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
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 def AStar(self, source, target, waypoints):
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
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)