)
                self.getEmpireUpdate(['designsLeft'])
        except:
            self.modeMsgBox('submitDesign->Connection to Server Lost, Login Again')
      
    def destroyTempFrames(self):
        """Destroy any Temp Frames"""
        for frame in self.tempFrames:
            frame.destroy()
        self.tempFrames = []
    
    def modeMsgBox(self, messageText):
        """Create a message for the user"""
        self.createMessage(messageText)
    
    def createMessage(self, text):
        """Create a new message for user"""
        myMessage = fadingtext.FadingText(self.guiMediaPath, text, self.messagePositions)
        self.messagePositions.append(myMessage.getMyPosition())
        self.playSound('beep03')
    
    def writeToScreen(self, myText, x, z, scale=0.2, 
                      color='default', font=3, wordwrap=10):
        if color == 'default':
            color = Vec4(.1,.1,.8,.8)
        text = textonscreen.TextOnScreen(self.guiMediaPath, myText, scale,font=3)
        text.writeTextToScreen(x, self.depth, z, wordwrap=wordwrap)
        text.setColor(color)
        self.gui.append(text)
    
    def loadObject(self, tex=None, pos='default', depth=55, scale=1,
               transparency=True, parent='cam', model='plane', glow=0):
        if pos == 'default':
            pos = Point2(0,0)
        if parent == 'cam':
            parent = camera
        scaleX = 187.5
        scaleZ = 117.1875
        obj = loader.loadModelCopy('%s%s' % (self.guiMediaPath, model)) #default object uses the plane model
        if parent:
            obj.reparentTo(parent)              #Everything is parented to the camera so
                                            #that it faces the screen
        obj.setPos(Point3(pos.getX(), depth, pos.getY())) #Set initial position
        obj.setSx(scaleX)
        obj.setSz(scaleZ)
        obj.setBin("unsorted", 0)           #This tells Panda not to worry about the
                                            #order this is drawn in. (it prevents an
                                            #effect known as z-fighting)
        if transparency: obj.setTransparency(1) #All of our objects are trasnparent
        if tex:
            tex = loader.loadTexture('%s%s.png' % (self.guiMediaPath, tex)) #Load the texture
            obj.setTexture(tex, 1)                           #Set the texture
      
        self.sims.append(obj)
        obj.setShaderInput('glow',Vec4(glow,0,0,0),glow)
        return obj

    def onEntryFocus(self):
        """When a text Entry is in focus disable all shortcut keys"""
        for gui in self.gui:
            if gui.__module__ in self.entryFocusList:
                gui.ignoreShortcuts()
    
    def onEntryOutFocus(self):
        """When an text Entry is out of focus enable all shortcut keys"""
        for gui in self.gui:
            if gui.__module__ in self.entryFocusList:
                gui.setShortcuts()
コード例 #22
0
ファイル: game.py プロジェクト: LordPaido/RPIPortfolio
class World(DirectObject):

    def __init__(self):
        
        self.keyMap = {"left":0, "right":0, "forward":0, "backward":0, "shoot":0}
        base.win.setClearColor(Vec4(0,0,0,1))

        # Post the instructions
        self.inst6 = addInstructions(0.95, "Mad Max's Revenge!")
        self.inst1 = addInstructions(0.90, "[ESC]: Quit")
        self.inst2 = addInstructions(0.85, "[a]: Left Turn")
        self.inst3 = addInstructions(0.80, "[d]: Right Turn")
        self.inst4 = addInstructions(0.75, "[w]: Drive Forward")
        self.inst4 = addInstructions(0.70, "[s]: Reverse")
        self.inst5 = addInstructions(0.65, "[mouse]: Fire Rocket")
        
        # 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("Assets/Models/env")    #models/environment  
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)
        self.sky = loader.loadModel("Assets/Models/sky")    #models/environment  
        self.sky.reparentTo(render)
        self.sky.setPos(0,0,0)
        
        # Create the main character, player

        playerStartPos = Point3(8,14,1) #self.environ.find("**/start_point").getPos()
        enemyStartPos = Point3(-7,-8,1) #self.environ.find("**/start_point").getPos()
        #~ print enemyStartPos
        enemyStartPos.addX(1.0)
        enemyStartPos.addY(1.0)
        #~ print enemyStartPos

        
        self.player = Actor("Assets/Models/player_model", {"drive":"Assets/Models/player_drive", "fire":"Assets/Models/player_turret", "drivefire":"Assets/Models/player_both"})
        self.player.reparentTo(render)
        self.player.setScale(0.1)
        self.player.setPos(playerStartPos)
        #~ self.playerdrive=self.player.actorInterval("drive")
        #~ self.playerfire=self.player.actoraaaaaaaInterval("fire")
        #~ self.playerdrivefire=self.player.actorInterval("drivefire")
        
        # Create the enemy, Enemy
        self.enemy = Actor("Assets/Models/enemy_model", {"drive":"Assets/Models/enemy_drive", "fire":"Assets/Models/enemy_turret", "drivefire":"Assets/Models/enemy_both"})
        self.enemy.reparentTo(render)
        self.enemy.setScale(0.1)
        tex = loader.loadTexture("Assets/Models/cartexture1.png")
        self.enemy.setTexture(tex, 1)
        self.enemy.setPos(enemyStartPos)
        self.enemyrockettiming = globalClock.getFrameTime()
        #print self.enemy.getCurrentAnim()

        #print self.enemy.getCurrentAnim()
        #~ self.enemydrive=self.enemy.actorInterval("drive")
        #~ self.enemyfire=self.enemy.actorInterval("fire")
        #~ self.enemydrivefire=self.enemy.actorInterval("drivefire")
        
        self.music = loader.loadMusic("Assets/Sound/music.mp3")
        SoundInterval(self.music).loop()

        audio3d.attachSoundToObject(EnemyRunning, self.enemy)
        audio3d.attachSoundToObject(EnemyIdling, self.enemy)

        backward = self.enemy.getNetTransform().getMat().getRow3(1)
        backward.setZ(0)
        backward.normalize()
        #self.enemy.setPos(self.enemy.getPos() - backward*(50))

        #Set up the lighting
        self.playerleftlight=self.player.attachNewNode(Spotlight("playerheadleft"))
        self.playerleftlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1))
        self.playerleftlight.node().setLens( PerspectiveLens() )
        self.playerleftlight.node().getLens().setFov( 50, 50)
        self.playerleftlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) )
        self.playerleftlight.node().setExponent( 60.0 )
        self.playerleftlight.setPos(-1, -0.1, 1.5)
        self.playerleftlight.setHpr(180, -10, 0)
        render.setLight(self.playerleftlight)
        
        self.playerrightlight=self.player.attachNewNode(Spotlight("playerheadright"))
        self.playerrightlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1))
        self.playerrightlight.node().setLens( PerspectiveLens() )
        self.playerrightlight.node().getLens().setFov( 50, 50)
        self.playerrightlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) )
        self.playerrightlight.node().setExponent( 60.0 )
        self.playerrightlight.setPos(1, -0.1, 1.5)
        self.playerrightlight.setHpr(180, -10, 0)
        render.setLight(self.playerrightlight)

        self.playerlightson=1

        self.enemyleftlight=self.enemy.attachNewNode(Spotlight("enemyheadleft"))
        self.enemyleftlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1))
        self.enemyleftlight.node().setLens( PerspectiveLens() )
        self.enemyleftlight.node().getLens().setFov( 50, 50)
        self.enemyleftlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) )
        self.enemyleftlight.node().setExponent( 60.0 )
        self.enemyleftlight.setPos(-1, -0.1, 1.5)
        self.enemyleftlight.setHpr(180, -10, 0)
        render.setLight(self.enemyleftlight)
        
        self.enemyrightlight=self.enemy.attachNewNode(Spotlight("enemyheadright"))
        self.enemyrightlight.node().setColor(Vec4(0.75, 0.75, 0.75, 1))
        self.enemyrightlight.node().setLens( PerspectiveLens() )
        self.enemyrightlight.node().getLens().setFov( 50, 50)
        self.enemyrightlight.node().setAttenuation( Vec3( 0.1, 0.005, 0.0 ) )
        self.enemyrightlight.node().setExponent( 60.0 )
        self.enemyrightlight.setPos(1, -0.1, 1.5)
        self.enemyrightlight.setHpr(180, -10, 0)
        render.setLight(self.enemyrightlight)
        
        self.enemylightson=1
        
        self.spotlight=camera.attachNewNode(PointLight("spotlight"))
        #self.spotlight.setPos(0, 3, 0.5)
        #self.spotlight.setHpr(0, 0, 0)
        self.spotlight.node().setColor(Vec4(1, 1, 1, 1))
        #self.spotlight.node().setLens( PerspectiveLens() )
        #self.spotlight.node().getLens().setFov( 180, 120)
        self.spotlight.node().setAttenuation( Vec3( 1, 0, 0.05 ))
        #self.spotlight.node().setExponent( 60.0 )
        render.setLight(self.spotlight)
        
        self.playerlight=self.player.attachNewNode(PointLight("spotlight"))
        self.playerlight.node().setColor(Vec4(1, 1, 1, 1))
        #self.spotlight.node().setLens( PerspectiveLens() )
        #self.spotlight.node().getLens().setFov( 180, 120)
        self.playerlight.node().setAttenuation( Vec3( 1, 0, 0.05 ))
        #self.spotlight.node().setExponent( 60.0 )
        render.setLight(self.playerlight)
        
        
        self.ambientlight=self.sky.attachNewNode(AmbientLight("ambientLight"))
        self.ambientlight.node().setColor(Vec4(1, 1, 1, 1))
        self.sky.setLight(self.ambientlight)

        # 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("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("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("l", self.playerLights,[])
        
        self.accept("mouse1", self.setKey, ["shoot", 1])
        self.accept("mouse1-up", self.setKey, ["shoot", 0]) #self.shootRocketshootRocket

        taskMgr.add(self.playerMove,"moveTask")
        taskMgr.add(self.enemyMove,"moveTask")
        taskMgr.add(self.shoot,"shootTask")
        taskMgr.add(self.rocketCollision,"rocketCollision")

        # Game state variables
        self.prevtime = 0
        self.isMoving = False
        self.prevShotTime = 0
        self.prevEnemyMoveTime = 0

        # Set up the camera
        
        base.disableMouse()
        base.camera.setPos(self.player.getX(),self.player.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 player'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.playerGroundRay = CollisionRay()
        self.playerGroundRay.setOrigin(0,0,1000)
        self.playerGroundRay.setDirection(0,0,-1)
        self.playerGroundCol = CollisionNode('playerRay')
        self.playerGroundCol.addSolid(self.playerGroundRay)
        self.playerGroundCol.setFromCollideMask(BitMask32.bit(3))
        self.playerGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.playerGroundColNp = self.player.attachNewNode(self.playerGroundCol)
        self.playerGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.playerGroundColNp, self.playerGroundHandler)

        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(3))
        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.playerGroundColNp.show()
        #self.camGroundColNp.show()
       
        #Uncomment this line to show a visual representation of the 
        #collisions occuring
        #self.cTrav.showCollisions(render)
        
        #Code for Enemy player
        self.enemyGroundRay = CollisionRay()
        self.enemyGroundRay.setOrigin(0,0,1000)
        self.enemyGroundRay.setDirection(0,0,-1)
        self.enemyGroundCol = CollisionNode('enemyRay')
        self.enemyGroundCol.addSolid(self.enemyGroundRay)
        self.enemyGroundCol.setFromCollideMask(BitMask32.bit(3))
        self.enemyGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.enemyGroundColNp = self.enemy.attachNewNode(self.enemyGroundCol)
        self.enemyGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.enemyGroundColNp, self.enemyGroundHandler)
        
        self.cRocketHandler = CollisionHandlerQueue()
        
        self.worldEdge = CollisionInvSphere(0, 0, 0, 50)
        
        cNode = CollisionNode("worldEdge")
        cNode.addSolid(self.worldEdge)
        cNode.setFromCollideMask(BitMask32.allOff())
        cNode.setIntoCollideMask(BitMask32.allOn())
        self.worldEdgeNp=self.environ.attachNewNode(cNode)
        #self.cTrav.addCollider(self.worldEdgeNp, self.cRocketHandler)
        #cNP = render.attachNewNode(cNode)
        
        cNode2 = CollisionNode("wall")
        cNode2.addSolid(CollisionPlane(Plane(Vec3(-1,0,0), Point3(22.5,0,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(1,0,0), Point3(-22.5,0,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(0,-1,0), Point3(0,22.5,0))))
        cNode2.addSolid(CollisionPlane(Plane(Vec3(0,1,0), Point3(0,-22.5,0))))
        cNode2.setFromCollideMask(BitMask32.allOff())
        cNode2.setIntoCollideMask(BitMask32.allOn())
        cNP2=self.environ.attachNewNode(cNode2)
        
        self.picker = CollisionTraverser()            #Make a traverser
        self.pq     = CollisionHandlerQueue()         #Make a handler
        #Make a collision node for our picker ray
        self.pickerNode = CollisionNode('mouseRay')
        #Attach that node to the camera since the ray will need to be positioned
        #relative to it
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        #Everything to be picked will use bit 1. This way if we were doing other
        #collision we could seperate it
        self.pickerNode.setFromCollideMask(BitMask32.allOn())
        self.pickerRay = CollisionRay()               #Make our ray
        self.pickerNode.addSolid(self.pickerRay)      #Add it to the collision node
        #Register the ray as something that can cause collisions
        self.picker.addCollider(self.pickerNP, self.pq)
        
        self.playerrocket = None
        self.enemyrocket = None
        
        self.enemyTurn = 0
        self.enemyDestAng = 180

        
        self.enemyHp = 3
        self.playerHp = 3
        
        #Collisions
        self.setupCollisions()
        
        self.playermoving = False
        
        
        #setup hud
        self.drawHud()
        
    def drawHud(self):
        
        #Player
        OnscreenText(text="Player Health", style=1, fg=(1,1,1,1), pos=(0.85, 0.9), align=TextNode.ALeft, scale = .08)
        
        self.playerHealthImg = OnscreenImage(image = 'Assets/Images/healthFull.png', pos = (1.05, 0, .84), scale = .12)
        self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        
        
        #Enemy
        OnscreenText(text="Enemy Health", style=1, fg=(1,1,1,1), pos=(0.85, 0.7), align=TextNode.ALeft, scale = .08)
        
        self.enemyHealthImg = OnscreenImage(image = 'Assets/Images/healthFull.png', pos = (1.05, 0, .64), scale = .12)
        self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        

    def updateGui(self):
    
        #player bar
        if self.playerHp == 2:
            self.playerHealthImg.setImage('Assets/Images/healthMedium.png')
            self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        elif self.playerHp == 1:
            self.playerHealthImg.setImage('Assets/Images/healthLow.png')
            self.playerHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        
        #enemy bar
        if self.enemyHp == 2:
            self.enemyHealthImg.setImage('Assets/Images/healthMedium.png')
            self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        elif self.enemyHp == 1:
            self.enemyHealthImg.setImage('Assets/Images/healthLow.png')
            self.enemyHealthImg.setTransparency(TransparencyAttrib.MAlpha)
        


    def setupCollisions(self):

        #player sphere
        cPlayerSphere = CollisionSphere(Point3(0, 0, .5), 10)
        cPlayerNode = CollisionNode("Player")
        cPlayerNode.addSolid(cPlayerSphere)
        
        cPlayerNode.setFromCollideMask(BitMask32.bit(4))
        cPlayerNode.setIntoCollideMask(BitMask32(20))
        
        cPlayerNP = self.player.attachNewNode(cPlayerNode)
        self.cTrav.addCollider(cPlayerNP, self.playerGroundHandler)
        #self.cTrav.addCollider(cPlayerNP, self.cRocketHandler)
        #cPlayerNP.show()
        
        
        #enemy sphere
        cEnemySphere = CollisionSphere(Point3(0, 0, .5), 10)
        cEnemyNode = CollisionNode("Enemy")
        cEnemyNode.addSolid(cEnemySphere)
        
        cEnemyNode.setFromCollideMask(BitMask32.bit(4))
        cEnemyNode.setIntoCollideMask(BitMask32(18))
        
        cEnemyNP = self.enemy.attachNewNode(cEnemyNode)
        self.cTrav.addCollider(cEnemyNP, self.enemyGroundHandler)
        #self.cTrav.addCollider(cEnemyNP, self.cRocketHandler)
        #cEnemyNP.show()
        

    def rocketCollision(self, task):
        """Check for rocket collisions with players and objects"""
        
        toRemove = []
        
        for i in range(self.cRocketHandler.getNumEntries()):
            entry = self.cRocketHandler.getEntry(i)
            #~ print entry		
            
            if entry.getFromNode().getName() == "PlayerRocket" and entry.getIntoNode().getName() == "Enemy":
                self.enemyHp -= 1
                self.updateGui()
                if self.enemyHp == 0:
                    print "Victory!"
                    OnscreenText(text="Victory!", style=2, fg=(0,1,0,1),
                    pos=(-0.6, 0), align=TextNode.ALeft, scale = .5, shadow=(0,0,0,0))
                    self.playerHp += 5
		    #LerpFunc(end_game, fromData = 0, toData = 1, duration = 3.0,
			#blendType = 'noBlend', extraArgs = [], name = None)
                    taskMgr.remove("moveTask")
                    taskMgr.remove("shootTask")
                    #print "GAME OVER, YOU WIN"
                    #sys.exit(0) 
            elif entry.getFromNode().getName() == "EnemyRocket" and entry.getIntoNode().getName() == "Player":
                self.playerHp -= 1
                self.updateGui()
                if self.playerHp == 0:
                    #~ print "GAME OVER, YOU LOSE"
                    OnscreenText(text="Failure!", style=2, fg=(1,0,0,1),
                    pos=(-0.6, 0), align=TextNode.ALeft, scale = .5, shadow=(0,0,0,0))
                    self.enemyHp += 5
                    taskMgr.remove("moveTask")
                    taskMgr.remove("shootTask")
            
            #Add to remove list
            if entry.getFromNodePath() not in toRemove:
                toRemove.append(entry.getFromNodePath())

        #remove
        for np in toRemove:
        
            if np.getNode(0).getName() == "PlayerRocket":
                if self.playerrocket:
                    self.playerrocket.kill_light()
                    #~ print "BOOM!, PLAYER ROCKET EXPLODED"
                    BoomSound.play()
                    RocketFire.stop()
                    Explosion.Explosion(self.playerrocket.rocket.getPos(), render)
                    self.playerrocket = None
                np.getParent().remove()
            
            else:
                if self.enemyrocket:
                    self.enemyrocket.kill_light()
                    #~ print "BOOM!, ENEMY ROCKET EXPLODED"
                    BoomSound.play()
                    RocketFire.stop()
                    Explosion.Explosion(self.enemyrocket.rocket.getPos(), render)
                    self.enemyrocket = None
                np.getParent().remove()
            
        self.cRocketHandler.clearEntries()
        
        return Task.cont
    
    def shootPlayerRocket(self):
        """Shoot a player rocket"""
        
        #Check to see if we can access the mouse. We need it to do anything else
        if base.mouseWatcherNode.hasMouse():
            #get the mouse position
            mpos = base.mouseWatcherNode.getMouse()
          
            #Set the position of the ray based on the mouse position
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())

            #Do the actual collision pass
            pickerpoint=Point3(0,0,0)
            self.picker.traverse(render)

            for i in range(self.pq.getNumEntries()):
                entry = self.pq.getEntry(i)
                if entry.getFromNode().getName() == "mouseRay" and entry.getIntoNode().getName()=="terrain":
                    pickerpoint=entry.getSurfacePoint(render)
            direction=pickerpoint-Point3(self.player.getX(), self.player.getY(), self.player.getZ()+0.5)
            #~ if self.playerrocket is None:
                #~ angle = math.radians(self.player.getH())
            playerpos=self.player.getPos()
            self.playerrocket = Rocket.Rocket(Point3(playerpos.getX(), playerpos.getY(), playerpos.getZ()+0.5), direction, "PlayerRocket", render)
            self.playerrocket.setupCollision(self.cTrav, self.cRocketHandler)
            RocketFire.play()
            
            if self.player.getCurrentAnim()=="drive":
                self.player.play("drivefire")
            else:
                self.player.play("fire")
            
    def shootEnemyRocket(self):
        """Shoot a enemy rocket"""
   
        if not (self.enemyrocket) and self.enemyrockettiming <= globalClock.getFrameTime() :
            #~ angle = math.radians(self.enemy.getH())
            #~ self.enemyrocket = Rocket.Rocket(self.enemy.getPos(), angle, "EnemyRocket", render)
            #~ self.enemyrocket.setupCollision(self.cTrav, self.cRocketHandler)
            direction = self.player.getPos() - self.enemy.getPos()
            enemyPos = self.enemy.getPos()
            self.enemyrocket = Rocket.Rocket(enemyPos + Point3(0,0,.5),direction,"EnemyRocket",render)
            self.enemyrocket.setupCollision(self.cTrav, self.cRocketHandler)
            RocketFire.play()
            self.enemy.play("drivefire")
            self.enemyrockettiming = globalClock.getFrameTime() + 2.0
        
    
    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value
    
    def shoot(self, task):
        elapsed = task.time - self.prevShotTime
        if(self.keyMap["shoot"]!=0 and elapsed > 1):
            self.shootPlayerRocket()
            self.prevShotTime = task.time
            
        return Task.cont
    
    def playerLights(self):
        if self.playerlightson:
            self.playerleftlight.node().setColor(Vec4(0,0,0,1))
            self.playerrightlight.node().setColor(Vec4(0,0,0,1))
            self.playerlightson=0
        else:
            self.playerleftlight.node().setColor(Vec4(0.75,0.75,0.75,1))
            self.playerrightlight.node().setColor(Vec4(0.75,0.75,0.75,1))
            self.playerlightson=1
    def enemyLights(self):
        if self.enemylightson:
            self.enemyleftlight.node().setColor(Vec4(0,0,0,1))
            self.enemyrightlight.node().setColor(Vec4(0,0,0,1))
            self.enemylightson=0
        else:
            self.enemyleftlight.node().setColor(Vec4(0.75,0.75,0.75,1))
            self.enemyrightlight.node().setColor(Vec4(0.75,0.75,0.75,1))
            self.enemylightson=1
        
    def enemyMove(self, task):
        elapsed = task.time - self.prevEnemyMoveTime

        startpos = self.enemy.getPos()
        
        #Calculate distance to the enemy
        distvec = self.player.getPos() - self.enemy.getPos()
        distvec.setZ(0)
        dist = distvec.length()
        
        backward = self.enemy.getNetTransform().getMat().getRow3(1)
        backward.setZ(0)
        backward.normalize()
        
        #Drive!
        if self.enemy.getCurrentAnim() is None:
            self.enemy.loop("drive")
            
        #Find the vector from the enemy to the player, then find the angle of that vector
        vec = self.enemy.getPos() - self.player.getPos()
        angle = math.degrees(math.atan2(vec.getX(), vec.getY()))

        #Find the angle left to turn according to the enemy's current angle
        angleToPlayer = (-self.enemy.getH() - angle) % 360
        
        #Fire rocket if within 60 degree arc of player
        #~ print angleToPlayer
        if angleToPlayer < 30 or angleToPlayer > 330:
            self.shootEnemyRocket()
        
        #AI control code starts here
        
        #enemyTurn is zero for heading straight, -1 to turn full left, +1 to turn full right
        #Turning rate is currently maxed at 100 degrees per second
        #drivedir is for forward (1) or backward (-1)
        #Wall avoidance stuff
        enemyTurn=0
        myh=self.player.getH()%360
        print myh
        if abs(self.enemy.getPos().getX())>19 or abs(self.enemy.getPos().getX())>19:
            drivedir=-1.0
        else:
            drivedir=1.0
        if self.playerrocket:
            playerpos=self.player.getPos()
            if playerpos.getX()>12.5 and (myh<90 or myh>270):
                self.enemyTurn = -(0.5+0.05*(self.enemy.getX()-12.5))*sign(myh-180)
                print 1
            elif playerpos.getX()<12.5 and not (myh<90 or myh>270):
                self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getX()))*sign(myh-180)
                print 2
            elif playerpos.getY()>12.5 and myh<180:
                self.enemyTurn = -(0.5+0.05*(self.enemy.getY()-12.5))*sign(myh-90)
                print 3
            elif playerpos.getY()<12.5 and myh>180:
                self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getY()))*sign(myh-270)
                print 4
        elif self.enemy.getPos().getX()>12.5 and (myh<90 or myh>270):
            self.enemyTurn = -(0.5+0.05*(self.enemy.getX()-12.5))*sign(myh-180)
            print 5
        elif self.enemy.getPos().getX()<-12.5 and not (myh<90 or myh>270):
            self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getX()))*sign(myh-180)
            print 6
        elif self.enemy.getPos().getY()>12.5 and myh<180:
            self.enemyTurn = -(0.5+0.05*(self.enemy.getY()-12.5))*sign(myh-90)
            print 7
        elif self.enemy.getPos().getY()<-12.5 and myh>180:
            self.enemyTurn = -(0.5+0.05*(12.5-self.enemy.getY()))*sign(myh-270)
            print 8
        elif not(math.fabs(self.enemyDestAng - angleToPlayer) > 3 and math.fabs(self.enemyDestAng - angleToPlayer) < 357):
            print 9
            self.enemyTurn = 0
        else:
            print 10
            if dist > 5:
                self.enemyDestAng = 0
                if angleToPlayer  > 1  and angleToPlayer <= 180:
                    #Turn left
                    self.enemyTurn = -0.5
                elif angleToPlayer > 180 and angleToPlayer < 359:
                    #Turn right
                    self.enemyTurn = 0.5
                
            elif dist < 5:
                self.enemyDestAng = 180
                if angleToPlayer  >= 0  and angleToPlayer < 179:
                    #Turn left
                    self.enemyTurn = 0.5
                elif angleToPlayer > 181 and angleToPlayer < 360:
                    #Turn right
                    self.enemyTurn = -0.5
        #Replace later
        #drivedir=1.0
        
        #End of AI code
        
        #Enemy always tries to move forward, regardless of where the player is
        self.enemy.setPos(self.enemy.getPos() - backward*(drivedir*elapsed*5))
        self.enemy.setH(self.enemy.getH() - elapsed *100.0*self.enemyTurn)
        EnemyRunning.play()
        
        
        self.cTrav.traverse(render)
        
        entries = []
        terrain = []
        for i in range(self.enemyGroundHandler.getNumEntries()):
            entry = self.enemyGroundHandler.getEntry(i)
            if entry.getFromNode().getName() == "enemyRay":
                terrain.append(entry)
            elif entry.getFromNode().getName() == "Enemy" and entry.getIntoNode().getName() != "terrain":
                entries.append(entry)
        terrain.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))

        if (len(entries)>0):
            self.enemy.setPos(startpos)
        if (len(terrain)>0) and (terrain[0].getIntoNode().getName() == "terrain"):
            self.enemy.setZ(terrain[0].getSurfacePoint(render).getZ()+.5)
        else:
            self.enemy.setPos(startpos)
            
        # Store the task time and continue.
        self.prevEnemyMoveTime = task.time
        return Task.cont

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def playerMove(self, task):
        
        elapsed = task.time - self.prevtime
        
        base.camera.lookAt(self.player)
        camright = base.camera.getNetTransform().getMat().getRow3(0)
        camright.normalize()
            

        # save player's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.player.getPos()
        
        
        # If a move-key is pressed, move player in the specified direction.

        if ((self.keyMap["left"]!=0) & (self.keyMap["forward"]!=0)):
            self.player.setH(self.player.getH() + elapsed*50)
            Idling.stop()
            Running.play()
            self.playermoving = True
        elif((self.keyMap["left"]!=0) & (self.keyMap["backward"]!=0)):
            self.player.setH(self.player.getH() - elapsed*50)
            Idling.stop()
            Running.play()
            self.playermoving = True
        if ((self.keyMap["right"]!=0) & (self.keyMap["forward"]!=0)):
            self.player.setH(self.player.getH() - elapsed*50)
            Idling.stop()
            Running.play()
            self.playermoving = True
        elif ((self.keyMap["right"]!=0) & (self.keyMap["backward"]!=0)):
            self.player.setH(self.player.getH() + elapsed*50)
            Idling.stop()
            Running.play()
            self.playermoving = True
        if (self.keyMap["forward"]!=0):
            backward = self.player.getNetTransform().getMat().getRow3(1)
            backward.setZ(0)
            backward.normalize()
            self.player.setPos(self.player.getPos() - backward*(elapsed*5))
            Running.play()
            Idling.stop()
            self.playermoving = True
        if (self.keyMap["backward"]!=0):
            backward = self.player.getNetTransform().getMat().getRow3(1)
            backward.setZ(0)
            backward.normalize()
            self.player.setPos(self.player.getPos() + backward*(elapsed*5))
            Idling.stop()
            Running.play()
            self.playermoving = True
        if (self.keyMap["backward"]==0 and self.keyMap["forward"]==0 and self.keyMap["left"]==0 and self.keyMap["right"]==0):
            Running.stop()
            Idling.play() 
            self.playermoving = False
            if self.player.getCurrentAnim()=="drive":
                self.player.stop()
                #print "STOP MOVING"
                
        
        #DRIVE!
        if self.player.getCurrentAnim() is None and self.playermoving:
            self.player.loop("drive")
            #print "DRIVE ON!"

            
        dist = 10.0
        angle = math.radians(self.player.getH()) + math.pi
        dx = dist * math.sin(angle)
        dy = dist * -math.cos(angle)
        dest = Point3(self.player.getX() + dx, self.player.getY() + dy, self.player.getZ()+1)
        base.camera.setPos(dest)

        # If player is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0):
            if self.isMoving is False:
                #self.player.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                #self.player.stop()
                #self.player.pose("walk",5)
                self.isMoving = False

        # If the camera is too far from player, move it closer.
        # If the camera is too close to player, move it farther.
        
        camvec = self.player.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 20.0):
            base.camera.setPos(base.camera.getPos() + camvec*(camdist-20))
            camdist = 20.0
        if (camdist < 10.0):
            base.camera.setPos(base.camera.getPos() - camvec*(10-camdist))
            camdist = 10.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust player's Z coordinate.  If player's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.
        
        terrain = []
        entries = []
        for i in range(self.playerGroundHandler.getNumEntries()):
            entry = self.playerGroundHandler.getEntry(i)
            if entry.getFromNode().getName() == "playerRay":
                terrain.append(entry)
            elif entry.getFromNode().getName() == "Player" and entry.getIntoNode().getName() != "terrain":
                entries.append(entry)
        terrain.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))     
        
        if (len(entries)>0):
            self.player.setPos(startpos)
        elif (len(terrain)>0) and (terrain[0].getIntoNode().getName() == "terrain"):
            self.player.setZ(terrain[0].getSurfacePoint(render).getZ()+.5)
        else:
            self.player.setPos(startpos)
            
        # Keep the camera at one foot above the terrain,
        # or two feet above player, whichever is greater.
        
        entries = []
        for i in range(self.camGroundHandler.getNumEntries()):
            entry = self.camGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))
        if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
            base.camera.setZ(entries[0].getSurfacePoint(render).getZ()+ 1.5)
        if (base.camera.getZ() < self.player.getZ() + 2.5):
            base.camera.setZ(self.player.getZ() + 2.5)
            
