예제 #1
0
 def makeNew(self, pos, nor, parent = None):
   """Makes a new bullet hole."""
   if parent == None:
     parent = self.container
   else:
     # Add a subnode to the parent, if it's not already there
     child = parent.find('bullet-holes')
     if child.isEmpty():
       parent = parent.attachNewNode('bullet-holes')
     else:
       parent = child
   newhole = NodePath(self.card.generate())
   newhole.reparentTo(parent)
   newhole.lookAt(render, Point3(newhole.getPos(render) - nor))
   newhole.setR(newhole, random() * 360.0)
   newhole.setPos(render, pos)
   # Offset it a little to avoid z-fighting
   # Increase this value if you still see it.
   newhole.setY(newhole, -.001 - random() * 0.01)
   del newhole
   # We don't want one batch per bullet hole, so flatten it.
   # This could be made smarter to preserve culling, but
   # I have yet to see a performance loss.
   # The clearTexture() is a necessary hack.
   parent.clearTexture()
   parent.flattenStrong()
   parent.setTexture(self.texture)
   parent.setTransparency(TransparencyAttrib.MDual)
   parent.setShaderOff(1)
   parent.hide(BitMask32.bit(2)) # Invisible to volumetric lighting camera (speedup)
   parent.hide(BitMask32.bit(3)) # Invisible to shadow cameras (speedup)
예제 #2
0
 def makeNew(self, pos, nor, parent=None):
     """Makes a new bullet hole."""
     if parent == None:
         parent = self.container
     else:
         # Add a subnode to the parent, if it's not already there
         child = parent.find('bullet-holes')
         if child.isEmpty():
             parent = parent.attachNewNode('bullet-holes')
         else:
             parent = child
     newhole = NodePath(self.card.generate())
     newhole.reparentTo(parent)
     newhole.lookAt(render, Point3(newhole.getPos(render) - nor))
     newhole.setR(newhole, random() * 360.0)
     newhole.setPos(render, pos)
     # Offset it a little to avoid z-fighting
     # Increase this value if you still see it.
     newhole.setY(newhole, -.001 - random() * 0.01)
     del newhole
     # We don't want one batch per bullet hole, so flatten it.
     # This could be made smarter to preserve culling, but
     # I have yet to see a performance loss.
     # The clearTexture() is a necessary hack.
     parent.clearTexture()
     parent.flattenStrong()
     parent.setTexture(self.texture)
     parent.setTransparency(TransparencyAttrib.MDual)
     parent.setShaderOff(1)
     parent.hide(BitMask32.bit(
         2))  # Invisible to volumetric lighting camera (speedup)
     parent.hide(BitMask32.bit(3))  # Invisible to shadow cameras (speedup)
예제 #3
0
class Asteroid(object):
    def __init__(self, name="Asteroid"):
        self.name = name
        self.nodepath = NodePath(PandaNode("Asteroid" + name))
        self.contents = {}
        self.levels = {}

    @classmethod
    def make_spheroid(cls, tile_type, radius=30, name="Asteroid"):
        self = cls(name)
        z_scale = 4
        z_len = int(radius / z_scale)
        for z in range(-z_len, z_len):
            for x in range(-radius, radius):
                for y in range(-radius, radius):
                    dist = ((z * z_scale) ** 2 + x ** 2 + y ** 2) ** 0.5
                    if dist < radius:
                        self.update(x, y, z, tile_type())
                    elif dist < radius + 3:
                        self.update(x, y, z, Empty())
        self.redraw()
        return self

    def update(self, x, y, level, tile_type):
        pos = (x, y, level)
        self.contents[pos] = tile_type
        if level not in self.levels:
            self.levels[level] = Level(self, level)
            self.levels[level].nodepath.setPos(0, level * LEVEL_SPACING, 0)
        self.levels[level].update(x, y, tile_type.texture)

    def redraw(self):
        for level in self.levels.values():
            level.redraw()

    def get_pos(self, x, y, level):
        "convert asteroid coordinates to position"
        pos_x, pos_y, pos_z = self.nodepath.getPos()
        return (pos_x + TILE_SIZE * (x + 0.5), pos_y + level * LEVEL_SPACING, pos_z + TILE_SIZE * (y + 0.5))

    def get(self, x, y, level):
        return self.contents.get((x, y, level))

    def get_collision_pos(self, collision):
        point3 = collision.getSurfacePoint(self.nodepath)
        x = int(math.floor(point3.getX() / TILE_SIZE))
        y = int(math.floor(point3.getZ() / TILE_SIZE))
        z = int(round(point3.getY() / LEVEL_SPACING))
        return x, y, z
예제 #4
0
class PartyCog(FSM):
    notify = directNotify.newCategory("PartyCog")

    HpTextGenerator = TextNode("HpTextGenerator")
    hpText = None
    height = 7

    def __init__(self,
                 parentNode,
                 id,
                 bounceSpeed=3,
                 bounceHeight=1,
                 rotateSpeed=1,
                 heightShift=1,
                 xMoveSpeed=0,
                 xMoveDistance=0,
                 bounceOffset=0):
        self.id = id

        FSM.__init__(self, "PartyCogFSM-%d" % self.id)

        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0

        self.load()
        self.request("Down")

    def load(self):
        self.root = NodePath("PartyCog-%d" % self.id)
        self.root.reparentTo(self.parentNode)

        path = "phase_13/models/parties/cogPinata_"
        self.actor = Actor(
            path + "actor", {
                "idle": path + "idle_anim",
                "down": path + "down_anim",
                "up": path + "up_anim",
                "bodyHitBack": path + "bodyHitBack_anim",
                "bodyHitFront": path + "bodyHitFront_anim",
                "headHitBack": path + "headHitBack_anim",
                "headHitFront": path + "headHitFront_anim",
            })
        self.actor.reparentTo(self.root)

        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode("temphead")

        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode("PartyCog-%d-Body-Collision" %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)

        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode("PartyCog-%d-Head-Collision" %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)

        # Cog's Left Arm
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode("PartyCog-%d-Arm1-Collision" %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)

        # Cog's Right Arm
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode("PartyCog-%d-Arm2-Collision" %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)

        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)

        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.mp3')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3')

        self.hole = loader.loadModel("phase_13/models/parties/cogPinataHole")
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin("ground", 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request("Off")
        self.clearHitInterval()

        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None

        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None

        if self.root is not None:
            self.root.removeNode()
            self.root = None

        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None

        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None

        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None

        del self.upSound
        del self.pieHitSound

#===============================================================================
# FSM States
#===============================================================================

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)

        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime

        taskMgr.add(updateTask, "PartyCog.update-%d" % self.id)

    def exitActive(self):
        taskMgr.remove("PartyCog.update-%d" % self.id)
        taskMgr.remove("PartyCog.bounceTask-%d" % self.id)

        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5,
                                                   Point3(
                                                       self.root.getH(), 0.0,
                                                       0.0),
                                                   blendType="easeInOut")
        self.resetRollIval.start()

        self.actor.stop()

    def enterDown(self):
        if self.oldState == "Off":
            downAnimControl = self.actor.getAnimControl("down")
            self.actor.pose("down", downAnimControl.getNumFrames() - 1)
            return

        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpFunc(self.setAlongSpline,
                     duration=1.0,
                     fromData=self.currentT,
                     toData=0.0),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType="easeIn"),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, "down", loop=0),
            ),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType="easeOut"),
        )
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType="easeIn"),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, "up", loop=0),
            ),
            Func(self.actor.loop, "idle"),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType="easeOut"),
        )
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == "Down":
            return None
        else:
            return self.defaultFilter(request, args)

#------------------------------------------------------------------------------

    def setEndPoints(self, start, end, amplitude=1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0

        self.root.setR(angle)

        #        if self.id == 0:
        #            print angle

        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)

        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)

        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0

        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10,
                                      self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10,
                                      self.targetFacing - self.currentFacing)

        self.root.setH(self.currentFacing)

        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(
            t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, "PartyCog.bounceTask-%d" % self.id)

    def bounce(self, task):
        #self.root.setH(self.root.getH() - self.rotateSpeed)
        self.root.setZ((math.sin((self.bounceOffset + task.time) *
                                 self.bounceSpeed) * self.bounceHeight) +
                       self.heightShift)

        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot=False, direction=1.0):
        """The toon hit us, react appropriately."""
        assert (self.notify.debugStateCall(self))

        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)

            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            #self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit' % (localStamp, self.lastLocalTimeStampFromAI))
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()

    def __showSplat(self, position, direction, hot=False):
        """Show the splat graphic and sound."""
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()

        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()

        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)

        if not direction == 1.0:
            #self.splat.setColorScale(Vec4(0.0, 0.0, 50.0, 1.0))
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = "HitFront"
            else:
                facing = "HitBack"
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            #self.splat.setColorScale(Vec4(1.0, 0.6, 0.08, 1.0))
            if self.currentFacing > 0.0:
                facing = "HitBack"
            else:
                facing = "HitFront"

        if hot:
            targetscale = 0.75
            part = "head"
        else:
            targetscale = 0.5
            part = "body"

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(
            ActorInterval(self.actor, part + facing, loop=0),
            Func(self.actor.loop, "idle"),
        )
        self.hitInterval.start()

        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound,
                          volume=1.0,
                          node=self.actor,
                          cutOff=PartyGlobals.PARTY_COG_CUTOFF),
            Sequence(
                Func(self.splat.showThrough),
                Parallel(
                    Sequence(
                        LerpScaleInterval(self.splat,
                                          duration=0.175,
                                          scale=targetscale,
                                          startScale=Point3(0.1, 0.1, 0.1),
                                          blendType="easeOut"),
                        Wait(0.175),
                    ),
                    Sequence(
                        Wait(0.1),
                        LerpFunc(
                            setSplatAlpha,
                            duration=1.0,  #0.4,
                            fromData=1.0,
                            toData=0.0,
                            blendType="easeOut"))),
                Func(self.splat.cleanup),
                Func(self.splat.removeNode),
            ))
        self.kaboomTrack.start()

    def showHitScore(self, number, scale=1):
        """
        Shows the hit score.
        Borrowed from otp.avatar.DistributedAvatar.showHpText
        """
        if number <= 0:
            return

        # Get rid of the number if it is already there.
        if self.hpText:
            self.hideHitScore()

        # Set the font
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())

        # Show both negative and positive signs
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText("+" + str(number))

        # No shadow
        self.HpTextGenerator.clearShadow()

        # Center the number
        self.HpTextGenerator.setAlign(TextNode.ACenter)

        # Red, always
        #if number < 0:
        r = 1  #0.9
        g = 1  #0
        b = 0
        a = 1

        self.HpTextGenerator.setTextColor(r, g, b, a)

        self.hpTextNode = self.HpTextGenerator.generate()

        # Put the hpText over the head of the avatar
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        # Make sure it is a billboard
        self.hpText.setBillboardPointEye()
        # Render it after other things in the scene.
        self.hpText.setBin('fixed', 100)

        # Initial position ... Center of the body... the "tan tien"
        self.hpText.setPos(self.root, 0, 0, self.height / 2)

        # Black magic from the early days of Panda3D, later replaced by a Sequence
        seq = Task.sequence(
            # Fly the number out of the character
            self.hpText.lerpPos(Point3(
                self.root.getX(render), self.root.getY(render),
                self.root.getZ(render) + self.height + 1.0),
                                0.25,
                                blendType='easeOut'),
            Task.pause(0.25),
            # Fade the number
            self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1),
            # Get rid of the number
            Task.Task(self.__hideHitScoreTask))

        taskMgr.add(seq, "PartyCogHpText" + str(self.id))

    def __hideHitScoreTask(self, task):
        self.hideHitScore()

        return Task.done

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove("PartyCogHpText" + str(self.id))
            self.hpText.removeNode()
            self.hpText = None

    def getHeadLocation(self):
        (self.actor.getJoints(jointName="head")[0]).getNetTransform(
            self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        #print self.head_locator.getZ()

        return self.head_locator.getZ(self.root)
예제 #5
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
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
class PartyCog(FSM):
    notify = directNotify.newCategory('PartyCog')
    HpTextGenerator = TextNode('HpTextGenerator')
    hpText = None
    height = 7

    def __init__(self, parentNode, id, bounceSpeed = 3, bounceHeight = 1, rotateSpeed = 1, heightShift = 1, xMoveSpeed = 0, xMoveDistance = 0, bounceOffset = 0):
        self.id = id
        FSM.__init__(self, 'PartyCogFSM-%d' % self.id)
        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0
        self.load()
        self.request('Down')
        return

    def load(self):
        self.root = NodePath('PartyCog-%d' % self.id)
        self.root.reparentTo(self.parentNode)
        path = 'phase_13/models/parties/cogPinata_'
        self.actor = Actor(path + 'actor', {'idle': path + 'idle_anim',
         'down': path + 'down_anim',
         'up': path + 'up_anim',
         'bodyHitBack': path + 'bodyHitBack_anim',
         'bodyHitFront': path + 'bodyHitFront_anim',
         'headHitBack': path + 'headHitBack_anim',
         'headHitFront': path + 'headHitFront_anim'})
        self.actor.reparentTo(self.root)
        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode('temphead')
        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' % self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' % self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' % self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' % self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
        self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin('ground', 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request('Off')
        self.clearHitInterval()
        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None
        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None
        if self.root is not None:
            self.root.removeNode()
            self.root = None
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None
        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None
        del self.upSound
        del self.pieHitSound
        return

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)
        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime
        taskMgr.add(updateTask, 'PartyCog.update-%d' % self.id)

    def exitActive(self):
        taskMgr.remove('PartyCog.update-%d' % self.id)
        taskMgr.remove('PartyCog.bounceTask-%d' % self.id)
        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5, Point3(self.root.getH(), 0.0, 0.0), blendType='easeInOut')
        self.resetRollIval.start()
        self.actor.stop()

    def enterDown(self):
        if self.oldState == 'Off':
            downAnimControl = self.actor.getAnimControl('down')
            self.actor.pose('down', downAnimControl.getNumFrames() - 1)
            return
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(LerpFunc(self.setAlongSpline, duration=1.0, fromData=self.currentT, toData=0.0), LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'down', loop=0)), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut'))
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'up', loop=0)), Func(self.actor.loop, 'idle'), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut'))
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == 'Down':
            return None
        else:
            return self.defaultFilter(request, args)
        return None

    def setEndPoints(self, start, end, amplitude = 1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0
        self.root.setR(angle)
        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)
        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0
        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10, self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10, self.targetFacing - self.currentFacing)
        self.root.setH(self.currentFacing)
        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, 'PartyCog.bounceTask-%d' % self.id)

    def bounce(self, task):
        self.root.setZ(math.sin((self.bounceOffset + task.time) * self.bounceSpeed) * self.bounceHeight + self.heightShift)
        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot = False, direction = 1.0):
        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            self.notify.debug('respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()
        return

    def __showSplat(self, position, direction, hot = False):
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)
        if not direction == 1.0:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = 'HitFront'
            else:
                facing = 'HitBack'
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            if self.currentFacing > 0.0:
                facing = 'HitBack'
            else:
                facing = 'HitFront'
        if hot:
            targetscale = 0.75
            part = 'head'
        else:
            targetscale = 0.5
            part = 'body'

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(ActorInterval(self.actor, part + facing, loop=0), Func(self.actor.loop, 'idle'))
        self.hitInterval.start()
        self.kaboomTrack = Parallel(SoundInterval(self.pieHitSound, volume=1.0, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), Sequence(Func(self.splat.showThrough), Parallel(Sequence(LerpScaleInterval(self.splat, duration=0.175, scale=targetscale, startScale=Point3(0.1, 0.1, 0.1), blendType='easeOut'), Wait(0.175)), Sequence(Wait(0.1), LerpFunc(setSplatAlpha, duration=1.0, fromData=1.0, toData=0.0, blendType='easeOut'))), Func(self.splat.cleanup), Func(self.splat.removeNode)))
        self.kaboomTrack.start()
        return

    def showHitScore(self, number, scale = 1):
        if number <= 0:
            return
        if self.hpText:
            self.hideHitScore()
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText('+' + str(number))
        self.HpTextGenerator.clearShadow()
        self.HpTextGenerator.setAlign(TextNode.ACenter)
        r = 1
        g = 1
        b = 0
        a = 1
        self.HpTextGenerator.setTextColor(r, g, b, a)
        self.hpTextNode = self.HpTextGenerator.generate()
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        self.hpText.setBillboardPointEye()
        self.hpText.setBin('fixed', 100)
        self.hpText.setPos(self.root, 0, 0, self.height / 2)
        seq = Sequence(self.hpText.posInterval(0.25, Point3(self.root.getX(render), self.root.getY(render), self.root.getZ(render) + self.height + 1.0), blendType='easeOut'), Wait(0.25), self.hpText.colorInterval(0.1, Vec4(r, g, b, 0)), Func(self.__hideHitScore))
        seq.start()

