class Physics: def __init__(self): self.rayCTrav = CollisionTraverser("collision traverser for ray tests") #self.pusher = PhysicsCollisionHandler() self.pusher = CollisionHandlerPusher() self.pusher.addInPattern('%fn-in-%in') self.pusher.addOutPattern('%fn-out-%in') self.pusher.addInPattern('%fn-in') self.pusher.addOutPattern('%fn-out') def startPhysics(self): #self.actorNode = ActorNode("playerPhysicsControler") #base.physicsMgr.attachPhysicalNode(self.actorNode) #self.actorNode.getPhysicsObject().setMass(self.player_mass) #self.mainNode = render.attachNewNode(self.actorNode) self.mainNode = render.attachNewNode("CharacterColliders") self.reparentTo(self.mainNode) charCollisions = self.mainNode.attachNewNode( CollisionNode(self.char_collision_name)) #charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/4.0, self.player_height/4.0)) #charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/4.0*3.05, self.player_height/4.0)) charCollisions.node().addSolid( CollisionSphere(0, 0, self.player_height / 2.0, self.player_height / 4.0)) charCollisions.node().setIntoCollideMask(BitMask32(0x80)) # 1000 0000 if self.show_collisions: charCollisions.show() self.pusher.addCollider(charCollisions, self.mainNode) base.cTrav.addCollider(charCollisions, self.pusher) charFFootCollisions = self.attachNewNode(CollisionNode("floor_ray")) charFFootCollisions.node().addSolid(CollisionRay(0, 0, 0.5, 0, 0, -1)) #charFFootCollisions.node().addSolid(CollisionSegment((0, 0, 0.2), (0, 0, -1))) charFFootCollisions.node().setIntoCollideMask(BitMask32.allOff()) charFFootCollisions.node().setFromCollideMask( BitMask32(0x7f)) # 0111 1111 if self.show_collisions: charFFootCollisions.show() self.floor_handler = CollisionHandlerFloor() self.floor_handler.addCollider(charFFootCollisions, self.mainNode) #self.floor_handler.setOffset(0) self.floor_handler.setMaxVelocity(5) base.cTrav.addCollider(charFFootCollisions, self.floor_handler) self.accept("{}-in".format(self.char_collision_name), self.checkCharCollisions) self.raytest_segment = CollisionSegment(0, 1) self.raytest_np = render.attachNewNode(CollisionNode("testRay")) self.raytest_np.node().addSolid(self.raytest_segment) self.raytest_np.node().setIntoCollideMask(BitMask32.allOff()) self.raytest_np.node().setFromCollideMask(BitMask32(0x7f)) # 0111 1111 if self.show_collisions: self.raytest_np.show() self.raytest_queue = CollisionHandlerQueue() self.rayCTrav.addCollider(self.raytest_np, self.raytest_queue) def stopPhysics(self): self.raytest_segment.removeNode() self.pusher.clearColliders() self.floor_handler.clearColliders() self.rayCTrav.clearColliders() def updatePlayerPos(self, speed, heading, dt): if heading is not None: self.mainNode.setH(camera, heading) self.mainNode.setP(0) self.mainNode.setR(0) self.mainNode.setFluidPos(self.mainNode, speed) self.doStep() def checkCharCollisions(self, args): self.doStep() def doStep(self): # do the step height check tmpNP = self.mainNode.attachNewNode("temporary") tmpNP.setPos(self.mainNode, 0, 0, -self.stepheight) pointA = self.mainNode.getPos(render) pointA.setZ(pointA.getZ() + self.player_height / 1.8) pointB = tmpNP.getPos(render) if pointA == pointB: return char_step_collision = self.getFirstCollisionInLine(pointA, pointB) tmpNP.removeNode() if char_step_collision is not None: self.mainNode.setFluidZ(char_step_collision.getZ()) return True return False def getFirstCollisionInLine(self, pointA, pointB): """A simple raycast check which will return the first collision point as seen from point A towards pointB""" self.raytest_segment.setPointA(pointA) self.raytest_segment.setPointB(pointB) self.rayCTrav.traverse(render) self.raytest_queue.sortEntries() pos = None if self.raytest_queue.getNumEntries() > 0: pos = self.raytest_queue.getEntry(0).getSurfacePoint(render) return pos