        # The camera should look in player's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above player's head.
        
        self.floater.setPos(self.player.getPos())
        self.floater.setZ(self.floater.getZ()+1)
        base.camera.lookAt(self.floater)

        # Store the task time and continue.
        self.prevtime = task.time
        
        return Task.cont
コード例 #23
0
ファイル: cameraCollision.py プロジェクト: borgified/Hockfire
class cameraCollisionClass:
  def __init__( self ):
    self.collisionCheckSetup()
    
  def collisionCheckSetup( self ):
    print "setting up collision check"
    #No we create a ray to start above the ball and cast down. This is to
    #Determine the height the ball should be at and the angle the floor is
    #tilting. We could have used the sphere around the ball itself, but it
    #would not be as reliable
    self.cameraGroundRay = CollisionRay()     #Create the ray
    self.cameraGroundRay.setOrigin(0,0,0.0)    #Set its origin
    self.cameraGroundRay.setDirection(0,0,-1.0) #And its direction
    #Collision solids go in CollisionNode
    self.cameraGroundCol = CollisionNode('cameraGroundRay') #Create and name the node
    self.cameraGroundCol.addSolid(self.cameraGroundRay) #Add the ray
    self.cameraGroundCol.setFromCollideMask(bitMaskOr([GROUND])) #Set its bitmasks
    self.cameraGroundCol.setIntoCollideMask(bitMaskOr([]))
    #Attach the node to the ballRoot so that the ray is relative to the ball
    #(it will always be 10 feet over the ball and point down)
#    self.cameraGroundColNp = base.camera.attachNewNode(self.cameraGroundCol)
    ### the ground controller is allways looking down NOT ACTIVE
    self.horizontalCameraNode = base.camera.attachNewNode('horizontalCameraNode')
    self.horizontalCameraNode.reparentTo( base.camera )
    self.cameraGroundColNp = self.horizontalCameraNode.attachNewNode(self.cameraGroundCol)
    
    #Uncomment this line to see the ray
    #self.cameraGroundColNp.show()
    '''
    # the camera forward rays look in the direction of the camera
    self.cameraFrontRay = CollisionRay()     #Create the ray
    self.cameraFrontRay.setOrigin   (0,-1,0)    #Set its origin
    self.cameraFrontRay.setDirection(0, 5,0) #And its direction
    self.cameraFrontCol = CollisionNode('cameraFrontRay') #Create and name the node
    self.cameraFrontCol.addSolid(self.cameraFrontRay) #Add the ray
    self.cameraFrontCol.setFromCollideMask(bitMaskOr([WALLS])) #Set its bitmasks
    self.cameraFrontCol.setIntoCollideMask(bitMaskOr([]))
    self.cameraFrontColNp = base.camera.attachNewNode(self.cameraFrontCol)
    #self.cameraFrontColNp.show()
    
    self.cameraBackRay = CollisionRay()     #Create the ray
    self.cameraBackRay.setOrigin   (0, 1,0)    #Set its origin
    self.cameraBackRay.setDirection(0,-5,0) #And its direction
    self.cameraBackCol = CollisionNode('cameraBackRay') #Create and name the node
    self.cameraBackCol.addSolid(self.cameraBackRay) #Add the ray
    self.cameraBackCol.setFromCollideMask(bitMaskOr([WALLS])) #Set its bitmasks
    self.cameraBackCol.setIntoCollideMask(bitMaskOr([]))
    self.cameraBackColNp = base.camera.attachNewNode(self.cameraBackCol)
    #self.cameraBackColNp.show()
    
    # the camera left/right rays
    self.cameraLeftRay = CollisionRay()     #Create the ray
    self.cameraLeftRay.setOrigin   (-1,0,0)    #Set its origin
    self.cameraLeftRay.setDirection( 5,0,0) #And its direction
    self.cameraLeftCol = CollisionNode('cameraLeftRay') #Create and name the node
    self.cameraLeftCol.addSolid(self.cameraLeftRay) #Add the ray
    self.cameraLeftCol.setFromCollideMask(bitMaskOr([WALLS])) #Set its bitmasks
    self.cameraLeftCol.setIntoCollideMask(bitMaskOr([]))
    self.cameraLeftColNp = base.camera.attachNewNode(self.cameraLeftCol)
    #self.cameraLeftColNp.show()
    
    self.cameraRightRay = CollisionRay()     #Create the ray
    self.cameraRightRay.setOrigin   ( 1,0,0)    #Set its origin
    self.cameraRightRay.setDirection(-5,0,0) #And its direction
    self.cameraRightCol = CollisionNode('cameraRightRay') #Create and name the node
    self.cameraRightCol.addSolid(self.cameraRightRay) #Add the ray
    self.cameraRightCol.setFromCollideMask(bitMaskOr([WALLS])) #Set its bitmasks
    self.cameraRightCol.setIntoCollideMask(bitMaskOr([]))
    self.cameraRightColNp = base.camera.attachNewNode(self.cameraRightCol)
    #self.cameraRightColNp.show()
    '''
    
    #Finally, we create a CollisionTraverser. CollisionTraversers are what
    #do the job of calculating collisions
    self.cTrav = CollisionTraverser()
    #Collision traverservs tell collision handlers about collisions, and then
    #the handler decides what to do with the information. We are using a
    #CollisionHandlerQueue, which simply creates a list of all of the
    #collisions in a given pass. There are more sophisticated handlers like
    #one that sends events and another that tries to keep collided objects
    #apart, but the results are often better with a simple queue
    self.cGroundHandler = CollisionHandlerQueue()
    self.cWallHandler = CollisionHandlerQueue()
    #Now we add the collision nodes that can create a collision to the
    #traverser. The traverser will compare these to all others nodes in the
    #scene. There is a limit of 32 CollisionNodes per traverser
    #We add the collider, and the handler to use as a pair
    #self.cTrav.addCollider(self.cameraBallSphere, self.cHandler)
    self.cTrav.addCollider(self.cameraGroundColNp, self.cGroundHandler)
    '''
    self.cTrav.addCollider(self.cameraBackColNp, self.cWallHandler)
    self.cTrav.addCollider(self.cameraFrontColNp, self.cWallHandler)
    self.cTrav.addCollider(self.cameraLeftColNp, self.cWallHandler)
    self.cTrav.addCollider(self.cameraRightColNp, self.cWallHandler)
    '''
    # we dont want this to be automatically executed
    #base.cTrav = self.cTrav
    
    #Collision traversers have a built in tool to help visualize collisions.
    #Uncomment the next line to see it.
    #self.cTrav.showCollisions(render)
    
    #self.cTrav.traverse( render )
    
    # add a task to check for collisions
    taskMgr.add(self.collisionCheckTask, 'collisionCheckTask')
  
  def collisionCheckTask( self, task ):
    # make the parent of the groundCollideHandler be horizontal relative to render
    self.horizontalCameraNode.setHpr( render, Vec3(0,0,0))
    
    self.cTrav.traverse( render )
    
    #The collision handler collects the collisions. We dispatch which function
    #to handle the collision based on the name of what was collided into
    for i in range(self.cGroundHandler.getNumEntries()):
      self.cGroundHandler.sortEntries()
      entry = self.cGroundHandler.getEntry(i)
      object = entry.getIntoNode()
      self.groundCollideHandler(entry)
      # stop after first one
      break
    for i in range(self.cWallHandler.getNumEntries()):
      self.cWallHandler.sortEntries()
      entry = self.cWallHandler.getEntry(i)
      object = entry.getIntoNode()
      self.wallCollideHandler(entry)
      # stop after first one
      break
    return Task.cont
  
  def groundCollideHandler( self, colEntry ):
    # get Z position of collision
    newZ = colEntry.getSurfacePoint(render).getZ()
    # set position node of camera above collision point
    base.camera.setZ(newZ+GROUNDDISTANCE)
  
  def wallCollideHandler( self, colEntry ):
    # get position of collision
    collisionPos = colEntry.getSurfacePoint(render)
    # get position of camera
    cameraPos = base.camera.getPos(render)
    # distance from collisionpoint to camera
    distance = collisionPos - cameraPos
    # length of the distance
    distanceLength = distance.length()
    # if distance to collision point smaller then defined
    if distanceLength < MINDISTANCEWALL:
      # move camera backwand to be at correct distance
      base.camera.setPos( base.camera.getPos() - (distance * (MINDISTANCEWALL - distanceLength)))
コード例 #24
0
ファイル: main.py プロジェクト: jtietema/true-nature
class World(DirectObject):
    def __init__(self):
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # enable physics (and particle) engine

        self.throwMode = False
        self.freelook = False

        self.score = OnscreenText('0',
                                  pos=(-1.32, 0.9),
                                  fg=(1, 1, 1, 1),
                                  bg=(0, 0, 0, 0.5),
                                  scale=0.1,
                                  align=TextNode.ALeft)

        # Load the environment in which Eve will walk. Set its parent
        # to the render variable so that it is a top-lplayerl node.
        self.env = loader.loadModel('models/world/world.egg.pz')
        self.env.reparentTo(render)
        self.env.setPos(0, 0, 0)

        self.createCollisionHandlers()

        # Create an Actor instance for Eve. We also specify the animation
        # models that we want to use as a dictionary, where we can use to
        # keys to refer to the animations later on. The start point of Eve
        # is hardcoded in the world model somewhere, so we look that up.
        self.player = Eve('Eve', self,
                          self.env.find('**/start_point').getPos())
        #self.player.nodePath.setZ(self.player.nodePath.getZ() + 10)
        self.player.nodePath.reparentTo(render)

        # Create a floater object that always floats 2 units above Eve.
        # We make sure that it is attached to Eve by reparenting it to
        # Eve's object instance.
        self.floater = NodePath(PandaNode('floater'))
        self.floater.reparentTo(self.player.nodePath)
        self.floater.setZ(self.floater.getZ() + 2)

        # load baseball
        self.baseball = Baseball('baseball', self,
                                 self.player.nodePath.getPos())
        self.baseball.nodePath.reparentTo(render)
        self.player.pickUpItem(self.baseball)

        # Load the panda bear
        self.panda = Panda('panda', self, self.player.nodePath.getPos())
        self.panda.nodePath.reparentTo(render)

        # Disable controlling the camera using the mouse. Note that this does
        # not disable the mouse completely, it merely disables the camera
        # movement by mouse.
        base.disableMouse()

        self.hideMouseCursor()

        # Set the initial position for the camera as X, Y and Z values.
        base.camera.setPos(self.player.nodePath.getX(),
                           self.player.nodePath.getY() + 10, 2)

        # Disable modifier button compound events.
        base.mouseWatcherNode.setModifierButtons(ModifierButtons())
        base.buttonThrowers[0].node().setModifierButtons(ModifierButtons())

        # Register any control callbacks.
        self.accept('escape', sys.exit)
        self.accept('d', self.dropItem)
        self.accept('f', self.toggleFullscreen)

        self.accept('space', self.enterThrowMode)
        self.accept('space-up', self.leaveThrowMode)

        # Also make sure that we can, at any time, request the state (pressed
        # or not) for these keys.
        self.keys = keys.KeyStateManager()
        self.keys.registerKeys({
            'arrow_left': 'left',
            'arrow_right': 'right',
            'arrow_up': 'forward',
            'arrow_down': 'backward',
            'shift': 'shift',
            'r': 'reset'
        })

        self.mouse = mouse.MousePointerManager(0)

        # Schedule the move method to be executed in the game's main loop.
        taskMgr.add(self.update, 'update')

    def hideMouseCursor(self):
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

    def toggleFullscreen(self):
        props = WindowProperties()
        props.setFullscreen(not base.win.getProperties().getFullscreen())
        base.win.requestProperties(props)

    def enableFreelook(self):
        self.freelook = True

        # Make sure we reset the MouseMovementManager's last known mouse position,
        # so we don't get a huge delta on the first attempt.
        self.mouse.reset()

        base.camera.setP(0)

    def disableFreelook(self):
        self.freelook = False

    def createCollisionHandlers(self):
        # Create a new collision traverser instance. We will use this to determine
        # if any collisions occurred after performing movement.
        self.cTrav = CollisionTraverser()

        camGroundRay = CollisionRay()
        camGroundRay.setOrigin(0, 0, 1000)
        camGroundRay.setDirection(0, 0, -1)
        camGroundCol = CollisionNode('camRay')
        camGroundCol.addSolid(camGroundRay)
        camGroundCol.setFromCollideMask(BitMask32.bit(0))
        camGroundCol.setIntoCollideMask(BitMask32.allOff())
        camGroundColNp = base.camera.attachNewNode(camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(camGroundColNp, self.camGroundHandler)

        # register the collision pusher
        self.pusher = CollisionHandlerPusher()

        # register collision event pattern names
        self.pusher.addInPattern('col-%fn-into')

    def update(self, task):
        # get the time passed since the last frame
        timePassed = globalClock.getDt()

        # update player
        self.player.forceMove(timePassed)
        self.panda.forceMove(timePassed)

        # Do collision detection. This iterates all the collider nodes
        self.cTrav.traverse(render)

        # check if player's move is valid
        self.player.validateMove()
        self.panda.validateMove()

        # Set the initial position for the camera as X, Y and Z values.
        base.camera.setPos(self.player.nodePath.getPos())

        if self.throwMode:
            # Position the camera a bit above the ground.
            base.camera.setZ(base.camera, 1.5)

            if self.freelook:
                mx, my = self.mouse.getDelta()

                h = -mx * 0.1
                p = -my * 0.1

                base.camera.setHpr(base.camera, h, p, 0)
                self.player.nodePath.setH(self.player.nodePath, h)
            else:
                # Set the heading, pitch and roll of the camera.
                base.camera.setHpr(self.player.nodePath.getHpr())
        else:
            # Set the heading, pitch and roll of the camera.
            base.camera.setHpr(self.player.nodePath.getHpr())

            # Position the camera somewhat behind the player.
            base.camera.setY(base.camera, 10)

            # Make sure the camera is above the ground.
            camGroundEntry = self.getGroundEntry(self.camGroundHandler)
            if camGroundEntry is not None and camGroundEntry.getIntoNode(
            ).getName() == 'terrain':
                base.camera.setZ(
                    camGroundEntry.getSurfacePoint(render).getZ() + 1.5)

            # Let the camera look at the floater object above Eve.
            base.camera.lookAt(self.floater)

        return Task.cont

    def dropItem(self):
        self.player.dropItem()

    def getGroundEntry(self, collisionHandler):
        # Put all the collision entries into a Python list so we can sort it,
        # properly.
        entries = []
        for i in range(collisionHandler.getNumEntries()):
            entries.append(collisionHandler.getEntry(i))

        # Sort the list by the collision points' Z values, making sure the
        # highest value ends up at the front of the list.
        entries.sort(lambda x, y: cmp(
            y.getSurfacePoint(render).getZ(),
            x.getSurfacePoint(render).getZ()))

        if len(entries) > 0:
            return entries[0]
        else:
            return None

    def enterThrowMode(self):
        self.throwMode = True
        self.player.enterStrafeMode()
        self.enableFreelook()

    def leaveThrowMode(self):
        self.throwMode = False
        self.player.leaveStrafeMode()
        self.disableFreelook()
コード例 #25
0
from pandac.PandaModules import Point3
from pandac.PandaModules import Vec3

import math
from math import sqrt

wallRayNP = render.attachNewNode(CollisionNode("wall ray collision node"))
wallRayNP.node().addSolid(CollisionRay(0,0,0,0,1,0))
wallRayNP.node().setIntoCollideMask(BitMask32.allOff())
wallRayNP.node().setFromCollideMask(BitMask32.allOn() & ~GeomNode.getDefaultCollideMask())
wallRayNP.node().setFromCollideMask(wallRayNP.node().getFromCollideMask() & ~BitMask32.bit(1))
#wallRayNP.show()

collisionHandler = CollisionHandlerQueue()
collisionTraverser = CollisionTraverser("pathfinder's collisionTraverser")
collisionTraverser.addCollider(wallRayNP, collisionHandler)
collisionTraverser.setRespectPrevTransform(True)

class PathFinder():
    
##    def __init__(self, position, ID = -1):
##        NodePath.__init__(self, "Waypoint")
##        self.position = position
##        self.texture = loader.loadTexture("textures/blue.jpg")
##        self.costToThisNode = 0
##        self.visited = False
##        self.neighbors = []
##        self.ID = ID
##        self.previousWaypoint = None

    @classmethod
コード例 #26
0
ファイル: step9.py プロジェクト: kit-ipe/sensorsEditor
collisionHandler.addOutPattern("ray-out-cards")

PICKING_MASK = BitMask32.bit(1)

# ** Setting the ray collider
pickerNode = CollisionNode("mouseraycnode")
# another important but obvious difference from step 6 is that this time we parent the ray nodepath in render2d instead render root nodepath, otherwise all the objects we're going to define in 2D won't be seen by the ray.
pickerNP = base.render2d.attachNewNode(pickerNode)
pickerNP.show()
# note that this time we set the ray dimension along the Y axis 2 point long to pierce everything is on the Y=0 position (2D objects are usually placed there)
pickerRay = CollisionRay(0, -1, 0, 0, 1, 0)
pickerNode.addSolid(pickerRay)
pickerNode.setFromCollideMask(PICKING_MASK)
pickerNode.setIntoCollideMask(BitMask32.allOff())
# ** put the ray into the traverse cycle
customCtrav.addCollider(pickerNP, collisionHandler)

# ** We create here 3 cards (indeed are) each of them tagged to bring with the id numnber we'll use to load the proper card texture later and its status which, in the beginning, is hidden (the back card facing up).
cm = CardMaker("cm")
left, right, bottom, top = 0, 1.4, 0, -2
cm.setFrame(left, right, top, bottom)
# Note we parent the card in aspect2d instead render2d because it will keep the right proportions even with different screen ratios
cardrootNP = aspect2d.attachNewNode("cardroot")
tex = loader.loadTexture("textures/cards/back.png")
for x in range(3):
    card = cardrootNP.attachNewNode(cm.generate())
    card.setPos(x * 2, 0, -1)
    card.setTag("id", str(x + 1))
    card.setTag("status", "hidden")
    card.setTexture(tex)
    card.setCollideMask(PICKING_MASK)
コード例 #27
0
ファイル: game.py プロジェクト: H3LLB0Y/Centipede
class Game(DirectObject.DirectObject):
    def __init__(self, showbase, usersData, gameData):
        self.showbase = showbase
        self.usersData = usersData
        self.gameData = gameData

        random.seed(self.gameData.randSeed)

        # Initialize the collision traverser.
        self.cTrav = CollisionTraverser()

        # Initialize the handler.
        self.collHandEvent = CollisionHandlerEvent()
        self.collHandEvent.addInPattern('into-%in')

        self.world = World(showbase)

        for user in self.usersData:
            user.centipede = Centipede(showbase, len(self.usersData),
                                       self.addToCollisions)
            if user.thisPlayer:
                self.centipede = user.centipede
                self.centipede.attachRing(showbase)

        self.foods = []
        for i in range(self.gameData.maxFoods):
            self.foods.append(Food(self.showbase, i, self.addToCollisions))

        self.ticks = 0

    def destroy(self):
        self.world.destroy()
        for user in self.usersData:
            user.centipede.destroy()
        for food in self.foods:
            food.destroy()

    def runTick(self, dt):
        # run each of the centipedes simulations
        for user in self.usersData:
            user.centipede.update(dt)
            if len(user.centipede.body) > 10:
                return False

        for food in self.foods:
            food.update(dt)

        self.cTrav.traverse(self.showbase.render)

        self.ticks += 1

        # Return true if game is still not over (false to end game)
        return True

    def collideInto(self, collEntry):
        for user in self.usersData:
            if collEntry.getFromNodePath(
            ) == user.centipede.head.collisionNode[0]:
                for food in self.foods:
                    if collEntry.getIntoNodePath(
                    ) == food.model.collisionNode[0]:
                        user.centipede.addLength(self.showbase)
                        food.reset()
                if len(user.centipede.body) > 2:
                    if collEntry.getIntoNodePath(
                    ) == user.centipede.tail.collisionNode[0]:
                        user.centipede.reset()
                    for i in range(len(user.centipede.body) - 1 - 2):
                        if collEntry.getIntoNodePath() == user.centipede.body[
                                i + 2].collisionNode[0]:
                            user.centipede.reset()
                            break

    def addToCollisions(self, item):
        # Add this object to the traverser.
        self.cTrav.addCollider(item[0], self.collHandEvent)

        # Accept the events sent by the collisions.
        self.accept('into-' + str(item[1]), self.collideInto)
コード例 #28
0
class objectIdPicklingClass:
  def __init__( self, bit=[PICKABLE] ):
    global OBJECTIDMAPPING
    #Since we are using collision detection to do picking, we set it up like
    #any other collision detection system with a traverser and a handler
    self.picker = CollisionTraverser()            #Make a traverser
    self.pq     = CollisionHandlerQueue()         #Make a handler
    #Make a collision node for our picker ray
    self.pickerNode = CollisionNode('mouseRay')
    #Attach that node to the camera since the ray will need to be positioned
    #relative to it
    self.pickerNP = base.camera.attachNewNode(self.pickerNode)
    #Everything to be picked will use bit 1. This way if we were doing other
    #collision we could seperate it
    self.pickerNode.setFromCollideMask(bitMaskOr(bit))
    self.pickerRay = CollisionRay()               #Make our ray
    self.pickerNode.addSolid(self.pickerRay)      #Add it to the collision node
    #Register the ray as something that can cause collisions
    self.picker.addCollider(self.pickerNP, self.pq)
    #self.picker.showCollisions(render)
  
  def mousePick( self ):
    #Check to see if we can access the mouse. We need it to do anything else
    if base.mouseWatcherNode.hasMouse():
      #get the mouse position
      mpos = base.mouseWatcherNode.getMouse()
      
      #Set the position of the ray based on the mouse position
      self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
      
      #Do the actual collision pass (Do it only on the squares for
      #efficiency purposes)
      self.picker.traverse( render )
      if self.pq.getNumEntries() > 0:
        #if we have hit something, sort the hits so that the closest
        #is first, and highlight that node
        self.pq.sortEntries()
        pickedObj = self.pq.getEntry(0).getIntoNodePath()
        #print pickedObj
        pickedObjObjectId = pickedObj.findNetTag( 'objectId' )
        if pickedObj.hasNetTag( 'objectId' ):
          return pickedObj.getNetTag( 'objectId' )
        else:
          print "pickedObj.hasNetTag( 'objectId' ) failed"
          return None
      else:
        print "self.pq.getNumEntries() = %i" % self.pq.getNumEntries()
        return None
    else:
      print "base.mouseWatcherNode.hasMouse() failed"
      return None
  
  def getPickerRayDirection( self, mousePos=None ): #posX, posY ):
    ''' return the direction of the ray sent trought the mouse
    '''
    # the pickerRay cannot be changed anyway once it has been set in a frame (BUG?)
    if base.mouseWatcherNode.hasMouse():
      mpos = base.mouseWatcherNode.getMouse()
      #mousePos = (mpos.getX(), mpos.getY())
      self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
      # make a copy of the ray
      direction = self.pickerRay.getDirection()
      mouseRayDirection = Point3(direction.getX(), direction.getY(), direction.getZ())
      # and normalize it
      mouseRayDirection.normalize()
      return mouseRayDirection
  
  def getObjectMousePick( self ):
    objectId = self.mousePick()
    if OBJECTIDMAPPING.has_key( objectId ):
      return OBJECTIDMAPPING[objectId]
    else:
      return None
コード例 #29
0
ファイル: main.py プロジェクト: gomtuu/FreeBLiTZ
class FreeBLiTZ(ShowBase):

    def __init__(self):
        from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
        from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
        ShowBase.__init__(self)

        self.sky = self.loader.loadModel('models/sky-sphere')
        self.sky.reparentTo(self.render)
        self.stage = self.loader.loadModel('models/test-collide')
        self.stage.reparentTo(self.render)
        self.floor = self.stage.findAllMatches('**/=CollideType=floor')
        self.floor.setCollideMask(FLOOR_MASK)
        self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
        if self.obstacles:
            self.obstacles.setCollideMask(OBSTACLE_MASK)
        self.zones = self.stage.findAllMatches('**/=CollideType=zone')
        if self.zones:
            self.zones.setCollideMask(ZONE_MASK)
        self.create_stanchions()

        # Character rig, which allows camera to follow character
        self.char_rig = self.stage.attachNewNode('char_rig')

        self.active_char = Character('mainchar', self.char_rig)

        self.cam.reparentTo(self.char_rig)
        self.cam.setPos(0.5, -3, 1.5)
        self.cam.lookAt(0.5, 0, 1.5)

        self.light = DirectionalLight('dlight')
        self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
        self.lightNP = self.stage.attachNewNode(self.light)
        self.lightNP.setHpr(-75, -45, 0)
        self.stage.setLight(self.lightNP)

        self.amblight = AmbientLight('amblight')
        self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
        self.amblightNP = self.stage.attachNewNode(self.amblight)
        self.stage.setLight(self.amblightNP)

        self.accept('w', self.active_char.begin_forward)
        self.accept('a', self.active_char.begin_left)
        self.accept('s', self.active_char.begin_backward)
        self.accept('d', self.active_char.begin_right)
        self.accept('w-up', self.active_char.end_forward)
        self.accept('a-up', self.active_char.end_left)
        self.accept('s-up', self.active_char.end_backward)
        self.accept('d-up', self.active_char.end_right)
        self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')

        self.look = False
        self.prev_pos = None
        self.accept('mouse2', self.begin_look)
        self.accept('mouse2-up', self.end_look)
        self.accept('mouse3', self.active_char.begin_spin)
        self.accept('mouse3-up', self.active_char.end_spin)
        self.taskMgr.add(self.MouseTask, 'MouseTask')

        self.floor_handler = CollisionHandlerFloor()
        self.floor_handler.addCollider(self.active_char.actor_from_floor, self.char_rig)
        self.wall_handler = CollisionHandlerPusher()
        self.wall_handler.addCollider(self.active_char.actor_from_obstacle, self.char_rig)
        self.zone_handler = CollisionHandlerEvent()
        self.zone_handler.addInPattern('%fn-into')
        self.zone_handler.addOutPattern('%fn-out')
        def foo(entry):
            print 'You are in the zone'
        def bar(entry):
            print 'You are not in the zone'
        self.accept('blockchar_zone-into', foo)
        self.accept('blockchar_zone-out', bar)
        self.cTrav = CollisionTraverser('main traverser')
        self.cTrav.setRespectPrevTransform(True)
        self.cTrav.addCollider(self.active_char.actor_from_floor, self.floor_handler)
        self.cTrav.addCollider(self.active_char.actor_from_obstacle, self.wall_handler)
        self.cTrav.addCollider(self.active_char.actor_from_zone, self.zone_handler)
        #self.cTrav.showCollisions(self.stage)

    def create_stanchions(self):
        from pandac.PandaModules import GeomVertexReader, CollisionNode, CollisionTube
        self.stanchions = self.stage.findAllMatches('**/=Stanchion')
        for stanchion in self.stanchions:
            geomnode = stanchion.node()
            radius = float(stanchion.getTag('Stanchion'))
            geom = geomnode.getGeom(0)
            vdata = geom.getVertexData()
            for gp in range(geom.getNumPrimitives()):
                vreader = GeomVertexReader(vdata, 'vertex')
                prim = geom.getPrimitive(gp)
                prim = prim.decompose()
                for p in range(prim.getNumPrimitives()):
                    start = prim.getPrimitiveStart(p)
                    end = prim.getPrimitiveEnd(p)
                    vertices = []
                    for v in range(start, end):
                        vi = prim.getVertex(v)
                        vreader.setRow(vi)
                        vertex = vreader.getData3f()
                        vertices.append(vertex)
                    vertices.append(vertices[0])
                    for i in range(1, len(vertices)):
                        a, b =  vertices[i-1], vertices[i]
                        stanchion_np = stanchion.attachNewNode(CollisionNode('stanchion'))
                        print 'creating cyl with radius %f from %s to %s' % (radius, a, b)
                        stanchion_np.node().addSolid(CollisionTube(a[0], a[1], a[2], b[0], b[1], b[2], radius))
                        stanchion_np.node().setFromCollideMask(OBSTACLE_MASK)
            geomnode.removeAllGeoms()

    def begin_look(self):
        self.look = True

    def end_look(self):
        self.look = False
        self.prev_pos = None

    def MouseTask(self, task):
        if self.mouseWatcherNode.hasMouse():
            (x, y) = self.mouseWatcherNode.getMouse()
            if self.prev_pos:
                if self.look or self.active_char.spinning:
                    h_diff = (x - self.prev_pos[0]) * 180
                    p_diff = (y - self.prev_pos[1]) * 90
                    new_h = clamp_deg_sign(self.char_rig.getH() - h_diff)
                    self.char_rig.setH(new_h)
                    self.cam.setP(self.cam.getP() + p_diff)
                    self.active_char.spin(new_h)
            self.prev_pos = (x, y)
        return task.cont
コード例 #30
0
ファイル: kepler_sim.py プロジェクト: hugomatic/Kepler
class BallPlateWorld(WorldBase):
    
  def __init__(self, controller, log_2_memory, display_categories):    
    WorldBase.__init__(self, controller, log_2_memory, display_categories)
    self.display_categories = display_categories
    self.last_time = time.time()
    self.step = 0
    self.__init_kepler_scene()
    
      
    
  
  def set_3d_scene(self, x,y,z, alpha, beta, dt):
    new_position = Point3(x,y,z)
    self.maze.setP(-self.alpha)
    self.maze.setR(-self.beta)
    self.ballRoot.setPos(new_position)

    #This block of code rotates the ball. It uses a quaternion
    #to rotate the ball around an arbitrary axis. That axis perpendicular to
    #the balls rotation, and the amount has to do with the size of the ball
    #This is multiplied on the previous rotation to incrimentally turn it.
    prevRot = LRotationf(self.ball.getQuat())
    axis = UP.cross(self.ballV)
    newRot = LRotationf(axis, 45.5 * dt * self.ballV.length())
    self.ball.setQuat(prevRot * newRot)

 
  def __init_kepler_scene(self):
    self.hud_count_down = 0
    self.alpha = 0.
    self.beta = 0.  
    self._set_title("Hugomatic 3D sim")
    self.alpha_rot_speed = 0.
    self.beta_rot_speed = 0.
    