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove('PartyCogHpText' + str(self.id))
            self.hpText.removeNode()
            self.hpText = None
        return

    def getHeadLocation(self):
        self.actor.getJoints(jointName='head')[0].getNetTransform(self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        return self.head_locator.getZ(self.root)
예제 #8
0
파일: item.py 프로젝트: borgified/Hockfire
class itemClass(objectIdClass):
  def __init__( self, ground ):
    objectIdClass.__init__( self )
    self.ground = ground
    # create collision object
    pass
    # create position node
    self.positionNp = NodePath( 'positionNp%s' % self.objectId )
    #self.positionNp.reparentTo( render )
    # load model
    self.modelNp = loader.loadModelCopy( 'data/models/box.egg' )
    self.modelNp.reparentTo( self.positionNp )
    
    self.setPos( Vec3(0,0,0) )
    
    self.create3dObject()
 
  def destroy( self ):
    objectIdClass.destroy( self )
  
  def create3dObject( self ):
    self.reparentTo( render )
    #self.positionNp.show()
    self.makePickable( self.modelNp )
  
  def setPos( self, position ):
    xPos, yPos, zPos = position.getX(), position.getY(), position.getZ()
    zGround = self.ground.get_elevation( [xPos, yPos] )
    zPos = zGround
    #if zPos < zGround:
    #  zPos = zGround
    return self.positionNp.setPos( Vec3(xPos, yPos, zPos) )
  
  def getPos( self, relativeTo=None ):
    return self.positionNp.getPos( relativeTo )
  
  def setHpr( self, hpr ):
    return self.positionNp.setHpr( hpr )
  
  def reparentTo( self, object ):
    return self.positionNp.reparentTo( object )
  
  def wrtReparentTo( self, object ):
    return self.positionNp.wrtReparentTo( object )
  
  def putOnGround( self, xyPos ):
    return self.ground.get_elevation( xyPos )
    
  
  def destroy3dObject( self ):
    self.positionNp.detachNode()
    #self.positionNp.hide()
    # destroy collision object
    # destroy shape
    #pass
  
  def create2dObject( self ):
    pass
  
  def destroy2dObject( self ):
    pass
예제 #9
0
class Game(ShowBase):
    '''
    '''
    def __init__(self):
        '''
        '''
        # loadPrcFileData("", "want-pstats 1\n pstats-host 127.0.0.1\n pstats-tasks 1\n task-timer-verbose 1")
        # loadPrcFileData("", "pstatshost 192.168.220.121")
        ShowBase.__init__(self)

        # PStatClient.connect() #activate to start performance measuring with pstats
        base.setFrameRateMeter(True)  # Show the Framerate
        # base.toggleWireframe()
        self.accept("space", self.onSpace)
        self.accept("tab", self.onTab)
        self.startGame()
        self.cam_on = True
        # -----------------------------------------------------------------

    # -----------------------------------------------------------------

    def onSpace(self, evt=None):
        '''
        '''
        if self.trackmesh2.getParent() == render:
            self.trackmesh.reparentTo(render)
            self.trackmesh2.detachNode()
        else:
            self.trackmesh.detachNode()
            self.trackmesh2.reparentTo(render)
        # base.toggleWireframe()

    # -----------------------------------------------------------------

    def startGame(self):
        '''
        Start the game
        '''
        # Create the Track

        self.track = trackgen3d.Track3d(1000, 800, 600, 200, 5)

        self.trackmesh = NodePath(self.track.createRoadMesh())
        tex = loader.loadTexture('data/textures/street.png')
        self.trackmesh.setTexture(tex)

        self.trackmesh2 = NodePath(self.track.createUninterpolatedRoadMesh())
        self.trackmesh2.setTexture(tex)
        # nodePath.setTwoSided(True)

        self.trackmesh.reparentTo(render)

        # LICHT
        self.plight = PointLight('kkkplight')
        self.plight.setColor(VBase4(21, 0, 0, 1))
        self.plnp = NodePath(self.plight)
        self.plnp.reparentTo(render)
        self.plnp.setPos(0, 0, 2000)
        self.plnp.node().setAttenuation(Point3(0, 0, 1))
        self.plnp.setScale(.5, .5, .5)

        # self.plnp.setHpr(0,-90,0)
        # print plight.getAttenuation()
        # plnp.setPos(-10, -800, 20)
        render.setLight(self.plnp)

        self.accept("w", self.setA, [100])
        self.accept("s", self.setA, [-10])
        self.accept("e", self.setB, [10])
        self.accept("d", self.setB, [-10])
        self.accept("r", self.setC, [100])
        self.accept("f", self.setC, [-100])

        self.accept("z", self.setRotation, [0, 10])
        self.accept("h", self.setRotation, [0, -10])
        self.accept("u", self.setRotation, [1, 10])
        self.accept("j", self.setRotation, [1, -10])
        self.accept("i", self.setRotation, [2, 10])
        self.accept("k", self.setRotation, [2, -10])

        self.accept("n", self.setExponent, [-50])
        self.accept("m", self.setExponent, [50])

        # load our model
        tron = loader.loadModel("data/models/vehicles/vehicle02")
        self.tron = tron
        # self.tron.loadAnims({"running":"models/tron_anim"})
        tron.reparentTo(render)
        tron.setPos(0, 0, 15)
        tron.setHpr(0, -90, 0)
        # nodePath2 = self.render.attachNewNode(self.track.createBorderLeftMesh())
        # tex2 = loader.loadTexture('data/textures/border.png')
        # nodePath2.setTexture(tex2)
        #
        # nodePath3 = self.render.attachNewNode(self.track.createBorderRightMesh())
        # tex2 = loader.loadTexture('data/textures/border.png')
        # nodePath3.setTexture(tex2)
        ring = loader.loadModel("data/models/ring.egg")
        ring.setScale(24)
        ring.setZ(-25)
        ring.setY(100)
        ring.setTransparency(TransparencyAttrib.MAlpha)
        ring.reparentTo(render)

        # Load the Lights
        ambilight = AmbientLight('ambilight')
        ambilight.setColor(VBase4(0.8, 0.8, 0.8, 1))
        render.setLight(render.attachNewNode(ambilight))

    # -----------------------------------------------------------------

    def setA(self, val):
        '''
        '''
        tpos = self.tron.getPos()
        tpos[0] += val
        self.tron.setPos(tpos)
        pos = self.plnp.getPos()
        pos[0] += val
        print(pos)
        self.plnp.setPos(pos)

    def setB(self, val):
        '''
        '''
        tpos = self.tron.getPos()
        tpos[1] += val
        self.tron.setPos(tpos)
        pos = self.plnp.getPos()
        pos[1] += val
        print(pos)
        self.plnp.setPos(pos)

    def setC(self, val):
        '''
        '''
        tpos = self.tron.getPos()
        tpos[2] += val
        self.tron.setPos(tpos)
        pos = self.plnp.getPos()
        pos[2] += val
        print(pos)
        self.plnp.setPos(pos)

    def setRotation(self, var, val):
        '''
        '''
        hpr = self.plnp.getHpr()
        hpr[var] += val
        print(("hpr", hpr))
        self.plnp.setHpr(hpr)

    def setExponent(self, val):
        '''
        '''
        val = self.plight.getExponent() + val
        print(val)
        self.plight.setExponent(val)

    def onTab(self):
        '''
        '''
        if self.cam_on:
            base.disableMouse()
            base.camera.setPos(-293.807, 91.2993, 3984.4)
            base.camera.setHpr(-76.0078, -85.4581, -71.7315)

            # base.camera.setPos(39.3053, -376.205, -3939.89)
            # base.camera.setHpr(5.33686, -82.7432, 8.26239)

            # print base.camera.getPos(), base.camera.getHpr()
            self.cam_on = False
        else:
            base.enableMouse()
            self.cam_on = True
예제 #10
0
class HtmlView(DirectObject):
    notify = DirectNotifyGlobal.directNotify.newCategory('HtmlView')
    useHalfTexture = base.config.GetBool('news-half-texture', 0)

    def __init__(self, parent=aspect2d):
        global GlobalWebcore
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = 'index.html'
        self.transparency = False
        if GlobalWebcore:
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True,
                                      AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in xrange(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, 'error.html')

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT,
                                                   self.transparency, False,
                                                   70)
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        self.imgBuffer = array.array('B')
        for i in xrange(WEB_WIDTH * WEB_HEIGHT):
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(255)

        if self.useHalfTexture:
            self.leftBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(255)

            self.rightBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(255)

        self.setupTexture()
        if self.useHalfTexture:
            self.setupHalfTextures()
        self.accept('mouse1', self.mouseDown, [AwWebView.LEFTMOUSEBTN])
        self.accept('mouse3', self.mouseDown, [AwWebView.RIGHTMOUSEBTN])
        self.accept('mouse1-up', self.mouseUp, [AwWebView.LEFTMOUSEBTN])
        self.accept('mouse3-up', self.mouseUp, [AwWebView.RIGHTMOUSEBTN])

    def getInGameNewsUrl(self):
        result = base.config.GetString(
            'fallback-news-url',
            'http://cdn.toontown.disney.go.com/toontown/en/gamenews/')
        override = base.config.GetString('in-game-news-url', '')
        if override:
            self.notify.info(
                'got an override url,  using %s for in a game news' % override)
            result = override
        else:
            try:
                launcherUrl = base.launcher.getValue('GAME_IN_GAME_NEWS_URL',
                                                     '')
                if launcherUrl:
                    result = launcherUrl
                    self.notify.info(
                        'got GAME_IN_GAME_NEWS_URL from launcher using %s' %
                        result)
                else:
                    self.notify.info(
                        'blank GAME_IN_GAME_NEWS_URL from launcher, using %s' %
                        result)
            except:
                self.notify.warning(
                    'got exception getting GAME_IN_GAME_NEWS_URL from launcher, using %s'
                    % result)

        return result

    def setupTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0,
                    htmlHeight / 2.0)
        bottomRightX = WEB_WIDTH_PIXELS / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))
        card = cm.generate()
        self.quad = NodePath(card)
        self.quad.reparentTo(self.parent)
        self.guiTex = Texture('guiTex')
        self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1,
                                 Texture.TUnsignedByte, Texture.FRgba)
        self.guiTex.setMinfilter(Texture.FTLinear)
        self.guiTex.setKeepRamImage(True)
        self.guiTex.makeRamImage()
        self.guiTex.setWrapU(Texture.WMRepeat)
        self.guiTex.setWrapV(Texture.WMRepeat)
        ts = TextureStage('webTS')
        self.quad.setTexture(ts, self.guiTex)
        self.quad.setTexScale(ts, 1.0, -1.0)
        self.quad.setTransparency(0)
        self.quad.setTwoSided(True)
        self.quad.setColor(1.0, 1.0, 1.0, 1.0)
        self.calcMouseLimits()

    def setupHalfTextures(self):
        self.setupLeftTexture()
        self.setupRightTexture()
        self.fullPnmImage = PNMImage(WEB_WIDTH, WEB_HEIGHT, 4)
        self.leftPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)
        self.rightPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)

    def setupLeftTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
        cm.setFrame(-htmlWidth / 2.0, 0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.leftQuad = NodePath(card)
        self.leftQuad.reparentTo(self.parent)
        self.leftGuiTex = Texture('guiTex')
        self.leftGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                     WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                     Texture.FRgba)
        self.leftGuiTex.setKeepRamImage(True)
        self.leftGuiTex.makeRamImage()
        self.leftGuiTex.setWrapU(Texture.WMClamp)
        self.leftGuiTex.setWrapV(Texture.WMClamp)
        ts = TextureStage('leftWebTS')
        self.leftQuad.setTexture(ts, self.leftGuiTex)
        self.leftQuad.setTexScale(ts, 1.0, -1.0)
        self.leftQuad.setTransparency(0)
        self.leftQuad.setTwoSided(True)
        self.leftQuad.setColor(1.0, 1.0, 1.0, 1.0)

    def setupRightTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
        cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.rightQuad = NodePath(card)
        self.rightQuad.reparentTo(self.parent)
        self.rightGuiTex = Texture('guiTex')
        self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                      WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                      Texture.FRgba)
        self.rightGuiTex.setKeepRamImage(True)
        self.rightGuiTex.makeRamImage()
        self.rightGuiTex.setWrapU(Texture.WMClamp)
        self.rightGuiTex.setWrapV(Texture.WMClamp)
        ts = TextureStage('rightWebTS')
        self.rightQuad.setTexture(ts, self.rightGuiTex)
        self.rightQuad.setTexScale(ts, 1.0, -1.0)
        self.rightQuad.setTransparency(0)
        self.rightQuad.setTwoSided(True)
        self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)

    def calcMouseLimits(self):
        ll = Point3()
        ur = Point3()
        self.quad.calcTightBounds(ll, ur)
        self.notify.debug('ll=%s ur=%s' % (ll, ur))
        offset = self.quad.getPos(aspect2d)
        self.notify.debug('offset = %s ' % offset)
        ll.setZ(ll.getZ() + offset.getZ())
        ur.setZ(ur.getZ() + offset.getZ())
        self.notify.debug('new LL=%s, UR=%s' % (ll, ur))
        relPointll = self.quad.getRelativePoint(aspect2d, ll)
        self.notify.debug('relPoint = %s' % relPointll)
        self.mouseLL = (aspect2d.getScale()[0] * ll[0],
                        aspect2d.getScale()[2] * ll[2])
        self.mouseUR = (aspect2d.getScale()[0] * ur[0],
                        aspect2d.getScale()[2] * ur[2])
        self.notify.debug('original mouseLL=%s, mouseUR=%s' %
                          (self.mouseLL, self.mouseUR))

    def writeTex(self, filename='guiText.png'):
        self.notify.debug('writing texture')
        self.guiTex.generateRamMipmapImages()
        self.guiTex.write(filename)

    def toggleRotation(self):
        if self.interval.isPlaying():
            self.interval.finish()
        else:
            self.interval.loop()

    def mouseDown(self, button):
        messenger.send('wakeup')
        self.webView.injectMouseDown(button)

    def mouseUp(self, button):
        self.webView.injectMouseUp(button)

    def reload(self):
        pass

    def zoomIn(self):
        self.webView.zoomIn()

    def zoomOut(self):
        self.webView.zoomOut()

    def toggleTransparency(self):
        self.transparency = not self.transparency
        self.webView.setTransparent(self.transparency)

    def update(self, task):
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(
                base.mouseWatcherNode.getMouseX(),
                base.mouseWatcherNode.getMouseY())
            if self.mx - x != 0 or self.my - y != 0:
                self.webView.injectMouseMove(x, y)
                self.mx, self.my = x, y
            if self.webView.isDirty():
                self.webView.render(self.imgBuffer.buffer_info()[0],
                                    WEB_WIDTH * 4, 4)
                Texture.setTexturesPower2(2)
                textureBuffer = self.guiTex.modifyRamImage()
                textureBuffer.setData(self.imgBuffer.tostring())
                if self.useHalfTexture:
                    self.guiTex.store(self.fullPnmImage)
                    self.leftPnmImage.copySubImage(self.fullPnmImage, 0, 0, 0,
                                                   0, WEB_HALF_WIDTH,
                                                   WEB_HEIGHT)
                    self.rightPnmImage.copySubImage(self.fullPnmImage, 0, 0,
                                                    WEB_HALF_WIDTH, 0,
                                                    WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.leftGuiTex.load(self.leftPnmImage)
                    self.rightGuiTex.load(self.rightPnmImage)
                    self.quad.hide()
                Texture.setTexturesPower2(1)
            GlobalWebcore.update()
        return Task.cont

    def _translateRelativeCoordinates(self, x, y):
        sx = int((x - self.mouseLL[0]) / (self.mouseUR[0] - self.mouseLL[0]) *
                 WEB_WIDTH_PIXELS)
        sy = WEB_HEIGHT_PIXELS - int(
            (y - self.mouseLL[1]) /
            (self.mouseUR[1] - self.mouseLL[1]) * WEB_HEIGHT_PIXELS)
        return (sx, sy)

    def unload(self):
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        return

    def onCallback(self, name, args):
        if name == 'requestFPS':
            pass

    def onBeginNavigation(self, url, frameName):
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        pass

    def onFinishLoading(self):
        self.notify.debug('finished loading')

    def onReceiveTitle(self, title, frameName):
        pass

    def onChangeTooltip(self, tooltip):
        pass

    def onChangeCursor(self, cursor):
        pass

    def onChangeKeyboardFocus(self, isFocused):
        pass

    def onChangeTargetURL(self, url):
        pass
예제 #11
0
class PartyCog(FSM):
    notify = directNotify.newCategory('PartyCog')
    HpTextGenerator = TextNode('HpTextGenerator')
    hpText = None
    height = 7

    def __init__(self,
                 parentNode,
                 id,
                 bounceSpeed=3,
                 bounceHeight=1,
                 rotateSpeed=1,
                 heightShift=1,
                 xMoveSpeed=0,
                 xMoveDistance=0,
                 bounceOffset=0):
        self.id = id
        FSM.__init__(self, 'PartyCogFSM-%d' % self.id)
        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0
        self.load()
        self.request('Down')
        return

    def load(self):
        self.root = NodePath('PartyCog-%d' % self.id)
        self.root.reparentTo(self.parentNode)
        path = 'phase_13/models/parties/cogPinata_'
        self.actor = Actor(
            path + 'actor', {
                'idle': path + 'idle_anim',
                'down': path + 'down_anim',
                'up': path + 'up_anim',
                'bodyHitBack': path + 'bodyHitBack_anim',
                'bodyHitFront': path + 'bodyHitFront_anim',
                'headHitBack': path + 'headHitBack_anim',
                'headHitFront': path + 'headHitFront_anim'
            })
        self.actor.reparentTo(self.root)
        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode('temphead')
        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.ogg')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
        self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin('ground', 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request('Off')
        self.clearHitInterval()
        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None
        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None
        if self.root is not None:
            self.root.removeNode()
            self.root = None
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None
        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None
        del self.upSound
        del self.pieHitSound
        return