class Physics: def __init__(self): self.rayCTrav = CollisionTraverser("collision traverser for ray tests") #self.pusher = PhysicsCollisionHandler() self.pusher = CollisionHandlerPusher() self.pusher.addInPattern('%fn-in-%in') self.pusher.addOutPattern('%fn-out-%in') self.pusher.addInPattern('%fn-in') self.pusher.addOutPattern('%fn-out') def startPhysics(self): #self.actorNode = ActorNode("playerPhysicsControler") #base.physicsMgr.attachPhysicalNode(self.actorNode) #self.actorNode.getPhysicsObject().setMass(self.player_mass) #self.mainNode = render.attachNewNode(self.actorNode) self.mainNode = render.attachNewNode("CharacterColliders") self.reparentTo(self.mainNode) charCollisions = self.mainNode.attachNewNode(CollisionNode(self.char_collision_name)) #charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/4.0, self.player_height/4.0)) #charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/4.0*3.05, self.player_height/4.0)) charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/2.0, self.player_height/4.0)) charCollisions.node().setIntoCollideMask(BitMask32(0x80)) # 1000 0000 if self.show_collisions: charCollisions.show() self.pusher.addCollider(charCollisions, self.mainNode) base.cTrav.addCollider(charCollisions, self.pusher) charFFootCollisions = self.attachNewNode(CollisionNode("floor_ray")) charFFootCollisions.node().addSolid(CollisionRay(0, 0, 0.5, 0, 0, -1)) #charFFootCollisions.node().addSolid(CollisionSegment((0, 0, 0.2), (0, 0, -1))) charFFootCollisions.node().setIntoCollideMask(BitMask32.allOff()) charFFootCollisions.node().setFromCollideMask(BitMask32(0x7f)) # 0111 1111 if self.show_collisions: charFFootCollisions.show() self.floor_handler = CollisionHandlerFloor() self.floor_handler.addCollider(charFFootCollisions, self.mainNode) #self.floor_handler.setOffset(0) self.floor_handler.setMaxVelocity(5) base.cTrav.addCollider(charFFootCollisions, self.floor_handler) self.accept("{}-in".format(self.char_collision_name), self.checkCharCollisions) self.raytest_segment = CollisionSegment(0, 1) self.raytest_np = render.attachNewNode(CollisionNode("testRay")) self.raytest_np.node().addSolid(self.raytest_segment) self.raytest_np.node().setIntoCollideMask(BitMask32.allOff()) self.raytest_np.node().setFromCollideMask(BitMask32(0x7f)) # 0111 1111 if self.show_collisions: self.raytest_np.show() self.raytest_queue = CollisionHandlerQueue() self.rayCTrav.addCollider(self.raytest_np, self.raytest_queue) def stopPhysics(self): self.raytest_segment.removeNode() self.pusher.clearColliders() self.floor_handler.clearColliders() self.rayCTrav.clearColliders() def updatePlayerPos(self, speed, heading, dt): if heading is not None: self.mainNode.setH(camera, heading) self.mainNode.setP(0) self.mainNode.setR(0) self.mainNode.setFluidPos(self.mainNode, speed) self.doStep() def checkCharCollisions(self, args): self.doStep() def doStep(self): # do the step height check tmpNP = self.mainNode.attachNewNode("temporary") tmpNP.setPos(self.mainNode, 0, 0, -self.stepheight) pointA = self.mainNode.getPos(render) pointA.setZ(pointA.getZ() + self.player_height/1.8) pointB = tmpNP.getPos(render) if pointA == pointB: return char_step_collision = self.getFirstCollisionInLine(pointA, pointB) tmpNP.removeNode() if char_step_collision is not None: self.mainNode.setFluidZ(char_step_collision.getZ()) return True return False def getFirstCollisionInLine(self, pointA, pointB): """A simple raycast check which will return the first collision point as seen from point A towards pointB""" self.raytest_segment.setPointA(pointA) self.raytest_segment.setPointB(pointB) self.rayCTrav.traverse(render) self.raytest_queue.sortEntries() pos = None if self.raytest_queue.getNumEntries() > 0: pos = self.raytest_queue.getEntry(0).getSurfacePoint(render) return pos