    #This code puts the standard title and instruction text on screen
    self.title = OnscreenText(text="Kepler simulation tool 1",
                              style=1, fg=(1,1,1,1),
                              pos=(0.7,-0.95), scale = .07, font = font)
    
    self.instructions = OnscreenText(text="alpha: 0.000\nbeta: 0.000",
                                     pos = (-1.3, .95), fg=(1,1,1,1), font = font,
                                     align = TextNode.ALeft, scale = .05)
    
    if DISABLE_MOUSE:
        base.disableMouse()                    #Disable mouse-based camera control
    camera.setPosHpr(-10, -10, 25, 0, -90, 0)  #Place the camera

    #Load the maze and place it in the scene
    self.maze = loader.loadModel("models/maze")
    process_model(self.maze)
    self.maze.reparentTo(render)

    #Most times, you want collisions to be tested against invisible geometry
    #rather than every polygon. This is because testing against every polygon
    #in the scene is usually too slow. You can have simplified or approximate
    #geometry for the solids and still get good results.
    #
    #Sometimes you'll want to create and position your own collision solids in
    #code, but it's often easier to have them built automatically. This can be
    #done by adding special tags into an egg file. Check maze.egg and ball.egg
    #and look for lines starting with <Collide>. The part is brackets tells
    #Panda exactly what to do. Polyset means to use the polygons in that group
    #as solids, while Sphere tells panda to make a collision sphere around them
    #Keep means to keep the polygons in the group as visable geometry (good
    #for the ball, not for the triggers), and descend means to make sure that
    #the settings are applied to any subgroups.
    #
    #Once we have the collision tags in the models, we can get to them using
    #NodePath's find command

    #Find the collision node named wall_collide
    self.walls = self.maze.find("**/wall_collide")

    #Collision objects are sorted using BitMasks. BitMasks are ordinary numbers
    #with extra methods for working with them as binary bits. Every collision
    #solid has both a from mask and an into mask. Before Panda tests two
    #objects, it checks to make sure that the from and into collision masks
    #have at least one bit in common. That way things that shouldn't interact
    #won't. Normal model nodes have collision masks as well. By default they
    #are set to bit 20. If you want to collide against actual visible polygons,
    #set a from collide mask to include bit 20
    #
    #For this example, we will make everything we want the ball to collide with
    #include bit 0
    self.walls.node().setIntoCollideMask(BitMask32.bit(0))
    #CollisionNodes are usually invisible but can be shown. Uncomment the next
    #line to see the collision walls
    if VISIBLE_WALLS:
        self.walls.show()

    #Ground_collide is a single polygon on the same plane as the ground in the
    #maze. We will use a ray to collide with it so that we will know exactly
    #what height to put the ball at every frame. Since this is not something
    #that we want the ball itself to collide with, it has a different
    #bitmask.
    self.mazeGround = self.maze.find("**/ground_collide")
    self.mazeGround.node().setIntoCollideMask(BitMask32.bit(1))
    
    #Load the ball and attach it to the scene
    #It is on a root dummy node so that we can rotate the ball itself without
    #rotating the ray that will be attached to it
    self.ballRoot = render.attachNewNode("ballRoot")
    self.ball = loader.loadModel("models/ball")
    self.ball.reparentTo(self.ballRoot)

    #Find the collison sphere for the ball which was created in the egg file
    #Notice that it has a from collision mask of bit 0, and an into collison
    #mask of no bits. This means that the ball can only cause collisions, not
    #be collided into
    self.ballSphere = self.ball.find("**/ball")
    self.ballSphere.node().setFromCollideMask(BitMask32.bit(0))
    self.ballSphere.node().setIntoCollideMask(BitMask32.allOff())

    #No we create a ray to start above the ball and cast down. This is to
    #Determine the height the ball should be at and the angle the floor is
    #tilting. We could have used the sphere around the ball itself, but it
    #would not be as reliable
    self.ballGroundRay = CollisionRay()     #Create the ray
    self.ballGroundRay.setOrigin(0,0,10)    #Set its origin
    self.ballGroundRay.setDirection(0,0,-1) #And its direction
    #Collision solids go in CollisionNode
    self.ballGroundCol = CollisionNode('groundRay') #Create and name the node
    self.ballGroundCol.addSolid(self.ballGroundRay) #Add the ray
    self.ballGroundCol.setFromCollideMask(BitMask32.bit(1)) #Set its bitmasks
    self.ballGroundCol.setIntoCollideMask(BitMask32.allOff())
    #Attach the node to the ballRoot so that the ray is relative to the ball
    #(it will always be 10 feet over the ball and point down)
    self.ballGroundColNp = self.ballRoot.attachNewNode(self.ballGroundCol)
    #Uncomment this line to see the ray
    self.ballGroundColNp.show()

    #Finally, we create a CollisionTraverser. CollisionTraversers are what
    #do the job of calculating collisions
    self.cTrav = CollisionTraverser()
    #Collision traverservs tell collision handlers about collisions, and then
    #the handler decides what to do with the information. We are using a
    #CollisionHandlerQueue, which simply creates a list of all of the
    #collisions in a given pass. There are more sophisticated handlers like
    #one that sends events and another that tries to keep collided objects
    #apart, but the results are often better with a simple queue
    self.cHandler = CollisionHandlerQueue()
    #Now we add the collision nodes that can create a collision to the
    #traverser. The traverser will compare these to all others nodes in the
    #scene. There is a limit of 32 CollisionNodes per traverser
    #We add the collider, and the handler to use as a pair
    self.cTrav.addCollider(self.ballSphere, self.cHandler)
    self.cTrav.addCollider(self.ballGroundColNp, self.cHandler)

    #Collision traversers have a built in tool to help visualize collisions.
    #Uncomment the next line to see it.
    if VISIBLE_WALLS:
        self.cTrav.showCollisions(render)
    
    #This section deals with lighting for the ball. Only the ball was lit
    #because the maze has static lighting pregenerated by the modeler
    lAttrib = LightAttrib.makeAllOff()
    ambientLight = AmbientLight( "ambientLight" )
    ambientLight.setColor( Vec4(.55, .55, .55, 1) )
    lAttrib = lAttrib.addLight( ambientLight )
    directionalLight = DirectionalLight( "directionalLight" )
    directionalLight.setDirection( Vec3( 0, 0, -1 ) )
    directionalLight.setColor( Vec4( 0.375, 0.375, 0.375, 1 ) )
    directionalLight.setSpecularColor(Vec4(1,1,1,1))
    lAttrib = lAttrib.addLight( directionalLight )
    self.ballRoot.node().setAttrib( lAttrib )
    
    #This section deals with adding a specular highlight to the ball to make
    #it look shiny
    m = Material()
    m.setSpecular(Vec4(1,1,1,1))
    m.setShininess(96)
    self.ball.setMaterial(m, 1)

    #Finally, we call start for more initialization
    # self.start()
  
      
    #def start(self):
    #The maze model also has a locator in it for where to start the ball
    #To access it we use the find command
    startPos = (0,0,0)#= self.maze.find("**/start").getPos()
    self.ballRoot.setPos(startPos)   #Set the ball in the starting position
    self.ballV = Vec3(0,0,0)         #Initial velocity is 0
    self.accelV = Vec3(0,0,0)        #Initial acceleration is 0
    
    #For a traverser to actually do collisions, you need to call
    #traverser.traverse() on a part of the scene. Fortunatly, base has a
    #task that does this for the entire scene once a frame. This sets up our
    #traverser as the one to be called automatically
    base.cTrav = self.cTrav

  #This function handles the collision between the ray and the ground
  #Information about the interaction is passed in colEntry
  def groundCollideHandler(self, colEntry):
    #Set the ball to the appropriate Z value for it to be exactly on the ground
    newZ = colEntry.getSurfacePoint(render).getZ()
    self.ballRoot.setZ(newZ + .4)

    #Find the acceleration direction. First the surface normal is crossed with
    #the up vector to get a vector perpendicular to the slope
    norm = colEntry.getSurfaceNormal(render)
    accelSide = norm.cross(UP)
    #Then that vector is crossed with the surface normal to get a vector that
    #points down the slope. By getting the acceleration in 3D like this rather
    #than in 2D, we reduce the amount of error per-frame, reducing jitter
    self.accelV = norm.cross(accelSide)

  #This function handles the collision between the ball and a wall
  def wallCollideHandler(self, colEntry):
    #First we calculate some numbers we need to do a reflection
    norm = colEntry.getSurfaceNormal(render) * -1 #The normal of the wall
    curSpeed = self.ballV.length()                #The current speed
    inVec = self.ballV / curSpeed                 #The direction of travel
    velAngle = norm.dot(inVec)                    #Angle of incidance
    hitDir = colEntry.getSurfacePoint(render) - self.ballRoot.getPos()
    hitDir.normalize()                            
    hitAngle = norm.dot(hitDir)   #The angle between the ball and the normal

    #Ignore the collision if the ball is either moving away from the wall
    #already (so that we don't accidentally send it back into the wall)
    #and ignore it if the collision isn't dead-on (to avoid getting caught on
    #corners)
    if velAngle > 0 and hitAngle > .995:
      #Standard reflection equation
      reflectVec = (norm * norm.dot(inVec * -1) * 2) + inVec
        
      #This makes the velocity half of what it was if the hit was dead-on
      #and nearly exactly what it was if this is a glancing blow
      self.ballV = reflectVec * (curSpeed * (((1-velAngle)*.5)+.5))
      #Since we have a collision, the ball is already a little bit buried in
      #the wall. This calculates a vector needed to move it so that it is
      #exactly touching the wall
      disp = (colEntry.getSurfacePoint(render) -
              colEntry.getInteriorPoint(render))
      newPos = self.ballRoot.getPos() + disp
      self.ballRoot.setPos(newPos)

  def update_hud(self):
    self.hud_count_down -= 1
    if self.hud_count_down <= 0:
        self.hud_count_down = 5
        p1, p2 = self.get_ball_position()
        text =  "\nalpha: %.5f\nbeta: %.5f\npos [%.05f,%.05f]\n" % (self.alpha, self.beta, p1,p2)
        self.instructions.setText(text) 
    
  def control_task(self,task):
        delta_time = task.time - self.last_time
        self.last_time = task.time
        self.step += 1
        if self.controller:
            self.controller.loop(self.step, task.time, delta_time)     

        if self.logging:
            data = self.controller.get_display_data()
            self.log.snapshot(get_data_logger(), self.step, task.time, data, ('self'))        
 
  def get_table_inclination(self):
      angle1 = math.radians(self.alpha)
      angle2 = math.radians(self.beta)
      return (angle1, angle2)
  
  def set_table_rotation_speed(self, alpha_rot_speed, beta_rot_speed):
      self.alpha_rot_speed = alpha_rot_speed
      self.beta_rot_speed = beta_rot_speed
  
  def get_ball_position(self):
      p = self.ballRoot.getPos()
      p1 = p[0]
      p2 = p[1]
      #print "ball position [%s, %s]" % (p1, p2)
      return (p1, p2)
コード例 #31
0
class FreeBLiTZ(ShowBase):
    def __init__(self):
        from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
        from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
        ShowBase.__init__(self)

        self.sky = self.loader.loadModel('models/sky-sphere')
        self.sky.reparentTo(self.render)
        self.stage = self.loader.loadModel('models/test-collide')
        self.stage.reparentTo(self.render)
        self.floor = self.stage.findAllMatches('**/=CollideType=floor')
        self.floor.setCollideMask(FLOOR_MASK)
        self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
        if self.obstacles:
            self.obstacles.setCollideMask(OBSTACLE_MASK)
        self.zones = self.stage.findAllMatches('**/=CollideType=zone')
        if self.zones:
            self.zones.setCollideMask(ZONE_MASK)
        self.create_stanchions()

        # Character rig, which allows camera to follow character
        self.char_rig = self.stage.attachNewNode('char_rig')

        self.active_char = Character('mainchar', self.char_rig)

        self.cam.reparentTo(self.char_rig)
        self.cam.setPos(0.5, -3, 1.5)
        self.cam.lookAt(0.5, 0, 1.5)

        self.light = DirectionalLight('dlight')
        self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
        self.lightNP = self.stage.attachNewNode(self.light)
        self.lightNP.setHpr(-75, -45, 0)
        self.stage.setLight(self.lightNP)

        self.amblight = AmbientLight('amblight')
        self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
        self.amblightNP = self.stage.attachNewNode(self.amblight)
        self.stage.setLight(self.amblightNP)

        self.accept('w', self.active_char.begin_forward)
        self.accept('a', self.active_char.begin_left)
        self.accept('s', self.active_char.begin_backward)
        self.accept('d', self.active_char.begin_right)
        self.accept('w-up', self.active_char.end_forward)
        self.accept('a-up', self.active_char.end_left)
        self.accept('s-up', self.active_char.end_backward)
        self.accept('d-up', self.active_char.end_right)
        self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')

        self.look = False
        self.prev_pos = None
        self.accept('mouse2', self.begin_look)
        self.accept('mouse2-up', self.end_look)
        self.accept('mouse3', self.active_char.begin_spin)
        self.accept('mouse3-up', self.active_char.end_spin)
        self.taskMgr.add(self.MouseTask, 'MouseTask')

        self.floor_handler = CollisionHandlerFloor()
        self.floor_handler.addCollider(self.active_char.actor_from_floor,
                                       self.char_rig)
        self.wall_handler = CollisionHandlerPusher()
        self.wall_handler.addCollider(self.active_char.actor_from_obstacle,
                                      self.char_rig)
        self.zone_handler = CollisionHandlerEvent()
        self.zone_handler.addInPattern('%fn-into')
        self.zone_handler.addOutPattern('%fn-out')

        def foo(entry):
            print 'You are in the zone'

        def bar(entry):
            print 'You are not in the zone'

        self.accept('blockchar_zone-into', foo)
        self.accept('blockchar_zone-out', bar)
        self.cTrav = CollisionTraverser('main traverser')
        self.cTrav.setRespectPrevTransform(True)
        self.cTrav.addCollider(self.active_char.actor_from_floor,
                               self.floor_handler)
        self.cTrav.addCollider(self.active_char.actor_from_obstacle,
                               self.wall_handler)
        self.cTrav.addCollider(self.active_char.actor_from_zone,
                               self.zone_handler)
        #self.cTrav.showCollisions(self.stage)

    def create_stanchions(self):
        from pandac.PandaModules import GeomVertexReader, CollisionNode, CollisionTube
        self.stanchions = self.stage.findAllMatches('**/=Stanchion')
        for stanchion in self.stanchions:
            geomnode = stanchion.node()
            radius = float(stanchion.getTag('Stanchion'))
            geom = geomnode.getGeom(0)
            vdata = geom.getVertexData()
            for gp in range(geom.getNumPrimitives()):
                vreader = GeomVertexReader(vdata, 'vertex')
                prim = geom.getPrimitive(gp)
                prim = prim.decompose()
                for p in range(prim.getNumPrimitives()):
                    start = prim.getPrimitiveStart(p)
                    end = prim.getPrimitiveEnd(p)
                    vertices = []
                    for v in range(start, end):
                        vi = prim.getVertex(v)
                        vreader.setRow(vi)
                        vertex = vreader.getData3f()
                        vertices.append(vertex)
                    vertices.append(vertices[0])
                    for i in range(1, len(vertices)):
                        a, b = vertices[i - 1], vertices[i]
                        stanchion_np = stanchion.attachNewNode(
                            CollisionNode('stanchion'))
                        print 'creating cyl with radius %f from %s to %s' % (
                            radius, a, b)
                        stanchion_np.node().addSolid(
                            CollisionTube(a[0], a[1], a[2], b[0], b[1], b[2],
                                          radius))
                        stanchion_np.node().setFromCollideMask(OBSTACLE_MASK)
            geomnode.removeAllGeoms()

    def begin_look(self):
        self.look = True

    def end_look(self):
        self.look = False
        self.prev_pos = None

    def MouseTask(self, task):
        if self.mouseWatcherNode.hasMouse():
            (x, y) = self.mouseWatcherNode.getMouse()
            if self.prev_pos:
                if self.look or self.active_char.spinning:
                    h_diff = (x - self.prev_pos[0]) * 180
                    p_diff = (y - self.prev_pos[1]) * 90
                    new_h = clamp_deg_sign(self.char_rig.getH() - h_diff)
                    self.char_rig.setH(new_h)
                    self.cam.setP(self.cam.getP() + p_diff)
                    self.active_char.spin(new_h)
            self.prev_pos = (x, y)
        return task.cont
コード例 #32
0
class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        self.debug = True
        self.statusLabel = self.makeStatusLabel(0)
        self.collisionLabel = self.makeStatusLabel(1)

        self.world = self.loader.loadModel("world.bam")
        self.world.reparentTo(self.render)

        self.maxspeed = 100.0
        # Avion à la pointe des chateaux, direction Ouest !
        self.startPos = Vec3(1200, 320, 85)
        #print (self.startPos)
        self.startHpr = Vec3(0, 0, 0)
        #self.player.setPos(1200,320,85)
        #self.player.setH(0)
        self.player = self.loader.loadModel("alliedflanker.egg")
        #self.player.setPos(640,640,85)
        self.player.setScale(0.2, 0.2, 0.2)
        self.player.reparentTo(self.render)
        self.resetPlayer()

        # load the explosion ring
        self.explosionModel = loader.loadModel('explosion')
        self.explosionModel.reparentTo(self.render)
        self.explosionModel.setScale(0.0)
        self.explosionModel.setLightOff()
        # only one explosion at a time:
        self.exploding = False

        # performance (to be masked later by fog) and view:
        self.maxdistance = 1200
        self.camLens.setFar(self.maxdistance)
        self.camLens.setFov(60)

        self.taskMgr.add(self.updateTask, "update")
        self.keyboardSetup()

        # relevant for world boundaries
        self.worldsize = 1024

        self.createEnvironment()

        self.setupCollisions()
        self.textCounter = 0

    def resetPlayer(self):
        self.player.show()
        #self.player.setPos(self.world,self.startPos)
        #self.player.setHpr(self.world,self.startHpr)
        self.player.setPos(self.startPos)
        self.player.setHpr(self.startHpr)
        self.speed = 10.0
        #self.speed = self.maxspeed/2

        #print (self.player.getPos())

    def makeStatusLabel(self, i):
        return OnscreenText(style=2, fg=(.5,1,.5,1), pos=(-1.3,0.92-(.08 * i)), \
  align=TextNode.ALeft, scale = .08, mayChange = 1)

    def updateTask(self, task):
        self.updatePlayer()
        self.updateCamera()

        self.collTrav.traverse(self.render)
        for i in range(self.playerGroundHandler.getNumEntries()):
            entry = self.playerGroundHandler.getEntry(i)
            if (self.debug == True):
                self.collisionLabel.setText("DEAD:" +
                                            str(globalClock.getFrameTime()))
            if (self.exploding == False):
                self.player.setZ(
                    entry.getSurfacePoint(self.render).getZ() + 10)
                self.explosionSequence()
            # we will later deal with 'what to do' when the player dies

        return task.cont

    def keyboardSetup(self):
        self.keyMap = {"left":0, "right":0, "climb":0, "fall":0, \
            "accelerate":0, "decelerate":0, "fire":0}

        self.accept("escape", sys.exit)

        ## Gestion Vitesse
        self.accept("a", self.setKey, ["accelerate", 1])
        self.accept("a-up", self.setKey, ["accelerate", 0])

        self.accept("q", self.setKey, ["decelerate", 1])
        self.accept("q-up", self.setKey, ["decelerate", 0])

        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])

        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])

        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])

        self.accept("arrow_down", self.setKey, ["climb", 1])
        self.accept("arrow_down-up", self.setKey, ["climb", 0])

        self.accept("arrow_up", self.setKey, ["fall", 1])
        self.accept("arrow_up-up", self.setKey, ["fall", 0])

        # self.accept(“space”, self.setKey, [“fire”,1])
        # self.accept(“space-up”, self.setKey, [“fire”,0])
        base.disableMouse()  # or updateCamera will fail!

    def setKey(self, key, value):
        self.keyMap[key] = value

    def updateCamera(self):
        # see issue content for how we calculated these:
        self.camera.setPos(self.player, 25.6225, 3.8807, 10.2779)
        #self.camera.setPos(0, 0, 90)
        self.camera.setHpr(self.player, 94.8996, -16.6549, 1.55508)

    def updatePlayer(self):
        # Global Clock
        # by default, panda runs as fast as it can frame to frame
        scalefactor = (globalClock.getDt() * self.speed)
        #climbfactor = scalefactor * 0.5
        #bankfactor = scalefactor
        #speedfactor = scalefactor * 2.9
        climbfactor = scalefactor * 0.5 * 2
        bankfactor = scalefactor * 2.0
        speedfactor = scalefactor * 2.9

        # throttle control
        if (self.keyMap["accelerate"] != 0):
            self.speed += 1
            if (self.speed > self.maxspeed):
                self.speed = self.maxspeed

        elif (self.keyMap["decelerate"] != 0):
            self.speed -= 1
            if (self.speed < 0.0):
                self.speed = 0.0

        # Left and Right
        if (self.keyMap["left"] != 0 and self.speed > 0.0):
            self.player.setH(self.player.getH() + bankfactor)
            self.player.setP(self.player.getP() + bankfactor)
            if (self.player.getP() >= 180):
                self.player.setP(-180)

        elif (self.keyMap["right"] != 0 and self.speed > 0.0):
            self.player.setH(self.player.getH() - bankfactor)
            self.player.setP(self.player.getP() - bankfactor)
            if (self.player.getP() <= -180):
                self.player.setP(180)

        elif (self.player.getP() > 0):  # autoreturn from right
            self.player.setP(self.player.getP() - (bankfactor + 0.1))
            if (self.player.getP() < 0): self.player.setP(0)

        elif (self.player.getP() < 0):  # autoreturn from left
            self.player.setP(self.player.getP() + (bankfactor + 0.1))
            if (self.player.getP() > 0):
                self.player.setP(0)

        # Climb and Fall
        if (self.keyMap["climb"] != 0 and self.speed > 0.00):
            # faster you go, quicker you climb
            self.player.setZ(self.player.getZ() + climbfactor)
            self.player.setR(self.player.getR() + climbfactor)
            if (self.player.getR() >= 180):
                self.player.setR(-180)

        elif (self.keyMap["fall"] != 0 and self.speed > 0.00):
            self.player.setZ(self.player.getZ() - climbfactor)
            self.player.setR(self.player.getR() - climbfactor)
            if (self.player.getR() <= -180):
                self.player.setR(180)

        elif (self.player.getR() > 0):  # autoreturn from up
            self.player.setR(self.player.getR() - (climbfactor + 0.1))
            if (self.player.getR() < 0):
                self.player.setR(0)
        # avoid jitter
        elif (self.player.getR() < 0):  # autoreturn from down
            self.player.setR(self.player.getR() + (climbfactor + 0.1))
            if (self.player.getR() > 0):
                self.player.setR(0)

        # move forwards - our X/Y is inverted, see the issue
        if self.exploding == False:
            self.player.setX(self.player, -speedfactor)
            self.applyBoundaries()

    def createEnvironment(self):
        # Fog to hide a performance tweak:
        colour = (0.0, 0.0, 0.0)
        expfog = Fog("scene-wide-fog")
        expfog.setColor(*colour)
        expfog.setExpDensity(0.001)  # original : 0.004
        render.setFog(expfog)
        base.setBackgroundColor(*colour)

        # Our sky
        skydome = loader.loadModel('sky.egg')
        skydome.setEffect(CompassEffect.make(self.render))
        skydome.setScale(self.maxdistance / 2)  # bit less than "far"
        skydome.setZ(-65)  # sink it
        # NOT render - you'll fly through the sky!:
        skydome.reparentTo(self.camera)

        # Our lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.6, .6, .6, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(0, -10, -10))
        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 setupCollisions(self):
        self.collTrav = CollisionTraverser()

        self.playerGroundSphere = CollisionSphere(0, 1.5, -1.5, 1.5)
        self.playerGroundCol = CollisionNode('playerSphere')
        self.playerGroundCol.addSolid(self.playerGroundSphere)

        # bitmasks
        self.playerGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.playerGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.world.setCollideMask(BitMask32.bit(0))

        # and done
        self.playerGroundColNp = self.player.attachNewNode(
            self.playerGroundCol)
        self.playerGroundHandler = CollisionHandlerQueue()
        self.collTrav.addCollider(self.playerGroundColNp,
                                  self.playerGroundHandler)

        # DEBUG
        if (self.debug == True):
            self.playerGroundColNp.show()
            self.collTrav.showCollisions(self.render)

    def applyBoundaries(self):
        if (self.player.getZ() > self.maxdistance):
            self.player.setZ(self.maxdistance)
        # should never happen once we add collision, but in case:
        elif (self.player.getZ() < 0):
            self.player.setZ(0)

        # and now the X/Y world boundaries:
        boundary = False
        if (self.player.getX() < 0):
            self.player.setX(0)
            boundary = True
        elif (self.player.getX() > self.worldsize):
            self.player.setX(self.worldsize)
            boundary = True
        if (self.player.getY() < 0):
            self.player.setY(0)
            boundary = True
        elif (self.player.getY() > self.worldsize):
            self.player.setY(self.worldsize)
            boundary = True

        # lets not be doing this every frame...
        if boundary == True and self.textCounter > 30:
            self.statusLabel.setText("STATUS: MAP END; TURN AROUND")
        elif self.textCounter > 30:
            self.statusLabel.setText("STATUS: OK")

        if self.textCounter > 30:
            self.textCounter = 0
        else:
            self.textCounter = self.textCounter + 1

    def explosionSequence(self):
        self.exploding = True
        self.explosionModel.setPosHpr( Vec3(self.player.getX(),self.player.getY(), \
                               self.player.getZ()), Vec3( self.player.getH(),0,0))
        self.player.hide()
        taskMgr.add(self.expandExplosion, 'expandExplosion')

    def expandExplosion(self, Task):
        # expand the explosion rign each frame until a certain size
        if self.explosionModel.getScale() < VBase3(60.0, 60.0, 60.0):
            factor = globalClock.getDt()
            scale = self.explosionModel.getScale()
            scale = scale + VBase3(factor * 40, factor * 40, factor * 40)
            self.explosionModel.setScale(scale)
            return Task.cont
        else:
            self.explosionModel.setScale(0)
            self.exploding = False
            self.resetPlayer()
コード例 #33
0
class CogdoFlyingCameraManager:
    def __init__(self, cam, parent, player, level):
        self._toon = player.toon
        self._camera = cam
        self._parent = parent
        self._player = player
        self._level = level
        self._enabled = False

    def enable(self):
        if self._enabled:
            return
        self._toon.detachCamera()
        self._prevToonY = 0.0
        levelBounds = self._level.getBounds()
        l = Globals.Camera.LevelBoundsFactor
        self._bounds = (
            (levelBounds[0][0] * l[0], levelBounds[0][1] * l[0]),
            (levelBounds[1][0] * l[1], levelBounds[1][1] * l[1]),
            (levelBounds[2][0] * l[2], levelBounds[2][1] * l[2]),
        )
        self._lookAtZ = self._toon.getHeight() + Globals.Camera.LookAtToonHeightOffset
        self._camParent = NodePath("CamParent")
        self._camParent.reparentTo(self._parent)
        self._camParent.setPos(self._toon, 0, 0, 0)
        self._camParent.setHpr(180, Globals.Camera.Angle, 0)
        self._camera.reparentTo(self._camParent)
        self._camera.setPos(0, Globals.Camera.Distance, 0)
        self._camera.lookAt(self._toon, 0, 0, self._lookAtZ)
        self._cameraLookAtNP = NodePath("CameraLookAt")
        self._cameraLookAtNP.reparentTo(self._camera.getParent())
        self._cameraLookAtNP.setPosHpr(self._camera.getPos(), self._camera.getHpr())
        self._levelBounds = self._level.getBounds()
        self._enabled = True
        self._frozen = False
        self._initCollisions()

    def _initCollisions(self):
        self._camCollRay = CollisionRay()
        camCollNode = CollisionNode("CameraToonRay")
        camCollNode.addSolid(self._camCollRay)
        camCollNode.setFromCollideMask(
            OTPGlobals.WallBitmask
            | OTPGlobals.CameraBitmask
            | ToontownGlobals.FloorEventBitmask
            | ToontownGlobals.CeilingBitmask
        )
        camCollNode.setIntoCollideMask(0)
        self._camCollNP = self._camera.attachNewNode(camCollNode)
        self._camCollNP.show()
        self._collOffset = Vec3(0, 0, 0.5)
        self._collHandler = CollisionHandlerQueue()
        self._collTrav = CollisionTraverser()
        self._collTrav.addCollider(self._camCollNP, self._collHandler)
        self._betweenCamAndToon = {}
        self._transNP = NodePath("trans")
        self._transNP.reparentTo(render)
        self._transNP.setTransparency(True)
        self._transNP.setAlphaScale(Globals.Camera.AlphaBetweenToon)
        self._transNP.setBin("fixed", 10000)

    def _destroyCollisions(self):
        self._collTrav.removeCollider(self._camCollNP)
        self._camCollNP.removeNode()
        del self._camCollNP
        del self._camCollRay
        del self._collHandler
        del self._collOffset
        del self._betweenCamAndToon
        self._transNP.removeNode()
        del self._transNP

    def freeze(self):
        self._frozen = True

    def unfreeze(self):
        self._frozen = False

    def disable(self):
        if not self._enabled:
            return
        self._destroyCollisions()
        self._camera.wrtReparentTo(render)
        self._cameraLookAtNP.removeNode()
        del self._cameraLookAtNP
        self._camParent.removeNode()
        del self._camParent
        del self._prevToonY
        del self._lookAtZ
        del self._bounds
        del self._frozen
        self._enabled = False

    def update(self, dt=0.0):
        self._updateCam(dt)
        self._updateCollisions()

    def _updateCam(self, dt):
        toonPos = self._toon.getPos()
        camPos = self._camParent.getPos()
        x = camPos[0]
        z = camPos[2]
        toonWorldX = self._toon.getX(render)
        maxX = Globals.Camera.MaxSpinX
        toonWorldX = clamp(toonWorldX, -1.0 * maxX, maxX)
        spinAngle = Globals.Camera.MaxSpinAngle * toonWorldX * toonWorldX / (maxX * maxX)
        newH = 180.0 + spinAngle
        self._camParent.setH(newH)
        spinAngle = spinAngle * (pi / 180.0)
        distBehindToon = Globals.Camera.SpinRadius * cos(spinAngle)
        distToRightOfToon = Globals.Camera.SpinRadius * sin(spinAngle)
        d = self._camParent.getX() - clamp(toonPos[0], *self._bounds[0])
        if abs(d) > Globals.Camera.LeewayX:
            if d > Globals.Camera.LeewayX:
                x = toonPos[0] + Globals.Camera.LeewayX
            else:
                x = toonPos[0] - Globals.Camera.LeewayX
        x = self._toon.getX(render) + distToRightOfToon
        boundToonZ = min(toonPos[2], self._bounds[2][1])
        d = z - boundToonZ
        if d > Globals.Camera.MinLeewayZ:
            if self._player.velocity[2] >= 0 and toonPos[1] != self._prevToonY or self._player.velocity[2] > 0:
                z = boundToonZ + d * INVERSE_E ** (dt * Globals.Camera.CatchUpRateZ)
            elif d > Globals.Camera.MaxLeewayZ:
                z = boundToonZ + Globals.Camera.MaxLeewayZ
        elif d < -Globals.Camera.MinLeewayZ:
            z = boundToonZ - Globals.Camera.MinLeewayZ
        if self._frozen:
            y = camPos[1]
        else:
            y = self._toon.getY(render) - distBehindToon
        self._camParent.setPos(x, smooth(camPos[1], y), smooth(camPos[2], z))
        if toonPos[2] < self._bounds[2][1]:
            h = self._cameraLookAtNP.getH()
            if d >= Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._toon, 0, 0, self._lookAtZ)
            elif d <= -Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._camParent, 0, 0, self._lookAtZ)
            self._cameraLookAtNP.setHpr(h, self._cameraLookAtNP.getP(), 0)
            self._camera.setHpr(smooth(self._camera.getHpr(), self._cameraLookAtNP.getHpr()))
        self._prevToonY = toonPos[1]

    def _updateCollisions(self):
        pos = self._toon.getPos(self._camera) + self._collOffset
        self._camCollRay.setOrigin(pos)
        direction = -Vec3(pos)
        direction.normalize()
        self._camCollRay.setDirection(direction)
        self._collTrav.traverse(render)
        nodesInBetween = {}
        if self._collHandler.getNumEntries() > 0:
            self._collHandler.sortEntries()
            for entry in self._collHandler.getEntries():
                name = entry.getIntoNode().getName()
                if name.find("col_") >= 0:
                    np = entry.getIntoNodePath().getParent()
                    if not nodesInBetween.has_key(np):
                        nodesInBetween[np] = np.getParent()

        for np in nodesInBetween.keys():
            if self._betweenCamAndToon.has_key(np):
                del self._betweenCamAndToon[np]
            else:
                np.setTransparency(True)
                np.wrtReparentTo(self._transNP)
                if np.getName().find("lightFixture") >= 0:
                    if not np.find("**/*floor_mesh").isEmpty():
                        np.find("**/*floor_mesh").hide()
                elif np.getName().find("platform") >= 0:
                    if not np.find("**/*Floor").isEmpty():
                        np.find("**/*Floor").hide()

        for np, parent in self._betweenCamAndToon.items():
            np.wrtReparentTo(parent)
            np.setTransparency(False)
            if np.getName().find("lightFixture") >= 0:
                if not np.find("**/*floor_mesh").isEmpty():
                    np.find("**/*floor_mesh").show()
            elif np.getName().find("platform") >= 0:
                if not np.find("**/*Floor").isEmpty():
                    np.find("**/*Floor").show()

        self._betweenCamAndToon = nodesInBetween
コード例 #34
0
class World(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)
        self.debug = False
        self.statusLabel = self.makeStatusLabel(0)
        self.collisionLabel = self.makeStatusLabel(1)
        if os.path.isfile("assets/1stmap.bam"):
            self.world = self.loader.loadModel("assets/1stmap.bam")
            self.world.reparentTo(self.render)
        else:
            print "generating terrain and saving bam for future use"
            terrain = GeoMipTerrain("worldTerrain")
            terrain.setHeightfield("./assets/1stmap_HF.png")
            terrain.setColorMap("./assets/1stmap_TM.png")
            terrain.setBruteforce(True)
            root = terrain.getRoot()
            root.reparentTo(self.render)
            root.setSz(60)
            terrain.generate()
            root.writeBamFile("./assets/1stmap.bam")

        self.worldsize = 1024

        # Player
        self.maxspeed = 100.0
        self.startPos = Vec3(200, 200, 35)
        self.startHpr = Vec3(225, 0, 0)
        self.player = self.loader.loadModel("assets/alliedflanker.egg")
        self.player.setScale(0.2, 0.2, 0.2)
        self.player.reparentTo(self.render)
        self.resetPlayer()