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)
        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime
        taskMgr.add(updateTask, 'PartyCog.update-%d' % self.id)

    def exitActive(self):
        taskMgr.remove('PartyCog.update-%d' % self.id)
        taskMgr.remove('PartyCog.bounceTask-%d' % self.id)
        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5,
                                                   Point3(
                                                       self.root.getH(), 0.0,
                                                       0.0),
                                                   blendType='easeInOut')
        self.resetRollIval.start()
        self.actor.stop()

    def enterDown(self):
        if self.oldState == 'Off':
            downAnimControl = self.actor.getAnimControl('down')
            self.actor.pose('down', downAnimControl.getNumFrames() - 1)
            return
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpFunc(self.setAlongSpline,
                     duration=1.0,
                     fromData=self.currentT,
                     toData=0.0),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType='easeIn'),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, 'down', loop=0)),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType='easeOut'))
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType='easeIn'),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, 'up', loop=0)),
            Func(self.actor.loop, 'idle'),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType='easeOut'))
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == 'Down':
            return None
        else:
            return self.defaultFilter(request, args)
        return None

    def setEndPoints(self, start, end, amplitude=1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0
        self.root.setR(angle)
        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)
        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0
        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10,
                                      self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10,
                                      self.targetFacing - self.currentFacing)
        self.root.setH(self.currentFacing)
        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(
            t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, 'PartyCog.bounceTask-%d' % self.id)

    def bounce(self, task):
        self.root.setZ(
            math.sin((self.bounceOffset + task.time) * self.bounceSpeed) *
            self.bounceHeight + self.heightShift)
        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot=False, direction=1.0):
        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()
        return

    def __showSplat(self, position, direction, hot=False):
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)
        if not direction == 1.0:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = 'HitFront'
            else:
                facing = 'HitBack'
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            if self.currentFacing > 0.0:
                facing = 'HitBack'
            else:
                facing = 'HitFront'
        if hot:
            targetscale = 0.75
            part = 'head'
        else:
            targetscale = 0.5
            part = 'body'

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(
            ActorInterval(self.actor, part + facing, loop=0),
            Func(self.actor.loop, 'idle'))
        self.hitInterval.start()
        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound,
                          volume=1.0,
                          node=self.actor,
                          cutOff=PartyGlobals.PARTY_COG_CUTOFF),
            Sequence(
                Func(self.splat.showThrough),
                Parallel(
                    Sequence(
                        LerpScaleInterval(self.splat,
                                          duration=0.175,
                                          scale=targetscale,
                                          startScale=Point3(0.1, 0.1, 0.1),
                                          blendType='easeOut'), Wait(0.175)),
                    Sequence(
                        Wait(0.1),
                        LerpFunc(setSplatAlpha,
                                 duration=1.0,
                                 fromData=1.0,
                                 toData=0.0,
                                 blendType='easeOut'))),
                Func(self.splat.cleanup), Func(self.splat.removeNode)))
        self.kaboomTrack.start()
        return

    def showHitScore(self, number, scale=1):
        if number <= 0:
            return
        if self.hpText:
            self.hideHitScore()
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText('+' + str(number))
        self.HpTextGenerator.clearShadow()
        self.HpTextGenerator.setAlign(TextNode.ACenter)
        r = 1
        g = 1
        b = 0
        a = 1
        self.HpTextGenerator.setTextColor(r, g, b, a)
        self.hpTextNode = self.HpTextGenerator.generate()
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        self.hpText.setBillboardPointEye()
        self.hpText.setBin('fixed', 100)
        self.hpText.setPos(self.root, 0, 0, self.height / 2)
        seq = Task.sequence(
            self.hpText.lerpPos(Point3(
                self.root.getX(render), self.root.getY(render),
                self.root.getZ(render) + self.height + 1.0),
                                0.25,
                                blendType='easeOut'), Task.pause(0.25),
            self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1),
            Task.Task(self.__hideHitScoreTask))
        taskMgr.add(seq, 'PartyCogHpText' + str(self.id))

    def __hideHitScoreTask(self, task):
        self.hideHitScore()
        return Task.done

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove('PartyCogHpText' + str(self.id))
            self.hpText.removeNode()
            self.hpText = None
        return

    def getHeadLocation(self):
        self.actor.getJoints(jointName='head')[0].getNetTransform(
            self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        return self.head_locator.getZ(self.root)
예제 #12
0
파일: entity.py 프로젝트: asceth/devsyn
class Entity(DirectObject, object):
  def __init__(self, model = None):
    self.prime = None
    if model != None:
      self.set_model(model)

  def get_model(self):
    return self.prime

  def set_model(self, model):
    if model != None:
      if isinstance(model, PandaNode):
        self.prime = NodePath(model)
      elif isinstance(model, NodePath):
        self.prime = model
      else:
        if Filename(model).exists():
          self.model = Filename(model).getBasenameWoExtension()
          path = model
        else:
          if isinstance(model, Filename):
            self.model = model.getBasenameWoExtension()
            path = model.getFullpath()
          else:
            path = APP_PATH + model

          print "path: ", path
          if Filename(path).exists():
            pass
          elif Filename(path + ".bam").exists():
            path += ".bam"
          elif Filename(path + ".bam.pz").exists():
            path += ".bam.pz"
          elif Filename(path + ".egg").exists():
            path += ".egg"
          elif Filename(path + ".egg.pz").exists():
            path += ".egg.pz"
          elif Filename(path + ".x").exists():
            path += ".x"
          else:
            print ":object(error): can't find model", model, "!"
            # Probably shouldn't exit because of this
            sys.exit(1)
          self.model = model
        self.prime = base.loader.loadModel(path)
        if self.prime == None:
          print ":object(error): can't load model", model, "!"
          # Probably shouldn't exit because of this
          sys.exit(1)

  def getX(self):
    return self.prime.getX(base.render)

  def getY(self):
    return self.prime.getY(base.render)

  def getZ(self):
    return self.prime.getZ(base.render)

  def getH(self):
    return self.prime.getH(base.render)

  def getP(self):
    return self.prime.getP(base.render)

  def getR(self):
    return self.prime.getR(base.render)

  def getSx(self):
    return self.prime.getSx(base.render)

  def getSy(self):
    return self.prime.getSy(base.render)

  def getSz(self):
    return self.prime.getSz(base.render)

  def getPos(self):
    return self.prime.getPos(base.render)

  def getHpr(self):
    return self.prime.getHpr(base.render)

  def getScale(self):
    return self.prime.getScale(base.render)

  def getCollideMask(self):
    return self.prime.getCollideMask()

  def getTransparency(self):
    return self.prime.getTransparency()

  def getTwoSided(self):
    return self.prime.getTwoSided()

  def getParent(self):
    return self.prime.getParent()

  def setX(self, *v):
    self.prime.setX(*v)

  def setY(self, *v):
    self.prime.setY(*v)

  def setZ(self, *v):
    self.prime.setZ(*v)

  def setH(self, *v):
    self.prime.setH(*v)

  def setP(self, *v):
    self.prime.setP(*v)

  def setR(self, *v):
    self.prime.setR(*v)

  def setSx(self, *v):
    self.prime.setSx(*v)

  def setSy(self, *v):
    self.prime.setSy(*v)

  def setSz(self, *v):
    self.prime.setSz(*v)

  def setPos(self, *v):
    self.prime.setPos(*v)

  def setHpr(self, *v):
    self.prime.setHpr(*v)

  def setScale(self, *v):
    self.prime.setScale(*v)

  def setCollideMask(self, *v):
    self.prime.setCollideMask(*v)

  def setTransparency(self, *v):
    self.prime.setTransparency(*v)

  def setTwoSided(self, *v):
    self.prime.setTwoSided(*v)

  def removeNode(self):
    self.prime.removeNode()

  def reparentTo(self, parent):
    if isinstance(parent, Entity):
      parent = parent.prime
    if isinstance(parent, str):
      if parent.startswith("render/"):
        parent = parent[7:]
        tv = parent
        parent = base.render.find(tv)
        if parent == NodePath():
          parent = base.render.find("**/" + tv)
    if parent != NodePath() and parent != None:
      self.prime.reparentTo(parent)

  def wrtReparentTo(self, parent):
    if isinstance(parent, Entity):
      parent = parent.prime
    if isinstance(parent, str):
      if parent.startswith("render/"):
        parent = parent[7:]
        tv = parent
        parent = base.render.find(tv)
        if parent == NodePath():
          parent = base.render.find("**/" + tv)
    if parent != NodePath():
      self.prime.reparentTo(parent)

  def attachTo(self, parent):
    """This attaches the object to another object/nodepath. The caller object stays at the same place, with the same scale and rotation,
    but they become relative to the other object/nodepath. This is useful with for example a character that steps onto a moving ship or so."""
    if isinstance(parent, Entity):
      parent = parent.prime
    if isinstance(parent, str):
      if(parent.startswith("render/")): parent = parent[7:]
      tv = parent
      parent = base.render.find(tv)
      if(parent == NodePath()):
        parent = base.render.find("**/" + tv)
    if(parent != NodePath()):
      self.prime.setPos(self.prime.getPos(parent))
      self.prime.setHpr(self.prime.getHpr(parent))
      self.prime.setScale(self.prime.getScale(parent))
      self.prime.reparentTo(parent)

  def hide(self):
    self.prime.hide()

  def show(self):
    self.prime.show()

  def __del__(self):
    try:
      if isinstance(self.prime, NodePath):
        self.prime.removeNode()
    except AttributeError: pass

  def __getstate__(self):
    return [self.model, self.getX(), self.getY(), self.getZ(), self.getH(),
            self.getP(), self.getR(), self.getSx(), self.getSy(),
            self.getSz(), self.getCollideMask().getWord(),
            self.getTransparency(), self.getTwoSided(), str(self.getParent())]

  def __setstate__(self, p):
    if len(p) < 14:
      print ":object(error): This state is not compatible with this version!"
      sys.exit(1)

    self.setModel(p[0])
    self.setX(p[1])
    self.setY(p[2])
    self.setZ(p[3])
    self.setH(p[4])
    self.setP(p[5])
    self.setR(p[6])
    self.setSx(p[7])
    self.setSy(p[8])
    self.setSz(p[9])
    self.setCollideMask(BitMask32(p[10]))
    self.setTransparency(p[11])
    self.setTwoSided(p[12])
    self.reparentTo(p[13])
예제 #13
0
파일: NexusClient.py 프로젝트: 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 
예제 #14
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class IsisAgent(kinematicCharacterController, DirectObject):
    @classmethod
    def setPhysics(cls, physics):
        """ This method is set in src.loader when the generators are loaded
        into the namespace.  This frees the environment definitions (in 
        scenario files) from having to pass around the physics parameter 
        that is required for all IsisObjects """
        cls.physics = physics

    def __init__(self, name, queueSize=100):

        # load the model and the different animations for the model into an Actor object.
        self.actor = Actor("media/models/boxman", {
            "walk": "media/models/boxman-walk",
            "idle": "media/models/boxman-idle"
        })
        self.actor.setScale(1.0)
        self.actor.setH(0)
        #self.actor.setLODAnimation(10,5,2) # slows animation framerate when actor is far from camera, if you can figure out reasonable params
        self.actor.setColorScale(random.random(), random.random(),
                                 random.random(), 1.0)
        self.actorNodePath = NodePath('agent-%s' % name)
        self.activeModel = self.actorNodePath

        self.actorNodePath.reparentTo(render)

        self.actor.reparentTo(self.actorNodePath)
        self.name = name
        self.isMoving = False

        # initialize ODE controller
        kinematicCharacterController.__init__(self, IsisAgent.physics,
                                              self.actorNodePath)
        self.setGeomPos(self.actorNodePath.getPos(render))
        """
        Additional Direct Object that I use for convenience.
        """
        self.specialDirectObject = DirectObject()
        """
        How high above the center of the capsule you want the camera to be
        when walking and when crouching. It's related to the values in KCC.
        """
        self.walkCamH = 0.7
        self.crouchCamH = 0.2
        self.camH = self.walkCamH
        """
        This tells the Player Controller what we're aiming at.
        """
        self.aimed = None

        self.isSitting = False
        self.isDisabled = False
        """
        The special direct object is used for trigger messages and the like.
        """
        #self.specialDirectObject.accept("ladder_trigger_enter", self.setFly, [True])
        #self.specialDirectObject.accept("ladder_trigger_exit", self.setFly, [False])

        self.actor.makeSubpart("arms", ["LeftShoulder", "RightShoulder"])

        # Expose agent's right hand joint to attach objects to
        self.player_right_hand = self.actor.exposeJoint(
            None, 'modelRoot', 'Hand.R')
        self.player_left_hand = self.actor.exposeJoint(None, 'modelRoot',
                                                       'Hand.L')

        self.right_hand_holding_object = None
        self.left_hand_holding_object = None

        # don't change the color of things you pick up
        self.player_right_hand.setColorScaleOff()
        self.player_left_hand.setColorScaleOff()

        self.player_head = self.actor.exposeJoint(None, 'modelRoot', 'Head')
        self.neck = self.actor.controlJoint(None, 'modelRoot', 'Head')

        self.controlMap = {
            "turn_left": 0,
            "turn_right": 0,
            "move_forward": 0,
            "move_backward": 0,
            "move_right": 0,
            "move_left": 0,
            "look_up": 0,
            "look_down": 0,
            "look_left": 0,
            "look_right": 0,
            "jump": 0
        }
        # see update method for uses, indices are [turn left, turn right, move_forward, move_back, move_right, move_left, look_up, look_down, look_right, look_left]
        # turns are in degrees per second, moves are in units per second
        self.speeds = [270, 270, 5, 5, 5, 5, 60, 60, 60, 60]

        self.originalPos = self.actor.getPos()

        bubble = loader.loadTexture("media/textures/thought_bubble.png")
        #bubble.setTransparency(TransparencyAttrib.MAlpha)

        self.speech_bubble = DirectLabel(parent=self.actor,
                                         text="",
                                         text_wordwrap=10,
                                         pad=(3, 3),
                                         relief=None,
                                         text_scale=(.3, .3),
                                         pos=(0, 0, 3.6),
                                         frameColor=(.6, .2, .1, .5),
                                         textMayChange=1,
                                         text_frame=(0, 0, 0, 1),
                                         text_bg=(1, 1, 1, 1))
        #self.myImage=
        self.speech_bubble.setTransparency(TransparencyAttrib.MAlpha)
        # stop the speech bubble from being colored like the agent
        self.speech_bubble.setColorScaleOff()
        self.speech_bubble.component('text0').textNode.setCardDecal(1)
        self.speech_bubble.setBillboardAxis()
        # hide the speech bubble from IsisAgent's own camera
        self.speech_bubble.hide(BitMask32.bit(1))

        self.thought_bubble = DirectLabel(parent=self.actor,
                                          text="",
                                          text_wordwrap=9,
                                          text_frame=(1, 0, -2, 1),
                                          text_pos=(0, .5),
                                          text_bg=(1, 1, 1, 0),
                                          relief=None,
                                          frameSize=(0, 1.5, -2, 3),
                                          text_scale=(.18, .18),
                                          pos=(0, 0.2, 3.6),
                                          textMayChange=1,
                                          image=bubble,
                                          image_pos=(0, 0.1, 0),
                                          sortOrder=5)
        self.thought_bubble.setTransparency(TransparencyAttrib.MAlpha)
        # stop the speech bubble from being colored like the agent
        self.thought_bubble.setColorScaleOff()
        self.thought_bubble.component('text0').textNode.setFrameColor(
            1, 1, 1, 0)
        self.thought_bubble.component('text0').textNode.setFrameAsMargin(
            0.1, 0.1, 0.1, 0.1)
        self.thought_bubble.component('text0').textNode.setCardDecal(1)
        self.thought_bubble.setBillboardAxis()
        # hide the thought bubble from IsisAgent's own camera
        self.thought_bubble.hide(BitMask32.bit(1))
        # disable by default
        self.thought_bubble.hide()
        self.thought_filter = {}  # only show thoughts whose values are in here
        self.last_spoke = 0  # timers to keep track of last thought/speech and
        self.last_thought = 0  # hide visualizations

        # put a camera on ralph
        self.fov = NodePath(Camera('RaphViz'))
        self.fov.node().setCameraMask(BitMask32.bit(1))

        # position the camera to be infront of Boxman's face.
        self.fov.reparentTo(self.player_head)
        # x,y,z are not in standard orientation when parented to player-Head
        self.fov.setPos(0, 0.2, 0)
        # if P=0, canrea is looking directly up. 90 is back of head. -90 is on face.
        self.fov.setHpr(0, -90, 0)

        lens = self.fov.node().getLens()
        lens.setFov(60)  #  degree field of view (expanded from 40)
        lens.setNear(0.2)
        #self.fov.node().showFrustum() # displays a box around his head
        #self.fov.place()

        self.prevtime = 0
        self.current_frame_count = 0

        self.isSitting = False
        self.isDisabled = False
        self.msg = None
        self.actorNodePath.setPythonTag("agent", self)