class Player(FSM, DirectObject): NormalMode = "Normal" FightMode = "Fight" GAMEPADMODE = "Gamepad" MOUSEANDKEYBOARD = "MouseAndKeyboard" def __init__(self): FSM.__init__(self, "FSM-Player") random.seed() # # PLAYER CONTROLS AND CAMERA # self.player = Actor( "Character", { "Idle": "Character-Idle", "Run": "Character-Run", "Activate": "Character-Activate", "Death": "Character-Death", "Jump": "Character-Jump", "Hit": "Character-Hit", "Fight_Attack": "Character-FightAttack", "Fight_Idle": "Character-FightIdle", "Fight_Left": "Character-FightLeft", "Fight_Right": "Character-FightRight", }, ) self.player.setBlend(frameBlend=True) # the initial cam distance self.fightCamDistance = 3.0 # the next two vars will set the min and max distance the cam can have # to the node it is attached to self.maxCamDistance = 4.0 self.minCamDistance = 1.2 # the initial cam distance self.camDistance = (self.maxCamDistance - self.minCamDistance) / 2.0 + self.minCamDistance # the next two vars set the min and max distance on the Z-Axis to the # node the cam is attached to self.maxCamHeightDist = 3.0 self.minCamHeightDist = 1.5 # the average camera height self.camHeightAvg = (self.maxCamHeightDist - self.minCamHeightDist) / 2.0 + self.minCamHeightDist # an invisible object which will fly above the player and will be used to # track the camera on it self.camFloater = NodePath(PandaNode("playerCamFloater")) self.camFloater.setPos(0, 0, 1.5) self.camFloater.reparentTo(self.player) # screen sizes self.winXhalf = base.win.getXSize() / 2 self.winYhalf = base.win.getYSize() / 2 # Interval for the jump animation self.jumpInterval = None self.jumpstartFloater = NodePath(PandaNode("jumpstartFloater")) self.jumpstartFloater.reparentTo(render) self.deathComplete = None # Joystick/Gamepad support self.hasJoystick = False if gamepadSupport: # initialize controls joysticks = [pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())] if len(joysticks) > 0: self.mainJoystick = joysticks[0] self.mainJoystick.init() self.hasJoystick = True # # WEAPONS AND ACCESSORIES # self.RightHandAttach = self.player.exposeJoint(None, "modelRoot", "HandAttach_R") self.spear = loader.loadModel("Spear") self.spear.setP(90) self.spear.setR(180) self.spear.reparentTo(self.RightHandAttach) self.LeftHandAttach = self.player.exposeJoint(None, "modelRoot", "HandAttach_L") self.shield = loader.loadModel("Shield") self.shield.setZ(0.05) self.shield.setH(-90) self.shield.reparentTo(self.LeftHandAttach) # # PLAYER COLLISION DETECTION AND PHYSICS # self.playerSphere = CollisionSphere(0, 0, 0.8, 0.7) self.playerCollision = self.player.attachNewNode(CollisionNode("playerCollision")) self.playerCollision.node().addSolid(self.playerSphere) base.pusher.addCollider(self.playerCollision, self.player) base.cTrav.addCollider(self.playerCollision, base.pusher) # The foot collision checks self.footRay = CollisionRay(0, 0, 0, 0, 0, -1) self.playerFootRay = self.player.attachNewNode(CollisionNode("playerFootCollision")) self.playerFootRay.node().addSolid(self.footRay) self.playerFootRay.node().setIntoCollideMask(0) self.lifter = CollisionHandlerFloor() self.lifter.addCollider(self.playerFootRay, self.player) self.lifter.setMaxVelocity(5) base.cTrav.addCollider(self.playerFootRay, self.lifter) # a collision segment slightly in front of the player to check for jump ledges self.jumpCheckSegment = CollisionSegment(0, -0.2, 0.5, 0, -0.2, -2) self.playerJumpRay = self.player.attachNewNode(CollisionNode("playerJumpCollision")) self.playerJumpRay.node().addSolid(self.jumpCheckSegment) self.playerJumpRay.node().setIntoCollideMask(0) self.jumper = CollisionHandlerEvent() self.jumper.addOutPattern("%fn-out") base.cTrav.addCollider(self.playerJumpRay, self.jumper) # a collision segment to check attacks self.attackCheckSegment = CollisionSegment(0, 0, 1, 0, -1.3, 1) self.playerAttackRay = self.player.attachNewNode(CollisionNode("playerAttackCollision")) self.playerAttackRay.node().addSolid(self.attackCheckSegment) self.playerAttackRay.node().setIntoCollideMask(0) self.attackqueue = CollisionHandlerQueue() base.cTrav.addCollider(self.playerAttackRay, self.attackqueue) # # SOUNDEFFECTS # self.footstep = loader.loadSfx("Footstep.ogg") self.footstep.setLoop(True) self.footstep.setPlayRate(1.5) self.footstep.setVolume(0.5) self.spearAttackSfx = loader.loadSfx("SpearAttack.ogg") self.spearAttackSfx.setVolume(0.5) # # START/STOP # def start(self, startPoint): self.player.setPos(startPoint.getPos()) self.player.setHpr(startPoint.getHpr()) self.player.reparentTo(render) self.jumpstartFloater.setPos(self.player.getPos()) self.keyMap = {"horizontal": 0, "vertical": 0} self.health = 3 self.trackedEnemy = None # this mode will be used to determine in which move mode the player currently is self.mode = Player.NormalMode # the initial cam height self.camHeight = self.camHeightAvg # a time to keep the cam zoom at a specific speed independent of # current framerate self.camElapsed = 0.0 self.mouseSpeedX = 15.0 * base.mouseSensitivity self.mouseSpeedY = 0.2 * base.mouseSensitivity self.speed = 1.0 self.camCenterEvents = ["centerCam", "home", "q"] self.camZoomInEvents = ["zoomIn", "+", "wheel_up"] self.camZoomOutEvents = ["zoomOut", "-", "wheel_down"] self.actionEvents = ["doAction", "enter", "e"] self.accept("arrow_left", self.setKey, ["horizontal", 1]) self.accept("arrow_right", self.setKey, ["horizontal", -1]) self.accept("arrow_up", self.setKey, ["vertical", -1]) self.accept("arrow_down", self.setKey, ["vertical", 1]) self.accept("arrow_left-up", self.setKey, ["horizontal", 0]) self.accept("arrow_right-up", self.setKey, ["horizontal", 0]) self.accept("arrow_up-up", self.setKey, ["vertical", 0]) self.accept("arrow_down-up", self.setKey, ["vertical", 0]) self.accept("a", self.setKey, ["horizontal", 1]) self.accept("d", self.setKey, ["horizontal", -1]) self.accept("w", self.setKey, ["vertical", -1]) self.accept("s", self.setKey, ["vertical", 1]) self.accept("a-up", self.setKey, ["horizontal", 0]) self.accept("d-up", self.setKey, ["horizontal", 0]) self.accept("w-up", self.setKey, ["vertical", 0]) self.accept("s-up", self.setKey, ["vertical", 0]) for event in self.camCenterEvents: self.acceptOnce(event, self.center) for event in self.camZoomInEvents: self.acceptOnce(event, self.zoom, [True]) for event in self.camZoomOutEvents: self.acceptOnce(event, self.zoom, [False]) for event in self.actionEvents: self.acceptOnce(event, self.request, ["Action"]) self.accept("ActionDone", self.request, ["Idle"]) self.accept("playerJumpCollision-out", self.jump) taskMgr.add(self.move, "task_movement", priority=-10) taskMgr.add(self.updateCam, "task_camActualisation", priority=-4) if self.hasJoystick: taskMgr.add(self.gamepadLoop, "task_gamepad_loop", priority=-5) camera.setPos(self.player, 0, self.camDistance, self.camHeightAvg) self.hasJumped = False self.isActionmove = False self.request("Idle") def stop(self): taskMgr.remove("task_movement") taskMgr.remove("task_camActualisation") taskMgr.remove("task_gamepad_loop") self.ignoreAll() self.player.hide() def