        # Player destruction
        self.explosionModel = loader.loadModel("assets/explosion")
        self.explosionModel.reparentTo(self.render)
        self.explosionModel.setScale(0.0)
        self.explosionModel.setLightOff()
        # Only one explosion at a time
        self.exploding = False

        self.taskMgr.add(self.updateTask, "update")
        self.keyboardSetup()

        self.maxdistance = 600
        self.camLens.setFar(self.maxdistance)
        self.camLens.setFov(60)

        self.createEnvironment()
        self.setupCollisions()
        self.textCounter = 0

    def makeStatusLabel(self, i):
        return OnscreenText(
            style=2, fg=(0.5, 1, 0.5, 1), pos=(-1.3, 0.92 - (0.08 * i)), align=TextNode.ALeft, scale=0.08, mayChange=1
        )

    def createEnvironment(self):
        # Fog
        expfog = Fog("scene-wide-fog")
        expfog.setColor(0.5, 0.5, 0.5)
        expfog.setExpDensity(0.002)
        self.render.setFog(expfog)

        # Sky
        skysphere = self.loader.loadModel("assets/blue-sky-sphere")
        skysphere.setEffect(CompassEffect.make(self.render))
        skysphere.setScale(0.08)
        skysphere.reparentTo(self.camera)

        # Lights
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(0.6, 0.6, 0.6, 1))
        self.render.setLight(self.render.attachNewNode(ambientLight))

        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        dlnp = self.render.attachNewNode(directionalLight)
        dlnp.setPos(0, 0, 260)
        dlnp.lookAt(self.player)
        self.render.setLight(dlnp)

        # Water
        self.water = self.loader.loadModel("assets/square.egg")
        self.water.setSx(self.worldsize * 2)
        self.water.setSy(self.worldsize * 2)
        self.water.setPos(self.worldsize / 2, self.worldsize / 2, 25)
        self.water.setTransparency(TransparencyAttrib.MAlpha)
        newTS = TextureStage("1")
        self.water.setTexture(newTS, self.loader.loadTexture("assets/water.png"))
        self.water.setTexScale(newTS, 4)
        self.water.reparentTo(self.render)
        LerpTexOffsetInterval(self.water, 200, (1, 0), (0, 0), textureStage=newTS).loop()

    def keyboardSetup(self):
        self.keyMap = {"left": 0, "right": 0, "climb": 0, "fall": 0, "accelerate": 0, "decelerate": 0, "fire": 0}
        self.accept("escape", sys.exit)
        self.accept("a", self.setKey, ["accelerate", 1])
        self.accept("a-up", self.setKey, ["accelerate", 0])
        self.accept("z", self.setKey, ["decelerate", 1])
        self.accept("z-up", self.setKey, ["decelerate", 0])
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_down", self.setKey, ["climb", 1])
        self.accept("arrow_down-up", self.setKey, ["climb", 0])
        self.accept("arrow_up", self.setKey, ["fall", 1])
        self.accept("arrow_up-up", self.setKey, ["fall", 0])
        self.accept("space", self.setKey, ["fire", 1])
        self.accept("space-up", self.setKey, ["fire", 0])
        base.disableMouse()  # or updateCamera will fail!

    def setKey(self, key, value):
        self.keyMap[key] = value

    def updateTask(self, task):
        self.updatePlayer()
        self.updateCamera()

        self.collTrav.traverse(self.render)
        for i in range(self.playerGroundHandler.getNumEntries()):
            entry = self.playerGroundHandler.getEntry(i)
            if self.debug == True:
                self.collisionLabel.setText("DEAD:" + str(globalClock.getFrameTime()))
            if self.exploding == False:
                self.player.setZ(entry.getSurfacePoint(self.render).getZ() + 10)
                self.explosionSequence()
        return Task.cont

    def resetPlayer(self):
        self.player.show()
        self.player.setPos(self.world, self.startPos)
        self.player.setHpr(self.world, self.startHpr)
        self.speed = self.maxspeed / 2

    def updatePlayer(self):
        scalefactor = globalClock.getDt() * self.speed
        climbfactor = scalefactor * 0.5
        bankfactor = scalefactor
        speedfactor = scalefactor * 2.9
        gravityfactor = ((self.maxspeed - self.speed) / 100.0) * 2.0

        # Climb and Fall
        if self.keyMap["climb"] != 0 and self.speed > 0.00:
            self.player.setZ(self.player.getZ() + climbfactor)
            self.player.setR(self.player.getR() + climbfactor)
            if (self.player.getR()) >= 180:
                self.player.setR(-180)
        elif self.keyMap["fall"] != 0 and self.speed > 0.00:
            self.player.setZ(self.player.getZ() - climbfactor)
            self.player.setR(self.player.getR() - climbfactor)
            if (self.player.getR()) <= -180:
                self.player.setR(180)
        elif self.player.getR() > 0:
            self.player.setR(self.player.getR() - (climbfactor + 0.1))
            if self.player.getR() < 0:
                self.player.setR(0)
        elif self.player.getR() < 0:
            self.player.setR(self.player.getR() + (climbfactor + 0.1))
            if self.player.getR() > 0:
                self.player.setR(0)

        # Left and Right
        if self.keyMap["left"] != 0 and self.speed > 0.0:
            self.player.setH(self.player.getH() + bankfactor)
            self.player.setP(self.player.getP() + bankfactor)
        # quickest return:
        if self.player.getP() >= 180:
            self.player.setP(-180)
        elif self.keyMap["right"] != 0 and self.speed > 0.0:
            self.player.setH(self.player.getH() - bankfactor)
            self.player.setP(self.player.getP() - bankfactor)
        if self.player.getP() <= -180:
            self.player.setP(180)

        # autoreturn
        elif self.player.getP() > 0:
            self.player.setP(self.player.getP() - (bankfactor + 0.1))
        if self.player.getP() < 0:
            self.player.setP(0)
        elif self.player.getP() < 0:
            self.player.setP(self.player.getP() + (bankfactor + 0.1))
        if self.player.getP() > 0:
            self.player.setP(0)

        # throttle control
        if self.keyMap["accelerate"] != 0:
            self.speed += 1
        if self.speed > self.maxspeed:
            self.speed = self.maxspeed
        elif self.keyMap["decelerate"] != 0:
            self.speed -= 1
        if self.speed < 0.0:
            self.speed = 0.0

        # move forwards - our X/Y is inverted
        if self.exploding == False:
            self.player.setX(self.player, -speedfactor)
            self.applyBoundaries()

        if self.exploding == False:
            self.player.setX(self.player, -speedfactor)
            self.applyBoundaries()
            self.player.setZ(self.player, -gravityfactor)

    def applyBoundaries(self):
        # respect max camera distance else you
        # cannot see the floor post loop the loop!
        if self.player.getZ() > self.maxdistance:
            self.player.setZ(self.maxdistance)
        # should never happen once we add collision, but in case:
        elif self.player.getZ() < 0:
            self.player.setZ(0)

        # X/Y world boundaries:
        boundary = False
        if self.player.getX() < 0:
            self.player.setX(0)
            boundary = True
        elif self.player.getX() > self.worldsize:
            self.player.setX(self.worldsize)
            boundary = True
        if self.player.getY() < 0:
            self.player.setY(0)
            boundary = True
        elif self.player.getY() > self.worldsize:
            self.player.setY(self.worldsize)
            boundary = True

        if boundary == True and self.textCounter > 30:
            self.statusLabel.setText("STATUS: MAP END; TURN AROUND")
        elif self.textCounter > 30:
            self.statusLabel.setText("STATUS: OK")

        if self.textCounter > 30:
            self.textCounter = 0
        else:
            self.textCounter += 1

    def updateCamera(self):
        percent = self.speed / self.maxspeed
        self.camera.setPos(self.player, 19.6225 + (10 * percent), 3.8807, 10.2779)
        self.camera.setHpr(self.player, 94.8996, -12.6549, 1.55508)

    def setupCollisions(self):
        self.collTrav = CollisionTraverser()

        self.playerGroundSphere = CollisionSphere(0, 1.5, -1.5, 1.5)
        self.playerGroundCol = CollisionNode("playersphere")
        self.playerGroundCol.addSolid(self.playerGroundSphere)

        # bitmasks
        self.playerGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.playerGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.world.setCollideMask(BitMask32.bit(0))

        self.playerGroundColNp = self.player.attachNewNode(self.playerGroundCol)
        self.playerGroundHandler = CollisionHandlerQueue()
        self.collTrav.addCollider(self.playerGroundColNp, self.playerGroundHandler)

        self.water.setCollideMask(BitMask32.bit(0))

        # Debug
        if self.debug == True:
            self.playerGroundColNp.show()
            self.collTrav.showCollisions(self.render)

    def explosionSequence(self):
        self.exploding = True
        self.explosionModel.setPosHpr(
            Vec3(self.player.getX(), self.player.getY(), self.player.getZ()), Vec3(self.player.getH(), 0, 0)
        )
        self.player.hide()
        taskMgr.add(self.expandExplosion, "expandExplosion")

    def expandExplosion(self, Task):
        if self.explosionModel.getScale() < VBase3(60.0, 60.0, 60.0):
            factor = globalClock.getDt()
            scale = self.explosionModel.getScale()
            scale = scale + VBase3(factor * 40, factor * 40, factor * 40)
            self.explosionModel.setScale(scale)
            return Task.cont
        else:
            self.explosionModel.setScale(0)
            self.exploding = False
            self.resetPlayer()
コード例 #35
0
ファイル: player.py プロジェクト: Wully616/Swifter
class Swifter:
    def __init__(self, model, run, walk, idle, jump, crouch, crouchWalk, startPos, scale):
         #(self, model, run, walk, startPos, scale):
        """Initialise the character.
        
        Arguments:
        model -- The path to the character's model file (string)
           run : The path to the model's run animation (string)
           walk : The path to the model's walk animation (string)
           startPos : Where in the world the character will begin (pos)
           scale : The amount by which the size of the model will be scaled 
                   (float)
                   
        """
        
        #Define movement map and speeds
        self.speedSprint = 20
        self.speedWalk = 7
        self.speedCrouch = 5
        self.speed = self.speedWalk
        #Capture control status
        self.isMoving = False
        self.isJumping = False
        self.isIdle = False
        self.isCrouching = False
        
        self.movementMap = {"forward":Vec3(0,-self.speed,0), "back":Vec3(0,self.speed,0), \
                            "left":Vec3(self.speed,0,0), "right":Vec3(-self.speed,0,0), \
                            "crouch":0, "sprint":0, "jump":1, "punch":0, "kick":0, "stop":Vec3(0), "changeView":0}
        
        #Set up key state variables
        self.strafe_left = self.movementMap["stop"]
        self.strafe_right = self.movementMap["stop"]
        self.forward = self.movementMap["stop"]
        self.back = self.movementMap["stop"]
        self.jump = False
        self.sprint = False
        self.crouch = False
        
        #Stop player by default
        self.walk = self.movementMap["stop"]
        self.strafe = self.movementMap["stop"]
           
        #Define the actor and his animations
        self.actor = Actor(model,
                           {"run":run,
                            "walk":walk,
                            "idle":idle,
                            "jump":jump,
                            "crouch":crouch,
                            "crouchWalk":crouchWalk})
        
        
        #self.actor.enableBlend()
       
        self.actor.setBlend(frameBlend = True)#Enable interpolation
        self.actor.reparentTo(render)
        self.actor.setScale(scale)
        self.actor.setPos(startPos)
        
        #Set up FSM controller
        self.FSM = ActorFSM(self.actor)
        
        
        
        taskMgr.add(self.move,"moveTask") # Note: deriving classes DO NOT need
                                          # to add their own move tasks to the
                                          # task manager. If they override
                                          # self.move, then their own self.move
                                          # function will get called by the
                                          # task manager (they must then
                                          # explicitly call Character.move in
                                          # that function if they want it).
    
        self.prevtime = 0
        
        

        # 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.groundRay = CollisionRay()
        self.groundRay.setOrigin(0,0,1000)
        self.groundRay.setDirection(0,0,-1)
        self.groundCol = CollisionNode('actorRay')
        self.groundCol.addSolid(self.groundRay)
        self.groundCol.setFromCollideMask(BitMask32.bit(1))
        self.groundCol.setIntoCollideMask(BitMask32.allOff())
        self.groundColNp = self.actor.attachNewNode(self.groundCol)
        self.groundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.groundColNp, self.groundHandler)

        # Uncomment this line to see the collision rays
        self.groundColNp.show()

        #Uncomment this line to show a visual representation of the 
        #collisions occuring
        self.cTrav.showCollisions(render)
    """    
    def jumpUpdate(self,task):
        # this task simulates gravity and makes the player jump 
        # get the highest Z from the down casting ray
        
        highestZ = -100
        for i in range(self.nodeGroundHandler.getNumEntries()):
            entry = self.nodeGroundHandler.getEntry(i)
            z = entry.getSurfacePoint(self.render).getZ()
            if z > highestZ and entry.getIntoNode().getName() == "Cube":
                highestZ = z
        # gravity effects and jumps
        self.node.setZ(self.node.getZ()+self.jump*globalClock.getDt())
        self.jump -= 1*self.globalClock.getDt()
        if highestZ > self.node.getZ()-.3:
            self.jump = 0
            self.node.setZ(highestZ+.3)
            if self.readyToJump:
                self.jump = 1
        return task.cont    
    """
    def move(self, task):
        """Move and animate the character for one frame.
        
        This is a task function that is called every frame by Panda3D.
        The character is moved according to which of it's movement controls
        are set, and the function keeps the character's feet on the ground
        and stops the character from moving if a collision is detected.
        This function also handles playing the characters movement
        animations.

        Arguments:
        task -- A direct.task.Task object passed to this function by Panda3D.
        
        Return:
        Task.cont -- To tell Panda3D to call this task function again next
                     frame.
        """

         
        elapsed = task.time - self.prevtime

        # save the character's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.actor.getPos()
 

        #Calculate stateful movement
        
        self.walk = self.forward + self.back
        self.strafe = self.strafe_left + self.strafe_right

        
        # move the character if any of the move controls are activated.
        self.actor.setPos(self.actor,self.walk*globalClock.getDt()*self.speed)
        self.actor.setPos(self.actor,self.strafe*globalClock.getDt()*self.speed)
        
        #If strafing rotate the model -90 / 90 degrees to go in the direction specified
        #if going backwards rotate model 180 degrees

        # If the character is moving, loop the run animation.
        # If he is standing still, stop the animation.
        
        ##CALLL CONTROLLER CLASS AND CALL FSM's INSTEAD OF DOING IT HERE
        
        #Decide what type of movement anim to use
        
        if(self.sprint is True):
            #If we are sprinting..
            self.walkAnim = 'Run'
            self.speed = self.speedSprint
        elif(self.crouch is True): # Can't sprint while crouching ;)
            #If we are crouching..
            print ("Crouching!")
            self.walkAnim = "CrouchWalk"
            self.idleAnim = "Crouch"
            self.speed = self.speedCrouch
        else:
            #Otherwise were walking..
            self.walkAnim = 'Walk'
            self.idleAnim = 'Idle'
            self.speed = self.speedWalk
            
            
        #Idling
        if(self.isJumping is False and self.isMoving is False and self.isIdle is True and self.FSM.state != self.idleAnim):
            #If were not moving and not jumping and were supposed to be idle, play the idle anim if we aren't already
            self.FSM.request(self.idleAnim,1)
            
            #We are idle, feel free to do something else, setting isIdle = False.
            print ("We are Idle but ready to do something: isIdle = False")
            
        elif(self.isJumping is False and self.isMoving is False and self.isIdle is False):
            #If were not moving or jumping, were not  doing anything, we should probably be idle if we aren't already          
            self.isIdle = True

        
        #locomotion           
        #TODO: Separate out into animations for forward, back and side stepping
        if( (self.walk != self.movementMap["stop"] or self.strafe != self.movementMap["stop"]) and self.isJumping is False):
            #Check if actor is walking forward/back
            if(self.walk != self.movementMap["stop"]):
                if(self.isMoving is False or self.FSM.state != self.walkAnim):
                    self.isMoving = True # were now moving
                    self.isIdle = False # were not idle right now 
                    self.FSM.request(self.walkAnim,1)
                    print ("Started running or walking")
            #Check if actor is strafing
            if(self.strafe != self.movementMap["stop"]):
                if(self.isMoving is False or self.FSM.state != self.walkAnim):
                    #MAKE THE NODE ROTATE SO THE LEGS POINT THE DIRECTION MOVING
                    #myLegRotate = actor.controlJoint(None,"modelRoot",)
                    #http://www.panda3d.org/manual/index.php/Controlling_a_Joint_Procedurally
                    self.isMoving = True # were now moving
                    self.isIdle = False # were not idle right now 
                    self.FSM.request(self.walkAnim,1)
                    print ("Started running or walking")    
        elif(self.isMoving is True and self.isIdle is False):
            #Only switch of isMoving if we were moving and not idle
            self.isMoving = False
            print ("Finished walking")
            
                  
            #if were moving, set isMoving = 1 and call walking FSM
        
            
        '''
        Jumping
        
        Check if the user is jumping, if they currently aren't jumping:
        make them not idle and mark them as jumping and request the Jump FSM.
        
        If the jump anim isn't playing but we were jumping, mark actor as not jumping.
        
        '''     
        if(self.jump is True):
            #if user pressed jump and were not already jumping, jump
            if(self.isJumping is False and self.FSM.state != 'Jump'):
                self.isJumping = True # were jumping 
                self.isIdle = False # were not idle right now
                self.FSM.request('Jump',1)
                print ("Started jumping")
        
        #if we are jumping, check the anim has finished and stop jumping
        self.JumpQuery = self.actor.getAnimControl('jump')
        if(self.isJumping is True and self.JumpQuery.isPlaying() is False):
            self.isJumping = False # finished jumping
            print ("Finished Jumping")
        
                

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust the character's Z coordinate.  If the character's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.groundHandler.getNumEntries()):
            entry = self.groundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))
        if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
            self.actor.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.actor.setPos(startpos)

        # Store the task time and continue.
        self.prevtime = task.time
        return Task.cont    
            
    def setMove(self, key, moveType):
        """ Used by keyboard setup 
            This gets the input from keyBoardSetup and will capture inputs
        """
        if (moveType == "strafe_left"):
            self.strafe_left = self.movementMap[key]
        if (moveType == "strafe_right"):
            self.strafe_right = self.movementMap[key]
        if (moveType == "forward"):
            self.forward = self.movementMap[key]
        if (moveType == "back"):
            self.back = self.movementMap[key]
        if (moveType == "sprint"):
            self.sprint = key
        if (moveType == "jump"):
            self.jump = key
        if (moveType == "crouch"):
            self.crouch = key
コード例 #36
0
class MousePicker( gizmo_core.Object ):
    
    """
    Class to represent a ray fired from the input camera lens using the mouse.
    """
    
    def __init__( self, name, camera=None, rootNp=None, fromCollideMask=None, pickTag=None ):
        gizmo_core.Object.__init__( self, name, camera, rootNp )
        
        self.fromCollideMask = fromCollideMask
        self.pickTag = pickTag
        
        self.selection = []
        self.node = None
        self.collEntry = None
        
        # Create a marquee
        self.marquee = gizmo_core.Marquee( '%sMarquee' % self.name )
        
        # Create collision nodes
        self.collTrav = CollisionTraverser()
        #self.collTrav.showCollisions( render )
        self.collHandler = CollisionHandlerQueue()
        self.pickerRay = CollisionRay()
        
        # Create collision ray
        pickerNode = CollisionNode( self.name )
        pickerNode.addSolid( self.pickerRay )
        pickerNode.setIntoCollideMask( BitMask32.allOff() )
        pickerNp = camera.attachNewNode( pickerNode )
        self.collTrav.addCollider( pickerNp, self.collHandler )
        
        # Create collision mask for the ray if one is specified
        if self.fromCollideMask is not None:
            pickerNode.setFromCollideMask( self.fromCollideMask )
        
        # Bind mouse button events
        eventNames = ['mouse1', 'control-mouse1', 'mouse1-up']
        for eventName in eventNames:
            self.accept( eventName, self.FireEvent, [eventName] )
        
    def FireEvent( self, event ):
        
        # Send a message containing the node name and the event name, including
        # the collision entry as arguments
        if self.node is not None:
            messenger.send( '%s-%s' % ( self.node.getName(), event ), [self.collEntry] )
    
    def UpdateTask( self, task ):
        
        # Traverse the hierarchy and find collisions
        self.collTrav.traverse( self.rootNp )
        if self.collHandler.getNumEntries():
            
            # If we have hit something, sort the hits so that the closest is first
            self.collHandler.sortEntries()
            collEntry = self.collHandler.getEntry( 0 )
            node = collEntry.getIntoNode()
            
            # If this node is different to the last node, send a mouse leave
            # event to the last node, and a mouse enter to the new node
            if node != self.node:
                if self.node is not None:
                    messenger.send( '%s-mouse-leave' % self.node.getName(), [self.collEntry] )
                messenger.send( '%s-mouse-enter' % node.getName(), [collEntry] )
            
            # Send a message containing the node name and the event over name,
            # including the collision entry as arguments
            messenger.send( '%s-mouse-over' % node.getName(), [collEntry] )
            
            # Keep these values
            self.collEntry = collEntry
            self.node = node
            
        elif self.node is not None:
            
            # No collisions, clear the node and send a mouse leave to the last
            # node that stored
            messenger.send( '%s-mouse-leave' % self.node.getName(), [self.collEntry] )
            self.node = None
        
        # Update the ray's position
        if base.mouseWatcherNode.hasMouse():
            mp = base.mouseWatcherNode.getMouse()
            self.pickerRay.setFromLens( self.camera.node(), mp.getX(), mp.getY() )
            
        return task.cont
            
    def StartSelection( self, clearSelection=True ):
        
        # Start the marquee
        self.marquee.Start()
        
        # Clear selection list if required
        if clearSelection:
            self.selection = []
    
    def StopSelection( self ):
        
        # Stop the marquee
        self.marquee.Stop()
        
        nodes = []
        for node in self.rootNp.findAllMatches( '**' ):
            if self.marquee.IsPoint3Inside( self.camera, self.rootNp, node.getPos() ):
                
                if self.pickTag is not None:
                    if node.getTag( self.pickTag ):
                        nodes.append( node )
                else:
                    nodes.append( node )
        
        # Add any node which was under the mouse to the selection
        if self.collHandler.getNumEntries():
            collEntry = self.collHandler.getEntry( 0 )
            node = collEntry.getIntoNodePath().getParent()
            nodes.append( node )
            
        # If the node was already in the selection then remove it, otherwise
        # add the node to the selection
        for node in nodes:
            if node in self.selection:
                self.selection.remove( node )
            else:
                self.selection.append( node )
        
        # Remove duplicated
        self.selection = list( set( self.selection ) )
コード例 #37
0
class MouseEvents(DirectObject.DirectObject):
    
    def __init__(self): 
#        from gameEngine import moveUnitsNext, moveUnitsPrev
#        self.accept('arrow_down', moveUnitsNext )
#        self.accept('arrow_up', moveUnitsPrev )          
        self.accept('arrow_up-repeat', self.moveCameraUp)
        self.accept('arrow_up', self.moveCameraUp)
        self.accept('arrow_down-repeat', self.moveCameraDown)
        self.accept('arrow_down', self.moveCameraDown)
        self.accept('arrow_left-repeat', self.moveCameraLeft)
        self.accept('arrow_left', self.moveCameraLeft) 
        self.accept('arrow_right-repeat', self.moveCameraRight)
        self.accept('arrow_right', self.moveCameraRight)               
        # Initialize the traverser.
        self.myTraverser = CollisionTraverser()
        # Initialize the handler.
        self.myHandler = CollisionHandlerQueue()
        self.accept("escape", sys.exit) #Exit the program when escape is pressed
        base.disableMouse()
        self.pickerNode = CollisionNode('mouseRay')
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        self.pickerNode.setFromCollideMask(BitMask32.bit(1))
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.myTraverser.addCollider(self.pickerNP, self.myHandler)
        ''' the player has to double click a star or planet in order to activate them '''
        self.accept("mouse1", self.handleLeftMouseClick)
        self.accept("mouse3", self.handleRightMouseClick)
        
        self.accept("mouse1-up", self.handleMouseDrag)
        self.mouseFirstPos = None
        
        cm = CardMaker('quad')
#        cm.setFrameFullscreenQuad()
        self.drag_rect_path = base.render2d.attachNewNode(cm.generate())
        self.drag_rect_path.setTransparency(TransparencyAttrib.MAlpha)
        self.drag_rect_path.setColor(Vec4(1,1,1,0.3))
        self.drag_rect_path.hide()
#        self.drag_rect_path = LineNodePath(base.render2d, thickness = 8.0)

    
    def selectionRectangle(self, task):
        if base.mouseWatcherNode.hasMouse():# and self.mouseFirstPos != None:
            mpos = base.mouseWatcherNode.getMouse()
            self.drag_rect_path.show()
            self.drag_rect_path.setSx(mpos.getX()-self.mouseFirstPos.getX()+0.0001)
            self.drag_rect_path.setSz(mpos.getY()-self.mouseFirstPos.getY()+0.0001)
            self.drag_rect_path.setPos(self.mouseFirstPos.getX(), 0, self.mouseFirstPos.getY())

#            self.drag_rect_path.drawLines([((self.mouseFirstPos.getX(),self.mouseFirstPos.getY()),(mpos.getX(), mpos.getY()))])
#            self.drag_rect_path.create()
#            base.win.makeDisplayRegion(self.mouseFirstPos.getX(), self.mouseFirstPos.getY(), mpos.getX(), mpos.getY())
        return task.cont
        
    def handleMouseDrag(self):
        if base.mouseWatcherNode.hasMouse():
            if self.mouseFirstPos != None:
                mpos = base.mouseWatcherNode.getMouse()
                lvec = Vec2(self.mouseFirstPos) - Vec2(mpos)
                if lvec.length() > 0.01:
                    scaled_pos = Point2(self.mouseFirstPos)
                    scaled_pos.setX(scaled_pos.getX()*base.getAspectRatio())
                    scaled_mpos = Point2(mpos)
                    scaled_mpos.setX(scaled_mpos.getX()*base.getAspectRatio())
                    for unit in self.player.selected_units:
                        unit.deselect()
                    del self.player.selected_units[:]
                    for unit in self.player.units:
                        if unit.is3dpointIn2dRegion(scaled_pos, scaled_mpos):
                            unit.select()
                self.mouseFirstPos = None
                self.drag_rect_path.hide()
                taskMgr.remove(self.rect_task)
        
    def setPlayer(self, player):
        self.player = player
    
    def setCamera(self, camera):
        self.camera = camera
        
    def moveCameraUp(self):
        self.camera.camera_direction = "moveUp"
        
    def moveCameraDown(self):  
        self.camera.camera_direction = "moveDown" 
    
    def moveCameraLeft(self):
        self.camera.camera_direction = "moveLeft"
    
    def moveCameraRight(self):
        self.camera.camera_direction = "moveRight"   
    
    def handleLeftMouseClick(self):
        if base.mouseWatcherNode.hasMouse():
            #get the mouse position
            mpos = base.mouseWatcherNode.getMouse()
            self.savemousePos()
            # This makes the ray's origin the camera and makes the ray point 
            # to the screen coordinates of the mouse.
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            self.myTraverser.traverse(render)
            # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue.
            if self.myHandler.getNumEntries() > 0:
                # This is so we get the closest object.
                self.myHandler.sortEntries()
                pickedObj = self.myHandler.getEntry(0).getIntoNodePath()
                if pickedObj.hasTag('star'):
                    self.selected(pickedObj, 'star', 'pyStar', 'leftClick')
                elif pickedObj.hasTag('planet'):
                    self.selected(pickedObj, 'planet', 'pyPlanet', 'leftClick')
                elif pickedObj.hasTag('unit'):
                    self.selected(pickedObj, 'unit', 'pyUnit', 'leftClick')
                elif pickedObj.hasTag('testUnit'):
                    self.selected(pickedObj, 'testUnit', 'pyTestUnit', 'leftClick')
            
            self.rect_task = taskMgr.add(self.selectionRectangle, 'drag')

    def savemousePos(self): 
        self.mouseFirstPos = Point2(base.mouseWatcherNode.getMouse()) 
#        self.mouseFirstPos.setX(self.mouseFirstPos.getX()*1.33) 

              
    def handleRightMouseClick(self):
        if base.mouseWatcherNode.hasMouse():
            #get the mouse position
            mpos = base.mouseWatcherNode.getMouse()
            # This makes the ray's origin the camera and makes the ray point 
            # to the screen coordinates of the mouse.
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            
            self.myTraverser.traverse(render)
            # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue.
            if self.myHandler.getNumEntries() > 0:
                # This is so we get the closest object.
                self.myHandler.sortEntries()
                pickedObj = self.myHandler.getEntry(0).getIntoNodePath()
                #if pickedObj.hasTag('star'):
                #    self.selected(pickedObj, 'star', 'pyStar')
                if pickedObj.hasTag('planet'):
                    self.selected(pickedObj, 'planet', 'pyPlanet', 'rightClick')
                #elif pickedObj.hasTag('unit'):
                #    self.selected(pickedObj, 'unit', 'pyUnit')
                    
    def selected(self, pickedObj, tag, python_tag, click):
#        print 'Player has selected '+ tag + ' ' + pickedObj.getTag(tag)
        model_path = pickedObj.getParent()
        #model_path.notify("starSelected")
        model = model_path.getPythonTag(python_tag)
        if(click == 'rightClick'):
            model.selectRight(self.player)
        elif(click == 'leftClick' and tag == 'unit'):
            if(self.player == model.player):
                for unit in self.player.selected_units:
                    unit.deselect()
                del self.player.selected_units[:]
                model.select()
        else:
            model.select(self.player)
コード例 #38
0
ファイル: AreaMapper.py プロジェクト: satire6/Anesidora
class AreaMapper(object):
    def __init__(self, environment):
        '''
        Create a map of the free space in a given area.
        '''
        self.csRadius = 1
        self.csHeight = 2
        self.avatarRadius = 1.4
        self.cs = CollisionSphere(0, 0, 0, 1)

        self.csNode = CollisionNode("AreaMapperCollisionSphere")
        self.csNode.setFromCollideMask(OTPGlobals.WallBitmask)
        self.csNode.setIntoCollideMask(BitMask32.allOff())
        self.csNode.addSolid(self.cs)

        self.environment = environment

        self.csNodePath = self.environment.getTop().attachNewNode(self.csNode)

        self.floorRay = CollisionRay()
        self.floorRay.setDirection(0, 0, -1)
        self.floorRay.setOrigin(0, 0, 0)

        self.floorRayNode = CollisionNode("AreaMapperFloorRay")
        self.floorRayNode.setFromCollideMask(OTPGlobals.FloorBitmask)
        self.floorRayNode.setIntoCollideMask(BitMask32.allOff())
        self.floorRayNode.addSolid(self.floorRay)

        self.floorRayNodePath = self.environment.getTop().attachNewNode(
            self.floorRayNode)

        self.chq = CollisionHandlerQueue()
        self.traverser = CollisionTraverser()

        self.startX = 0
        self.startY = 0
        self.startZ = 0

        self.frontierSquares = {(0, 0): 1}
        self.frontierSquaresQueue = [(0, 0)]
        self.walkableSquares = {(0, 0): 1}
        self.blockedSquares = {}

        self.setSquareSize(2)
        self.startAtPlayerSpawn()

        self.visGeom = None
        self.visGN = None
        self.visNodePath = None

        self.triVertexLookup = {}
        self.triList = []

        self.minX = 500
        self.maxX = -500
        self.minY = 500
        self.maxY = -500

        self.quadTree = QuadTree(width=1024)
        self.squares = []

        self.runDiscovery(100000)

        self._subdivide()