        # Initialize the action queue, with a maximum length of queueSize
        self.queue = []
        self.queueSize = queueSize
        self.lastSense = 0

    def setLayout(self, layout):
        """ Dummy method called by spatial methods for use with objects. 
        Doesn't make sense for an agent that can move around."""
        pass

    def setPos(self, pos):
        """ Wrapper to set the position of the ODE geometry, which in turn 
        sets the visual model's geometry the next time the update() method
        is called. """
        self.setGeomPos(pos)

    def setPosition(self, pos):
        self.setPos(pos)

    def reparentTo(self, parent):
        self.actorNodePath.reparentTo(parent)

    def setControl(self, control, value):
        """Set the state of one of the character's movement controls.  """
        self.controlMap[control] = value

    def get_objects_in_field_of_vision(self, exclude=['isisobject']):
        """ This works in an x-ray style. Fast. Works best if you listen to
        http://en.wikipedia.org/wiki/Rock_Art_and_the_X-Ray_Style while
        you use it.
        
        needs to exclude isisobjects since they cannot be serialized  
        """
        objects = {}
        for obj in base.render.findAllMatches("**/IsisObject*"):
            if not obj.hasPythonTag("isisobj"):
                continue
            o = obj.getPythonTag("isisobj")
            bounds = o.activeModel.getBounds()
            bounds.xform(o.activeModel.getMat(self.fov))
            if self.fov.node().isInView(o.activeModel.getPos(self.fov)):
                pos = o.activeModel.getPos(render)
                pos = (pos[0], pos[1], pos[2] + o.getHeight() / 2)
                p1 = self.fov.getRelativePoint(render, pos)
                p2 = Point2()
                self.fov.node().getLens().project(p1, p2)
                p3 = aspect2d.getRelativePoint(render2d,
                                               Point3(p2[0], 0, p2[1]))
                object_dict = {}
                if 'x_pos' not in exclude: object_dict['x_pos'] = p3[0]
                if 'y_pos' not in exclude: object_dict['y_pos'] = p3[2]
                if 'distance' not in exclude:
                    object_dict['distance'] = o.activeModel.getDistance(
                        self.fov)
                if 'orientation' not in exclude:
                    object_dict['orientation'] = o.activeModel.getH(self.fov)
                if 'actions' not in exclude:
                    object_dict['actions'] = o.list_actions()
                if 'isisobject' not in exclude: object_dict['isisobject'] = o
                # add item to dinctionary
                objects[o] = object_dict
        return objects

    def get_agents_in_field_of_vision(self):
        """ This works in an x-ray vision style as well"""
        agents = {}
        for agent in base.render.findAllMatches("**/agent-*"):
            if not agent.hasPythonTag("agent"):
                continue
            a = agent.getPythonTag("agent")
            bounds = a.actorNodePath.getBounds()
            bounds.xform(a.actorNodePath.getMat(self.fov))
            pos = a.actorNodePath.getPos(self.fov)
            if self.fov.node().isInView(pos):
                p1 = self.fov.getRelativePoint(render, pos)
                p2 = Point2()
                self.fov.node().getLens().project(p1, p2)
                p3 = aspect2d.getRelativePoint(render2d,
                                               Point3(p2[0], 0, p2[1]))
                agentDict = {'x_pos': p3[0],\
                             'y_pos': p3[2],\
                             'distance':a.actorNodePath.getDistance(self.fov),\
                             'orientation': a.actorNodePath.getH(self.fov)}
                agents[a] = agentDict
        return agents

    def in_view(self, isisobj):
        """ Returns true iff a particular isisobject is in view """
        return len(
            filter(lambda x: x['isisobject'] == isisobj,
                   self.get_objects_in_field_of_vision(exclude=[]).values()))

    def get_objects_in_view(self):
        """ Gets objects through ray tracing.  Slow"""
        return self.picker.get_objects_in_view()

    def control__turn_left__start(self, speed=None):
        self.setControl("turn_left", 1)
        self.setControl("turn_right", 0)
        if speed:
            self.speeds[0] = speed
        return "success"

    def control__turn_left__stop(self):
        self.setControl("turn_left", 0)
        return "success"

    def control__turn_right__start(self, speed=None):
        self.setControl("turn_left", 0)
        self.setControl("turn_right", 1)
        if speed:
            self.speeds[1] = speed
        return "success"

    def control__turn_right__stop(self):
        self.setControl("turn_right", 0)
        return "success"

    def control__move_forward__start(self, speed=None):
        self.setControl("move_forward", 1)
        self.setControl("move_backward", 0)
        if speed:
            self.speeds[2] = speed
        return "success"

    def control__move_forward__stop(self):
        self.setControl("move_forward", 0)
        return "success"

    def control__move_backward__start(self, speed=None):
        self.setControl("move_forward", 0)
        self.setControl("move_backward", 1)
        if speed:
            self.speeds[3] = speed
        return "success"

    def control__move_backward__stop(self):
        self.setControl("move_backward", 0)
        return "success"

    def control__move_left__start(self, speed=None):
        self.setControl("move_left", 1)
        self.setControl("move_right", 0)
        if speed:
            self.speeds[4] = speed
        return "success"

    def control__move_left__stop(self):
        self.setControl("move_left", 0)
        return "success"

    def control__move_right__start(self, speed=None):
        self.setControl("move_right", 1)
        self.setControl("move_left", 0)
        if speed:
            self.speeds[5] = speed
        return "success"

    def control__move_right__stop(self):
        self.setControl("move_right", 0)
        return "success"

    def control__look_left__start(self, speed=None):
        self.setControl("look_left", 1)
        self.setControl("look_right", 0)
        if speed:
            self.speeds[9] = speed
        return "success"

    def control__look_left__stop(self):
        self.setControl("look_left", 0)
        return "success"

    def control__look_right__start(self, speed=None):
        self.setControl("look_right", 1)
        self.setControl("look_left", 0)
        if speed:
            self.speeds[8] = speed
        return "success"

    def control__look_right__stop(self):
        self.setControl("look_right", 0)
        return "success"

    def control__look_up__start(self, speed=None):
        self.setControl("look_up", 1)
        self.setControl("look_down", 0)
        if speed:
            self.speeds[6] = speed
        return "success"

    def control__look_up__stop(self):
        self.setControl("look_up", 0)
        return "success"

    def control__look_down__start(self, speed=None):
        self.setControl("look_down", 1)
        self.setControl("look_up", 0)
        if speed:
            self.speeds[7] = speed
        return "success"

    def control__look_down__stop(self):
        self.setControl("look_down", 0)
        return "success"

    def control__jump(self):
        self.setControl("jump", 1)
        return "success"

    def control__view_objects(self):
        """ calls a raytrace to to all objects in view """
        objects = self.get_objects_in_field_of_vision()
        self.control__say(
            "If I were wearing x-ray glasses, I could see %i items" %
            len(objects))
        print "Objects in view:", objects
        return objects

    def control__sense(self):
        """ perceives the world, returns percepts dict """
        percepts = dict()
        # eyes: visual matricies
        #percepts['vision'] = self.sense__get_vision()
        # objects in purview (cheating object recognition)
        percepts['objects'] = self.sense__get_objects()
        # global position in environment - our robots can have GPS :)
        percepts['position'] = self.sense__get_position()
        # language: get last utterances that were typed
        percepts['language'] = self.sense__get_utterances()
        # agents: returns a map of agents to a list of actions that have been sensed
        percepts['agents'] = self.sense__get_agents()
        print percepts
        return percepts

    def control__think(self, message, layer=0):
        """ Changes the contents of an agent's thought bubble"""
        # only say things that are checked in the controller
        if self.thought_filter.has_key(layer):
            self.thought_bubble.show()
            self.thought_bubble['text'] = message
            #self.thought_bubble.component('text0').textNode.setShadow(0.05, 0.05)
            #self.thought_bubble.component('text0').textNode.setShadowColor(self.thought_filter[layer])
            self.last_thought = 0
        return "success"

    def control__say(self, message="Hello!"):
        self.speech_bubble['text'] = message
        self.last_spoke = 0
        return "success"

    """

    Methods explicitly for IsisScenario files 

    """

    def put_in_front_of(self, isisobj):
        # find open direction
        pos = isisobj.getGeomPos()
        direction = render.getRelativeVector(isisobj, Vec3(0, 1.0, 0))
        closestEntry, closestObject = IsisAgent.physics.doRaycastNew(
            'aimRay', 5, [pos, direction], [isisobj.geom])
        print "CLOSEST", closestEntry, closestObject
        if closestObject == None:
            self.setPosition(pos + Vec3(0, 2, 0))
        else:
            print "CANNOT PLACE IN FRONT OF %s BECAUSE %s IS THERE" % (
                isisobj, closestObject)
            direction = render.getRelativeVector(isisobj, Vec3(0, -1.0, 0))
            closestEntry, closestObject = IsisAgent.physics.doRaycastNew(
                'aimRay', 5, [pos, direction], [isisobj.geom])
            if closestEntry == None:
                self.setPosition(pos + Vec3(0, -2, 0))
            else:
                print "CANNOT PLACE BEHIND %s BECAUSE %s IS THERE" % (
                    isisobj, closestObject)
                direction = render.getRelativeVector(isisobj, Vec3(1, 0, 0))
                closestEntry, closestObject = IsisAgent.physics.doRaycastNew(
                    'aimRay', 5, [pos, direction], [isisobj.geom])
                if closestEntry == None:
                    self.setPosition(pos + Vec3(2, 0, 0))
                else:
                    print "CANNOT PLACE TO LEFT OF %s BECAUSE %s IS THERE" % (
                        isisobj, closestObject)
                    # there's only one option left, do it anyway
                    self.setPosition(pos + Vec3(-2, 0, 0))
        # rotate agent to look at it
        self.actorNodePath.setPos(self.getGeomPos())
        self.actorNodePath.lookAt(pos)
        self.setH(self.actorNodePath.getH())

    def put_in_right_hand(self, target):
        return self.pick_object_up_with(target, self.right_hand_holding_object,
                                        self.player_right_hand)

    def put_in_left_hand(self, target):
        return self.pick_object_up_with(target, self.left_hand_holding_object,
                                        self.player_left_hand)

    def __get_object_in_center_of_view(self):
        direction = render.getRelativeVector(self.fov, Vec3(0, 1.0, 0))
        pos = self.fov.getPos(render)
        exclude = [
        ]  #[base.render.find("**/kitchenNode*").getPythonTag("isisobj").geom]
        closestEntry, closestObject = IsisAgent.physics.doRaycastNew(
            'aimRay', 5, [pos, direction], exclude)
        return closestObject

    def pick_object_up_with(self, target, hand_slot, hand_joint):
        """ Attaches an IsisObject, target, to the hand joint.  Does not check anything first,
        other than the fact that the hand joint is not currently holding something else."""
        if hand_slot != None:
            print 'already holding ' + hand_slot.getName() + '.'
            return None
        else:
            if target.layout:
                target.layout.remove(target)
                target.layout = None
            # store original position
            target.originalHpr = target.getHpr(render)
            target.disable()  #turn off physics
            if target.body: target.body.setGravityMode(0)
            target.reparentTo(hand_joint)
            target.setPosition(hand_joint.getPos(render))
            target.setTag('heldBy', self.name)
            if hand_joint == self.player_right_hand:
                self.right_hand_holding_object = target
            elif hand_joint == self.player_left_hand:
                self.left_hand_holding_object = target
            hand_slot = target
            return target

    def control__pick_up_with_right_hand(self, target=None):
        if not target:
            target = self.__get_object_in_center_of_view()
            if not target:
                print "no target in reach"
                return "error: no target in reach"
        else:
            target = render.find("**/*" + target + "*").getPythonTag("isisobj")
        print "attempting to pick up " + target.name + " with right hand.\n"
        if self.can_grasp(target):  # object within distance
            return self.pick_object_up_with(target,
                                            self.right_hand_holding_object,
                                            self.player_right_hand)
        else:
            print 'object (' + target.name + ') is not graspable (i.e. in view and close enough).'
            return 'error: object not graspable'

    def control__pick_up_with_left_hand(self, target=None):
        if not target:
            target = self.__get_object_in_center_of_view()
            if not target:
                print "no target in reach"
                return
        else:
            target = render.find("**/*" + target + "*").getPythonTag("isisobj")
        print "attempting to pick up " + target.name + " with left hand.\n"
        if self.can_grasp(target):  # object within distance
            return self.pick_object_up_with(target,
                                            self.left_hand_holding_object,
                                            self.player_left_hand)
        else:
            print 'object (' + target.name + ') is not graspable (i.e. in view and close enough).'
            return 'error: object not graspable'

    def control__drop_from_right_hand(self):
        print "attempting to drop object from right hand.\n"

        if self.right_hand_holding_object is None:
            print 'right hand is not holding an object.'
            return False
        if self.right_hand_holding_object.getNetTag('heldBy') == self.name:
            self.right_hand_holding_object.reparentTo(render)
            direction = render.getRelativeVector(self.fov, Vec3(0, 1.0, 0))
            pos = self.player_right_hand.getPos(render)
            heldPos = self.right_hand_holding_object.geom.getPosition()
            self.right_hand_holding_object.setPosition(pos)
            self.right_hand_holding_object.synchPosQuatToNode()
            self.right_hand_holding_object.setTag('heldBy', '')
            self.right_hand_holding_object.setRotation(
                self.right_hand_holding_object.originalHpr)
            self.right_hand_holding_object.enable()
            if self.right_hand_holding_object.body:
                quat = self.getQuat()
                # throw object
                force = 5
                self.right_hand_holding_object.body.setGravityMode(1)
                self.right_hand_holding_object.getBody().setForce(
                    quat.xform(Vec3(0, force, 0)))
            self.right_hand_holding_object = None
            return 'success'
        else:
            return "Error: not being held by agent %s" % (self.name)

    def control__drop_from_left_hand(self):
        print "attempting to drop object from left hand.\n"
        if self.left_hand_holding_object is None:
            return 'left hand is not holding an object.'
        if self.left_hand_holding_object.getNetTag('heldBy') == self.name:
            self.left_hand_holding_object.reparentTo(render)
            direction = render.getRelativeVector(self.fov, Vec3(0, 1.0, 0))
            pos = self.player_left_hand.getPos(render)
            heldPos = self.left_hand_holding_object.geom.getPosition()
            self.left_hand_holding_object.setPosition(pos)
            self.left_hand_holding_object.synchPosQuatToNode()
            self.left_hand_holding_object.setTag('heldBy', '')
            self.left_hand_holding_object.setRotation(
                self.left_hand_holding_object.originalHpr)
            self.left_hand_holding_object.enable()
            if self.left_hand_holding_object.body:
                quat = self.getQuat()
                # throw object
                force = 5
                self.left_hand_holding_object.body.setGravityMode(1)
                self.left_hand_holding_object.getBody().setForce(
                    quat.xform(Vec3(0, force, 0)))
            self.left_hand_holding_object = None
            return 'success'
        else:
            return "Error: not being held by agent %s" % (self.name)

    def control__use_right_hand(self, target=None, action=None):
        # TODO, rename this to use object with
        if not action:
            if self.msg:
                action = self.msg
            else:
                action = "divide"
        if not target:
            target = self.__get_object_in_center_of_view()
            if not target:
                print "no target in reach"
                return
        else:
            target = render.find("**/*" + target + "*").getPythonTag('isisobj')
        print "Trying to use object", target
        if self.can_grasp(target):
            if (target.call(self, action, self.right_hand_holding_object) or
                (self.right_hand_holding_object and
                 self.right_hand_holding_object.call(self, action, target))):
                return "success"
            return str(action) + " not associated with either target or object"
        return "target not within reach"

    def control__use_left_hand(self, target=None, action=None):
        if not action:
            if self.msg:
                action = self.msg
            else:
                action = "divide"
        if not target:
            target = self.__get_object_in_center_of_view()
            if not target:
                print "no target in reach"
                return
        else:
            target = render.find("**/*" + target + "*").getPythonTag('isisobj')
        if self.can_grasp(target):
            if (target.call(self, action, self.left_hand_holding_object) or
                (self.left_hand_holding_object and
                 self.left_hand_holding_object.call(self, action, target))):
                return "success"
            return str(action) + " not associated with either target or object"
        return "target not within reach"

    def can_grasp(self, isisobject):
        distance = isisobject.activeModel.getDistance(self.fov)
        print "distance = ", distance
        return distance < 5.0

    def is_holding(self, object_name):
        return ((self.left_hand_holding_object and (self.left_hand_holding_object.getPythonTag('isisobj').name  == object_name)) \
             or (self.right_hand_holding_object and (self.right_hand_holding_object.getPythonTag('isisobj').name == object_name)))

    def empty_hand(self):
        if (self.left_hand_holding_object is None):
            return self.player_left_hand
        elif (self.right_hand_holding_object is None):
            return self.player_right_hand
        return False

    def has_empty_hand(self):
        return (self.empty_hand() is not False)

    def control__use_aimed(self):
        """
        Try to use the object that we aim at, by calling its callback method.
        """
        target = self.__get_object_in_center_of_view()
        if target.selectionCallback:
            target.selectionCallback(self, dir)
        return "success"