cleanup(self): self.stop() if self.deathComplete is not None: self.deathComplete.finish() if self.jumpInterval is not None: self.jumpInterval.finish() self.spear.removeNode() self.shield.removeNode() self.player.cleanup() self.player.removeNode() self.jumpstartFloater.removeNode() self.camFloater.removeNode() # # BASIC FUNCTIONS # def die(self): self.health -= 1 base.messenger.send("setHealth", [self.health]) self.request("Death") def heal(self): if self.health >= 3: return self.health += 1 base.messenger.send("setHealth", [self.health]) def hit(self): self.health -= 1 base.messenger.send("setHealth", [self.health]) if self.health == 0: self.request("Death") else: self.request("Hit") def resetPlayerPos(self): self.player.setPos(self.jumpstartFloater.getPos()) self.jumper.clear() self.request("Idle") def gameOver(self): base.messenger.send("GameOver", ["loose"]) def enterFightMode(self, trackedEnemy): self.trackedEnemy = trackedEnemy self.mode = Player.FightMode base.messenger.send("EnterFightMode") def exitFightMode(self): self.trackedEnemy = None self.mode = Player.NormalMode base.messenger.send("ExitFightMode") def gamepadLoop(self, task): joymap = {0: "doAction", 5: "centerCam", 6: "zoomIn", 4: "zoomOut", 9: "escape"} for event in pygame.event.get(): for button in range(self.mainJoystick.get_numbuttons()): if button in joymap and self.mainJoystick.get_button(button): base.messenger.send(joymap[button]) if event.type == pygame.JOYAXISMOTION: for axis in range(self.mainJoystick.get_numaxes()): axisChange = 0.0 axisChange = self.mainJoystick.get_axis(axis) if axis == 0: self.setKey("horizontal", -axisChange) if axis == 1: self.setKey("vertical", axisChange) return task.cont def setAnimationSpeed(self, requestedState): if requestedState == "Run": self.player.setPlayRate(3 * self.speed, "Run") elif requestedState == "RunReverse": self.player.setPlayRate(-3 * self.speed, "Run") elif requestedState == "FightLeft": self.player.setPlayRate(2 * self.speed, "Fight_Left") elif requestedState == "FightRight": self.player.setPlayRate(2 * self.speed, "Fight_Right") # # MOVE FUNCTIONS # def setKey(self, key, value): self.keyMap[key] = value def move(self, task): dt = globalClock.getDt() resetMouse = False def resetMouse(): if base.controlType == Player.MOUSEANDKEYBOARD: base.win.movePointer(0, self.winXhalf, self.winYhalf) if self.player.getAnimControl("Hit").isPlaying() or self.player.getAnimControl("Death").isPlaying(): resetMouse() return task.cont if self.deathComplete is not None: if self.deathComplete.isPlaying(): resetMouse() return task.cont if self.jumpInterval is not None: if self.jumpInterval.isPlaying(): resetMouse() return task.cont if self.isActionmove: resetMouse() return task.cont if self.mode == Player.NormalMode: self.__normalMove(dt) else: self.__fightMove(dt) return task.cont def __normalMove(self, dt): requestState = "Idle" move = False if self.keyMap["horizontal"] != 0: requestState = "Run" move = True if self.keyMap["vertical"] != 0: requestState = "Run" move = True if move and base.controlType == Player.GAMEPADMODE: movementVec = Vec3(self.keyMap["horizontal"], self.keyMap["vertical"], 0) self.speed = max(abs(self.keyMap["horizontal"]), abs(self.keyMap["vertical"])) angle = math.atan2(-movementVec.getX(), movementVec.getY()) rotation = angle * (180.0 / math.pi) self.player.setH(camera, rotation) self.player.setP(0) self.player.setR(0) self.player.setPos(self.player, (0, -2 * self.speed * dt, 0)) elif base.controlType == Player.MOUSEANDKEYBOARD: if not base.mouseWatcherNode.hasMouse(): return self.pointer = base.win.getPointer(0) mouseX = self.pointer.getX() mouseY = self.pointer.getY() if base.win.movePointer(0, self.winXhalf, self.winYhalf): z = camera.getZ() + (mouseY - self.winYhalf) * self.mouseSpeedY * dt camera.setZ(z) h = self.player.getH() - (mouseX - self.winXhalf) * self.mouseSpeedX * dt if h < -360: h = 360 elif h > 360: h = -360 self.player.setH(h) if move: self.player.setPos( self.player, (2 * dt * self.keyMap["horizontal"], 2 * dt * self.keyMap["vertical"], 0) ) self.center() if self.state != requestState: self.request(requestState) self.setAnimationSpeed(requestState) def __fightMove(self, dt): if self.trackedEnemy == None: return requestState = "Idle" self.player.lookAt(self.trackedEnemy) self.player.setH(self.player, 180) if self.keyMap["horizontal"] > 0: self.player.setX(self.player, 2 * self.speed * dt) requestState = "FightLeft" elif self.keyMap["horizontal"] < 0: self.player.setX(self.player, -2 * self.speed * dt) requestState = "FightRight" elif self.keyMap["vertical"] < 0: self.player.setY(self.player, -2 * self.speed * dt) requestState = "Run" elif self.keyMap["vertical"] > 0: self.player.setY(self.player, 2 * self.speed * dt) requestState = "RunReverse" if self.state != requestState: self.request(requestState) self.setAnimationSpeed(requestState) def jump(self, extraArg): intoName = extraArg.getIntoNode().getName().lower() if not "floor" in intoName and not "plate" in intoName: return # setup the projectile interval startPos = self.player.getPos() self.jumpstartFloater.setPos(self.player, 0, 0.5, 0) tempFloater = NodePath(PandaNode("tempJumpFloater")) tempFloater.setPos(self.player, 0, -3.2, 0.1) endPos = tempFloater.getPos() tempFloater.removeNode() self.jumpInterval = ProjectileInterval( self.player, startPos=startPos, endPos=endPos, duration=1.5, gravityMult=0.25 ) self.request("Jump") self.jumpInterval.start() # # CAMERA FUNCTIONS # def updateCam(self, task): if self.mode == Player.NormalMode: self.__normalCam() else: self.__fightCam() return task.cont def zoom(self, zoomIn): # Camera Movement Updates camvec = self.player.getPos() - camera.getPos() camvec.setZ(0) camdist = camvec.length() zoom = 0 if zoomIn: if camdist > self.minCamDistance + 0.5: zoom = 0.5 for event in self.camZoomInEvents: self.acceptOnce(event, self.zoom, [True]) else: if camdist < self.maxCamDistance - 0.5: zoom = -0.5 for event in self.camZoomOutEvents: self.acceptOnce(event, self.zoom, [False]) camera.setPos(camera, 0, zoom, 0) def center(self): # Camera Movement Updates camvec = self.player.getPos() - camera.getPos() camvec.setZ(0) camdist = camvec.length() # get the cameras current offset to the player model on the z-axis offsetZ = camera.getZ() - self.player.getZ() camera.setPos(self.player, 0, camdist, offsetZ) for event in self.camCenterEvents: self.acceptOnce(event, self.center) def __normalCam(self): """This function will check the min and max distance of the camera to the defined model and will correct the position if the cam is to close or to far away""" # Camera Movement Updates camvec = self.player.getPos() - camera.getPos() camvec.setZ(0) camdist = camvec.length() camvec.normalize() # If far from player start following if camdist > self.maxCamDistance: camera.setPos(camera.getPos() + camvec * (camdist - self.maxCamDistance)) camdist = self.maxCamDistance # If player to close move cam backwards if camdist < self.minCamDistance: camera.setPos(camera.getPos() - camvec * (self.minCamDistance - camdist)) camdist = self.minCamDistance # get the cameras current offset to the player model on the z-axis offsetZ = camera.getZ() - self.player.getZ() # check if the camera is within the min and max z-axis offset if