        #self._fixZValues()

        self.csNodePath.removeNode()
        self.floorRayNodePath.removeNode()

##     def _unstashEnvironment(self):
##         # Would be nice if we could just do this  :(
##         #for np in self.environment.findAllMatches("**/+CollisionNode;+s"):
##         #    np.unstash()
##         b = self.environment.builder
##         for s in b.sections.values():
##             s.unstash()
##         for o in b.largeObjects.values():
##             o.unstash()

    def setStart(self, x, y):
        self.startX = x
        self.startY = y
        self.startZ = self.findFloor(x, y)

    def startAtLocalAvatar(self):
        startPos = localAvatar.getPos(self.environment)
        self.setStart(startPos.getX(), startPos.getY())

    def startAtPlayerSpawn(self):
        # XXX Bleugh, this is really pirates-specific.  Nasty.
        for spawnPt in self.environment.world.getAllPlayerSpawnPts():
            parentDoId = self.environment.world.uidMgr.getDoId(spawnPt[1])
            if parentDoId == self.environment.doId:
                # Sweet, we found a spawn point for this grid's gamearea.  Use it!

                z = self.findFloor(spawnPt[0][0], spawnPt[0][1])
                if not self.isSphereBlocked(spawnPt[0][0], spawnPt[0][1], z):
                    self.setStart(spawnPt[0][0], spawnPt[0][1])
                    return

        raise "No player spawn points found for the given game area!  D:"

    def setSquareSize(self, size):
        self.squareSize = size
        self.csRadius = math.sqrt(
            2 * (self.squareSize * self.squareSize / 4)) + self.avatarRadius
        self.csNodePath.setScale(self.environment, self.csRadius,
                                 self.csRadius, self.csRadius)
        self.csHeight = self.csRadius * 2

    def findFloor(self, x, y):
        self.floorRayNodePath.setPos(self.environment, x, y, 50000)

        self.chq.clearEntries()

        self.traverser.clearColliders()
        self.traverser.addCollider(self.floorRayNodePath, self.chq)
        self.traverser.traverse(self.environment)

        highestZ = -50000

        for e in self.chq.getEntries():
            assert e.hasInto()
            assert e.getInto().isTangible()
            assert e.hasSurfacePoint()

            z = e.getSurfacePoint(self.environment).getZ()

            if z > highestZ:
                highestZ = z

        return highestZ

    def isSphereBlocked(self, x, y, z):
        if z < self.csHeight:
            return True

        self.csNodePath.setPos(self.environment, x, y, z)

        self.chq.clearEntries()

        self.traverser.clearColliders()
        self.traverser.addCollider(self.csNodePath, self.chq)
        self.traverser.traverse(self.environment)

        for entry in self.chq.getEntries():
            if entry.hasInto():
                if entry.getInto().isTangible():
                    return True

        return False

    def _neighbors(self, x, y):
        return [(x - 1, y), (x + 1, y), (x, y - 1), (x, y + 1)]

    def _explore(self, p):
        x, y = p
        x1 = self.startX + self.squareSize * x
        y1 = self.startY + self.squareSize * y
        z1 = self.findFloor(x1, y1)
        if self.isSphereBlocked(x1, y1, z1 + self.csHeight):
            self.blockedSquares[p] = z1
            return
        else:
            self.walkableSquares[p] = z1
            self.quadTree.fill(x, y)
            for n in self._neighbors(x, y):
                if not (n in self.frontierSquares or n in self.walkableSquares
                        or n in self.blockedSquares):
                    self.frontierSquares[n] = 1
                    self.frontierSquaresQueue.append(n)

    def _exploreFrontier(self):
        if len(self.frontierSquaresQueue) == 0:
            assert len(self.frontierSquares.keys()) == 0
            return 0
        else:
            qlen = len(self.frontierSquaresQueue)
            for i in xrange(qlen):
                p = self.frontierSquaresQueue.pop(0)
                del self.frontierSquares[p]
                self._explore(p)
            return qlen

    def runDiscovery(self, maxSquares):
        print "Discovering walkable space (this will take 30-60 seconds)..."
        #self._unstashEnvironment()
        squaresExplored = 1

        self.walkableSquares[(0, 0)] = self.findFloor(self.startX, self.startY)

        while (squaresExplored < maxSquares) and (len(
                self.frontierSquaresQueue) > 0):
            squaresExplored += self._exploreFrontier()

##     def visualize(self):
##         gFormat = GeomVertexFormat.getV3cp()
##         self.vertexData = GeomVertexData("OMGVERTEXDATA", gFormat, Geom.UHDynamic)
##         self.vertexWriter = GeomVertexWriter(self.vertexData, "vertex")
##         self.colorWriter = GeomVertexWriter(self.vertexData, "color")

##         numVerts = 0

##         for xa,ya,xb,yb in self.squares:
##             x1 = self.startX + self.squareSize*(xa) - self.squareSize*0.5
##             y1 = self.startY + self.squareSize*(ya) - self.squareSize*0.5

##             x2 = self.startX + self.squareSize*(xb) + self.squareSize*0.5
##             y2 = self.startY + self.squareSize*(yb) + self.squareSize*0.5

##             self.vertexWriter.addData3f(x1,y1,self.findFloor(x1,y1)+0.1)
##             self.colorWriter.addData4f(0.0, 1.0, 0.0, 0.5)

##             self.vertexWriter.addData3f(x2,y1,self.findFloor(x2,y1)+0.1)
##             self.colorWriter.addData4f(0.0, 1.0, 0.0, 0.5)

##             self.vertexWriter.addData3f(x2,y2,self.findFloor(x2,y2)+0.1)
##             self.colorWriter.addData4f(0.0, 1.0, 0.0, 0.5)

##             self.vertexWriter.addData3f(x1,y2,self.findFloor(x1,y2)+0.1)
##             self.colorWriter.addData4f(0.0, 1.0, 0.0, 0.5)

##             numVerts += 4

##         print "NUMVERTS: ", numVerts

##         self.pointVis = GeomLinestrips(Geom.UHStatic)

##         for i in xrange(numVerts/4):
##             self.pointVis.addVertex(i*4)
##             self.pointVis.addVertex(i*4+1)
##             self.pointVis.addVertex(i*4+2)
##             self.pointVis.addVertex(i*4+3)
##             self.pointVis.addVertex(i*4)
##             self.pointVis.closePrimitive()

##         self.visGeom = Geom(self.vertexData)
##         self.visGeom.addPrimitive(self.pointVis)

##         self.visGN = GeomNode("NavigationGridVis")
##         self.visGN.addGeom(self.visGeom)

##         self.visNodePath = self.environment.attachNewNode(self.visGN)

##         self.visNodePath.setTwoSided(True)
##         self.visNodePath.setRenderModeThickness(4)
##         #self.visNodePath.setTransparency(1)

# ---------- Begin Triangulation Code ------------

##     def _addTriVertex(self,x,y):
##         '''
##         lookup[(x,y)] is a reference to the vert located to the UPPER-LEFT of grid square (x,y)
##         '''
##         if (x,y) not in self.gridCoordToVertexId:
##             vId = self.vertexCounter
##             self.vertexCounter += 1

##             self.gridCoordToVertexId[(x,y)] = vId

##             x1 = self.startX + self.squareSize*x - (0.5 * self.squareSize)
##             y1 = self.startY + self.squareSize*y - (0.5 * self.squareSize)
##             z1 = self.findFloor(x1,y1)
##             self.vertexIdToXYZ[vId] = (x1,y1,z1)

##             self.vertexToTris[vId] = []

##         return self.gridCoordToVertexId[(x,y)]

##     def _triangulateGridSquare(self,x,y,left=True):
##         a = self._addTriVertex(x,y)
##         b = self._addTriVertex(x+1,y)
##         c = self._addTriVertex(x+1,y+1)
##         d = self._addTriVertex(x,y+1)

##         if x < self.minX:
##             self.minX = x
##         if x > self.maxX:
##             self.maxX = x
##         if y < self.minY:
##             self.minY = y
##         if y > self.maxY:
##             self.maxY = y

##         if left:
##             self.triToVertices[self.triCounter] = [a,b,d]
##             self.triToAngles[self.triCounter] = [90,45,45]

##             self.triToVertices[self.triCounter+1] = [b,c,d]
##             self.triToAngles[self.triCounter+1] = [45,90,45]

##             self.vertexToTris[a].append(self.triCounter)
##             self.vertexToTris[b].append(self.triCounter)
##             self.vertexToTris[b].append(self.triCounter+1)
##             self.vertexToTris[c].append(self.triCounter+1)
##             self.vertexToTris[d].append(self.triCounter)
##             self.vertexToTris[d].append(self.triCounter+1)
##         else:
##             self.triToVertices[self.triCounter] = [a,b,c]
##             self.triToAngles[self.triCounter] = [45,90,45]

##             self.triToVertices[self.triCounter+1] = [a,c,d]
##             self.triToAngles[self.triCounter+1] = [45,45,90]

##             self.vertexToTris[a].append(self.triCounter)
##             self.vertexToTris[a].append(self.triCounter+1)
##             self.vertexToTris[b].append(self.triCounter)
##             self.vertexToTris[c].append(self.triCounter)
##             self.vertexToTris[c].append(self.triCounter+1)
##             self.vertexToTris[d].append(self.triCounter+1)

##         self.triCounter += 2

##     def countCruft(self):
##         count = 0
##         for s in self.squares:
##             if (s[0] == s[2]) and (s[1] == s[3]):
##                 x = s[0]
##                 y = s[1]
##                 numNeighbors = 0
##                 for (x1,y1) in [(x+1,y),(x-1,y),(x,y+1),(x,y-1)]:
##                     if (x1,y1) in self.walkableSquares:
##                         numNeighbors += 1
##                 if numNeighbors < 3:
##                     count += 1
##         return count

##     def killCruft(self):
##         for i in xrange(len(self.squares)):
##             s = self.squares[i]
##             if (s[0] == s[2]) and (s[1] == s[3]):
##                 x = s[0]
##                 y = s[1]
##                 numNeighbors = 0
##                 for (x1,y1) in [(x+1,y),(x-1,y),(x,y+1),(x,y-1)]:
##                     if (x1,y1) in self.walkableSquares:
##                         numNeighbors += 1
##                 if numNeighbors < 3:
##                     self.squares[i] = None

##         self.squares = [s for s in self.squares if s != None]

    def _addVertexByGridCoords(self, x, y):
        '''
        lookup[(x,y)] is a reference to the vert located at (-0.5,-0.5) from grid square (x,y)
        '''
        if (x, y) not in self.gridCoordToVertexId:
            vId = self.vertexCounter
            self.vertexCounter += 1

            self.gridCoordToVertexId[(x, y)] = vId

            x1 = self.startX + self.squareSize * x - (0.5 * self.squareSize)
            y1 = self.startY + self.squareSize * y - (0.5 * self.squareSize)
            z1 = self.findFloor(x1, y1)
            self.vertexIdToXYZ[vId] = (x1, y1, z1)

            self.vertToPolys[vId] = []

        return self.gridCoordToVertexId[(x, y)]

    def _addOpenSquare(self, gridX1, gridY1, gridX2, gridY2):
        curSpot = [gridX1, gridY1]

        verts = []
        angles = []

        while curSpot[0] <= gridX2:
            verts.append(self._addVertexByGridCoords(curSpot[0], curSpot[1]))
            if curSpot[0] == gridX1:
                angles.append(90)
            else:
                angles.append(180)
            self.vertToPolys[verts[-1]].append(self.polyCounter)
            curSpot[0] += 1

        while curSpot[1] <= gridY2:
            verts.append(self._addVertexByGridCoords(curSpot[0], curSpot[1]))
            if curSpot[1] == gridY1:
                angles.append(90)
            else:
                angles.append(180)
            self.vertToPolys[verts[-1]].append(self.polyCounter)
            curSpot[1] += 1

        while curSpot[0] > gridX1:
            verts.append(self._addVertexByGridCoords(curSpot[0], curSpot[1]))
            if curSpot[0] == gridX2 + 1:
                angles.append(90)
            else:
                angles.append(180)
            self.vertToPolys[verts[-1]].append(self.polyCounter)
            curSpot[0] -= 1

        while curSpot[1] > gridY1:
            if curSpot[1] == gridY2 + 1:
                angles.append(90)
            else:
                angles.append(180)
            verts.append(self._addVertexByGridCoords(curSpot[0], curSpot[1]))
            self.vertToPolys[verts[-1]].append(self.polyCounter)
            curSpot[1] -= 1

        self.polyToVerts[self.polyCounter] = verts
        self.polyToAngles[self.polyCounter] = angles
        self.polyCounter += 1

    def _subdivide(self):
        print "Growing squares..."
        self.vertexCounter = 0
        self.polyCounter = 0

        self.gridCoordToVertexId = {}
        self.vertexIdToXYZ = {}

        self.polyToVerts = {}
        self.polyToAngles = {}
        self.vertToPolys = {}

        self.squares = self.quadTree.squarify()

        for (gridX1, gridY1, gridX2, gridY2) in self.squares:
            self._addOpenSquare(gridX1, gridY1, gridX2, gridY2)
コード例 #39
0
class Game3T(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)
        #base.setFrameRateMeter(True)

        OnscreenText(text='3T', pos=(0, 0.85), scale=0.2, fg=(0.3, 0.2, 8, 1))
        OnscreenText(text='by: Hellmaster - 2011',
                     pos=(0, -0.9),
                     scale=0.1,
                     fg=(0.5, 0, 8, 1))

        FPS = 30
        globalClock = ClockObject.getGlobalClock()
        globalClock.setMode(ClockObject.MLimited)
        globalClock.setFrameRate(FPS)

        # ***************** SETUP SHITS *****************
        base.disableMouse()
        self.nextmove = True
        self.camera_plane_angle = 0

        # ***************** LOAD GAME LOGIC AND OTHERS CLASSES *************
        self.game = gameMecahnics()

        # ***************** LOAD MODELS AND SOUNDS ******************
        self.loadModels()
        self.loadSounds()

        # ***************** SELECT PLAYER ******************

        self.a = getPlayer()

        base.taskMgr.add(self.selectPlayer, "selectPlayer")

    def rotateCamera(self, task):
        dt = globalClock.getDt()
        self.camera_plane_angle += dt
        if self.camera_plane_angle > 360:
            self.camera_plane_angle = 0
        self.cam.setPos(30 * math.cos(self.camera_plane_angle),
                        30 * math.sin(self.camera_plane_angle), 30)
        self.cam.lookAt(0, 0, 0)
        return task.cont

    def selectPlayer(self, task):
        self.player = self.a.getSelectedPlayer()
        if self.player != None:
            #print "player selectecd"
            base.taskMgr.add(self.gameLoop, "gameLoop")
            return task.done
        return task.cont

    def gameLoop(self, task):
        #print "game task"

        # ***************** SET CAMERA ******************

        base.taskMgr.add(self.rotateCamera, "rotateCamera")

        self.game.setPlayer(self.player)

        # ***************** PICKABLE SHITS ***************
        # setup the pickable suqre planes on the board
        planes = []
        id_plane = 0
        for k in range(3):
            for i in range(3):
                #print "adding plane: ", id_plane
                p = addPlane(3)
                p.setPos(3 * i - 2.5, 3 * k - 2.5, 3.1)
                p.setTag('pickable', str(id_plane))
                p.hide()
                planes.append(p)
                id_plane += 1

        # set picks
        pickerNode = CollisionNode('mouseRay')
        pickerNP = self.cam.attachNewNode(pickerNode)
        pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
        self.pickerRay = CollisionRay()
        pickerNode.addSolid(self.pickerRay)
        #pickerNP.show()
        self.rayQueue = CollisionHandlerQueue()
        self.cTrav = CollisionTraverser()
        self.cTrav.addCollider(pickerNP, self.rayQueue)

        # set action in case of pick
        self.accept('mouse1', self.picked)

    def loadModels(self):
        self.arena = loader.loadModel("models/arena/arena")
        self.arena.reparentTo(render)
        self.arena.setPos(0, 0, 0)

        self.playero = loader.loadModel("models/players/o")

        self.playerx = loader.loadModel("models/players/x")

    def loadSounds(self):
        self.sound1 = loader.loadSfx("sounds/sound1.ogg")
        self.sound2 = loader.loadSfx("sounds/sound2.ogg")

    # detects if mouse picks some shit
    # if yes =>  set piece if valid and must wait 3 seconds for next move else do shit
    def picked(self):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
            self.cTrav.traverse(render)
            if self.rayQueue.getNumEntries() > 0:
                self.rayQueue.sortEntries()
                pickedNP = self.rayQueue.getEntry(0).getIntoNodePath()
                if pickedNP.hasNetTag('pickable'):
                    if self.nextmove:
                        #print "picked: ", pickedNP, " | id 1: ", pickedNP.findNetTag('pickable'), " id 2: ", pickedNP.getNetTag('pickable')
                        move = int(pickedNP.getNetTag('pickable'))
                        if self.game.isValidMove(move):
                            #print "------VALID------", move
                            self.putPieceIN(move)
                            self.game.setMove(move)

                            self.nextmove = False
                        #else:
                        #print "------INVALID------"
                    #self.game.printBoard()

    def changeNextMoveValue(self, task):
        self.nextmove = True
        return task.done

    def putPieceIN(self, pos):
        if self.game.getCurrentPlayer() == 'o':
            self.newPiece = self.playero.copyTo(render)
        else:
            self.newPiece = self.playerx.copyTo(render)
        base.taskMgr.add(self.falling, "falling")
        if pos == 0:
            self.newPiece.setPos(-3, -3, STARTING_Z)
            return 0
        if pos == 1:
            self.newPiece.setPos(0, -3, STARTING_Z)
            return 0
        if pos == 2:
            self.newPiece.setPos(3, -3, STARTING_Z)
            return 0
        if pos == 3:
            self.newPiece.setPos(-3, 0, STARTING_Z)
            return 0
        if pos == 4:
            self.newPiece.setPos(0, 0, STARTING_Z)
            return 0
        if pos == 5:
            self.newPiece.setPos(3, 0, STARTING_Z)
            return 0
        if pos == 6:
            self.newPiece.setPos(-3, 3, STARTING_Z)
            return 0
        if pos == 7:
            self.newPiece.setPos(0, 3, STARTING_Z)
            return 0
        if pos == 8:
            self.newPiece.setPos(3, 3, STARTING_Z)
            return 0
        return -1

    def falling(self, task):
        dt = globalClock.getDt()
        self.newPiece.setZ(self.newPiece.getZ() - dt * 10)
        if self.newPiece.getZ() < 3:
            self.nextmove = True
            if self.game.isWinner() or self.game.isOver():
                self.gameOver()
            else:
                self.game.setNextPlayer()
            if self.game.getCurrentPlayer() == 'o':
                self.sound1.play()
            else:
                self.sound2.play()
            return task.done
        return task.cont

    def gameOver(self):
        #print "--------------------------"
        #print "-------- GAME OVER -------"
        #print "--------------------------"
        if self.game.isWinner():
            printWinner(self.game.getCurrentPlayer())
        else:
            printWinner(None)
        print "--------------------------"
        button_exit = DirectButton(text='Exit Game',
                                   pos=(0, 0, -0.4),
                                   scale=0.1,
                                   command=exitProg)
コード例 #40
0
ファイル: NexusClient.py プロジェクト: MrBean947724451/nexus
class Camera:
    """A floating 3rd person camera that follows an actor around, and can be 
    turned left or right around the actor. 

    Public fields: 
    self.controlMap -- The camera's movement controls. 
    actor -- The Actor object that the camera will follow. 
    
    Public functions: 
    init(actor) -- Initialise the camera. 
    move(task) -- Move the camera each frame, following the assigned actor. 
                  This task is called every frame to update the camera. 
    setControl -- Set the camera's turn left or turn right control on or off. 
    
    """
    def __init__(self, actor):
        """Initialise the camera, setting it to follow 'actor'. 
        
        Arguments: 
        actor -- The Actor that the camera will initially follow. 
        
        """

        self.actor = actor
        self.prevtime = 0

        # The camera's controls:
        # "left" = move the camera left, 0 = off, 1 = on
        # "right" = move the camera right, 0 = off, 1 = on
        self.controlMap = {"left": 0, "right": 0}

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

        # Create a "floater" object. It is used to orient the camera above the
        # target actor's head.

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

        # Set up the camera.

        base.disableMouse()
        base.camera.setPos(self.actor.getX(), self.actor.getY() + 2, 2)
        # uncomment for topdown
        #base.camera.setPos(self.actor.getX(),self.actor.getY()+10,2)
        #base.camera.setHpr(180, -50, 0)

        # A CollisionRay beginning above the camera and going down toward the
        # ground is used to detect camera collisions and the height of the
        # camera above the ground. A ray may hit the terrain, or it may hit a
        # rock or a tree.  If it hits the terrain, we detect the camera's
        # height.  If it hits anything else, the camera is in an illegal
        # position.

        self.cTrav = CollisionTraverser()
        self.groundRay = CollisionRay()
        self.groundRay.setOrigin(0, 0, 1000)
        self.groundRay.setDirection(0, 0, -1)
        self.groundCol = CollisionNode('camRay')
        self.groundCol.addSolid(self.groundRay)
        self.groundCol.setFromCollideMask(BitMask32.bit(1))
        self.groundCol.setIntoCollideMask(BitMask32.allOff())
        self.groundColNp = base.camera.attachNewNode(self.groundCol)
        self.groundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.groundColNp, self.groundHandler)

        # Uncomment this line to see the collision rays
        #self.groundColNp.show()

    def move(self, task):
        """Update the camera's position before rendering the next frame. 
        
        This is a task function and is called each frame by Panda3D. The 
        camera follows self.actor, and tries to remain above the actor and 
        above the ground (whichever is highest) while looking at a point 
        slightly above the actor's head. 
        
        Arguments: 
        task -- A direct.task.Task object passed to this function by Panda3D. 
        
        Return: 
        Task.cont -- To tell Panda3D to call this task function again next 
                     frame. 
        
        """

        # FIXME: There is a bug with the camera -- if the actor runs up a
        # hill and then down again, the camera's Z position follows the actor
        # up the hill but does not come down again when the actor goes down
        # the hill.

        elapsed = task.time - self.prevtime

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        # comment out for topdown
        base.camera.lookAt(self.actor)

        camright = base.camera.getNetTransform().getMat().getRow3(0)
        camright.normalize()
        if (self.controlMap["left"] != 0):
            base.camera.setPos(base.camera.getPos() - camright *
                               (elapsed * 20))
        if (self.controlMap["right"] != 0):
            base.camera.setPos(base.camera.getPos() + camright *
                               (elapsed * 20))

        # If the camera is too far from the actor, move it closer.
        # If the camera is too close to the actor, move it farther.

        camvec = self.actor.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 10.0):
            base.camera.setPos(base.camera.getPos() + camvec * (camdist - 10))
            camdist = 10.0
        if (camdist < 5.0):
            base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist))
            camdist = 5.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Keep the camera at one foot above the terrain,
        # or two feet above the actor, whichever is greater.
        # comment out for topdown

        entries = []
        for i in range(self.groundHandler.getNumEntries()):
            entry = self.groundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(
            y.getSurfacePoint(render).getZ(),
            x.getSurfacePoint(render).getZ()))
        if (len(entries) > 0) and (entries[0].getIntoNode().getName()
                                   == "terrain"):
            base.camera.setZ(entries[0].getSurfacePoint(render).getZ() + 1.0)
        if (base.camera.getZ() < self.actor.getZ() + 2.0):
            base.camera.setZ(self.actor.getZ() + 2.0)

        # The camera should look in the player's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above the player's head.

        self.floater.setPos(self.actor.getPos())
        self.floater.setZ(self.actor.getZ() + 2.0)

        #self.floater.setZ(self.actor.getZ() + 10.0)
        #self.floater.setY(self.actor.getY() + 7.0)

        # comment out for topdown
        base.camera.lookAt(self.floater)

        base.camera.setPos(self.floater.getPos())

        # Store the task time and continue.
        self.prevtime = task.time
        return Task.cont

    def setControl(self, control, value):
        """Set the state of one of the camera's movement controls. 
        
        Arguments: 
        See self.controlMap in __init__. 
        control -- The control to be set, must be a string matching one of 
                   the strings in self.controlMap. 
        value -- The value to set the control to. 
        