    def sense__get_position(self):
        x, y, z = self.actorNodePath.getPos()
        h, p, r = self.actorNodePath.getHpr()
        #FIXME
        # neck is not positioned in Blockman nh,np,nr = self.agents[agent_id].actor_neck.getHpr()
        left_hand_obj = ""
        right_hand_obj = ""
        if self.left_hand_holding_object:
            left_hand_obj = self.left_hand_holding_object.getName()
        if self.right_hand_holding_object:
            right_hand_obj = self.right_hand_holding_object.getName()
        return {'body_x': x, 'body_y': y, 'body_z': z,'body_h':h,\
                'body_p': p, 'body_r': r,  'in_left_hand': left_hand_obj, 'in_right_hand':right_hand_obj}

    def sense__get_vision(self):
        self.fov.node().saveScreenshot("temp.jpg")
        image = Image.open("temp.jpg")
        os.remove("temp.jpg")
        return image

    def sense__get_objects(self):
        return dict([x.getName(), y]
                    for (x,
                         y) in self.get_objects_in_field_of_vision().items())

    def sense__get_agents(self):
        curSense = time()
        agents = {}
        for k, v in self.get_agents_in_field_of_vision().items():
            v['actions'] = k.get_other_agents_actions(self.lastSense, curSense)
            agents[k.name] = v
        self.lastSense = curSense
        return agents

    def sense__get_utterances(self):
        """ Clear out the buffer of things that the teacher has typed,
        FIXME: this doesn't work right now """
        return []
        utterances = self.teacher_utterances
        self.teacher_utterances = []
        return utterances

    def debug__print_objects(self):
        text = "Objects in FOV: " + ", ".join(self.sense__get_objects().keys())
        print text

    def add_action_to_history(self, action, args, result=0):
        self.queue.append((time(), action, args, result))
        if len(self.queue) > self.queueSize:
            self.queue.pop(0)

    def get_other_agents_actions(self, start=0, end=None):
        if not end:
            end = time()
        actions = []
        for act in self.queue:
            if act[0] >= start:
                if act[0] < end:
                    actions.append(act)
                else:
                    break
        return actions

    def update(self, stepSize=0.1):
        self.speed = [0.0, 0.0]
        self.actorNodePath.setPos(self.geom.getPosition() + Vec3(0, 0, -0.70))
        self.actorNodePath.setQuat(self.getQuat())
        # the values in self.speeds are used as coefficientes for turns and movements
        if (self.controlMap["turn_left"] != 0):
            self.addToH(stepSize * self.speeds[0])
        if (self.controlMap["turn_right"] != 0):
            self.addToH(-stepSize * self.speeds[1])
        if self.verticalState == 'ground':
            # these actions require contact with the ground
            if (self.controlMap["move_forward"] != 0):
                self.speed[1] = self.speeds[2]
            if (self.controlMap["move_backward"] != 0):
                self.speed[1] = -self.speeds[3]
            if (self.controlMap["move_left"] != 0):
                self.speed[0] = -self.speeds[4]
            if (self.controlMap["move_right"] != 0):
                self.speed[0] = self.speeds[5]
            if (self.controlMap["jump"] != 0):
                kinematicCharacterController.jump(self)
                # one jump at a time!
                self.controlMap["jump"] = 0
        if (self.controlMap["look_left"] != 0):
            self.neck.setR(bound(self.neck.getR(), -60, 60) + stepSize * 80)
        if (self.controlMap["look_right"] != 0):
            self.neck.setR(bound(self.neck.getR(), -60, 60) - stepSize * 80)
        if (self.controlMap["look_up"] != 0):
            self.neck.setP(bound(self.neck.getP(), -60, 80) + stepSize * 80)
        if (self.controlMap["look_down"] != 0):
            self.neck.setP(bound(self.neck.getP(), -60, 80) - stepSize * 80)

        kinematicCharacterController.update(self, stepSize)
        """
        Update the held object position to be in the hands
        """
        if self.right_hand_holding_object != None:
            self.right_hand_holding_object.setPosition(
                self.player_right_hand.getPos(render))
        if self.left_hand_holding_object != None:
            self.left_hand_holding_object.setPosition(
                self.player_left_hand.getPos(render))

        #Update the dialog box and thought windows
        #This allows dialogue window to gradually decay (changing transparancy) and then disappear
        self.last_spoke += stepSize / 2
        self.last_thought += stepSize / 2
        self.speech_bubble['text_bg'] = (1, 1, 1, 1 / (self.last_spoke + 0.01))
        self.speech_bubble['frameColor'] = (.6, .2, .1,
                                            .5 / (self.last_spoke + 0.01))
        if self.last_spoke > 2:
            self.speech_bubble['text'] = ""
        if self.last_thought > 1:
            self.thought_bubble.hide()

        # If the character is moving, loop the run animation.
        # If he is standing still, stop the animation.
        if (self.controlMap["move_forward"] !=
                0) or (self.controlMap["move_backward"] !=
                       0) or (self.controlMap["move_left"] !=
                              0) or (self.controlMap["move_right"] != 0):
            if self.isMoving is False:
                self.isMoving = True
        else:
            if self.isMoving:
                self.current_frame_count = 5.0
                self.isMoving = False

        total_frame_num = self.actor.getNumFrames('walk')
        if self.isMoving:
            self.current_frame_count = self.current_frame_count + (stepSize *
                                                                   250.0)
            if self.current_frame_count > total_frame_num:
                self.current_frame_count = self.current_frame_count % total_frame_num
            self.actor.pose('walk', self.current_frame_count)
        elif self.current_frame_count != 0:
            self.current_frame_count = 0
            self.actor.pose('idle', 0)
        return Task.cont

    def destroy(self):
        self.disable()
        self.specialDirectObject.ignoreAll()
        self.actorNodePath.removeNode()
        del self.specialDirectObject

        kinematicCharacterController.destroy(self)

    def disable(self):
        self.isDisabled = True
        self.geom.disable()
        self.footRay.disable()

    def enable(self):
        self.footRay.enable()
        self.geom.enable()
        self.isDisabled = False

    """
    Set camera to correct height above the center of the capsule
    when crouching and when standing up.
    """

    def crouch(self):
        kinematicCharacterController.crouch(self)
        self.camH = self.crouchCamH

    def crouchStop(self):
        """
        Only change the camera's placement when the KCC allows standing up.
        See the KCC to find out why it might not allow it.
        """
        if kinematicCharacterController.crouchStop(self):
            self.camH = self.walkCamH
예제 #15
0
    def test_door_setup(self):
        parent_np = NodePath('parent_np')
        parent_np.setPosHpr(0, 10, .5, 180, 0, 0)

        door_origin = parent_np.attachNewNode('door_origin')
        door_origin.setPos(10, -25, .5)

        block = 4
        color = Vec4(.842, .167, .361, 1)

        # Set up door_np nodes
        door_np = NodePath('door_np')

        left_hole = door_np.attachNewNode('door_0_hole_left')
        right_hole = door_np.attachNewNode('door_0_hole_right')

        left_door = door_np.attachNewNode('door_0_left')
        right_door = door_np.attachNewNode('door_0_right')

        door_flat = door_np.attachNewNode('door_0_flat')
        door_trigger = door_np.attachNewNode('door_0_trigger')

        DNADoor.setupDoor(door_np, parent_np, door_origin, self.store, block, color)

        # Check if the nodes attributes and parents are correct
        self.assertEqual(door_np.getPos(door_origin), Point3(0, 0, 0))
        self.assertEqual(door_np.getHpr(door_origin), Point3(0, 0, 0))
        self.assertEqual(door_np.getScale(door_origin), Point3(1, 1, 1))

        def verify_color(color1, color2):
            self.assertAlmostEqual(color1.getX(), color2.getX(), places=4)
            self.assertAlmostEqual(color1.getY(), color2.getY(), places=4)
            self.assertAlmostEqual(color1.getZ(), color2.getZ(), places=4)
            self.assertAlmostEqual(color1.getW(), color2.getW(), places=4)

        verify_color(color, door_np.getColor())

        self.assertEqual(left_hole.getParent(), door_flat)
        self.assertEqual(left_hole.getName(), 'doorFrameHoleLeft')

        self.assertEqual(right_hole.getParent(), door_flat)
        self.assertEqual(right_hole.getName(), 'doorFrameHoleRight')

        self.assertEqual(left_door.getParent(), parent_np)
        self.assertEqual(left_door.getName(), 'leftDoor')
        verify_color(color, right_door.getColor())

        self.assertEqual(right_door.getParent(), parent_np)
        self.assertEqual(right_door.getName(), 'rightDoor')
        verify_color(color, right_door.getColor())

        self.assertEqual(door_trigger.getParent(), parent_np)
        self.assertEqual(door_trigger.getName(), 'door_trigger_%d' % block)

        store_np = self.store.getDoorPosHprFromBlockNumber(block)
        self.assertFalse(store_np.isEmpty())

        # Testing the pos is a pain because of decimal precision
        pos = store_np.getPos()
        self.assertAlmostEqual(pos.getX(), -10, places=2)
        self.assertAlmostEqual(pos.getY(), 35, places=2)
        self.assertAlmostEqual(pos.getZ(), 1, places=2)

        # Sometimes getH() returns -180 and others 180
        # Test the modulus (better than abs I guess)
        self.assertEqual(store_np.getH() % 180, 0)
예제 #16
0
class HtmlView(DirectObject):

    notify = DirectNotifyGlobal.directNotify.newCategory("HtmlView")
    useHalfTexture = base.config.GetBool("news-half-texture", 0)

    def __init__(self, parent=aspect2d):
        """Properly initialize ourself."""
        #AwWebViewListener.AwWebViewListener.__init__(self)
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = "index.html"
        self.transparency = False  # this is important looks weird if it's true
        global GlobalWebcore
        if GlobalWebcore:
            # we get a C++ crash if we construct webcore a second time
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True,
                                      AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in xrange(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, "error.html")

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT,
                                                   self.transparency, False,
                                                   70)
        #self.webView.setListener(self)
        #self.webView.setCallback("requestFPS");
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        #self.webView.loadURL2(inGameNewsUrl)

        self.imgBuffer = array.array('B')
        for i in xrange(WEB_WIDTH * WEB_HEIGHT):
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(255)

        if self.useHalfTexture:
            self.leftBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(255)
            self.rightBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(255)

        self.setupTexture()
        if self.useHalfTexture:
            self.setupHalfTextures()

        #self.interval = LerpHprInterval(self.quad, 2, Vec3(360, 0, 0), Vec3(0, 0, 0))

        #self.accept("escape", sys.exit, [0])
        #self.accept("w", self.writeTex)

        self.accept("mouse1", self.mouseDown, [AwWebView.LEFTMOUSEBTN])
        self.accept("mouse3", self.mouseDown, [AwWebView.RIGHTMOUSEBTN])
        self.accept("mouse1-up", self.mouseUp, [AwWebView.LEFTMOUSEBTN])
        self.accept("mouse3-up", self.mouseUp, [AwWebView.RIGHTMOUSEBTN])

        #self.accept("f1", self.toggleRotation)
        #self.accept("f2", self.toggleTransparency)
        #self.accept("f3", self.reload)
        #self.accept("f4", self.zoomIn)
        #self.accept("f5", self.zoomOut)

        #taskMgr.doMethodLater(1.0, self.update, 'HtmlViewUpdateTask')
        # we get a problem if a mid-frame hearbeat fires of this task in conjunction with igLoop
        #taskMgr.add(self.update, 'HtmlViewUpdateTask',  priority = 51)
        #taskMgr.add(self.update, 'HtmlViewUpdateTask')
        #base.newsFrame = self

    def getInGameNewsUrl(self):
        """Get the appropriate URL to use if we are in test, qa, or live."""
        # First if all else fails, we hard code the live news url
        result = base.config.GetString(
            "fallback-news-url",
            "http://cdn.toontown.disney.go.com/toontown/en/gamenews/")
        # next check if we have an override, say they want to url to point to a file in their harddisk
        override = base.config.GetString("in-game-news-url", "")
        if override:
            self.notify.info(
                "got an override url,  using %s for in a game news" % override)
            result = override
        else:
            try:
                launcherUrl = base.launcher.getValue("GAME_IN_GAME_NEWS_URL",
                                                     "")
                if launcherUrl:
                    result = launcherUrl
                    self.notify.info(
                        "got GAME_IN_GAME_NEWS_URL from launcher using %s" %
                        result)
                else:
                    self.notify.info(
                        "blank GAME_IN_GAME_NEWS_URL from launcher, using %s" %
                        result)

            except:
                self.notify.warning(
                    "got exception getting GAME_IN_GAME_NEWS_URL from launcher, using %s"
                    % result)
        return result

    def setupTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0,
                    htmlHeight / 2.0)

        bottomRightX = (WEB_WIDTH_PIXELS) / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)

        #cm.setUvRange(Point2(0,0), Point2(bottomRightX, bottomRightY))
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))

        card = cm.generate()
        self.quad = NodePath(card)
        self.quad.reparentTo(self.parent)

        self.guiTex = Texture("guiTex")
        self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1,
                                 Texture.TUnsignedByte, Texture.FRgba)
        self.guiTex.setMinfilter(Texture.FTLinear)
        self.guiTex.setKeepRamImage(True)
        self.guiTex.makeRamImage()
        self.guiTex.setWrapU(Texture.WMRepeat)
        self.guiTex.setWrapV(Texture.WMRepeat)

        ts = TextureStage('webTS')
        self.quad.setTexture(ts, self.guiTex)
        self.quad.setTexScale(ts, 1.0, -1.0)

        self.quad.setTransparency(0)
        self.quad.setTwoSided(True)
        self.quad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

        self.calcMouseLimits()

    def setupHalfTextures(self):
        self.setupLeftTexture()
        self.setupRightTexture()
        self.fullPnmImage = PNMImage(WEB_WIDTH, WEB_HEIGHT, 4)
        self.leftPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)
        self.rightPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)

    def setupLeftTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth / 2.0, 0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.leftQuad = NodePath(card)
        self.leftQuad.reparentTo(self.parent)

        self.leftGuiTex = Texture("guiTex")
        self.leftGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                     WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                     Texture.FRgba)
        self.leftGuiTex.setKeepRamImage(True)
        self.leftGuiTex.makeRamImage()
        self.leftGuiTex.setWrapU(Texture.WMClamp)
        self.leftGuiTex.setWrapV(Texture.WMClamp)

        ts = TextureStage('leftWebTS')
        self.leftQuad.setTexture(ts, self.leftGuiTex)
        self.leftQuad.setTexScale(ts, 1.0, -1.0)

        self.leftQuad.setTransparency(0)
        self.leftQuad.setTwoSided(True)
        self.leftQuad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

    def setupRightTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.rightQuad = NodePath(card)
        self.rightQuad.reparentTo(self.parent)

        self.rightGuiTex = Texture("guiTex")
        self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                      WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                      Texture.FRgba)
        self.rightGuiTex.setKeepRamImage(True)
        self.rightGuiTex.makeRamImage()
        self.rightGuiTex.setWrapU(Texture.WMClamp)
        self.rightGuiTex.setWrapV(Texture.WMClamp)

        ts = TextureStage('rightWebTS')
        self.rightQuad.setTexture(ts, self.rightGuiTex)
        self.rightQuad.setTexScale(ts, 1.0, -1.0)

        self.rightQuad.setTransparency(0)
        self.rightQuad.setTwoSided(True)
        self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

    def calcMouseLimits(self):
        ll = Point3()
        ur = Point3()
        self.quad.calcTightBounds(ll, ur)
        self.notify.debug("ll=%s ur=%s" % (ll, ur))

        # we need to get our relative position to aspect2d, since shtiker books is shifted
        offset = self.quad.getPos(aspect2d)
        self.notify.debug("offset = %s " % offset)
        ll.setZ(ll.getZ() + offset.getZ())
        ur.setZ(ur.getZ() + offset.getZ())

        self.notify.debug("new LL=%s, UR=%s" % (ll, ur))

        relPointll = self.quad.getRelativePoint(aspect2d, ll)
        self.notify.debug("relPoint = %s" % relPointll)
        self.mouseLL = (aspect2d.getScale()[0] * ll[0],
                        aspect2d.getScale()[2] * ll[2])
        self.mouseUR = (aspect2d.getScale()[0] * ur[0],
                        aspect2d.getScale()[2] * ur[2])
        self.notify.debug("original mouseLL=%s, mouseUR=%s" %
                          (self.mouseLL, self.mouseUR))

    def writeTex(self, filename="guiText.png"):
        self.notify.debug("writing texture")
        self.guiTex.generateRamMipmapImages()
        self.guiTex.write(filename)

    def toggleRotation(self):
        if self.interval.isPlaying():
            self.interval.finish()
        else:
            self.interval.loop()

    def mouseDown(self, button):
        messenger.send('wakeup')
        self.webView.injectMouseDown(button)

    def mouseUp(self, button):
        self.webView.injectMouseUp(button)

    def reload(self):
        pass
        #self.webView.loadFile(self.htmlFile, '')

    def zoomIn(self):
        self.webView.zoomIn()

    def zoomOut(self):
        self.webView.zoomOut()

    def toggleTransparency(self):
        self.transparency = not self.transparency
        self.webView.setTransparent(self.transparency)

    def update(self, task):
        global GlobalWebcore
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(
                base.mouseWatcherNode.getMouseX(),
                base.mouseWatcherNode.getMouseY())
            #self.notify.debug('got mouse move %d %d' % (x,y))
            #self.webView.injectMouseMove(x, y)

            if (self.mx - x) != 0 or (self.my - y) != 0:
                self.webView.injectMouseMove(x, y)
                #self.notify.debug('injecting mouse move %d %d' % (x,y))
                self.mx, self.my = x, y

            if self.webView.isDirty():
                #self.notify.debug("webview is dirty")
                self.webView.render(self.imgBuffer.buffer_info()[0],
                                    WEB_WIDTH * 4, 4)
                #Texture.setTexturesPower2(AutoTextureScale.ATSUp)
                Texture.setTexturesPower2(2)
                #self.notify.debug("about to modify ram image")
                textureBuffer = self.guiTex.modifyRamImage()
                #import pdb; pdb.set_trace()
                #self.notify.debug("about to call textureBuffer.setData")
                textureBuffer.setData(self.imgBuffer.tostring())
                #self.notify.debug("done calling setData")
                if self.useHalfTexture:
                    # TODO check with DRose, this feels inefficient
                    self.guiTex.store(self.fullPnmImage)
                    self.leftPnmImage.copySubImage(self.fullPnmImage, 0, 0, 0,
                                                   0, WEB_HALF_WIDTH,
                                                   WEB_HEIGHT)
                    self.rightPnmImage.copySubImage(self.fullPnmImage, 0, 0,
                                                    WEB_HALF_WIDTH, 0,
                                                    WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.leftGuiTex.load(self.leftPnmImage)
                    self.rightGuiTex.load(self.rightPnmImage)
                    self.quad.hide()
                #Texture.setTexturesPower2(AutoTextureScale.ATSDown)
                Texture.setTexturesPower2(1)