offsetZ < self.minCamHeightDist: camera.setZ(self.player.getZ() + self.minCamHeightDist) offsetZ = self.minCamHeightDist elif offsetZ > self.maxCamHeightDist: camera.setZ(self.player.getZ() + self.maxCamHeightDist) offsetZ = self.maxCamHeightDist if offsetZ != self.camHeightAvg and not base.controlType == Player.MOUSEANDKEYBOARD: # if we are not moving up or down, set the cam to an average position if offsetZ != self.camHeightAvg: if offsetZ > self.camHeightAvg: # the cam is higher then the average cam height above the player # so move it slowly down camera.setZ(camera.getZ() - 5 * globalClock.getDt()) newOffsetZ = camera.getZ() - self.player.getZ() # check if the cam has reached the desired offset if newOffsetZ < self.camHeightAvg: # set the cam z position to exactly the desired offset camera.setZ(self.player.getZ() + self.camHeightAvg) else: # the cam is lower then the average cam height above the player # so move it slowly up camera.setZ(camera.getZ() + 5 * globalClock.getDt()) newOffsetZ = camera.getZ() - self.player.getZ() # check if the cam has reached the desired offset if newOffsetZ > self.camHeightAvg: # set the cam z position to exactly the desired offset camera.setZ(self.player.getZ() + self.camHeightAvg) camera.lookAt(self.camFloater) def __fightCam(self): """This function will check the min and max distance of the camera to the defined model and will correct the position if the cam is to close or to far away""" camera.setX(self.player, 0) camera.setY(self.player, self.fightCamDistance) camera.setZ(0.5) camera.lookAt(self.camFloater) # # FSM FUNCTIONS # def enterIdle(self): if self.mode == Player.NormalMode: self.player.loop("Idle") self.footstep.stop() elif self.mode == Player.FightMode: self.player.loop("Fight_Idle") self.footstep.stop() def enterRun(self): self.player.loop("Run") self.footstep.play() def enterRunReverse(self): self.player.loop("Run") self.footstep.play() def enterAction(self): if self.player.getAnimControl("Hit").isPlaying() or self.player.getAnimControl("Death").isPlaying(): self.__exitAction() return self.isActionmove = True if self.mode == Player.NormalMode: self.__enterActivate() elif self.mode == Player.FightMode: self.__enterFightAttack() self.accept("ActionDone", self.__exitAction) def __exitAction(self): self.isActionmove = False for event in self.actionEvents: self.acceptOnce(event, self.request, ["Action"]) def __enterActivate(self): activateAnim = self.player.actorInterval("Activate", playRate=3) activateAnim.setDoneEvent("ActionDone") activateAnim.start() base.messenger.send("Player_Activate") self.footstep.stop() def enterDeath(self): self.footstep.stop() deathAnim = self.player.actorInterval("Death") deathComplete = None if self.health == 0: self.deathComplete = Sequence(deathAnim, Wait(2), Func(self.gameOver)) else: self.deathComplete = Sequence(deathAnim, Wait(2), Func(self.resetPlayerPos)) self.deathComplete.start() def enterJump(self): self.player.play("Jump") self.footstep.stop() def enterHit(self): self.player.setPlayRate(4, "Hit") self.player.play("Hit") self.footstep.stop() def __enterFightAttack(self): attackAnim = self.player.actorInterval("Fight_Attack", playRate=3) attackAnim.setDoneEvent("ActionDone") attackAnim.start() self.spearAttackSfx.play() for i in range(self.attackqueue.getNumEntries()): entry = self.attackqueue.getEntry(i) into = entry.getIntoNode() if "golemHitField" in into.getName(): if random.random() > 0.15: base.messenger.send("HitEnemy") self.footstep.stop() def enterFightLeft(self): self.player.loop("Fight_Left") self.footstep.play() def enterFightRight(self): self.player.loop("Fight_Right") self.footstep.play()