        """

        # FIXME: this function is duplicated in Camera and Character, and
        # keyboard control settings are spread throughout the code. Maybe
        # add a Controllable class?

        self.controlMap[control] = value
コード例 #41
0
class cWorld:
    def __init__(self):
        #  set background color
        base.setBackgroundColor(0, 0, 0)
        # create target
        self.createTarget()
        # create boids
        self.createBoids()
        # setup camera
        self.setupCamera()
        # setup lights
        self.setupLights()
        # setup collision detection
        self.setupCollision()
        # add task
        taskMgr.add(self.steer, 'steer')  # steer task
        taskMgr.add(self.moveTarget, 'moveTarget')  # mouse move target task

    def createBoids(self):
        self.redBoid = cBoid()  # create red boid
        # setup blue boid with model path, starting location, max force, and max speed
        self.redBoid.setup('assets/models/boid_one.egg', Vec3(0.0, 0.0, 0.0),
                           4.0, 0.1)
        # create blue boid
        self.blueBoid = cBoid()
        # setup blue boid with model path, starting location, max force, and max speed
        self.blueBoid.setup('assets/models/boid_two.egg', Vec3(0.0, 0.0, 0.0),
                            4.0, 1.0)

    def createTarget(self):
        # load in model file
        self.target = loader.loadModel('assets/models/target.egg')
        # parent
        self.target.reparentTo(render)
        # set location
        self.target.setPos(Vec3(0.0, 0.0, 0.0))

    def setupCamera(self):
        # disable auto controls
        base.disableMouse()
        # set position, heading, pitch, and roll
        camera.setPosHpr(Vec3(0.0, -45.0, 45.0), Vec3(0.0, -45.0, 0))

    def setupLights(self):
        # create a point light
        plight = PointLight('plight')
        # set its color
        plight.setColor(VBase4(1.0, 1.0, 1.0, 1))
        # attach the light to the render
        plnp = render.attachNewNode(plight)
        # set position
        plnp.setPos(0.0, 0.0, 2.0)
        # turn on light
        render.setLight(plnp)

    def setupCollision(self):
        # create collision traverser
        self.picker = CollisionTraverser()
        # create collision handler
        self.pq = CollisionHandlerQueue()
        # create collision node
        self.pickerNode = CollisionNode('mouseRay')  # create collision node
        # attach new collision node to camera node
        self.pickerNP = camera.attachNewNode(
            self.pickerNode)  # attach collision node to camera
        # set bit mask to one
        self.pickerNode.setFromCollideMask(BitMask32.bit(1))  # set bit mask
        # create a collision ray
        self.pickerRay = CollisionRay()  # create collision ray
        # add picker ray to the picker node
        self.pickerNode.addSolid(
            self.pickerRay)  # add the collision ray to the collision node
        # make the traverser know about the picker node and its even handler queue
        self.picker.addCollider(
            self.pickerNP,
            self.pq)  # add the colision node path and collision handler queue
        #self.picker.showCollisions( render ) # render or draw the collisions
        #self.pickerNP.show( ) # render picker ray
        # create col node
        self.colPlane = CollisionNode('colPlane')
        # add solid to col node plane
        self.colPlane.addSolid(
            CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))))
        # attach new node to the render
        self.colPlanePath = render.attachNewNode(self.colPlane)
        #self.colPlanePath.show( ) # render node
        # make the col plane look at the camera
        # this makes it alway look at the camera no matter the orientation
        # we need this because the ray nees to intersect a plane parallel
        # to the camera
        self.colPlanePath.lookAt(camera)
        # prop up the col plane
        self.colPlanePath.setP(-45)
        # set bit mask to one
        # as I understand it, this makes all col nodes with bit mask one
        # create collisions while ignoring others of other masks
        self.colPlanePath.node().setIntoCollideMask(BitMask32.bit(1))

    def steer(self, Task):
        # seek after target
        self.redBoid.seek(Vec3(self.target.getPos()))
        # run the algorithm
        self.redBoid.run()
        # arrive at the target
        self.blueBoid.arrive(Vec3(self.target.getPos()))
        # run the algorithm
        self.blueBoid.run()
        return Task.cont  # continue task

    def moveTarget(self, Task):
        # traverse through the render tree
        self.picker.traverse(render)
        # go through the queue of collisions
        for i in range(self.pq.getNumEntries()):
            entry = self.pq.getEntry(i)  # get entry
            surfacePoint = entry.getSurfacePoint(
                render)  # get surface point of collision
            self.target.setPos(
                surfacePoint)  # set surface point to target's position
        if base.mouseWatcherNode.hasMouse():  # if we have a mouse
            mpos = base.mouseWatcherNode.getMouse(
            )  # get the path to the mouse
            # shoot ray from camera
            # based on X & Y coordinate of mouse
            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
        return Task.cont  # continue task
コード例 #42
0
class DemoGame(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        self.debug = False
        self.status_label = self.makeStatusLabel(0)
        self.collision_label = self.makeCollisionLabel(1)

        # terrain = GeoMipTerrain("worldTerrain")
        # terrain.setHeightfield("models/height_map.png")
        # terrain.setColorMap("models/colour_map_flipped.png")
        # terrain.setBruteforce(True)
        # root = terrain.getRoot()
        # root.reparentTo(render)
        # root.setSz(60)
        # terrain.generate()
        # root.writeBamFile("models/world.bam")

        self.world = self.loader.loadModel("models/world.bam")
        self.world.reparentTo(self.render)
        self.world_size = 1024

        self.player = self.loader.loadModel("models/alliedflanker")    # alliedflanker.egg by default
        self.max_speed = 100.0
        self.start_pos = Vec3(200, 200, 65)
        self.start_hpr = Vec3(225, 0, 0)
        self.player.setScale(0.2, 0.2, 0.2)
        self.player.reparentTo(self.render)
        self.resetPlayer()

        self.taskMgr.add(self.updateTask, "update")
        self.keyboardSetup()

        self.max_distance = 400
        if not self.debug:
            self.camLens.setFar(self.max_distance)
        else:
            base.oobe()

        self.camLens.setFov(60)
        self.createEnvironment()
        self.setupCollisions()
        self.text_counter = 0

        # load the explosion ring
        self.explosion_model = loader.loadModel("models/explosion")    # Panda3D Defaults to '.egg'
        self.explosion_model.reparentTo(self.render)
        self.explosion_model.setScale(0.0)
        self.explosion_model.setLightOff()
        # Only one explosion at a time
        self.exploding = False

    def makeStatusLabel(self, i):
        return OnscreenText(style=2, fg=(0.5, 1, 0.5, 1), pos=(-1.3, 0.92, (-0.08 * i)),
                            align=TextNode.ALeft, scale=0.08, mayChange=1)

    def makeCollisionLabel(self, i):
        return OnscreenText(style=2, fg=(0.5, 1, 0.5, 1), pos=(-1.3, 0.92, (-0.08 * i)),
                            align=TextNode.ALeft, scale=0.08, mayChange=1)

    def resetPlayer(self):
        self.player.show()
        self.player.setPos(self.world, self.start_pos)
        self.player.setHpr(self.world, self.start_hpr)
        self.speed = self.max_speed / 2

    def keyboardSetup(self):
        self.keyMap = {"left": 0, "right": 0, "climb": 0, "fall": 0,
                       "accelerate": 0, "decelerate": 0, "fire": 0}
        self.accept("escape", sys.exit)
        self.accept("a", self.setKey, ["accelerate", 1])
        self.accept("a-up", self.setKey, ["accelerate", 0])
        self.accept("z", self.setKey, ["decelerate", 1])
        self.accept("z-up", self.setKey, ["decelerate", 0])
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_down", self.setKey, ["climb", 1])
        self.accept("arrow_down-up", self.setKey, ["climb", 0])
        self.accept("arrow_up", self.setKey, ["fall", 1])
        self.accept("arrow_up-up", self.setKey, ["fall", 0])
        self.accept("space", self.setKey, ["fire", 1])
        self.accept("space-up", self.setKey, ["fire", 0])
        base.disableMouse() # or updateCamera will fail!

    def setKey(self, key, value):
        self.keyMap[key] = value

    def updateTask(self, task):
        self.updatePlayer()
        self.updateCamera()

        self.coll_trav.traverse(self.render)
        for i in range(self.player_ground_handler.getNumEntries()):
            entry = self.player_ground_handler.getEntry(i)
            if self.debug:
                self.collision_label.setText("dead:"+str(globalClock.getFrameTime()))
            if not self.exploding:
                self.player.setZ(entry.getSurfacePoint(self.render).getZ() + 10)
                self.explosionSequence()
        return Task.cont

    def explosionSequence(self):
        self.exploding = True
        pos = Vec3(self.player.getX(), self.player.getY(), self.player.getZ())
        hpr = Vec3(self.player.getH(), 0, 0)
        self.explosion_model.setPosHpr(pos, hpr)
        self.player.hide()
        taskMgr.add(self.expandExplosion, "expandExplosion")

    def expandExplosion(self, Task):
        if self.explosion_model.getScale() < VBase3(60.0, 60.0, 60.0):
            factor = globalClock.getDt()
            scale = self.explosion_model.getScale()
            scale += VBase3(factor*40, factor*40, factor*40)
            self.explosion_model.setScale(scale)
            return Task.cont
        else:
            self.explosion_model.setScale(0)
            self.exploding = False
            self.resetPlayer()

    def updatePlayer(self):
        # Global Clock
        # by default, panda runs as fast as it can frame by frame
        scale_factor = (globalClock.getDt()*self.speed)
        climb_factor = scale_factor * 0.5
        bank_factor = scale_factor
        speed_factor = scale_factor * 2.9
        gravity_factor = 2 * (self.max_speed - self.speed) / 100

        # Climb and Fall
        if self.keyMap["climb"] != 0 and self.speed > 0.00:
            # The faster you go, the faster you climb
            self.player.setZ(self.player.getZ() + climb_factor)
            self.player.setR(self.player.getR() + climb_factor)
            # quickest return: avaoids uncoil/unwind
            if (self.player.getR() >= 180):
                self.player.setR(-180)

        elif self.keyMap["fall"] != 0 and self.speed > 0.00:
            self.player.setZ(self.player.getZ() - climb_factor)
            self.player.setR(self.player.getR() - climb_factor)
            # quickest return
            if (self.player.getR() <= -180):
                self.player.setR(180)

        # autoreturn - add a bit regardless to make sure it happens
        elif self.player.getR() > 0:
            self.player.setR(self.player.getR() - (climb_factor + 0.1))
            if self.player.getR() < 0:
                self.player.setR(0)
        elif self.player.getR() < 0:
            self.player.setR(self.player.getR() + (climb_factor + 0.1))
            if self.player.getR() > 0:
                self.player.setR(0)

        # Left and Right
        if self.keyMap["left"] != 0 and self.speed > 0.0:
            self.player.setH(self.player.getH() + bank_factor)
            self.player.setP(self.player.getP() + bank_factor)
            if self.player.getP() >= 180:
                self.player.setP(-180)
        elif self.keyMap["right"] != 0 and self.speed > 0.0:
            self.player.setH(self.player.getH() - bank_factor)
            self.player.setP(self.player.getP() - bank_factor)
            if self.player.getP() <= -180:
                self.player.setP(180)
        elif self.player.getP() > 0:
            self.player.setP(self.player.getP() - (bank_factor + 0.1))
            if self.player.getP() < 0:
                self.player.setP(0)
        elif self.player.getP() < 0:
            self.player.setP(self.player.getP() + (bank_factor + 0.1))
            if self.player.getP() > 0:
                self.player.setP(0)

        # throttle control
        if self.keyMap["accelerate"] != 0:
            self.speed += 1
            if self.speed > self.max_speed:
                self.speed = self.max_speed
        elif self.keyMap["decelerate"] != 0:
            self.speed -= 1
            if self.speed < 0.0:
                self.speed = 0.0

        # move forwards - our X/Y is inverted
        if not self.exploding:
            self.player.setX(self.player, -speed_factor)
            self.applyBoundaries()
            self.player.setZ(self.player, -gravity_factor)

    def applyBoundaries(self):
        # respet max camera distance else you
        # cannot see the floor post loop the loop
        if self.player.getZ() > self.max_distance:
            self.player.setZ(self.max_distance)
        # should never happen once we add collusion, but in case:
        elif self.player.getZ() < 0:
            self.player.setZ(0)

        boundary = False

        # and now the X/Y world boundaries:
        if self.player.getX() < 0:
            self.player.setX(0)
            boundary = True
        elif self.player.getX() > self.world_size:
            self.player.setX(self.world_size)
            boundary = True

        if self.player.getY() < 0:
            self.player.setY(0)
            boundary = True
        elif self.player.getY() > self.world_size:
            self.player.setY(self.world_size)
            boundary = True

        # Avoid doing this every frame
        if boundary and self.text_counter > 30:
            self.status_label.setText("STATUS: MAP END; TURN AROUND")
        elif self.text_counter > 30:
            self.status_label.setText("STATUS: OK")

        if self.text_counter > 30:
            self.text_counter = 0
        else:
            self.text_counter += 1

    def updateCamera(self):
        self.camera.setPos(self.player, 25.6225, 3.8807, 10.2779)
        self.camera.setHpr(self.player, 94.8996, -16.6549, 1.55508)

    def createEnvironment(self):
        # Fog to hide a performance tweak
        exp_fog = Fog("scene-wide-fog")
        exp_fog.setColor(1, 0.8, 0.8)
        exp_fog.setExpDensity(0.002)
        render.setFog(exp_fog)
        # base.setBackgroundColor(*colour)

        # Sky Dome
        '''
        sky_dome = loader.loadModel("models/sky")      # sky_sphere.egg by default
        sky_dome.setEffect(CompassEffect.make(self.render))
        sky_dome.setScale(self.max_distance / 2)
        sky_dome.setZ(-65)  # sink it
        # NOT render - you'll fly through the sky!
        sky_dome.reparentTo(self.camera)
        '''

        # Sky Sphere
        sky_sphere = self.loader.loadModel("models/sky_sphere")
        sky_sphere.setEffect(CompassEffect.make(self.render))
        sky_sphere.setScale(0.08)
        sky_sphere.reparentTo(self.camera)

        # Lighting
        ambient_light = AmbientLight("ambientLight")
        ambient_colour = Vec4(0.6, 0.6, 0.6, 1)
        ambient_light.setColor(ambient_colour)
        self.render.setLight(self.render.attachNewNode(ambient_light))

        directional_light = DirectionalLight("directionalLight")
        # direction = Vec3(0, -10, -10)
        # directional_light.setDirection(direction)
        directional_colour = Vec4(0.8, 0.8, 0.5, 1)
        directional_light.setColor(directional_colour)

        # directional_specular = Vec4(1, 1, 1, 1)
        # directional_light.setSpecularColor(directional_specular)

        dir_light_np = self.render.attachNewNode(directional_light)
        dir_light_np.setPos(0, 0, 260)
        dir_light_np.lookAt(self.player)
        self.render.setLight(dir_light_np)

        # Water
        self.water = self.loader.loadModel("models/square")
        self.water.setSx(self.world_size*2)
        self.water.setSy(self.world_size*2)
        self.water.setPos(self.world_size/2, self.world_size/2, 25)   # z is sea level
        self.water.setTransparency(TransparencyAttrib.MAlpha)
        newTS = TextureStage("1")
        self.water.setTexture(newTS, self.loader.loadTexture("models/water.png"))
        self.water.setTexScale(newTS, 4)
        self.water.reparentTo(self.render)
        LerpTexOffsetInterval(self.water, 200, (1,0), (0,0), textureStage=newTS).loop()

    def setupCollisions(self):
        self.coll_trav = CollisionTraverser()

        self.player_ground_sphere = CollisionSphere(0, 1.5, -1.5, 1.5)
        self.player_ground_col = CollisionNode('playerSphere')
        self.player_ground_col.addSolid(self.player_ground_sphere)

        # bitmasks
        self.player_ground_col.setFromCollideMask(BitMask32.bit(0))
        self.player_ground_col.setIntoCollideMask(BitMask32.allOff())
        self.world.setCollideMask(BitMask32.bit(0))
        self.water.setCollideMask(BitMask32.bit(0))

        # and done
        self.player_ground_col_np = self.player.attachNewNode(self.player_ground_col)
        self.player_ground_handler = CollisionHandlerQueue()
        self.coll_trav.addCollider(self.player_ground_col_np, self.player_ground_handler)

        # DEBUG
        if self.debug:
            self.player_ground_col_np.show()
            self.coll_trav.showCollisions(self.render)
コード例 #43
0
class CogdoFlyingCameraManager:
    def __init__(self, cam, parent, player, level):
        self._toon = player.toon
        self._camera = cam
        self._parent = parent
        self._player = player
        self._level = level
        self._enabled = False

    def enable(self):
        if self._enabled:
            return
        self._toon.detachCamera()
        self._prevToonY = 0.0
        levelBounds = self._level.getBounds()
        l = Globals.Camera.LevelBoundsFactor
        self._bounds = ((levelBounds[0][0] * l[0], levelBounds[0][1] * l[0]),
                        (levelBounds[1][0] * l[1], levelBounds[1][1] * l[1]),
                        (levelBounds[2][0] * l[2], levelBounds[2][1] * l[2]))
        self._lookAtZ = self._toon.getHeight(
        ) + Globals.Camera.LookAtToonHeightOffset
        self._camParent = NodePath('CamParent')
        self._camParent.reparentTo(self._parent)
        self._camParent.setPos(self._toon, 0, 0, 0)
        self._camParent.setHpr(180, Globals.Camera.Angle, 0)
        self._camera.reparentTo(self._camParent)
        self._camera.setPos(0, Globals.Camera.Distance, 0)
        self._camera.lookAt(self._toon, 0, 0, self._lookAtZ)
        self._cameraLookAtNP = NodePath('CameraLookAt')
        self._cameraLookAtNP.reparentTo(self._camera.getParent())
        self._cameraLookAtNP.setPosHpr(self._camera.getPos(),
                                       self._camera.getHpr())
        self._levelBounds = self._level.getBounds()
        self._enabled = True
        self._frozen = False
        self._initCollisions()

    def _initCollisions(self):
        self._camCollRay = CollisionRay()
        camCollNode = CollisionNode('CameraToonRay')
        camCollNode.addSolid(self._camCollRay)
        camCollNode.setFromCollideMask(OTPGlobals.WallBitmask
                                       | OTPGlobals.CameraBitmask
                                       | ToontownGlobals.FloorEventBitmask
                                       | ToontownGlobals.CeilingBitmask)
        camCollNode.setIntoCollideMask(0)
        self._camCollNP = self._camera.attachNewNode(camCollNode)
        self._camCollNP.show()
        self._collOffset = Vec3(0, 0, 0.5)
        self._collHandler = CollisionHandlerQueue()
        self._collTrav = CollisionTraverser()
        self._collTrav.addCollider(self._camCollNP, self._collHandler)
        self._betweenCamAndToon = {}
        self._transNP = NodePath('trans')
        self._transNP.reparentTo(render)
        self._transNP.setTransparency(True)
        self._transNP.setAlphaScale(Globals.Camera.AlphaBetweenToon)
        self._transNP.setBin('fixed', 10000)

    def _destroyCollisions(self):
        self._collTrav.removeCollider(self._camCollNP)
        self._camCollNP.removeNode()
        del self._camCollNP
        del self._camCollRay
        del self._collHandler
        del self._collOffset
        del self._betweenCamAndToon
        self._transNP.removeNode()
        del self._transNP

    def freeze(self):
        self._frozen = True

    def unfreeze(self):
        self._frozen = False

    def disable(self):
        if not self._enabled:
            return
        self._destroyCollisions()
        self._camera.wrtReparentTo(render)
        self._cameraLookAtNP.removeNode()
        del self._cameraLookAtNP
        self._camParent.removeNode()
        del self._camParent
        del self._prevToonY
        del self._lookAtZ
        del self._bounds
        del self._frozen
        self._enabled = False

    def update(self, dt=0.0):
        self._updateCam(dt)
        self._updateCollisions()

    def _updateCam(self, dt):
        toonPos = self._toon.getPos()
        camPos = self._camParent.getPos()
        x = camPos[0]
        z = camPos[2]
        toonWorldX = self._toon.getX(render)
        maxX = Globals.Camera.MaxSpinX
        toonWorldX = clamp(toonWorldX, -1.0 * maxX, maxX)
        spinAngle = Globals.Camera.MaxSpinAngle * toonWorldX * toonWorldX / (
            maxX * maxX)
        newH = 180.0 + spinAngle
        self._camParent.setH(newH)
        spinAngle = spinAngle * (pi / 180.0)
        distBehindToon = Globals.Camera.SpinRadius * cos(spinAngle)
        distToRightOfToon = Globals.Camera.SpinRadius * sin(spinAngle)
        d = self._camParent.getX() - clamp(toonPos[0], *self._bounds[0])
        if abs(d) > Globals.Camera.LeewayX:
            if d > Globals.Camera.LeewayX:
                x = toonPos[0] + Globals.Camera.LeewayX
            else:
                x = toonPos[0] - Globals.Camera.LeewayX
        x = self._toon.getX(render) + distToRightOfToon
        boundToonZ = min(toonPos[2], self._bounds[2][1])
        d = z - boundToonZ
        if d > Globals.Camera.MinLeewayZ:
            if self._player.velocity[2] >= 0 and toonPos[
                    1] != self._prevToonY or self._player.velocity[2] > 0:
                z = boundToonZ + d * INVERSE_E**(dt *
                                                 Globals.Camera.CatchUpRateZ)
            elif d > Globals.Camera.MaxLeewayZ:
                z = boundToonZ + Globals.Camera.MaxLeewayZ
        elif d < -Globals.Camera.MinLeewayZ:
            z = boundToonZ - Globals.Camera.MinLeewayZ
        if self._frozen:
            y = camPos[1]
        else:
            y = self._toon.getY(render) - distBehindToon
        self._camParent.setPos(x, smooth(camPos[1], y), smooth(camPos[2], z))
        if toonPos[2] < self._bounds[2][1]:
            h = self._cameraLookAtNP.getH()
            if d >= Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._toon, 0, 0, self._lookAtZ)
            elif d <= -Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._camParent, 0, 0,
                                            self._lookAtZ)
            self._cameraLookAtNP.setHpr(h, self._cameraLookAtNP.getP(), 0)
            self._camera.setHpr(
                smooth(self._camera.getHpr(), self._cameraLookAtNP.getHpr()))
        self._prevToonY = toonPos[1]

    def _updateCollisions(self):
        pos = self._toon.getPos(self._camera) + self._collOffset
        self._camCollRay.setOrigin(pos)
        direction = -Vec3(pos)
        direction.normalize()
        self._camCollRay.setDirection(direction)
        self._collTrav.traverse(render)
        nodesInBetween = {}
        if self._collHandler.getNumEntries() > 0:
            self._collHandler.sortEntries()
            for entry in self._collHandler.getEntries():
                name = entry.getIntoNode().getName()
                if name.find('col_') >= 0:
                    np = entry.getIntoNodePath().getParent()
                    if not np in nodesInBetween:
                        nodesInBetween[np] = np.getParent()

        for np in nodesInBetween.keys():
            if np in self._betweenCamAndToon:
                del self._betweenCamAndToon[np]
            else:
                np.setTransparency(True)
                np.wrtReparentTo(self._transNP)
                if np.getName().find('lightFixture') >= 0:
                    if not np.find('**/*floor_mesh').isEmpty():
                        np.find('**/*floor_mesh').hide()
                elif np.getName().find('platform') >= 0:
                    if not np.find('**/*Floor').isEmpty():
                        np.find('**/*Floor').hide()

        for np, parent in self._betweenCamAndToon.items():
            np.wrtReparentTo(parent)
            np.setTransparency(False)
            if np.getName().find('lightFixture') >= 0:
                if not np.find('**/*floor_mesh').isEmpty():
                    np.find('**/*floor_mesh').show()
            elif np.getName().find('platform') >= 0:
                if not np.find('**/*Floor').isEmpty():
                    np.find('**/*Floor').show()

        self._betweenCamAndToon = nodesInBetween
コード例 #44
0
class thirdPerson(DirectObject):
    def __init__(self, parserClass, mainClass, mapLoaderClass,
                 modelLoaderClass):
        self.switchState = False

        #self.t = Timer()

        self.keyMap = {"left": 0, "right": 0, "forward": 0, "backward": 0}
        self.ralph = Actor(
            "data/models/units/ralph/ralph", {
                "run": "data/models/units/ralph/ralph-run",
                "walk": "data/models/units/ralph/ralph-walk"
            })
        self.ralph.reparentTo(render)
        #		self.ralph.setPos(42, 30, 0)
        self.ralph.setPos(6, 10, 0)
        self.ralph.setScale(0.1)

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("arrow_down", self.setKey, ["backward", 1])
        self.accept("arrow_down-up", self.setKey, ["backward", 0])

        self.isMoving = False

        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.ralphGroundCol.show()

        base.cam.reparentTo(self.ralph)
        base.cam.setPos(0, 9, 7)
        self.floater2 = NodePath(PandaNode("floater2"))
        self.floater2.reparentTo(self.ralph)
        self.floater2.setZ(self.floater2.getZ() + 6)
        base.cam.lookAt(self.floater2)

        # 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)

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

        taskMgr.add(self.move,
                    "movingTask",
                    extraArgs=[
                        mainClass, parserClass, mapLoaderClass,
                        modelLoaderClass
                    ])

    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    def move(self, mainClass, parserClass, mapLoaderClass, modelLoaderClass):
        # Get the time elapsed since last frame. We need this
        # for framerate-independent movement.
        elapsed = globalClock.getDt()

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["left"] != 0):
            self.ralph.setH(self.ralph.getH() + elapsed * 300)
        if (self.keyMap["right"] != 0):
            self.ralph.setH(self.ralph.getH() - elapsed * 300)
        if (self.keyMap["forward"] != 0):
            self.ralph.setY(self.ralph, -(elapsed * 50))  #25))
        if (self.keyMap["backward"] != 0):
            self.ralph.setY(self.ralph, +(elapsed * 20))

        if (self.keyMap["forward"] != 0) or (self.keyMap["left"] !=
                                             0) or (self.keyMap["right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True

        elif (self.keyMap["backward"] != 0):
            if self.isMoving is False:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(
            y.getSurfacePoint(render).getZ(),
            x.getSurfacePoint(render).getZ()))

        if (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:4]
                                   == "tile"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())

        elif (len(entries) > 0) and (entries[0].getIntoNode().getName()[0:5]
                                     == "solid"):
            self.ralph.setPos(startpos)
            x = int(entries[0].getIntoNode().getName()
                    [len(entries[0].getIntoNode().getName()) -
                     6:len(entries[0].getIntoNode().getName()) - 4])
            y = int(entries[0].getIntoNode().getName()
                    [len(entries[0].getIntoNode().getName()) - 2:])
            if (mapLoaderClass.tileArray[y][x].drillTime != None):
                mainClass.changeTile(mapLoaderClass.tileArray[y][x], 0,
                                     parserClass, modelLoaderClass,
                                     mapLoaderClass)
        else:
            self.ralph.setPos(startpos)

        self.ralph.setP(0)
        return Task.cont
コード例 #45
0
ファイル: NexusClient.py プロジェクト: pivot/nexus
class Camera: 
    
    """A floating 3rd person camera that follows an actor around, and can be 
    turned left or right around the actor. 

    Public fields: 
    self.controlMap -- The camera's movement controls. 
    actor -- The Actor object that the camera will follow. 
    
    Public functions: 
    init(actor) -- Initialise the camera. 
    move(task) -- Move the camera each frame, following the assigned actor. 
                  This task is called every frame to update the camera. 
    setControl -- Set the camera's turn left or turn right control on or off. 
    
    """ 

    def __init__(self,actor): 
        """Initialise the camera, setting it to follow 'actor'. 
        
        Arguments: 
        actor -- The Actor that the camera will initially follow. 
        
        """ 
        
        self.actor = actor 
        self.prevtime = 0 

        # The camera's controls: 
        # "left" = move the camera left, 0 = off, 1 = on 
        # "right" = move the camera right, 0 = off, 1 = on 
        self.controlMap = {"left":0, "right":0} 

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

        # Create a "floater" object. It is used to orient the camera above the 
        # target actor's head. 
        
        self.floater = NodePath(PandaNode("floater")) 
        self.floater.reparentTo(render)        

        # Set up the camera. 

        base.disableMouse() 
        base.camera.setPos(self.actor.getX(),self.actor.getY()+2, 2)
        # uncomment for topdown
        #base.camera.setPos(self.actor.getX(),self.actor.getY()+10,2) 
        #base.camera.setHpr(180, -50, 0)
        
        # A CollisionRay beginning above the camera and going down toward the 
        # ground is used to detect camera collisions and the height of the 
        # camera above the ground. A ray may hit the terrain, or it may hit a 
        # rock or a tree.  If it hits the terrain, we detect the camera's 
        # height.  If it hits anything else, the camera is in an illegal 
        # position. 

        self.cTrav = CollisionTraverser() 
        self.groundRay = CollisionRay() 
        self.groundRay.setOrigin(0,0,1000) 
        self.groundRay.setDirection(0,0,-1) 
        self.groundCol = CollisionNode('camRay') 
        self.groundCol.addSolid(self.groundRay) 
        self.groundCol.setFromCollideMask(BitMask32.bit(1)) 
        self.groundCol.setIntoCollideMask(BitMask32.allOff()) 
        self.groundColNp = base.camera.attachNewNode(self.groundCol) 
        self.groundHandler = CollisionHandlerQueue() 
        self.cTrav.addCollider(self.groundColNp, self.groundHandler) 

        # Uncomment this line to see the collision rays 
        #self.groundColNp.show() 
      
    def move(self,task): 
        """Update the camera's position before rendering the next frame. 
        
        This is a task function and is called each frame by Panda3D. The 
        camera follows self.actor, and tries to remain above the actor and 
        above the ground (whichever is highest) while looking at a point 
        slightly above the actor's head. 
        
        Arguments: 
        task -- A direct.task.Task object passed to this function by Panda3D. 
        
        Return: 
        Task.cont -- To tell Panda3D to call this task function again next 
                     frame. 
        
        """ 

        # FIXME: There is a bug with the camera -- if the actor runs up a 
        # hill and then down again, the camera's Z position follows the actor 
        # up the hill but does not come down again when the actor goes down 
        # the hill. 

        elapsed = task.time - self.prevtime 

        # If the camera-left key is pressed, move camera left. 
        # If the camera-right key is pressed, move camera right. 
        
        # comment out for topdown  
        base.camera.lookAt(self.actor) 
        
        camright = base.camera.getNetTransform().getMat().getRow3(0) 
        camright.normalize() 
        if (self.controlMap["left"]!=0): 
            base.camera.setPos(base.camera.getPos() - camright*(elapsed*20)) 
        if (self.controlMap["right"]!=0): 
            base.camera.setPos(base.camera.getPos() + camright*(elapsed*20)) 

        # If the camera is too far from the actor, move it closer. 
        # If the camera is too close to the actor, move it farther.

        camvec = self.actor.getPos() - base.camera.getPos() 
        camvec.setZ(0) 
        camdist = camvec.length() 
        camvec.normalize() 
        if (camdist > 10.0): 
            base.camera.setPos(base.camera.getPos() + camvec*(camdist-10)) 
            camdist = 10.0 
        if (camdist < 5.0): 
            base.camera.setPos(base.camera.getPos() - camvec*(5-camdist)) 
            camdist = 5.0 

        # Now check for collisions. 

        self.cTrav.traverse(render) 

        # Keep the camera at one foot above the terrain, 
        # or two feet above the actor, whichever is greater. 
        # comment out for topdown
        
        entries = [] 
        for i in range(self.groundHandler.getNumEntries()): 
            entry = self.groundHandler.getEntry(i) 
            entries.append(entry) 
        entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), 
                                     x.getSurfacePoint(render).getZ())) 
        if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"): 
            base.camera.setZ(entries[0].getSurfacePoint(render).getZ()+1.0) 
        if (base.camera.getZ() < self.actor.getZ() + 2.0): 
            base.camera.setZ(self.actor.getZ() + 2.0) 
            
        # The camera should look in the player's direction, 
        # but it should also try to stay horizontal, so look at 
        # a floater which hovers above the player's head. 
        
        self.floater.setPos(self.actor.getPos()) 
        self.floater.setZ(self.actor.getZ() + 2.0)
        
        #self.floater.setZ(self.actor.getZ() + 10.0) 
        #self.floater.setY(self.actor.getY() + 7.0)
        
        # comment out for topdown
        base.camera.lookAt(self.floater) 
        
        base.camera.setPos(self.floater.getPos())
        
        # Store the task time and continue. 
        self.prevtime = task.time 
        return Task.cont 

    def setControl(self, control, value): 
        """Set the state of one of the camera's movement controls. 
        
        Arguments: 
        See self.controlMap in __init__. 
        control -- The control to be set, must be a string matching one of 
                   the strings in self.controlMap. 
        value -- The value to set the control to. 
        
        """ 

        # FIXME: this function is duplicated in Camera and Character, and 
        # keyboard control settings are spread throughout the code. Maybe 
        # add a Controllable class? 
        
        self.controlMap[control] = value 
コード例 #46
0
ファイル: Character.py プロジェクト: MrBean947724451/nexus
class Character: 
    
    """A character with an animated avatar that moves left, right or forward 
       according to the controls turned on or off in self.controlMap. 
    
    Public fields: 
    self.controlMap -- The character's movement controls 
    self.actor -- The character's Actor (3D animated model) 
    
    
    Public functions: 
    __init__ -- Initialise the character 
    move -- Move and animate the character for one frame. This is a task 
            function that is called every frame by Panda3D. 
    setControl -- Set one of the character's controls on or off. 
    
    """ 

    def __init__(self, model, run, walk, startPos, scale):        
        """Initialise the character. 
        
        Arguments: 
        model -- The path to the character's model file (string) 
           run : The path to the model's run animation (string) 
           walk : The path to the model's walk animation (string) 
           startPos : Where in the world the character will begin (pos) 
           scale : The amount by which the size of the model will be scaled 
                   (float) 
                    
           """ 

        self.controlMap = {"left":0, "right":0, "up":0, "down":0} 

        self.actor = Actor(Config.MYDIR+model, 
                                 {"run":Config.MYDIR+run, 
                                  "walk":Config.MYDIR+walk})        
        self.actor.reparentTo(render) 
        self.actor.setScale(scale) 
        self.actor.setPos(startPos) 

        self.controller = Controller.LocalController(self)
        
        taskMgr.add(self.move,"moveTask") # Note: deriving classes DO NOT need 
                                          # to add their own move tasks to the 
                                          # task manager. If they override 
                                          # self.move, then their own self.move 
                                          # function will get called by the 
                                          # task manager (they must then 
                                          # explicitly call Character.move in 
                                          # that function if they want it). 
        self.prevtime = 0 
        self.isMoving = False 

        # 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.groundRay = CollisionRay() 
        self.groundRay.setOrigin(0,0,1000) 
        self.groundRay.setDirection(0,0,-1) 
        self.groundCol = CollisionNode('ralphRay') 
        self.groundCol.addSolid(self.groundRay) 
        self.groundCol.setFromCollideMask(BitMask32.bit(1)) 
        self.groundCol.setIntoCollideMask(BitMask32.allOff()) 
        self.groundColNp = self.actor.attachNewNode(self.groundCol)
        self.groundHandler = CollisionHandlerQueue() 
        self.cTrav.addCollider(self.groundColNp, self.groundHandler) 

        # Uncomment this line to see the collision rays 
        # self.groundColNp.show() 

        #Uncomment this line to show a visual representation of the
        #collisions occuring 
        # self.cTrav.showCollisions(render) 

    def move(self, task): 
        """Move and animate the character for one frame. 
        