            GlobalWebcore.update()
        return Task.cont

    def _translateRelativeCoordinates(self, x, y):
        sx = int((x - self.mouseLL[0]) / (self.mouseUR[0] - self.mouseLL[0]) *
                 WEB_WIDTH_PIXELS)
        sy = WEB_HEIGHT_PIXELS - int(
            (y - self.mouseLL[1]) /
            (self.mouseUR[1] - self.mouseLL[1]) * WEB_HEIGHT_PIXELS)
        return sx, sy

    def unload(self):
        """Clean up everything, especially the awesomium bits."""
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        #global GlobalWebcore
        #GlobalWebcore = None
        pass

    # --------------------[ WebViewListener implementation ]--------------------------
    def onCallback(self, name, args):
        assert self.notify.debugStateCall(self)
        if name == "requestFPS":
            #self.webView.setProperty( "fps", JSValue("%.1f" % (1.0 / globalClock.getDt())) )
            #self.webView.executeJavascript("updateFPS()", "")
            pass

    def onBeginNavigation(self, url, frameName):
        assert self.notify.debugStateCall(self)
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        assert self.notify.debugStateCall(self)
        pass

    def onFinishLoading(self):
        assert self.notify.debugStateCall(self)
        self.notify.debug("finished loading")
        pass

    def onReceiveTitle(self, title, frameName):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeTooltip(self, tooltip):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeCursor(self, cursor):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeKeyboardFocus(self, isFocused):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeTargetURL(self, url):
        assert self.notify.debugStateCall(self)
        pass
예제 #17
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class IsisAgent(kinematicCharacterController, DirectObject):
    @classmethod
    def setPhysics(cls, physics):
        """ This method is set in src.loader when the generators are loaded
        into the namespace.  This frees the environment definitions (in 
        scenario files) from having to pass around the physics parameter 
        that is required for all IsisObjects """
        cls.physics = physics

    def __init__(self, name, queueSize=100):

        # load the model and the different animations for the model into an Actor object.
        self.actor = Actor(
            "media/models/boxman", {"walk": "media/models/boxman-walk", "idle": "media/models/boxman-idle"}
        )
        self.actor.setScale(1.0)
        self.actor.setH(0)
        # self.actor.setLODAnimation(10,5,2) # slows animation framerate when actor is far from camera, if you can figure out reasonable params
        self.actor.setColorScale(random.random(), random.random(), random.random(), 1.0)
        self.actorNodePath = NodePath("agent-%s" % name)
        self.activeModel = self.actorNodePath

        self.actorNodePath.reparentTo(render)

        self.actor.reparentTo(self.actorNodePath)
        self.name = name
        self.isMoving = False

        # initialize ODE controller
        kinematicCharacterController.__init__(self, IsisAgent.physics, self.actorNodePath)
        self.setGeomPos(self.actorNodePath.getPos(render))
        """
        Additional Direct Object that I use for convenience.
        """
        self.specialDirectObject = DirectObject()

        """
        How high above the center of the capsule you want the camera to be
        when walking and when crouching. It's related to the values in KCC.
        """
        self.walkCamH = 0.7
        self.crouchCamH = 0.2
        self.camH = self.walkCamH

        """
        This tells the Player Controller what we're aiming at.
        """
        self.aimed = None

        self.isSitting = False
        self.isDisabled = False

        """
        The special direct object is used for trigger messages and the like.
        """
        # self.specialDirectObject.accept("ladder_trigger_enter", self.setFly, [True])
        # self.specialDirectObject.accept("ladder_trigger_exit", self.setFly, [False])

        self.actor.makeSubpart("arms", ["LeftShoulder", "RightShoulder"])

        # Expose agent's right hand joint to attach objects to
        self.player_right_hand = self.actor.exposeJoint(None, "modelRoot", "Hand.R")
        self.player_left_hand = self.actor.exposeJoint(None, "modelRoot", "Hand.L")

        self.right_hand_holding_object = None
        self.left_hand_holding_object = None

        # don't change the color of things you pick up
        self.player_right_hand.setColorScaleOff()
        self.player_left_hand.setColorScaleOff()

        self.player_head = self.actor.exposeJoint(None, "modelRoot", "Head")
        self.neck = self.actor.controlJoint(None, "modelRoot", "Head")

        self.controlMap = {
            "turn_left": 0,
            "turn_right": 0,
            "move_forward": 0,
            "move_backward": 0,
            "move_right": 0,
            "move_left": 0,
            "look_up": 0,
            "look_down": 0,
            "look_left": 0,
            "look_right": 0,
            "jump": 0,
        }
        # see update method for uses, indices are [turn left, turn right, move_forward, move_back, move_right, move_left, look_up, look_down, look_right, look_left]
        # turns are in degrees per second, moves are in units per second
        self.speeds = [270, 270, 5, 5, 5, 5, 60, 60, 60, 60]

        self.originalPos = self.actor.getPos()

        bubble = loader.loadTexture("media/textures/thought_bubble.png")
        # bubble.setTransparency(TransparencyAttrib.MAlpha)

        self.speech_bubble = DirectLabel(
            parent=self.actor,
            text="",
            text_wordwrap=10,
            pad=(3, 3),
            relief=None,
            text_scale=(0.3, 0.3),
            pos=(0, 0, 3.6),
            frameColor=(0.6, 0.2, 0.1, 0.5),
            textMayChange=1,
            text_frame=(0, 0, 0, 1),
            text_bg=(1, 1, 1, 1),
        )
        # self.myImage=
        self.speech_bubble.setTransparency(TransparencyAttrib.MAlpha)
        # stop the speech bubble from being colored like the agent
        self.speech_bubble.setColorScaleOff()
        self.speech_bubble.component("text0").textNode.setCardDecal(1)
        self.speech_bubble.setBillboardAxis()
        # hide the speech bubble from IsisAgent's own camera
        self.speech_bubble.hide(BitMask32.bit(1))

        self.thought_bubble = DirectLabel(
            parent=self.actor,
            text="",
            text_wordwrap=9,
            text_frame=(1, 0, -2, 1),
            text_pos=(0, 0.5),
            text_bg=(1, 1, 1, 0),
            relief=None,
            frameSize=(0, 1.5, -2, 3),
            text_scale=(0.18, 0.18),
            pos=(0, 0.2, 3.6),
            textMayChange=1,
            image=bubble,
            image_pos=(0, 0.1, 0),
            sortOrder=5,
        )
        self.thought_bubble.setTransparency(TransparencyAttrib.MAlpha)
        # stop the speech bubble from being colored like the agent
        self.thought_bubble.setColorScaleOff()
        self.thought_bubble.component("text0").textNode.setFrameColor(1, 1, 1, 0)
        self.thought_bubble.component("text0").textNode.setFrameAsMargin(0.1, 0.1, 0.1, 0.1)
        self.thought_bubble.component("text0").textNode.setCardDecal(1)
        self.thought_bubble.setBillboardAxis()
        # hide the thought bubble from IsisAgent's own camera
        self.thought_bubble.hide(BitMask32.bit(1))
        # disable by default
        self.thought_bubble.hide()
        self.thought_filter = {}  # only show thoughts whose values are in here
        self.last_spoke = 0  # timers to keep track of last thought/speech and
        self.last_thought = 0  # hide visualizations

        # put a camera on ralph
        self.fov = NodePath(Camera("RaphViz"))
        self.fov.node().setCameraMask(BitMask32.bit(1))

        # position the camera to be infront of Boxman's face.
        self.fov.reparentTo(self.player_head)
        # x,y,z are not in standard orientation when parented to player-Head
        self.fov.setPos(0, 0.2, 0)
        # if P=0, canrea is looking directly up. 90 is back of head. -90 is on face.
        self.fov.setHpr(0, -90, 0)

        lens = self.fov.node().getLens()
        lens.setFov(60)  #  degree field of view (expanded from 40)
        lens.setNear(0.2)
        # self.fov.node().showFrustum() # displays a box around his head
        # self.fov.place()

        self.prevtime = 0
        self.current_frame_count = 0

        self.isSitting = False
        self.isDisabled = False
        self.msg = None
        self.actorNodePath.setPythonTag("agent", self)

        # Initialize the action queue, with a maximum length of queueSize
        self.queue = []
        self.queueSize = queueSize
        self.lastSense = 0

    def setLayout(self, layout):
        """ Dummy method called by spatial methods for use with objects. 
        Doesn't make sense for an agent that can move around."""
        pass

    def setPos(self, pos):
        """ Wrapper to set the position of the ODE geometry, which in turn 
        sets the visual model's geometry the next time the update() method
        is called. """
        self.setGeomPos(pos)

    def setPosition(self, pos):
        self.setPos(pos)

    def reparentTo(self, parent):
        self.actorNodePath.reparentTo(parent)

    def setControl(self, control, value):
        """Set the state of one of the character's movement controls.  """
        self.controlMap[control] = value

    def get_objects_in_field_of_vision(self, exclude=["isisobject"]):
        """ This works in an x-ray style. Fast. Works best if you listen to
        http://en.wikipedia.org/wiki/Rock_Art_and_the_X-Ray_Style while
        you use it.
        
        needs to exclude isisobjects since they cannot be serialized  
        """
        objects = {}
        for obj in base.render.findAllMatches("**/IsisObject*"):
            if not obj.hasPythonTag("isisobj"):
                continue
            o = obj.getPythonTag("isisobj")
            bounds = o.activeModel.getBounds()
            bounds.xform(o.activeModel.getMat(self.fov))
            if self.fov.node().isInView(o.activeModel.getPos(self.fov)):
                pos = o.activeModel.getPos(render)
                pos = (pos[0], pos[1], pos[2] + o.getHeight() / 2)
                p1 = self.fov.getRelativePoint(render, pos)
                p2 = Point2()
                self.fov.node().getLens().project(p1, p2)
                p3 = aspect2d.getRelativePoint(render2d, Point3(p2[0], 0, p2[1]))
                object_dict = {}
                if "x_pos" not in exclude:
                    object_dict["x_pos"] = p3[0]
                if "y_pos" not in exclude:
                    object_dict["y_pos"] = p3[2]
                if "distance" not in exclude:
                    object_dict["distance"] = o.activeModel.getDistance(self.fov)
                if "orientation" not in exclude:
                    object_dict["orientation"] = o.activeModel.getH(self.fov)
                if "actions" not in exclude:
                    object_dict["actions"] = o.list_actions()
                if "isisobject" not in exclude:
                    object_dict["isisobject"] = o
                # add item to dinctionary
                objects[o] = object_dict
        return objects

    def get_agents_in_field_of_vision(self):
        """ This works in an x-ray vision style as well"""
        agents = {}
        for agent in base.render.findAllMatches("**/agent-*"):
            if not agent.hasPythonTag("agent"):
                continue
            a = agent.getPythonTag("agent")
            bounds = a.actorNodePath.getBounds()
            bounds.xform(a.actorNodePath.getMat(self.fov))
            pos = a.actorNodePath.getPos(self.fov)
            if self.fov.node().isInView(pos):
                p1 = self.fov.getRelativePoint(render, pos)
                p2 = Point2()
                self.fov.node().getLens().project(p1, p2)
                p3 = aspect2d.getRelativePoint(render2d, Point3(p2[0], 0, p2[1]))
                agentDict = {
                    "x_pos": p3[0],
                    "y_pos": p3[2],
                    "distance": a.actorNodePath.getDistance(self.fov),
                    "orientation": a.actorNodePath.getH(self.fov),
                }
                agents[a] = agentDict
        return agents

    def in_view(self, isisobj):
        """ Returns true iff a particular isisobject is in view """
        return len(
            filter(lambda x: x["isisobject"] == isisobj, self.get_objects_in_field_of_vision(exclude=[]).values())
        )

    def get_objects_in_view(self):
        """ Gets objects through ray tracing.  Slow"""
        return self.picker.get_objects_in_view()

    def control__turn_left__start(self, speed=None):
        self.setControl("turn_left", 1)
        self.setControl("turn_right", 0)
        if speed:
            self.speeds[0] = speed
        return "success"

    def control__turn_left__stop(self):
        self.setControl("turn_left", 0)
        return "success"

    def control__turn_right__start(self, speed=None):
        self.setControl("turn_left", 0)
        self.setControl("turn_right", 1)
        if speed:
            self.speeds[1] = speed
        return "success"

    def control__turn_right__stop(self):
        self.setControl("turn_right", 0)
        return "success"

    def control__move_forward__start(self, speed=None):
        self.setControl("move_forward", 1)
        self.setControl("move_backward", 0)
        if speed:
            self.speeds[2] = speed
        return "success"

    def control__move_forward__stop(self):
        self.setControl("move_forward", 0)
        return "success"

    def control__move_backward__start(self, speed=None):
        self.setControl("move_forward", 0)
        self.setControl("move_backward", 1)
        if speed:
            self.speeds[3] = speed
        return "success"

    def control__move_backward__stop(self):
        self.setControl("move_backward", 0)
        return "success"

    def control__move_left__start(self, speed=None):
        self.setControl("move_left", 1)
        self.setControl("move_right", 0)
        if speed:
            self.speeds[4] = speed
        return "success"

    def control__move_left__stop(self):
        self.setControl("move_left", 0)
        return "success"

    def control__move_right__start(self, speed=None):
        self.setControl("move_right", 1)
        self.setControl("move_left", 0)
        if speed:
            self.speeds[5] = speed
        return "success"

    def control__move_right__stop(self):
        self.setControl("move_right", 0)
        return "success"

    def control__look_left__start(self, speed=None):
        self.setControl("look_left", 1)
        self.setControl("look_right", 0)
        if speed:
            self.speeds[9] = speed
        return "success"

    def control__look_left__stop(self):
        self.setControl("look_left", 0)
        return "success"

    def control__look_right__start(self, speed=None):
        self.setControl("look_right", 1)
        self.setControl("look_left", 0)
        if speed:
            self.speeds[8] = speed
        return "success"

    def control__look_right__stop(self):
        self.setControl("look_right", 0)
        return "success"

    def control__look_up__start(self, speed=None):
        self.setControl("look_up", 1)
        self.setControl("look_down", 0)
        if speed:
            self.speeds[6] = speed
        return "success"

    def control__look_up__stop(self):
        self.setControl("look_up", 0)
        return "success"

    def control__look_down__start(self, speed=None):
        self.setControl("look_down", 1)
        self.setControl("look_up", 0)
        if speed:
            self.speeds[7] = speed
        return "success"

    def control__look_down__stop(self):
        self.setControl("look_down", 0)
        return "success"

    def control__jump(self):
        self.setControl("jump", 1)
        return "success"

    def control__view_objects(self):
        """ calls a raytrace to to all objects in view """
        objects = self.get_objects_in_field_of_vision()
        self.control__say("If I were wearing x-ray glasses, I could see %i items" % len(objects))
        print "Objects in view:", objects
        return objects

    def control__sense(self):
        """ perceives the world, returns percepts dict """
        percepts = dict()
        # eyes: visual matricies
        # percepts['vision'] = self.sense__get_vision()
        # objects in purview (cheating object recognition)
        percepts["objects"] = self.sense__get_objects()
        # global position in environment - our robots can have GPS :)
        percepts["position"] = self.sense__get_position()
        # language: get last utterances that were typed
        percepts["language"] = self.sense__get_utterances()
        # agents: returns a map of agents to a list of actions that have been sensed
        percepts["agents"] = self.sense__get_agents()
        print percepts
        return percepts

    def control__think(self, message, layer=0):
        """ Changes the contents of an agent's thought bubble"""
        # only say things that are checked in the controller
        if self.thought_filter.has_key(layer):
            self.thought_bubble.show()
            self.thought_bubble["text"] = message
            # self.thought_bubble.component('text0').textNode.setShadow(0.05, 0.05)
            # self.thought_bubble.component('text0').textNode.setShadowColor(self.thought_filter[layer])
            self.last_thought = 0
        return "success"

    def control__say(self, message="Hello!"):
        self.speech_bubble["text"] = message
        self.last_spoke = 0
        return "success"

    """

    Methods explicitly for IsisScenario files 

    """

    def put_in_front_of(self, isisobj):
        # find open direction
        pos = isisobj.getGeomPos()
        direction = render.getRelativeVector(isisobj, Vec3(0, 1.0, 0))
        closestEntry, closestObject = IsisAgent.physics.doRaycastNew("aimRay", 5, [pos, direction], [isisobj.geom])
        print "CLOSEST", closestEntry, closestObject
        if closestObject == None:
            self.setPosition(pos + Vec3(0, 2, 0))
        else:
            print "CANNOT PLACE IN FRONT OF %s BECAUSE %s IS THERE" % (isisobj, closestObject)
            direction = render.getRelativeVector(isisobj, Vec3(0, -1.0, 0))
            closestEntry, closestObject = IsisAgent.physics.doRaycastNew("aimRay", 5, [pos, direction], [isisobj.geom])
            if closestEntry == None:
                self.setPosition(pos + Vec3(0, -2, 0))
            else:
                print "CANNOT PLACE BEHIND %s BECAUSE %s IS THERE" % (isisobj, closestObject)
                direction = render.getRelativeVector(isisobj, Vec3(1, 0, 0))
                closestEntry, closestObject = IsisAgent.physics.doRaycastNew(
                    "aimRay", 5, [pos, direction], [isisobj.geom]
                )
                if closestEntry == None:
                    self.setPosition(pos + Vec3(2, 0, 0))
                else:
                    print "CANNOT PLACE TO LEFT OF %s BECAUSE %s IS THERE" % (isisobj, closestObject)
                    # there's only one option left, do it anyway
                    self.setPosition(pos + Vec3(-2, 0, 0))
        # rotate agent to look at it
        self.actorNodePath.setPos(self.getGeomPos())
        self.actorNodePath.lookAt(pos)
        self.setH(self.actorNodePath.getH())

    def put_in_right_hand(self, target):
        return self.pick_object_up_with(target, self.right_hand_holding_object, self.player_right_hand)

    def put_in_left_hand(self, target):
        return self.pick_object_up_with(target, self.left_hand_holding_object, self.player_left_hand)

    def __get_object_in_center_of_view(self):
        direction = render.getRelativeVector(self.fov, Vec3(0, 1.0, 0))
        pos = self.fov.getPos(render)
        exclude = []  # [base.render.find("**/kitchenNode*").getPythonTag("isisobj").geom]
        closestEntry, closestObject = IsisAgent.physics.doRaycastNew("aimRay", 5, [pos, direction], exclude)
        return closestObject

    def pick_object_up_with(self, target, hand_slot, hand_joint):
        """ Attaches an IsisObject, target, to the hand joint.  Does not check anything first,
        other than the fact that the hand joint is not currently holding something else."""
        if hand_slot != None:
            print "already holding " + hand_slot.getName() + "."
            return None
        else:
            if target.layout:
                target.layout.remove(target)
                target.layout = None
            # store original position
            target.originalHpr = target.getHpr(render)
            target.disable()  # turn off physics
            if target.body:
                target.body.setGravityMode(0)
            target.reparentTo(hand_joint)
            target.setPosition(hand_joint.getPos(render))
            target.setTag("heldBy", self.name)
            if hand_joint == self.player_right_hand:
                self.right_hand_holding_object = target
            elif hand_joint == self.player_left_hand:
                self.left_hand_holding_object = target
            hand_slot = target
            return target

    def control__pick_up_with_right_hand(self, target=None):
        if not target:
            target = self.__get_object_in_center_of_view()
            if not target:
                print "no target in reach"
                return "error: no target in reach"
        else:
            target = render.find("**/*" + target + "*").getPythonTag("isisobj")
        print "attempting to pick up " + target.name + " with right hand.\n"
        if self.can_grasp(target):  # object within distance
            return self.pick_object_up_with(target, self.right_hand_holding_object, self.player_right_hand)
        else:
            print "object (" + target.name + ") is not graspable (i.e. in view and close enough)."
            return "error: object not graspable"

    def control__pick_up_with_left_hand(self, target=None):
        if not target:
            target = self.__get_object_in_center_of_view()
            if not target:
                print "no target in reach"
                return
        else:
            target = render.find("**/*" + target + "*").getPythonTag("isisobj")
        print "attempting to pick up " + target.name + " with left hand.\n"
        if self.can_grasp(target):  # object within distance
            return self.pick_object_up_with(target, self.left_hand_holding_object, self.player_left_hand)
        else:
            print "object (" + target.name + ") is not graspable (i.e. in view and close enough)."
            return "error: object not graspable"

    def control__drop_from_right_hand(self):
        print "attempting to drop object from right hand.\n"

        if self.right_hand_holding_object is None:
            print "right hand is not holding an object."
            return False
        if self.right_hand_holding_object.getNetTag("heldBy") == self.name:
            self.right_hand_holding_object.reparentTo(render)
            direction = render.getRelativeVector(self.fov, Vec3(0, 1.0, 0))
            pos = self.player_right_hand.getPos(render)
            heldPos = self.right_hand_holding_object.geom.getPosition()
            self.right_hand_holding_object.setPosition(pos)
            self.right_hand_holding_object.synchPosQuatToNode()
            self.right_hand_holding_object.setTag("heldBy", "")
            self.right_hand_holding_object.setRotation(self.right_hand_holding_object.originalHpr)
            self.right_hand_holding_object.enable()
            if self.right_hand_holding_object.body:
                quat = self.getQuat()
                # throw object
                force = 5
                self.right_hand_holding_object.body.setGravityMode(1)
                self.right_hand_holding_object.getBody().setForce(quat.xform(Vec3(0, force, 0)))
            self.right_hand_holding_object = None
            return "success"
        else:
            return "Error: not being held by agent %s" % (self.name)

    def control__drop_from_left_hand(self):
        print "attempting to drop object from left hand.\n"
        if self.left_hand_holding_object is None:
            return "left hand is not holding an object."
        if self.left_hand_holding_object.getNetTag("heldBy") == self.name:
            self.left_hand_holding_object.reparentTo(render)
            direction = render.getRelativeVector(self.fov, Vec3(0, 1.0, 0))
            pos = self.player_left_hand.getPos(render)
            heldPos = self.left_hand_holding_object.geom.getPosition()
            self.left_hand_holding_object.setPosition(pos)
            self.left_hand_holding_object.synchPosQuatToNode()
            self.left_hand_holding_object.setTag("heldBy", "")
            self.left_hand_holding_object.setRotation(self.left_hand_holding_object.originalHpr)
            self.left_hand_holding_object.enable()
            if self.left_hand_holding_object.body:
                quat = self.getQuat()
                # throw object
                force = 5
                self.left_hand_holding_object.body.setGravityMode(1)
                self.left_hand_holding_object.getBody().setForce(quat.xform(Vec3(0, force, 0)))
            self.left_hand_holding_object = None
            return "success"
        else:
            return "Error: not being held by agent %s" % (self.name)

    def control__use_right_hand(self, target=None, action=None):
        # TODO, rename this to use object with
        if not action:
            if self.msg:
                action = self.msg
            else:
                action = "divide"
        if not target:
            target = self.__get_object_in_center_of_view()
            if not target:
                print "no target in reach"
                return
        else:
            target = render.find("**/*" + target + "*").getPythonTag("isisobj")
        print "Trying to use object", target
        if self.can_grasp(target):
            if target.call(self, action, self.right_hand_holding_object) or (
                self.right_hand_holding_object and self.right_hand_holding_object.call(self, action, target)
            ):
                return "success"
            return str(action) + " not associated with either target or object"
        return "target not within reach"

    def control__use_left_hand(self, target=None, action=None):
        if not action:
            if self.msg:
                action = self.msg
            else:
                action = "divide"
        if not target:
            target = self.__get_object_in_center_of_view()
            if not target:
                print "no target in reach"
                return
        else:
            target = render.find("**/*" + target + "*").getPythonTag("isisobj")
        if self.can_grasp(target):
            if target.call(self, action, self.left_hand_holding_object) or (
                self.left_hand_holding_object and self.left_hand_holding_object.call(self, action, target)
            ):
                return "success"
            return str(action) + " not associated with either target or object"
        return "target not within reach"

    def can_grasp(self, isisobject):
        distance = isisobject.activeModel.getDistance(self.fov)
        print "distance = ", distance
        return distance < 5.0

    def is_holding(self, object_name):
        return (
            self.left_hand_holding_object
            and (self.left_hand_holding_object.getPythonTag("isisobj").name == object_name)
        ) or (
            self.right_hand_holding_object
            and (self.right_hand_holding_object.getPythonTag("isisobj").name == object_name)
        )

    def empty_hand(self):
        if self.left_hand_holding_object is None:
            return self.player_left_hand
        elif self.right_hand_holding_object is None:
            return self.player_right_hand
        return False

    def has_empty_hand(self):
        return self.empty_hand() is not False

    def control__use_aimed(self):
        """
        Try to use the object that we aim at, by calling its callback method.
        """
        target = self.__get_object_in_center_of_view()
        if target.selectionCallback:
            target.selectionCallback(self, dir)
        return "success"

    def sense__get_position(self):
        x, y, z = self.actorNodePath.getPos()
        h, p, r = self.actorNodePath.getHpr()
        # FIXME
        # neck is not positioned in Blockman nh,np,nr = self.agents[agent_id].actor_neck.getHpr()
        left_hand_obj = ""
        right_hand_obj = ""
        if self.left_hand_holding_object:
            left_hand_obj = self.left_hand_holding_object.getName()
        if self.right_hand_holding_object:
            right_hand_obj = self.right_hand_holding_object.getName()
        return {
            "body_x": x,
            "body_y": y,
            "body_z": z,
            "body_h": h,
            "body_p": p,
            "body_r": r,
            "in_left_hand": left_hand_obj,
            "in_right_hand": right_hand_obj,
        }

    def sense__get_vision(self):
        self.fov.node().saveScreenshot("temp.jpg")
        image = Image.open("temp.jpg")
        os.remove("temp.jpg")
        return image

    def sense__get_objects(self):
        return dict([x.getName(), y] for (x, y) in self.get_objects_in_field_of_vision().items())

    def sense__get_agents(self):
        curSense = time()
        agents = {}
        for k, v in self.get_agents_in_field_of_vision().items():
            v["actions"] = k.get_other_agents_actions(self.lastSense, curSense)
            agents[k.name] = v
        self.lastSense = curSense
        return agents

    def sense__get_utterances(self):
        """ Clear out the buffer of things that the teacher has typed,
        FIXME: this doesn't work right now """
        return []
        utterances = self.teacher_utterances
        self.teacher_utterances = []
        return utterances

    def debug__print_objects(self):
        text = "Objects in FOV: " + ", ".join(self.sense__get_objects().keys())
        print text

    def add_action_to_history(self, action, args, result=0):
        self.queue.append((time(), action, args, result))
        if len(self.queue) > self.queueSize:
            self.queue.pop(0)

    def get_other_agents_actions(self, start=0, end=None):
        if not end:
            end = time()
        actions = []
        for act in self.queue:
            if act[0] >= start:
                if act[0] < end:
                    actions.append(act)
                else:
                    break
        return actions

    def update(self, stepSize=0.1):
        self.speed = [0.0, 0.0]
        self.actorNodePath.setPos(self.geom.getPosition() + Vec3(0, 0, -0.70))
        self.actorNodePath.setQuat(self.getQuat())
        # the values in self.speeds are used as coefficientes for turns and movements
        if self.controlMap["turn_left"] != 0:
            self.addToH(stepSize * self.speeds[0])
        if self.controlMap["turn_right"] != 0:
            self.addToH(-stepSize * self.speeds[1])
        if self.verticalState == "ground":
            # these actions require contact with the ground
            if self.controlMap["move_forward"] != 0:
                self.speed[1] = self.speeds[2]
            if self.controlMap["move_backward"] != 0:
                self.speed[1] = -self.speeds[3]
            if self.controlMap["move_left"] != 0:
                self.speed[0] = -self.speeds[4]
            if self.controlMap["move_right"] != 0:
                self.speed[0] = self.speeds[5]
            if self.controlMap["jump"] != 0:
                kinematicCharacterController.jump(self)
                # one jump at a time!
                self.controlMap["jump"] = 0
        if self.controlMap["look_left"] != 0:
            self.neck.setR(bound(self.neck.getR(), -60, 60) + stepSize * 80)
        if self.controlMap["look_right"] != 0:
            self.neck.setR(bound(self.neck.getR(), -60, 60) - stepSize * 80)
        if self.controlMap["look_up"] != 0:
            self.neck.setP(bound(self.neck.getP(), -60, 80) + stepSize * 80)
        if self.controlMap["look_down"] != 0:
            self.neck.setP(bound(self.neck.getP(), -60, 80) - stepSize * 80)

        kinematicCharacterController.update(self, stepSize)

        """
        Update the held object position to be in the hands
        """
        if self.right_hand_holding_object != None:
            self.right_hand_holding_object.setPosition(self.player_right_hand.getPos(render))
        if self.left_hand_holding_object != None:
            self.left_hand_holding_object.setPosition(self.player_left_hand.getPos(render))

        # Update the dialog box and thought windows
        # This allows dialogue window to gradually decay (changing transparancy) and then disappear
        self.last_spoke += stepSize / 2
        self.last_thought += stepSize / 2
        self.speech_bubble["text_bg"] = (1, 1, 1, 1 / (self.last_spoke + 0.01))
        self.speech_bubble["frameColor"] = (0.6, 0.2, 0.1, 0.5 / (self.last_spoke + 0.01))
        if self.last_spoke > 2:
            self.speech_bubble["text"] = ""
        if self.last_thought > 1:
            self.thought_bubble.hide()

        # If the character is moving, loop the run animation.
        # If he is standing still, stop the animation.
        if (
            (self.controlMap["move_forward"] != 0)
            or (self.controlMap["move_backward"] != 0)
            or (self.controlMap["move_left"] != 0)
            or (self.controlMap["move_right"] != 0)
        ):
            if self.isMoving is False:
                self.isMoving = True
        else:
            if self.isMoving:
                self.current_frame_count = 5.0
                self.isMoving = False

        total_frame_num = self.actor.getNumFrames("walk")
        if self.isMoving:
            self.current_frame_count = self.current_frame_count + (stepSize * 250.0)
            if self.current_frame_count > total_frame_num:
                self.current_frame_count = self.current_frame_count % total_frame_num
            self.actor.pose("walk", self.current_frame_count)
        elif self.current_frame_count != 0:
            self.current_frame_count = 0
            self.actor.pose("idle", 0)
        return Task.cont

    def destroy(self):
        self.disable()
        self.specialDirectObject.ignoreAll()
        self.actorNodePath.removeNode()
        del self.specialDirectObject

        kinematicCharacterController.destroy(self)

    def disable(self):
        self.isDisabled = True
        self.geom.disable()
        self.footRay.disable()

    def enable(self):
        self.footRay.enable()
        self.geom.enable()
        self.isDisabled = False

    """
    Set camera to correct height above the center of the capsule
    when crouching and when standing up.
    """

    def crouch(self):
        kinematicCharacterController.crouch(self)
        self.camH = self.crouchCamH

    def crouchStop(self):
        """
        Only change the camera's placement when the KCC allows standing up.
        See the KCC to find out why it might not allow it.
        """
        if kinematicCharacterController.crouchStop(self):
            self.camH = self.walkCamH
예제 #18
0
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
class CameraManager:
    nextID = 0

    def __init__(self, cameraNP):
        self.cameraNP = cameraNP
        self.id = CameraManager.nextID
        CameraManager.nextID += 1
        self.otherNP = render
        self.lookAtNP = NodePath('CameraManager%d.lookAtNP' % self.id)
        self.lookAtEnabled = False
        self.targetPos = Point3(0.0, 0.0, 0.0)
        self.targetLookAtPos = Point3(0.0, 1.0, 0.0)
        self.enabled = False
        self.rate = 10.0

    def destroy(self):
        if self.enabled:
            self.setEnabled(False)
        self.lookAtNP.removeNode()
        del self.lookAtNP
        del self.targetPos
        del self.targetLookAtPos
        del self.otherNP

    def setEnabled(self, enabled):
        if enabled != self.enabled:
            if enabled:
                taskMgr.add(self.updateTask, 'CameraManager%d.update' % self.id)
            else:
                taskMgr.remove('CameraManager%d.update' % self.id)
            self.enabled = enabled

    def setTargetPos(self, p):
        self.targetPos = p

    def setPos(self, p):
        self.targetPos = p
        self.cameraNP.setPos(self.otherNP, p)

    def setTargetLookAtPos(self, p):
        self.lookAtEnabled = True
        self.targetLookAtPos = p

    def setLookAtPos(self, p):
        self.lookAtEnabled = True
        self.targetLookAtPos = p
        self.lookAtNP.setPos(p)

    def setHpr(self, hpr):
        self.lookAtEnabled = False
        self.cameraNP.setHpr(self.otherNP, hpr)

    def updateTask(self, task):
        newCameraPos = self.rateInterpolate(self.cameraNP.getPos(self.otherNP), self.targetPos)
        self.cameraNP.setPos(self.otherNP, newCameraPos)
        if self.lookAtEnabled:
            newLookAtPos = self.rateInterpolate(self.lookAtNP.getPos(self.otherNP), self.targetLookAtPos)
            self.lookAtNP.setPos(self.otherNP, newLookAtPos)
            self.cameraNP.lookAt(self.lookAtNP)
        return task.cont

    def rateInterpolate(self, currentPos, targetPos):
        dt = globalClock.getDt()
        vec = currentPos - targetPos
        return targetPos + vec * inverse_e ** (dt * self.rate)
예제 #20
0
class Entity(ActorNode):
    def __init__(self, name, world, pos):
        ActorNode.__init__(self, name)

        self.nodePath = NodePath(self)

        self.world = world

        # init the model or the Actor
        self.model = self.getModel()
        self.model.reparentTo(self.nodePath)

        self.nodePath.setPos(*pos)

        self.prevPos = self.nodePath.getPos()