        This is a task function that is called every frame by Panda3D. 
        The character is moved according to which of it's movement controls 
        are set, and the function keeps the character's feet on the ground 
        and stops the character from moving if a collision is detected. 
        This function also handles playing the characters movement 
        animations. 

        Arguments: 
        task -- A direct.task.Task object passed to this function by Panda3D. 
        
        Return: 
        Task.cont -- To tell Panda3D to call this task function again next 
                     frame. 
        """ 
        
        elapsed = task.time - self.prevtime 

        # save the character's initial position so that we can restore it, 
        # in case he falls off the map or runs into something. 

        startpos = self.actor.getPos() 

        # pass on input
        self.controller.move(task, elapsed)
        
        # If the character is moving, loop the run animation. 
        # If he is standing still, stop the animation. 

        if (self.controlMap["up"]!=0) or (self.controlMap["left"]!=0) or (self.controlMap["right"]!=0) or (self.controlMap["down"]!=0): 
            
            if self.isMoving is False: 
                self.actor.loop("run") 
                self.isMoving = True 
        else: 
            if self.isMoving: 
                self.actor.stop() 
                self.actor.pose("walk",5) 
                self.isMoving = False 

        # Now check for collisions. 

        self.cTrav.traverse(render) 

        # Adjust the character's Z coordinate.  If the character's ray hit terrain, 
        # update his Z. If it hit anything else, or didn't hit anything, put 
        # him back where he was last frame. 

        entries = [] 
        for i in range(self.groundHandler.getNumEntries()): 
            entry = self.groundHandler.getEntry(i) 
            entries.append(entry) 
        entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), 
                                     x.getSurfacePoint(render).getZ())) 
        if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
            self.actor.setZ(entries[0].getSurfacePoint(render).getZ()) 
        else: 
            self.actor.setPos(startpos) 

        # Store the task time and continue. 
        self.prevtime = task.time 
        return Task.cont 

    def setControl(self, control, value): 
        """Set the state of one of the character's movement controls. 
        
        Arguments: 
        See self.controlMap in __init__. 
        control -- The control to be set, must be a string matching one of 
                   the strings in self.controlMap. 
        value -- The value to set the control to. 
        
        """ 

        # FIXME: this function is duplicated in Camera and Character, and 
        # keyboard control settings are spread throughout the code. Maybe 
        # add a Controllable class? 
        
        self.controlMap[control] = value 
コード例 #47
0
ファイル: Hero.py プロジェクト: UIKit0/Dota2War
class Input1(DirectObject):
    def __init__(self,model):
        # 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)
       

    
    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value
    

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # Get the time elapsed since last frame. We need this
        # for framerate-independent movement.
        elapsed = globalClock.getDt()       #Has a Change in time from 0.04 to 0.09 constantly changes
        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        base.camera.lookAt(self.model.getX(),self.model.getY(),0)
        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.model.getPos()

        # If a move-key is pressed, move ralph in the specified direction.
                
        # If the camera is too far from ralph, move it closer.
        # If the camera is too close to ralph, move it farther.

        camvec = self.model.getPos() - base.camera.getPos()
        camvec.setZ(5)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 30.0):
            base.camera.setPos(base.camera.getPos() + camvec*(camdist-30))
            camdist = 30.0
        if (camdist < 15.0):
            base.camera.setPos(base.camera.getPos() - camvec*(15-camdist))
            camdist = 15.0
            
        # The camera should look in ralph's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above ralph's head.
        # Keep the camera at one foot above the terrain,
        # or two feet above ralph, whichever is greater.
        self.floater.setPos(self.model.getPos())
        base.camera.lookAt(self.floater)        
        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))
        if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.ralph.setPos(startpos)

        
        
        entries = []
        for i in range(self.camGroundHandler.getNumEntries()):
            entry = self.camGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))
        if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
            base.camera.setZ(entries[0].getSurfacePoint(render).getZ()+1.0)
        if (base.camera.getZ() < self.ralph.getZ() + 2.0):
            base.camera.setZ(self.ralph.getZ() + 2.0)
            
        
        return Task.cont
コード例 #48
0
ファイル: boids.py プロジェクト: lettier/boids
class cWorld:
    def __init__( self ):
        #  set background color
        base.setBackgroundColor( 0, 0, 0 )
        # create target
        self.createTarget( )
        # create boids
        self.createBoids( )
        # setup camera
        self.setupCamera( )
        # setup lights
        self.setupLights( )
        # setup collision detection
        self.setupCollision( )
        # add task
        taskMgr.add( self.steer, 'steer' ) # steer task
        taskMgr.add( self.moveTarget, 'moveTarget' ) # mouse move target task
    def createBoids( self ):
        self.redBoid = cBoid( ) # create red boid
        # setup blue boid with model path, starting location, max force, and max speed
        self.redBoid.setup( 'assets/models/boid_one.egg', Vec3( 0.0, 0.0, 0.0 ), 4.0, 0.1 )
        # create blue boid
        self.blueBoid = cBoid( )
        # setup blue boid with model path, starting location, max force, and max speed
        self.blueBoid.setup( 'assets/models/boid_two.egg', Vec3( 0.0, 0.0, 0.0 ), 4.0, 1.0 )
    def createTarget( self ):
        # load in model file
        self.target = loader.loadModel( 'assets/models/target.egg' )
        # parent
        self.target.reparentTo( render )
        # set location
        self.target.setPos( Vec3( 0.0, 0.0, 0.0 ) )
    def setupCamera( self ):
        # disable auto controls
        base.disableMouse()
        # set position, heading, pitch, and roll
        camera.setPosHpr( Vec3( 0.0, -45.0, 45.0), Vec3( 0.0, -45.0, 0 ) )
    def setupLights( self ):
        # create a point light
        plight = PointLight( 'plight' )
        # set its color
        plight.setColor( VBase4( 1.0, 1.0, 1.0, 1 ) )
        # attach the light to the render
        plnp = render.attachNewNode( plight )
        # set position
        plnp.setPos( 0.0, 0.0, 2.0 )
        # turn on light
        render.setLight( plnp )
    def setupCollision( self ):
        # create collision traverser
        self.picker = CollisionTraverser( )
        # create collision handler
        self.pq = CollisionHandlerQueue( )
        # create collision node
        self.pickerNode = CollisionNode( 'mouseRay' ) # create collision node
        # attach new collision node to camera node
        self.pickerNP = camera.attachNewNode( self.pickerNode ) # attach collision node to camera
        # set bit mask to one
        self.pickerNode.setFromCollideMask( BitMask32.bit( 1 ) ) # set bit mask
        # create a collision ray
        self.pickerRay = CollisionRay( ) # create collision ray
        # add picker ray to the picker node
        self.pickerNode.addSolid( self.pickerRay ) # add the collision ray to the collision node
        # make the traverser know about the picker node and its even handler queue
        self.picker.addCollider( self.pickerNP, self.pq ) # add the colision node path and collision handler queue
        #self.picker.showCollisions( render ) # render or draw the collisions
        #self.pickerNP.show( ) # render picker ray
        # create col node
        self.colPlane = CollisionNode( 'colPlane' )
        # add solid to col node plane
        self.colPlane.addSolid( CollisionPlane( Plane( Vec3( 0, 0, 1 ), Point3( 0, 0, 0 ) ) ) )
        # attach new node to the render
        self.colPlanePath = render.attachNewNode( self.colPlane )
        #self.colPlanePath.show( ) # render node
        # make the col plane look at the camera
        # this makes it alway look at the camera no matter the orientation
        # we need this because the ray nees to intersect a plane parallel
        # to the camera
        self.colPlanePath.lookAt( camera )
        # prop up the col plane
        self.colPlanePath.setP( -45 )
        # set bit mask to one
        # as I understand it, this makes all col nodes with bit mask one
        # create collisions while ignoring others of other masks
        self.colPlanePath.node( ).setIntoCollideMask( BitMask32.bit( 1 ) )
    def steer( self, Task ):
        # seek after target
        self.redBoid.seek( Vec3( self.target.getPos( ) ) )
        # run the algorithm
        self.redBoid.run( )
        # arrive at the target
        self.blueBoid.arrive( Vec3( self.target.getPos( ) ) )
        # run the algorithm
        self.blueBoid.run( )
        return Task.cont # continue task
    def moveTarget( self, Task ):
        # traverse through the render tree
        self.picker.traverse( render )
        # go through the queue of collisions
        for i in range( self.pq.getNumEntries( ) ):
            entry = self.pq.getEntry( i ) # get entry
            surfacePoint = entry.getSurfacePoint( render ) # get surface point of collision
            self.target.setPos( surfacePoint ) # set surface point to target's position
        if base.mouseWatcherNode.hasMouse( ): # if we have a mouse
            mpos = base.mouseWatcherNode.getMouse( ) # get the path to the mouse
            # shoot ray from camera
            # based on X & Y coordinate of mouse
            self.pickerRay.setFromLens( base.camNode, mpos.getX( ), mpos.getY( ) )
        return Task.cont # continue task
コード例 #49
0
ファイル: NodeRaycaster.py プロジェクト: vardis/pano
class NodeRaycaster:
    def __init__(self, renderer):

        self.log = logging.getLogger('pano.raycaster')

        self.renderer = renderer

        #Stores the collisions of the camera ray with the cubemap
        self.collisionsQueue = None

        #Variables for setting up collision detection in Panda
        self.pickerNP = None
        self.pickerNode = None
        self.pickerRay = None
        self.traverser = None

    def initialize(self):
        """
        To setup collision detection we need:
            a. A CollisionNode having a ray as its solid and placed at the position
               of the camera while also having the same orientation as the camera.
            b. A new nodepath placed in the scenegraph as an immediate child of the
               camera. It will be used to insert the collision node in the scenegraph.
            c. A CollisionRay for firing rays based on mouse clicks.
            d. A collisions traverser.
            e. A collisions queue where all found collisions will be stored for later
               processing.
        """
        self.traverser = CollisionTraverser('Hotspots collision traverser')
        self.collisionsQueue = CollisionHandlerQueue()
        self.pickerNode = CollisionNode('mouseRay')
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.pickerNP = self.renderer.getCamera().attachNewNode(
            self.pickerNode)
        self.traverser.addCollider(self.pickerNP, self.collisionsQueue)

    def dispose(self):
        if self.pickerNP is not None:
            self.traverser.removeCollider(self.pickerNP)
            self.pickerNode.clearSolids()
            self.pickerNP.removeNode()

    def raycastWindow(self, x, y, returnAll=False):
        '''
        Casts a camera ray, whose origin is implicitly defined by the given window coordinates, against 
        the rendered scene returns information regarding the hit point, if any.
        
        @param x: The x window coordinate of the ray's origin in render2d space.
        @param y: The y window coordinate of the ray's origin in render2d space 
        @param returnAll: If set to False then only the closest collided geometry is returned, otherwise
        all nodepaths whose collision nodes were intersected by the camera ray will be returned. 
        @return: 
        If returnAll was False, then a list containing a tuple of the form (topmost intersected NodePath, contact point Point3f).
        if returnAll was set to True, a list of tuples in the same form as above, one tuple for each intersection. 
        None if no collision occurred. 
        '''
        #This makes the ray's origin the camera and makes the ray point
        #to the screen coordinates of the mouse
        self.pickerRay.setFromLens(self.renderer.getCamera().node(), x, y)

        #Check for collision only with the node
        self.traverser.traverse(self.renderer.getSceneRoot())

        if self.collisionsQueue.getNumEntries() > 0:
            if not returnAll:
                self.collisionsQueue.sortEntries()
                cEntry = self.collisionsQueue.getEntry(0)
                if cEntry.hasInto():
                    return [(cEntry.getIntoNodePath(),
                             cEntry.getSurfacePoint())]
                else:
                    return None
            else:
                nodepaths = []
                for i in xrange(self.collisionsQueue.getNumEntries()):
                    cEntry = self.collisionsQueue.getEntry(i)
                    if cEntry.hasInto():
                        #                        self.log.debug('adding collision into-nodepath: %s' % str(cEntry.getIntoNodePath()))
                        intoNP = cEntry.getIntoNodePath()
                        nodepaths.append(
                            (intoNP, cEntry.getSurfacePoint(intoNP)))
                return nodepaths
コード例 #50
0
ファイル: program.py プロジェクト: HepcatNZ/Panda3dGame
class MyApp(ShowBase):


	def __init__(self):
		ShowBase.__init__(self)

		self.cTrav = CollisionTraverser()
		self.cHandler = CollisionHandlerEvent()

		self.gameMode = "Exploring"

		self.countNpc = 0
		self.npcName = []
		self.npcX = []
		self.npcY = []

		self.talkies = False

		self.txtConvo = OnscreenText("",style=1, align = TextNode.ALeft, fg=(1,1,1,1), pos = (-1.1,-0.6,0), scale = 0.1)
		self.txtConvoOp1 = OnscreenText("",style=1, align = TextNode.ALeft, fg=(1,1,1,1), pos = (-1.1,-0.65,0), scale = 0.1)
		self.txtConvoOp2 = OnscreenText("",style=1, align = TextNode.ALeft, fg=(1,1,1,1), pos = (-1.1,-0.7,0), scale = 0.1)
		self.txtConvoOp3 = OnscreenText("",style=1, align = TextNode.ALeft,fg=(1,1,1,1), pos = (-1.1,-0.75,0), scale = 0.1)
		self.convoLineSelected = 0

		self.keyboardSetup()

		self.cameraDistance = -50
		self.camHeight = 25

		self.camXAngle = 180
		self.camYAngle = -15
		self.camZAngle = 0

		self.corrAngle = math.pi / 2


		self.createPlayer()
		self.terrainSize = 20
		self.drawTerrain()
		self.placeModels()


		self.collides()

		#cTrav.showCollisions(render)

		self.taskMgr.add(self.spinCameraTask, "SpinCameraTask")
		self.taskMgr.add(self.step, "GameStep")




		self.drawUI()

	def createPlayer(self):
		self.player = self.loader.loadModel("models/man.x") #,{"walk": "models/panda-walk4"}
		self.playerNode = render.attachNewNode("PlayerNode")
		self.playerNode.setScale(1, 1, 1)

		self.playerCollider = self.playerNode.attachNewNode(CollisionNode("playerCollider"))
		self.playerCollider.node().addSolid(CollisionSphere(0,0,0,5))
		self.player.reparentTo(self.playerNode)



		self.cTrav.addCollider(self.playerCollider, self.cHandler)
		#self.playerCollider.show()

		self.playerY = 50
		self.playerX = 50
		self.playerZ = 0

		self.playerDir = 0.0
		self.playerMove = 0.0
		self.playerTurn = 0.0
		self.playerJumpHeight = 2
		self.playerJumpDist = 0
		self.playerJumpGrav = 0.2
		self.playerJump = 0

		self.playerSpeed = 6
		self.playerTurnSpeed = 1
		self.playerNode.setH(self.playerDir)

	def step(self, task):
		if self.gameMode == "Exploring":
			if (self.playerMove != 0):
				self.movePlayer(task)
			if (self.playerTurn != 0):
				self.turnPlayer(task)
			if (self.playerJumpDist > 0):
				self.playerJumpDist += self.playerJump
				self.playerJump -= self.playerJumpGrav
			if (self.playerJumpDist <= 1):
				self.playerJumpDist = 0

		self.drawPlayer()

		task.delayTime = 0.01
		return Task.again

	def spinCameraTask(self, task):
		if (self.playerMove == 0 and self.gameMode == "Exploring"):
			self.updateCamera()

		if (self.gameMode == "Conversation"):
			self.playerAngle = self.playerNode.getH() * math.pi / 180
			self.camX = self.playerX + self.cameraDistance * math.cos( self.corrAngle - self.playerAngle )
			self.camY = self.playerY + self.cameraDistance * -math.sin( self.corrAngle - self.playerAngle )
			self.camZ = self.getObjectZ(self.playerX, self.playerY) + self.camHeight

			self.camera.setPos(self.playerX, self.playerY, self.playerZ + 10)
			self.camera.lookAt(self.talkiesNpc.getX(), self.talkiesNpc.getY(), self.talkiesNpc.getZ() + 10)


		return Task.cont

	def updateCamera(self):
		self.playerAngle = self.playerNode.getH() * math.pi / 180
		self.camX = self.playerX + self.cameraDistance * math.cos( self.corrAngle - self.playerAngle )
		self.camY = self.playerY + self.cameraDistance * -math.sin( self.corrAngle - self.playerAngle )
		self.camZ = self.getObjectZ(self.playerX, self.playerY) + self.camHeight

		self.camera.setPos(self.camX, self.camY, self.camZ)
		self.camera.setHpr(self.playerDir + self.camXAngle, self.camYAngle, self.camZAngle)

	def drawUI(self):
		self.imgInv = dict()
		for box in range (0, 5):
			self.imgInv[box] = OnscreenImage(image = "textures/inventoryBox.png", pos = ((box * 0.22) -1, 0, -0.9), scale = (0.1, 0.1, 0.1))
			self.imgInv[box].setTransparency(TransparencyAttrib.MAlpha)

	def getObjectZ(self, x, y):
		if ((x > 0) and (x < 257) and (y > 0) and (y < 257)):
			return(self.terrain.getElevation(x,y)*self.terrainSize)
		else:
			return 0

	def placeModels(self):
		cubeCount = 12
		cubeXInc = 24

		cubeGen = 0
		cubeGenX = 0
		cubeGenY = -50

		cubeGenScale = 10
		cubeGenRot = 90

		while (cubeGen < cubeCount):
			cube = self.loader.loadModel("models/house2.x")
			cube.reparentTo(self.render)
			cube.setScale(cubeGenScale, cubeGenScale*2, cubeGenScale)
			cube.setPos(0+cubeXInc*cubeGen, cubeGenY, 0)

			cubeGen += 1

		cubeGen = 0
		while (cubeGen < cubeCount):
			cubeGen += 1

		self.placeNPC("Sally Susan",-50,-50)
		self.placeNPC("Gerald Fanturbett",-80,-40)
		self.placeNPC("Pillynostrum MacSternum",-20,-100)


	def placeNPC(self,name,x,y):
		npcScale = 1
		npcTexture = loader.loadTexture("textures/texRock2.png")

		self.npc = self.loader.loadModel("models/man.x")
		self.npcNode = render.attachNewNode("NpcNode")
		self.npc.reparentTo(self.npcNode)
		self.npcName+=[name]
		self.npc.setName(name)
		self.npc.setScale(1, 1, 1)
		self.npc.setPos(x,y,0)
		self.npcX += [x]
		self.npcY += [y]

		self.npc.setTexture(npcTexture)

		self.npcCollider = self.npc.attachNewNode(CollisionNode("npcCollider"))
		self.npcCollider.node().addSolid(CollisionSphere(0, 0, 0, 5))

		self.countNpc += 1
		#self.npcCollider.show()

	def conversationWithNPC(self):
		if self.talkies == True and self.gameMode != "Conversation":
			self.txtConvo.setText("HEY! LETS TALK!")
			self.txtConvoOp1.setText("")
			self.txtConvoOp2.setText("")
			self.txtConvoOp3.setText("")
			self.gameMode = "Conversation"
		elif self.gameMode == "Conversation":
			self.gameMode = "Exploring"


	def drawTerrain(self):
		self.terrain = GeoMipTerrain("terrain")
		self.terrain.setHeightfield(Filename("textures/heights.png"))
		self.terrain.setColorMap("textures/heightColour.png")

		self.terrain.setBlockSize(64)
		self.terrain.setFactor(0)
		self.terrain.setNear(40)
		self.terrain.setFar(120)
		self.terrain.setMinLevel(1)
		self.terrain.setBruteforce(True)
		self.terrain.generate()
		self.terrain.setAutoFlatten(self.terrain.AFMLight)
		self.terrain.setFocalPoint(Point3(self.playerX,self.playerY,self.playerZ))

		self.root = self.terrain.getRoot()
		self.root.reparentTo(render)
		self.root.setSz(self.terrainSize)

	def jumpPlayer(self):
		if (self.playerJumpDist == 0):
			self.playerJump = self.playerJumpHeight
			self.playerJumpDist += self.playerJump

	def movePlayer(self, task):
		self.dx = self.playerMove * math.cos( self.corrAngle - self.playerAngle )
		self.dy = self.playerMove * -math.sin( self.corrAngle - self.playerAngle )

		move = True

		for i in range(self.countNpc):
			xi = self.playerX+ self.dx / 10
			xii = self.npcX[i]
			yi = self.playerY+ self.dy / 10
			yii = self.npcY[i]
			sq1 = (xi-xii)*(xi-xii)
			sq2 = (yi-yii)*(yi-yii)
			distance = math.sqrt(sq1 + sq2)
			if distance < 5:
				move = False

		if move == True:
			self.playerX += self.dx / 10
			self.playerY += self.dy / 10
		self.playerZ = self.getObjectZ(self.playerX, self.playerY)
		self.playerNode.setPos(self.playerX, self.playerY, self.playerZ + self.playerJumpDist)

		self.updateCamera()

		self.terrain.setFocalPoint(Point3(self.playerX, self.playerY, self.playerZ))
		self.terrain.update()

	def drawPlayer(self):
		self.playerNode.setPos(self.playerX, self.playerY, self.playerZ + self.playerJumpDist)

	def turnPlayer(self, task):
		self.playerDir += self.playerTurn
		self.playerNode.setH(self.playerDir)

	def keyboardSetup( self ):
		self.accept("w", self.keyW)
		self.accept("w-up", self.resetMove)
		self.accept("s", self.keyS)
		self.accept("s-up", self.resetMove)
		self.accept("a", self.keyA)
		self.accept("enter", self.conversationWithNPC)
		self.accept("a-up", self.resetDir)
		self.accept("d", self.keyD)
		self.accept("d-up", self.resetDir)
		self.accept("space", self.jumpPlayer)

	def collideEventIn(self, entry):
		np_into=entry.getIntoNodePath()
		self.txtConvo.setText("<Press Enter to talk to %s>"%np_into.getParent().getName())
		np_into.getParent().setHpr(self.playerDir - 180, 0, 0)
		self.talkies = True
		self.talkiesNpc = np_into.getParent()

	def collideEventOut(self, entry):
		self.txtConvo.setText("")
		self.talkies = False
		self.gameMode = "Exploring"

	def collides(self):

		self.cHandler.addInPattern('%fn-into-%in')
		self.cHandler.addOutPattern('%fn-out-%in')

		DO=DirectObject()

		DO.accept("playerCollider-into-npcCollider", self.collideEventIn)
		DO.accept("playerCollider-out-npcCollider", self.collideEventOut)

	def keyW( self ):
		self.playerMove = self.playerSpeed

	def resetMove( self ):
		self.playerMove = 0

	def resetDir( self ):
		self.playerTurn = 0

	def keyS( self ):
		self.playerMove = -self.playerSpeed

	def keyA( self ):
		self.playerTurn = self.playerTurnSpeed

	def keyD( self ):
		self.playerTurn = -self.playerTurnSpeed
コード例 #51
0
class MousePicker(p3d.SingleTask):
    """
    Class to represent a ray fired from the input camera lens using the mouse.
    """
    def __init__(self, *args, **kwargs):
        p3d.SingleTask.__init__(self, *args, **kwargs)

        self.fromCollideMask = kwargs.pop('fromCollideMask', None)

        self.node = None
        self.collEntry = None

        # Create collision nodes
        self.collTrav = CollisionTraverser()
        #self.collTrav.showCollisions( render )
        self.collHandler = CollisionHandlerQueue()
        self.pickerRay = CollisionRay()

        # Create collision ray
        pickerNode = CollisionNode(self.name)
        pickerNode.addSolid(self.pickerRay)
        pickerNode.setIntoCollideMask(BitMask32.allOff())
        pickerNp = self.camera.attachNewNode(pickerNode)
        self.collTrav.addCollider(pickerNp, self.collHandler)

        # Create collision mask for the ray if one is specified
        if self.fromCollideMask is not None:
            pickerNode.setFromCollideMask(self.fromCollideMask)

        # Bind mouse button events
        eventNames = ['mouse1', 'control-mouse1', 'mouse1-up']
        for eventName in eventNames:
            self.accept(eventName, self.FireEvent, [eventName])

    def OnUpdate(self, task, x=None, y=None):

        # Update the ray's position
        if self.mouseWatcherNode.hasMouse():
            mp = self.mouseWatcherNode.getMouse()
            x, y = mp.getX(), mp.getY()
        if x is None or y is None:
            return
        self.pickerRay.setFromLens(self.camera.node(), x, y)

        # Traverse the hierarchy and find collisions
        self.collTrav.traverse(self.rootNp)
        if self.collHandler.getNumEntries():

            # If we have hit something, sort the hits so that the closest is first
            self.collHandler.sortEntries()
            collEntry = self.collHandler.getEntry(0)
            node = collEntry.getIntoNode()

            # If this node is different to the last node, send a mouse leave
            # event to the last node, and a mouse enter to the new node
            if node != self.node:
                if self.node is not None:
                    messenger.send('%s-mouse-leave' % self.node.getName(),
                                   [self.collEntry])
                messenger.send('%s-mouse-enter' % node.getName(), [collEntry])

            # Send a message containing the node name and the event over name,
            # including the collision entry as arguments
            messenger.send('%s-mouse-over' % node.getName(), [collEntry])

            # Keep these values
            self.collEntry = collEntry
            self.node = node

        elif self.node is not None:

            # No collisions, clear the node and send a mouse leave to the last
            # node that stored
            messenger.send('%s-mouse-leave' % self.node.getName(),
                           [self.collEntry])
            self.node = None

    def FireEvent(self, event):
        """
        Send a message containing the node name and the event name, including
        the collision entry as arguments.
        """
        if self.node is not None:
            messenger.send('%s-%s' % (self.node.getName(), event),
                           [self.collEntry])

    def GetFirstNodePath(self):
        """
        Return the first node in the collision queue if there is one, None
        otherwise.
        """
        if self.collHandler.getNumEntries():
            collEntry = self.collHandler.getEntry(0)
            return collEntry.getIntoNodePath()

        return None
コード例 #52
0
ファイル: game.py プロジェクト: doublereedkurt/roiders
class App(ShowBase.ShowBase):
    def setup(self):
        'to be called after window is initialized'
        import resource
        resource.init(self)
        import asteroid
        import creatures
        
        self.init_skybox()
        self.init_ui()
        self.taskMgr.add(self.camera_task, "cameraTask")
        self.asteroid = asteroid.Asteroid.make_spheroid(asteroid.Rock, 12)
        asteroid.tunnel(self.asteroid)
        self.asteroid.nodepath.reparentTo(self.render)

        self.creatures = sum([[c() for i in range(5)] 
            for c in (creatures.Human, creatures.Robot)], []) 
        for creature in self.creatures:
            creature.pos = (0, 0, 0)
            creature.nodepath.reparentTo(self.render)

        self.start()
        self.setFrameRateMeter(True)

    def start(self):
        global LAST_TICK
        LAST_TICK = time.time()
        self.taskMgr.doMethodLater(TICK_LEN, self.do_tick, 'do_tick')

    def do_tick(self, task):
        global TICK_NUM, LAST_TICK, AVG_TICK_LEN
        TICK_NUM += 1
        cur_time = time.time()
        start_time = cur_time
        AVG_TICK_LEN = ((cur_time - LAST_TICK) + AVG_TICK_LEN)/2
        LAST_TICK = cur_time
        if TICK_NUM % 50 == 0:
            print "average tick length", AVG_TICK_LEN
        moves = []
        for creature in self.creatures:
            creature.action = (creature.action + 1) % creature.speed
            if creature.action == 0:
                continue
            if not creature.cur_path:
                x = random.randint(0, 25)
                y = random.randint(0, 25)
                z = random.randint(0, 13)
                tile = self.asteroid.get(x,y,z)
                if tile and tile.passable:
                    creature.goto((x,y,z), self.asteroid)
            if creature.cur_path:
                next = creature.cur_path.pop()
                moves.append(creature.nodepath.posInterval(
                    AVG_TICK_LEN*(creature.speed-1), 
                    self.asteroid.get_pos(*next)))
                creature.pos = next
        if moves:
            Parallel(*moves, name="creature_moves "+str(TICK_NUM)).start()
        duration = time.time() - start_time
        self.taskMgr.doMethodLater(
            max(TICK_LEN-duration, 0), self.do_tick, 'do_tick')

    def camera_task(self, task):
        #re-center skybox after every camera move
        camPos = self.camera.getPos(render)
        self.skybox.setPos(camPos)
        #TODO: add camera-movement per-frame based on variables
        #than can be modified by UI
        return Task.cont
    
    def init_skybox(self):
        skybox = self.loader.loadModel("skybox/skybox.egg")
        skybox.setScale(512) 
        skybox.setBin('background', 1) 
        skybox.setDepthWrite(0) 
        skybox.setLightOff() 
        skybox.reparentTo(self.render)
        self.skybox = skybox
    
    def init_ui(self):
        self.cTrav = CollisionTraverser('ui_collision_traverser')
        self.collision_handler = CollisionHandlerQueue()
        picker_node = CollisionNode('mouse_click_ray')
        self.picker_node_path = self.camera.attachNewNode(picker_node)
        picker_node.setFromCollideMask(GeomNode.getDefaultCollideMask())
        self.picker_ray = CollisionRay()
        picker_node.addSolid(self.picker_ray)
        self.cTrav.addCollider(self.picker_node_path, self.collision_handler)

        '''
        #debug: make a visible line segment
        from pandac.PandaModules import LineSegs, LVecBase4f, NodePath
        seg_drawer = LineSegs()
        seg_drawer.setColor(LVecBase4f(1, 0, 0, 1)) #red
        seg_drawer.moveTo(0,0,0)
        seg_drawer.drawTo(0,100,0)
        NodePath(seg_drawer.create()).reparentTo(self.picker_node_path)
        '''

        self.accept('a', self.mouse_ray)

    def mouse_ray(app):
        'cast a ray from the current mouse position, find intersections'
        if not app.mouseWatcherNode.hasMouse():
            return None
        mouse_pos = app.mouseWatcherNode.getMouse()
        #cast a ray from the camera
        app.picker_ray.setFromLens(app.camNode, mouse_pos.getX(), mouse_pos.getY())
        #see if it hit anything in the scene graph
        app.cTrav.traverse(app.render)
        if app.collision_handler.getNumEntries() > 0:
            #get closest collision
            app.collision_handler.sortEntries()

            for i in range(app.collision_handler.getNumEntries()):
                hit = app.collision_handler.getEntry(i)
                if app.asteroid.nodepath.isAncestorOf(hit.getIntoNodePath()):
                    x,y,z = app.asteroid.get_collision_pos(hit)
                    import asteroid
                    app.asteroid.update(x,y,z,asteroid.Empty())
                    app.asteroid.redraw()
                    break
コード例 #53
0
ファイル: NavMesh.py プロジェクト: satire6/Anesidora
class NavMesh(object):

    notify = directNotify.newCategory("NavMesh")

    def __init__(self, filepath=None, filename=None):
        if filename is not None:
            self._initFromFilename(filepath, filename)

    def initFromPolyData(self, polyToVerts, vertToPolys, polyToAngles,
                         vertexCoords, environmentHash):
        '''
        Initialize the mesh from a set of polygons.

        polyToVerts:     Dictionary mapping a polygon ID to a set of N vertex IDs
        vertToPolys:     Dictionary mapping a vertex ID to a set of poly IDs (of every poly that includes it)
        polyToAngles:    Dictionary mapping a polygon ID to a set of N angles (in vertex order)
        vertexCoords:    Dictionary mapping a vertex ID to the coordinates of the vertex in worldspace
        environmentHash: Hash value derived from the same collision geometry as the other arguments.  See AreaMapper.getEnvironmentHash().
        '''
        self.polyToVerts = polyToVerts
        self.vertToPolys = vertToPolys
        self.polyToAngles = polyToAngles
        self.vertexCoords = vertexCoords
        self.environmentHash = environmentHash

        self.connectionLookup = {}

        self.connections = []

        self._discoverInitialConnectivity()

        self.optimizeMesh()

    def visualize(self,
                  parentNodePath,
                  highlightVerts=[],
                  pathVerts=[],
                  visitedVerts=[]):
        '''
        XXX Should move this into a product-specific class.
        '''
        gFormat = GeomVertexFormat.getV3cp()
        self.visVertexData = GeomVertexData("OMGVERTEXDATA2", gFormat,
                                            Geom.UHDynamic)
        self.visVertexWriter = GeomVertexWriter(self.visVertexData, "vertex")
        self.visVertexColorWriter = GeomVertexWriter(self.visVertexData,
                                                     "color")

        vertToWriterIndex = {}
        currIndex = 0

        for v in self.vertexCoords.keys():
            vertToWriterIndex[v] = currIndex
            x = self.vertexCoords[v][0]
            y = self.vertexCoords[v][1]
            z = self.vertexCoords[v][2]
            self.visVertexWriter.addData3f(x, y, z + 0.5)
            if v in highlightVerts:
                self.visVertexColorWriter.addData4f(1.0, 0.0, 0.0, 1.0)
            elif v in visitedVerts:
                self.visVertexColorWriter.addData4f(0.0, 0.0, 1.0, 1.0)
            else:
                self.visVertexColorWriter.addData4f(1.0, 1.0, 0.0, 1.0)
            currIndex += 1

        pathOffsetIntoIndex = currIndex

        for v in pathVerts:
            self.visVertexWriter.addData3f(v[0], v[1], v[2] + 0.5)
            self.visVertexColorWriter.addData4f(0.0, 1.0, 0.0, 1.0)
            currIndex += 1

        lines = GeomLinestrips(Geom.UHStatic)

        for p in self.polyToVerts.keys():
            for v in self.polyToVerts[p]:
                lines.addVertex(vertToWriterIndex[v])
            lines.addVertex(vertToWriterIndex[self.polyToVerts[p][0]])
            lines.closePrimitive()

        if len(pathVerts) > 0:
            for i in xrange(len(pathVerts)):
                lines.addVertex(pathOffsetIntoIndex + i)
            lines.closePrimitive()

        self.visGeom = Geom(self.visVertexData)
        self.visGeom.addPrimitive(lines)

        self.visGN = GeomNode("NavMeshVis")
        self.visGN.addGeom(self.visGeom)

        self.visNodePath = parentNodePath.attachNewNode(self.visGN)

        self.visNodePath.setTwoSided(True)

    def _discoverInitialConnectivity(self):
        print "Building initial connectivity graph..."
        for pId in self.polyToVerts.keys():
            verts = self.polyToVerts[pId]

            numVerts = len(verts)
            candidates = []
            neighborPolys = []

            for v in verts:
                candidates += [
                    p for p in self.vertToPolys[v]
                    if (p not in candidates) and (p != pId)
                ]

            for vNum in xrange(numVerts):
                neighbor = [p for p in candidates if ((verts[vNum] in self.polyToVerts[p]) and \
                                                      (verts[(vNum+1)%numVerts] in self.polyToVerts[p]))]
                if len(neighbor) == 0:
                    neighborPolys.append(None)
                elif len(neighbor) == 1:
                    neighborPolys.append(neighbor[0])
                else:
                    raise "Two neighbors found for the same edge?!?!"

            self.connectionLookup[pId] = neighborPolys

    # --------- Begin stitching code ---------

    def _attemptToMergePolys(self, polyA, polyB):
        newVerts = []
        newAngles = []
        newConnections = []

        vertsA = self.polyToVerts[polyA]
        vertsB = self.polyToVerts[polyB]

        lenA = len(vertsA)
        lenB = len(vertsB)

        anglesA = self.polyToAngles[polyA]
        anglesB = self.polyToAngles[polyB]

        sharedVerts = [v for v in vertsA if (v in vertsB)]

        locA = 0

        while vertsA[locA] not in sharedVerts:
            locA += 1

        while vertsA[locA] in sharedVerts:
            locA = (locA - 1) % lenA

        locA = (locA + 1) % lenA

        CCWmost = vertsA[locA]
        CCWmostLocA = locA

        while vertsA[locA] in sharedVerts:
            locA = (locA + 1) % lenA

        locA = (locA - 1) % lenA

        CWmost = vertsA[locA]
        CWmostLocA = locA

        # Convexity Check.
        # Verify that removing the edge preserves convexity and bail out if not.

        locA = 0
        locB = 0
        while vertsA[locA] != CCWmost:
            locA += 1
        while vertsB[locB] != CCWmost:
            locB += 1
        CCWmostAngleSum = anglesA[locA] + anglesB[locB]
        CCWmostLocB = locB
        if CCWmostAngleSum > 180:
            return False

        locA = 0
        locB = 0
        while vertsA[locA] != CWmost:
            locA += 1
        while vertsB[locB] != CWmost:
            locB += 1
        CWmostAngleSum = anglesA[locA] + anglesB[locB]
        if CWmostAngleSum > 180:
            return False

        # We've found the CW-most vert of the shared edge.
        # Now walk A clockwise until we hit the CCW-most vert of the shared edge.

        newVerts.append(CWmost)
        newAngles.append(CWmostAngleSum)
        newConnections.append(self.connectionLookup[polyA][locA])
        locA = (locA + 1) % lenA

        while vertsA[locA] != CCWmost:
            newVerts.append(vertsA[locA])
            newAngles.append(anglesA[locA])
            newConnections.append(self.connectionLookup[polyA][locA])
            locA = (locA + 1) % lenA

        # Now we've hit the CCW-most vert of the shared edge.
        # Walk B clockwise until we get back to the CW-most vert of the shared edge.

        locB = CCWmostLocB

        newVerts.append(CCWmost)
        newAngles.append(CCWmostAngleSum)
        neighbor = self.connectionLookup[polyB][locB]
        newConnections.append(neighbor)
        if neighbor is not None:
            for i in xrange(len(self.connectionLookup[neighbor])):
                if self.connectionLookup[neighbor][i] == polyB:
                    self.connectionLookup[neighbor][i] = polyA

        locB = (locB + 1) % lenB

        while vertsB[locB] != CWmost:
            newVerts.append(vertsB[locB])
            newAngles.append(anglesB[locB])
            neighbor = self.connectionLookup[polyB][locB]
            newConnections.append(neighbor)
            if neighbor is not None:
                for i in xrange(len(self.connectionLookup[neighbor])):
                    if self.connectionLookup[neighbor][i] == polyB:
                        self.connectionLookup[neighbor][i] = polyA
            locB = (locB + 1) % lenB

        # We've added every vertex, its proper angle, and connectivity info
        # to the new polygon.  Now replace A with the new guy and remove B.

        self.polyToVerts[polyA] = newVerts
        self.polyToAngles[polyA] = newAngles
        self.connectionLookup[polyA] = newConnections

        # Make sure we have vertex->poly pointers for all the new verts we added to A.
        for v in newVerts:
            if polyA not in self.vertToPolys[v]:
                self.vertToPolys[v].append(polyA)

        # Clean up all of B's old vertices.
        for v in vertsB:
            self.vertToPolys[v].remove(polyB)
            if len(self.vertToPolys[v]) == 0:
                # No one's using this vertex anymore, remove it
                del self.vertToPolys[v]
                del self.vertexCoords[v]

        del self.polyToVerts[polyB]
        del self.polyToAngles[polyB]
        del self.connectionLookup[polyB]

        return True

    def _attemptToGrowPoly(self, pId):
        for neighbor in self.connectionLookup.get(pId, []):
            if (neighbor is not None) and self._attemptToMergePolys(
                    pId, neighbor):
                return True
        return False

    def _growEachPolyOnce(self):
        grewAtLeastOne = False

        for pId in self.connectionLookup.keys():
            if self._attemptToGrowPoly(pId):
                grewAtLeastOne = True

        return grewAtLeastOne

    def optimizeMesh(self):
        '''
        Takes a mesh that is already functionally complete and optimizes it for better performance.
        Reduces poly count and cuts out redundant vertices.
        Also compacts the polygon IDs into a contiguous range from 0 to N.
        No need to do the same for vertex IDs yet.
        '''
        '''print "Stitching polygons: %s -> " % (len(self.polyToVerts)),
        orig = len(self.polyToVerts)
        numPasses = 1
        while self._growEachPolyOnce():
            print "%s -> " % (len(self.polyToVerts)),
            numPasses += 1
        print "Done!\nPoly count reduced to %0.1f%% of original." % (len(self.polyToVerts)/float(orig)*100.0)'''

        self._pruneExtraVerts()

        self._compactPolyIds()

        self.numNodes = len(self.connections)

        biggest = 0
        biggestPoly = -1
        for p in self.polyToVerts:
            if len(self.polyToVerts[p]) > biggest:
                biggest = len(self.polyToVerts[p])
                biggestPoly = p

        print "Most verts in a single poly: ", biggest
        assert biggest < 256

    def _cleanPoly(self, polyId):
        verts = self.polyToVerts[polyId]
        angles = self.polyToAngles[polyId]
        neighbors = self.connectionLookup[polyId]
        numVerts = len(verts)

        newVerts = []
        newAngles = []
        newNeighbors = []

        for i in xrange(numVerts):
            if (angles[i] != 180) or \
               (len(self.vertToPolys.get(verts[i],[])) > 2) or \
               (neighbors[i] != neighbors[(i-1)%numVerts]):
                # Keep vertex
                newVerts.append(verts[i])
                newAngles.append(angles[i])
                newNeighbors.append(neighbors[i])
            else:
                # Remove vertex, this will happen twice so pop it
                self.vertToPolys.pop(verts[i], None)
                self.vertexCoords.pop(verts[i], None)

        if len(verts) != len(newVerts):
            self.polyToVerts[polyId] = newVerts
            self.polyToAngles[polyId] = newAngles
            self.connectionLookup[polyId] = newNeighbors

        assert len(newVerts) < 256

    def _pruneExtraVerts(self):
        print "Pruning extra vertices..."
        print "Starting verts: %s" % len(self.vertToPolys)
        for polyId in self.connectionLookup.keys():
            self._cleanPoly(polyId)
        print "Ending verts: %s" % len(self.vertToPolys)

    def _compactPolyIds(self):
        polyList = self.polyToVerts.keys()
        polyList.sort()

        oldToNewId = {None: None}

        newPolyToVerts = {}
        newPolyToAngles = {}
        self.connections = []

        currId = 0

        for oldId in polyList:
            oldToNewId[oldId] = currId
            self.connections.append([])
            currId += 1

        for oldId in polyList:
            newPolyToVerts[oldToNewId[oldId]] = self.polyToVerts[oldId]
            newPolyToAngles[oldToNewId[oldId]] = self.polyToAngles[oldId]
            #self.connections[oldToNewId[oldId]] = []
            for edgeNum in xrange(len(self.connectionLookup[oldId])):
                self.connections[oldToNewId[oldId]].append(
                    oldToNewId[self.connectionLookup[oldId][edgeNum]])

        self.polyToVerts = newPolyToVerts
        self.polyToAngles = newPolyToAngles
        del self.connectionLookup

    # --------- Begin pathfinding code ---------

    def _findCentroid(self, polyId):
        verts = self.polyToVerts[polyId]
        numVerts = len(verts)
        x = 0
        y = 0
        z = 0
        for v in verts:
            x += self.vertexCoords[v][0]
            y += self.vertexCoords[v][1]
            z += self.vertexCoords[v][2]

        x /= numVerts
        y /= numVerts
        z /= numVerts

        return (x, y, z)

##     def _estimateDistanceBetweenPolys(self, polyA, polyB):
##         centroidA = self._findCentroid(polyA)
##         centroidB = self._findCentroid(polyB)

##         dx = centroidA[0] - centroidB[0]
##         dy = centroidA[1] - centroidB[1]
##         dz = centroidA[2] - centroidB[2]

##         return math.sqrt(dx*dx + dy*dy + dz*dz)

    def _walkToNeighbor(self, currPoly, neighborPoly):
        currVerts = self.polyToVerts[currPoly]
        neighborVerts = self.polyToVerts[neighborPoly]

        lenCurr = len(currVerts)

        sharedVerts = [v for v in currVerts if (v in neighborVerts)]

        loc = 0

        while currVerts[loc] not in sharedVerts:
            loc += 1

        while currVerts[loc] in sharedVerts:
            loc = (loc - 1) % lenCurr

        loc = (loc + 1) % lenCurr

        CCWmost = currVerts[loc]
        CCWmostLoc = loc

        while currVerts[loc] in sharedVerts:
            loc = (loc + 1) % lenCurr

        loc = (loc - 1) % lenCurr

        CWmost = currVerts[loc]

        CCWmostCoords = self.vertexCoords[CCWmost]
        CWmostCoords = self.vertexCoords[CWmost]

        # For now, walk to the midpoint of the connecting edge

        departingEdge = CCWmostLoc  # Don't need this with goal->start search

        neighborsEdge = 0
        while self.connections[neighborPoly][neighborsEdge] != currPoly:
            neighborsEdge += 1

        return (neighborsEdge, ((CWmostCoords[0] + CCWmostCoords[0]) / 2.0,
                                (CWmostCoords[1] + CCWmostCoords[1]) / 2.0,
                                (CWmostCoords[2] + CCWmostCoords[2]) / 2.0))

##     def _remakePath(self,walkBack,currNode):
##         if currNode in walkBack:
##             p = self._remakePath(walkBack,walkBack[currNode])
##             return p + [currNode,]
##         return [currNode,]

##     def findRoute(self, startNode, goalNode):
##         '''
##         So much love for A*.
##         '''
##         nodeToF = {}
##         nodeToG = {}
##         nodeToH = {}

##         walkBack = {}

##         #nodeToEntryPoint = {}
##         self.nodeToEntryPoint[startNode] = self._findCentroid(startNode)

##         nodeToG[startNode] = 0
##         nodeToH[startNode] = self._estimateDistanceBetweenPolys(startNode,goalNode)
##         nodeToF[startNode] = nodeToG[startNode] + nodeToH[startNode]

##         closedSet = {}
##         openSet = {}
##         openQueue = PriQueue() # Priority = F score

##         openSet[startNode] = 1
##         openQueue.push((nodeToF[startNode],startNode))

##         goalPoint = self._findCentroid(goalNode)

##         while len(openSet) > 0:
##             f,currNode = openQueue.pop(0)
##             del openSet[currNode]

##             self.aStarWasHere[currNode] = 1

##             if currNode == goalNode:
##                 return self._remakePath(walkBack,currNode)

##             closedSet[currNode] = 1

##             currPoint = self.nodeToEntryPoint[currNode]

##             for neighbor in self.connections[currNode]:
##                 if (neighbor is not None) and (neighbor not in closedSet):
##                     departingEdge,newEntryPoint = self._walkToNeighbor(currNode,currPoint,neighbor)
##                     newG = nodeToG[currNode] + math.sqrt((newEntryPoint[0] - currPoint[0])**2 + \
##                                                          (newEntryPoint[1] - currPoint[1])**2 + \
##                                                          (newEntryPoint[2] - currPoint[2])**2)
##                     gotHereFasterThanBefore = False

##                     if neighbor not in openSet:
##                         openSet[neighbor] = 1
##                         gotHereFasterThanBefore = True
##                     elif newG < nodeToG[neighbor]:
##                         openQueue.remove((nodeToF[neighbor],neighbor))
##                         gotHereFasterThanBefore = True

##                     if gotHereFasterThanBefore:
##                         walkBack[neighbor] = currNode
##                         self.nodeToEntryPoint[neighbor] = newEntryPoint
##                         nodeToH[neighbor] = math.sqrt((goalPoint[0] - newEntryPoint[0])**2 + \
##                                                       (goalPoint[1] - newEntryPoint[1])**2 + \
##                                                       (goalPoint[2] - newEntryPoint[2])**2)
##                         nodeToG[neighbor] = newG
##                         nodeToF[neighbor] = nodeToG[neighbor] + nodeToH[neighbor]
##                         openQueue.push((nodeToF[neighbor],neighbor))

##         raise "No path found!  D:"

    def _findAllRoutesToGoal(self, goalNode):
        '''
        Find the shortest path from ALL start nodes to the given goal node.  (Djikstra)
        
        After running, self.pathData[startNode][goalNode] == outgoing edge from startNode to the next node
        for the given value of goalNode and ALL values of startNode.
        '''
        nodeToG = {}

        walkBack = {}

        nodeDeparturePoint = {}
        nodeDeparturePoint[goalNode] = self._findCentroid(goalNode)

        nodeToG[goalNode] = 0

        closedSet = {}
        openSet = {}
        openQueue = PriQueue()

        openSet[goalNode] = 1
        openQueue.push((nodeToG[goalNode], goalNode))

        walkBack[goalNode] = (0, goalNode)

        while len(openSet) > 0:
            f, currNode = openQueue.pop(0)
            del openSet[currNode]

            closedSet[currNode] = 1

            currPoint = nodeDeparturePoint[currNode]

            for neighbor in self.connections[currNode]:
                if (neighbor is not None) and (neighbor not in closedSet):
                    neighborsEdge, newPoint = self._walkToNeighbor(
                        currNode, neighbor)
                    newG = nodeToG[currNode] + math.sqrt((newPoint[0] - currPoint[0])**2 + \
                                                         (newPoint[1] - currPoint[1])**2 + \
                                                         (newPoint[2] - currPoint[2])**2)
                    gotHereFasterThanBefore = False

                    if neighbor not in openSet:
                        openSet[neighbor] = 1
                        gotHereFasterThanBefore = True
                    elif newG < nodeToG[neighbor]:
                        openQueue.remove((nodeToG[neighbor], neighbor))
                        gotHereFasterThanBefore = True

                    if gotHereFasterThanBefore:
                        walkBack[neighbor] = (neighborsEdge, currNode)
                        nodeDeparturePoint[neighbor] = newPoint
                        nodeToG[neighbor] = newG
                        openQueue.push((nodeToG[neighbor], neighbor))

        for startNode in xrange(len(self.connections)):
            departingEdge = walkBack[startNode][0]

            assert self.pathData[startNode][goalNode] is None

            self.pathData[startNode][goalNode] = departingEdge

    def generatePathData(self, rowRange=None):
        '''
        Entry point for path preprocessing.
        Solves all pairs shortest path for this mesh.
        Stores the result in self.pathData.
        SLOW.  Expect 8-10 minutes on Port Royal alone.

        Currently runs Djikstra on every possible start node.
        There are faster approaches for APSP, but...
        '''
        if rowRange is None:
            rowRange = (0, self.numNodes)

        self.initPathData()

        for goalNode in xrange(rowRange[0], rowRange[1]):
            self._findAllRoutesToGoal(goalNode)

    def createPathTable(self):
        '''
        Takes a 2D array self.pathData and changes it in place.
        Each row is changed into a run-length encoded string.
        Then, feeds the data into a new PathTable instance.
        '''
        for row in self.pathData:
            for val in row:
                if val == None:
                    raise "Incomplete path data!"

        shortestPathLookup = self.pathData

        self.pathData = []

        # Run-Length Encode the whole thing!
        for start in xrange(self.numNodes):
            row = []
            lastVal = None
            nodesInRow = 0
            for goal in xrange(self.numNodes):
                val = shortestPathLookup[start][goal]
                if val != lastVal:
                    row.append([goal, val])
                    lastVal = val
                    nodesInRow += 1
                else:
                    nodesInRow += 1

            assert nodesInRow == self.numNodes

            stringsRow = []

            # Convert row to a bytestring to save space
            for item in row:
                assert item[0] < 65536
                assert item[1] < 256

                stringsRow.append(
                    chr(item[0] / 256) + chr(item[0] % 256) + chr(item[1]))

                assert len(stringsRow[-1]) == 3

            rowString = string.join(stringsRow, "")

            self.pathData.append(rowString)

        self.pathTable = PathTable(self.pathData, self.connections)

    def printPathData(self):
        '''
        Outputs the pickled path table to stdout.
        '''
        import sys
        sys.stdout.write(pickle.dumps(self.pathData, protocol=0))

    def initPathData(self):
        self.pathData = []

        for i in xrange(self.numNodes):
            self.pathData.append([
                None,
            ] * self.numNodes)

    def addPaths(self, partialData):
        for i in xrange(len(partialData)):
            for j in xrange(len(partialData[i])):
                if partialData[i][j] is not None:
                    assert self.pathData[i][j] is None
                    self.pathData[i][j] = partialData[i][j]

##     def pathTableLookup(self, startNode, goalNode):
##         '''
##         Look up the equivalent of pathData[goalNode][startNode] in our run-length encoded data.
##         '''
##         if startNode >= self.numNodes or goalNode >= self.numNodes:
##             raise "Invalid node ID.  Must be less than self.numNodes (%s)." % self.numNodes

##         str = self.pathData[startNode]

##         pos = 0

##         while (pos < len(str)) and (256*ord(str[pos]) + ord(str[pos+1]) <= goalNode):
##             #print pos, ": ",256*ord(str[pos]) + ord(str[pos+1])
##             pos += 3

##         pos -= 3

##         return ord(str[pos+2])

    def findRoute(self, startNode, goalNode):
        '''
        Returns the node-by-node route from startNode to goalNode.
        '''
        return self.pathTable.findRoute(startNode, goalNode)

    def makeNodeLocator(self, environment):
        meshNode = CollisionNode("NavMeshNodeLocator")
        meshNode.setFromCollideMask(BitMask32.allOff())
        meshNode.setIntoCollideMask(OTPGlobals.PathFindingBitmask)

        self.polyHashToPID = {}

        for pId in self.polyToAngles:
            vertCount = 0
            corners = []
            for angle in self.polyToAngles[pId]:
                if angle != 180:
                    # It's a corner
                    corners.append(vertCount)
                vertCount += 1

            # XXX this code only works for square nodes at present
            # Unfortunately we can only make triangle or square CollisionPolygons on the fly
            assert len(corners) == 4

            #import pdb
            #pdb.set_trace()

            verts = []

            for vert in corners:
                verts.append(
                    (self.vertexCoords[self.polyToVerts[pId][vert]][0],
                     self.vertexCoords[self.polyToVerts[pId][vert]][1], 0))

            #import pdb
            #pdb.set_trace()

            poly = CollisionPolygon(verts[0], verts[1], verts[2], verts[3])

            assert poly not in self.polyHashToPID

            self.polyHashToPID[poly] = pId

            meshNode.addSolid(poly)

        ray = CollisionRay()
        ray.setDirection(0, 0, -1)
        ray.setOrigin(0, 0, 0)

        rayNode = CollisionNode("NavMeshRay")
        rayNode.setFromCollideMask(OTPGlobals.PathFindingBitmask)
        rayNode.setIntoCollideMask(BitMask32.allOff())
        rayNode.addSolid(ray)

        self.meshNodePath = environment.attachNewNode(meshNode)
        self.rayNodePath = environment.attachNewNode(rayNode)

        self.meshNodePath.setTwoSided(True)

        self.chq = CollisionHandlerQueue()
        self.traverser = CollisionTraverser()
        self.traverser.addCollider(self.rayNodePath, self.chq)

    def findNodeFromPos(self, environment, x, y):
        self.rayNodePath.setPos(environment, x, y, 50000)
        self.chq.clearEntries()

        self.traverser.traverse(self.meshNodePath)

        if self.chq.getNumEntries() != 1:
            self.notify.warning("No node found at position: %s, %s in %s" %
                                (x, y, environment))
            return 0

        e = self.chq.getEntry(0)

        assert e.hasInto()
        if not e.hasInto():
            self.notify.warning("No into found for collision %s" % (e))

        pId = self.polyHashToPID[e.getInto()]

        return pId

    # --------- Begin long-term storage code ---------

    def writeToFile(self, filename, storePathTable=True):
        '''
        Output the contents of this mesh to the file specified.
        Saving to a file lets us avoid doing expensive precomputation every time a mesh instance is required.
        '''
        if self.environmentHash is None:
            raise "Attempted write to file without valid environment hash!"

        if storePathTable and not self.pathData:
            raise "Attempted to write empty pathData.  Call NavMesh.generatePathTable() first!"

        f = open(filename, 'wb')

        if storePathTable:
            pickle.dump([
                self.environmentHash, self.polyToVerts, self.polyToAngles,
                self.vertexCoords, self.connections, self.pathData
            ],
                        f,
                        protocol=2)
            f.close()
            self.pathData = None
        else:
            pickle.dump([
                self.environmentHash, self.polyToVerts, self.polyToAngles,
                self.vertexCoords, self.connections, None
            ],
                        f,
                        protocol=2)
            f.close()

        print "Successfully wrote to file %s." % filename

    def _initFromString(self, str):
        contents = pickle.loads(str)

        self.environmentHash = contents[0]
        self.polyToVerts = contents[1]
        self.polyToAngles = contents[2]
        self.vertexCoords = contents[3]
        self.connections = contents[4]
        self.pathData = contents[5]

        if self.pathData is not None:
            self.pathTable = PathTable(self.pathData, self.connections)
            self.pathData = None

        self.numNodes = len(self.connections)

    def _initFromFilename(self, filepath, filename):
        vfs = VirtualFileSystem.getGlobalPtr()
        filename = Filename(filename)
        searchPath = DSearchPath()
        #searchPath.appendDirectory(Filename('.'))
        #searchPath.appendDirectory(Filename('etc'))
        #searchPath.appendDirectory(Filename.fromOsSpecific(os.path.expandvars('~')))
        #searchPath.appendDirectory(Filename.fromOsSpecific(os.path.expandvars('$HOME')))
        searchPath.appendDirectory(
            Filename.fromOsSpecific(os.path.expandvars(filepath)))

        found = vfs.resolveFilename(filename, searchPath)

        if not found:
            raise IOError, "File not found!"

        str = vfs.readFile(filename, 1)

        self._initFromString(str)

    def checkHash(self, envHash):
        '''
        "Does this mesh represent the environment I think it does?"
        If this check fails, the mesh is out of date (or being used with the wrong environment).
        In either case, whoever generated this instance should discard it and create a new mesh from scratch.
        '''
        return envHash == self.environmentHash
コード例 #54
0
ファイル: game.py プロジェクト: elbixos/panda3D
class ArcadeFlightGame(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)
        self.debug = False
        self.maxdistance = 400
        self.statusLabel = self.makeStatusLabel(0)
        self.collisionLabel = self.makeStatusLabel(1)

        self.player = AlliedFlanker(self.loader, self.render, self.taskMgr)
        self.world = GameWorld(1024, self.loader, self.render, self.camera)

        self.taskMgr.add(self.updateTask, "update")
        self.keyboardSetup()

        # performance and map to player so can't fly beyond visible terrain
        self.player.setMaxHeight(self.maxdistance)

        if self.debug == False:
            self.camLens.setFar(self.maxdistance)
        else:
            base.oobe()

        self.camLens.setFov(60)
        self.setupCollisions()
        self.textCounter = 0

    def makeStatusLabel(self, i):
        """ Create a status label at the top-left of the screen,
        Parameter 'i' is the row number """
        return OnscreenText(style=2, fg=(.5,1,.5,1), pos=(-1.3,0.92-(.08 * i)), \
                               align=TextNode.ALeft, scale = .08, mayChange = 1)

    def keyboardSetup(self):
        self.keyMap = {"left":0, "right":0, "climb":0, "fall":0, \
                        "accelerate":0, "decelerate":0, "fire":0}
        self.accept("escape", sys.exit)
        self.accept("a", self.setKey, ["accelerate", 1])
        self.accept("a-up", self.setKey, ["accelerate", 0])
        self.accept("z", self.setKey, ["decelerate", 1])
        self.accept("z-up", self.setKey, ["decelerate", 0])
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_down", self.setKey, ["climb", 1])
        self.accept("arrow_down-up", self.setKey, ["climb", 0])
        self.accept("arrow_up", self.setKey, ["fall", 1])
        self.accept("arrow_up-up", self.setKey, ["fall", 0])
        self.accept("space", self.setKey, ["fire", 1])
        self.accept("space-up", self.setKey, ["fire", 0])
        base.disableMouse()  # or updateCamera will fail!

    def setKey(self, key, value):
        """ Used by keyboard setup """
        self.keyMap[key] = value

    def setupCollisions(self):
        self.collTrav = CollisionTraverser()

        # rapid collisions detected using below plus FLUID pos
        self.collTrav.setRespectPrevTransform(True)

        self.playerGroundSphere = CollisionSphere(0, 1.5, -1.5, 1.5)
        self.playerGroundCol = CollisionNode('playerSphere')
        self.playerGroundCol.addSolid(self.playerGroundSphere)

        # bitmasks
        self.playerGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.playerGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.world.setGroundMask(BitMask32.bit(0))
        self.world.setWaterMask(BitMask32.bit(0))

        # and done
        self.playerGroundColNp = self.player.attach(self.playerGroundCol)
        self.playerGroundHandler = CollisionHandlerQueue()
        self.collTrav.addCollider(self.playerGroundColNp,
                                  self.playerGroundHandler)

        # DEBUG as per video:
        if (self.debug == True):
            self.playerGroundColNp.show()
            self.collTrav.showCollisions(self.render)

    def updateTask(self, task):
        """ Gets added to the task manager, updates the player, deals with inputs,
        collisions, game logic etc. """
        self.player.calculate()
        self.actionInput()
        validMove = self.player.move(self.world.getSize())

        # lets not be doing this every frame...
        if validMove == False and self.textCounter > 30:
            self.statusLabel.setText("STATUS: MAP END; TURN AROUND")
        elif self.textCounter > 30:
            self.statusLabel.setText("STATUS: OK")
        if self.textCounter > 30:
            self.textCounter = 0
        else:
            self.textCounter = self.textCounter + 1
        self.updateCamera()

        self.collTrav.traverse(self.render)
        for i in range(self.playerGroundHandler.getNumEntries()):
            entry = self.playerGroundHandler.getEntry(i)
            if (self.debug == True):
                self.collisionLabel.setText("DEAD:" +
                                            str(globalClock.getFrameTime()))
            self.player.die()
        return Task.cont

    def actionInput(self):
        """ Used by updateTask to process keyboard input """
        if (self.keyMap["climb"] != 0):
            self.player.climb()
        elif (self.keyMap["fall"] != 0):
            self.player.dive()
        else:
            self.player.unwindVertical()

        if (self.keyMap["left"] != 0):
            self.player.bankLeft()
        elif (self.keyMap["right"] != 0):
            self.player.bankRight()
        else:
            self.player.unwindHorizontal()

        if (self.keyMap["accelerate"] != 0):
            self.player.accelerate()
        elif (self.keyMap["decelerate"] != 0):
            self.player.brake()

    def updateCamera(self):
        self.player.lookAtMe(self.camera)