        # collision detection
        fromObject = self.nodePath.attachNewNode(CollisionNode(name))
        self.addSolids(fromObject)
        fromObject.show()

        # setup the ground ray, needed for detecting the ground
        groundRay = CollisionRay()
        groundRay.setOrigin(0, 0, 1000)
        groundRay.setDirection(0, 0, -1)
        groundCol = CollisionNode('groundRay')
        groundCol.addSolid(groundRay)
        groundCol.setFromCollideMask(BitMask32.bit(0))
        groundCol.setIntoCollideMask(BitMask32.allOff())
        groundColNp = base.camera.attachNewNode(groundCol)
        self.groundHandler = CollisionHandlerQueue()
        self.world.cTrav.addCollider(groundColNp, self.groundHandler)

        #        self.world.cTrav.addCollider(fromObject, self.world.pusher)
        #        self.world.pusher.addCollider(fromObject, self.nodePath)

        self.postInit()

    def postInit(self):
        '''Subclasses can override this method to add stuff after the init'''
        pass

    def addSolids(self, fromObject):
        '''Subclasses can override this method to add sollids for collision
        detection to match their model and size. Below is a default'''
        fromObject.node().addSolid(CollisionSphere(0, 0, 0, 0.5))

    def validateMove(self):
        # Make sure the entity is above the ground.
        groundEntry = self.world.getGroundEntry(self.groundHandler)
        if groundEntry is not None and groundEntry.getIntoNode().getName(
        ) == 'terrain':
            self.nodePath.setZ(groundEntry.getSurfacePoint(render).getZ())
        else:
            self.nodePath.setPos(self.prevPos)

    def getGroundEntry(self, collisionHandler):
        '''Deprecated. Not used anymore'''
        # 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
예제 #21
0
class HtmlView(DirectObject):
    notify = DirectNotifyGlobal.directNotify.newCategory('HtmlView')
    useHalfTexture = config.GetBool('news-half-texture', 0)

    def __init__(self, parent = aspect2d):
        global GlobalWebcore
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = 'index.html'
        self.transparency = False
        if GlobalWebcore:
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True, AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in xrange(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, 'error.html')

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT, self.transparency, False, 70)
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        self.imgBuffer = array.array('B')
        for i in xrange(WEB_WIDTH * WEB_HEIGHT):
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(255)

        if self.useHalfTexture:
            self.leftBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(255)

            self.rightBuffer = array.array('B')
            for i in xrange(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(255)

        self.setupTexture()
        if self.useHalfTexture:
            self.setupHalfTextures()
        self.accept('mouse1', self.mouseDown, [AwWebView.LEFTMOUSEBTN])
        self.accept('mouse3', self.mouseDown, [AwWebView.RIGHTMOUSEBTN])
        self.accept('mouse1-up', self.mouseUp, [AwWebView.LEFTMOUSEBTN])
        self.accept('mouse3-up', self.mouseUp, [AwWebView.RIGHTMOUSEBTN])

    def getInGameNewsUrl(self):
        result = config.GetString('fallback-news-url', 'http://cdn.toontown.disney.go.com/toontown/en/gamenews/')
        override = config.GetString('in-game-news-url', '')
        if override:
            self.notify.info('got an override url,  using %s for in a game news' % override)
            result = override
        else:
            try:
                launcherUrl = base.launcher.getValue('GAME_IN_GAME_NEWS_URL', '')
                if launcherUrl:
                    result = launcherUrl
                    self.notify.info('got GAME_IN_GAME_NEWS_URL from launcher using %s' % result)
                else:
                    self.notify.info('blank GAME_IN_GAME_NEWS_URL from launcher, using %s' % result)
            except:
                self.notify.warning('got exception getting GAME_IN_GAME_NEWS_URL from launcher, using %s' % result)

        return result

    def setupTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        bottomRightX = WEB_WIDTH_PIXELS / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))
        card = cm.generate()
        self.quad = NodePath(card)
        self.quad.reparentTo(self.parent)
        self.guiTex = Texture('guiTex')
        self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.guiTex.setMinfilter(Texture.FTLinear)
        self.guiTex.setKeepRamImage(True)
        self.guiTex.makeRamImage()
        self.guiTex.setWrapU(Texture.WMRepeat)
        self.guiTex.setWrapV(Texture.WMRepeat)
        ts = TextureStage('webTS')
        self.quad.setTexture(ts, self.guiTex)
        self.quad.setTexScale(ts, 1.0, -1.0)
        self.quad.setTransparency(0)
        self.quad.setTwoSided(True)
        self.quad.setColor(1.0, 1.0, 1.0, 1.0)
        self.calcMouseLimits()

    def setupHalfTextures(self):
        self.setupLeftTexture()
        self.setupRightTexture()
        self.fullPnmImage = PNMImage(WEB_WIDTH, WEB_HEIGHT, 4)
        self.leftPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)
        self.rightPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)

    def setupLeftTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
        cm.setFrame(-htmlWidth / 2.0, 0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.leftQuad = NodePath(card)
        self.leftQuad.reparentTo(self.parent)
        self.leftGuiTex = Texture('guiTex')
        self.leftGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.leftGuiTex.setKeepRamImage(True)
        self.leftGuiTex.makeRamImage()
        self.leftGuiTex.setWrapU(Texture.WMClamp)
        self.leftGuiTex.setWrapV(Texture.WMClamp)
        ts = TextureStage('leftWebTS')
        self.leftQuad.setTexture(ts, self.leftGuiTex)
        self.leftQuad.setTexScale(ts, 1.0, -1.0)
        self.leftQuad.setTransparency(0)
        self.leftQuad.setTwoSided(True)
        self.leftQuad.setColor(1.0, 1.0, 1.0, 1.0)

    def setupRightTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)
        cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.rightQuad = NodePath(card)
        self.rightQuad.reparentTo(self.parent)
        self.rightGuiTex = Texture('guiTex')
        self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH, WEB_HEIGHT, 1, Texture.TUnsignedByte, Texture.FRgba)
        self.rightGuiTex.setKeepRamImage(True)
        self.rightGuiTex.makeRamImage()
        self.rightGuiTex.setWrapU(Texture.WMClamp)
        self.rightGuiTex.setWrapV(Texture.WMClamp)
        ts = TextureStage('rightWebTS')
        self.rightQuad.setTexture(ts, self.rightGuiTex)
        self.rightQuad.setTexScale(ts, 1.0, -1.0)
        self.rightQuad.setTransparency(0)
        self.rightQuad.setTwoSided(True)
        self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)

    def calcMouseLimits(self):
        ll = Point3()
        ur = Point3()
        self.quad.calcTightBounds(ll, ur)
        self.notify.debug('ll=%s ur=%s' % (ll, ur))
        offset = self.quad.getPos(aspect2d)
        self.notify.debug('offset = %s ' % offset)
        ll.setZ(ll.getZ() + offset.getZ())
        ur.setZ(ur.getZ() + offset.getZ())
        self.notify.debug('new LL=%s, UR=%s' % (ll, ur))
        relPointll = self.quad.getRelativePoint(aspect2d, ll)
        self.notify.debug('relPoint = %s' % relPointll)
        self.mouseLL = (aspect2d.getScale()[0] * ll[0], aspect2d.getScale()[2] * ll[2])
        self.mouseUR = (aspect2d.getScale()[0] * ur[0], aspect2d.getScale()[2] * ur[2])
        self.notify.debug('original mouseLL=%s, mouseUR=%s' % (self.mouseLL, self.mouseUR))

    def writeTex(self, filename = 'guiText.png'):
        self.notify.debug('writing texture')
        self.guiTex.generateRamMipmapImages()
        self.guiTex.write(filename)

    def toggleRotation(self):
        if self.interval.isPlaying():
            self.interval.finish()
        else:
            self.interval.loop()

    def mouseDown(self, button):
        messenger.send('wakeup')
        self.webView.injectMouseDown(button)

    def mouseUp(self, button):
        self.webView.injectMouseUp(button)

    def reload(self):
        pass

    def zoomIn(self):
        self.webView.zoomIn()

    def zoomOut(self):
        self.webView.zoomOut()

    def toggleTransparency(self):
        self.transparency = not self.transparency
        self.webView.setTransparent(self.transparency)

    def update(self, task):
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(base.mouseWatcherNode.getMouseX(), base.mouseWatcherNode.getMouseY())
            if self.mx - x != 0 or self.my - y != 0:
                self.webView.injectMouseMove(x, y)
                self.mx, self.my = x, y
            if self.webView.isDirty():
                self.webView.render(self.imgBuffer.buffer_info()[0], WEB_WIDTH * 4, 4)
                Texture.setTexturesPower2(2)
                textureBuffer = self.guiTex.modifyRamImage()
                textureBuffer.setData(self.imgBuffer.tostring())
                if self.useHalfTexture:
                    self.guiTex.store(self.fullPnmImage)
                    self.leftPnmImage.copySubImage(self.fullPnmImage, 0, 0, 0, 0, WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.rightPnmImage.copySubImage(self.fullPnmImage, 0, 0, WEB_HALF_WIDTH, 0, WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.leftGuiTex.load(self.leftPnmImage)
                    self.rightGuiTex.load(self.rightPnmImage)
                    self.quad.hide()
                Texture.setTexturesPower2(1)
            GlobalWebcore.update()
        return Task.cont

    def _translateRelativeCoordinates(self, x, y):
        sx = int((x - self.mouseLL[0]) / (self.mouseUR[0] - self.mouseLL[0]) * WEB_WIDTH_PIXELS)
        sy = WEB_HEIGHT_PIXELS - int((y - self.mouseLL[1]) / (self.mouseUR[1] - self.mouseLL[1]) * WEB_HEIGHT_PIXELS)
        return (sx, sy)

    def unload(self):
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        return

    def onCallback(self, name, args):
        if name == 'requestFPS':
            pass

    def onBeginNavigation(self, url, frameName):
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        pass

    def onFinishLoading(self):
        self.notify.debug('finished loading')

    def onReceiveTitle(self, title, frameName):
        pass

    def onChangeTooltip(self, tooltip):
        pass

    def onChangeCursor(self, cursor):
        pass

    def onChangeKeyboardFocus(self, isFocused):
        pass

    def onChangeTargetURL(self, url):
        pass
예제 #22
0
    def test_door_setup(self):
        parent_np = NodePath('parent_np')
        parent_np.setPosHpr(0, 10, .5, 180, 0, 0)

        door_origin = parent_np.attachNewNode('door_origin')
        door_origin.setPos(10, -25, .5)

        block = 4
        color = Vec4(.842, .167, .361, 1)

        # Set up door_np nodes
        door_np = NodePath('door_np')

        left_hole = door_np.attachNewNode('door_0_hole_left')
        right_hole = door_np.attachNewNode('door_0_hole_right')

        left_door = door_np.attachNewNode('door_0_left')
        right_door = door_np.attachNewNode('door_0_right')

        door_flat = door_np.attachNewNode('door_0_flat')
        door_trigger = door_np.attachNewNode('door_0_trigger')

        DNADoor.setupDoor(door_np, parent_np, door_origin, self.store, block, color)

        # Check if the nodes attributes and parents are correct
        self.assertEqual(door_np.getPos(door_origin), Point3(0, 0, 0))
        self.assertEqual(door_np.getHpr(door_origin), Point3(0, 0, 0))
        self.assertEqual(door_np.getScale(door_origin), Point3(1, 1, 1))

        def verify_color(color1, color2):
            self.assertAlmostEqual(color1.getX(), color2.getX(), places=4)
            self.assertAlmostEqual(color1.getY(), color2.getY(), places=4)
            self.assertAlmostEqual(color1.getZ(), color2.getZ(), places=4)
            self.assertAlmostEqual(color1.getW(), color2.getW(), places=4)

        verify_color(color, door_np.getColor())

        self.assertEqual(left_hole.getParent(), door_flat)
        self.assertEqual(left_hole.getName(), 'doorFrameHoleLeft')

        self.assertEqual(right_hole.getParent(), door_flat)
        self.assertEqual(right_hole.getName(), 'doorFrameHoleRight')

        self.assertEqual(left_door.getParent(), parent_np)
        self.assertEqual(left_door.getName(), 'leftDoor')
        verify_color(color, right_door.getColor())

        self.assertEqual(right_door.getParent(), parent_np)
        self.assertEqual(right_door.getName(), 'rightDoor')
        verify_color(color, right_door.getColor())

        self.assertEqual(door_trigger.getParent(), parent_np)
        self.assertEqual(door_trigger.getName(), 'door_trigger_%d' % block)

        store_np = self.store.getDoorPosHprFromBlockNumber(block)
        self.assertFalse(store_np.isEmpty())

        # Testing the pos is a pain because of decimal precision
        pos = store_np.getPos()
        self.assertAlmostEqual(pos.getX(), -10, places=2)
        self.assertAlmostEqual(pos.getY(), 35, places=2)
        self.assertAlmostEqual(pos.getZ(), 1, places=2)

        # Sometimes getH() returns -180 and others 180
        # Test the modulus (better than abs I guess)
        self.assertEqual(store_np.getH() % 180, 0)
예제 #23
0
class PartyCogActivityLocalPlayer(PartyCogActivityPlayer):
    def __init__(self, activity, position, team, exitActivityCallback=None):
        PartyCogActivityPlayer.__init__(self, activity, base.localAvatar,
                                        position, team)
        self.input = PartyCogActivityInput(exitActivityCallback)
        self.gui = PartyCogActivityGui()
        self.throwPiePrevTime = 0
        self.lastMoved = 0
        if base.localAvatar:
            self.prevPos = base.localAvatar.getPos()
        self.cameraManager = None
        self.control = None
        self.consecutiveShortThrows = 0
        return

    def destroy(self):
        if self.enabled:
            self.disable()
        if self.cameraManager is not None:
            self.cameraManager.setEnabled(False)
            self.cameraManager.destroy()
        del self.cameraManager
        del self.gui
        del self.input
        if self.control is not None:
            self.control.destroy()
        del self.control
        PartyCogActivityPlayer.destroy(self)
        return

    def _initOrthoWalk(self):
        orthoDrive = OrthoDrive(9.778,
                                customCollisionCallback=self.activity.view.
                                checkOrthoDriveCollision)
        self.orthoWalk = OrthoWalk(orthoDrive, broadcast=True)

    def _destroyOrthoWalk(self):
        self.orthoWalk.stop()
        self.orthoWalk.destroy()
        del self.orthoWalk

    def getPieThrowingPower(self, time):
        elapsed = max(time - self.input.throwPiePressedStartTime, 0.0)
        w = 1.0 / PartyGlobals.CogActivityPowerMeterTime * 2.0 * math.pi
        power = int(round(-math.cos(w * elapsed) * 50.0 + 50.0))
        return power

    def isShortThrow(self, time):
        elapsed = max(time - self.input.throwPiePressedStartTime, 0.0)
        return elapsed <= PartyGlobals.CogActivityShortThrowTime

    def checkForThrowSpam(self, time):
        if self.isShortThrow(time):
            self.consecutiveShortThrows += 1
        else:
            self.consecutiveShortThrows = 0
        return self.consecutiveShortThrows >= PartyGlobals.CogActivityShortThrowSpam

    def _startUpdateTask(self):
        task = Task(self._updateTask)
        task.lastPositionBroadcastTime = 0.0
        self.throwPiePrevTime = 0
        taskMgr.add(task, UPDATE_TASK_NAME)

    def _stopUpdateTask(self):
        taskMgr.remove(UPDATE_TASK_NAME)

    def _updateTask(self, task):
        self._update()
        if base.localAvatar.getPos() != self.prevPos:
            self.prevPos = base.localAvatar.getPos()
            self.lastMoved = self.activity.getCurrentActivityTime()
        if max(self.activity.getCurrentActivityTime() - self.lastMoved,
               0) > PartyGlobals.ToonMoveIdleThreshold:
            self.gui.showMoveControls()
        if max(self.activity.getCurrentActivityTime() - self.throwPiePrevTime,
               0) > PartyGlobals.ToonAttackIdleThreshold:
            self.gui.showAttackControls()
        if self.input.throwPieWasReleased:
            if self.checkForThrowSpam(globalClock.getFrameTime()):
                self.gui.showSpamWarning()
            self.input.throwPieWasReleased = False
            self.throwPie(self.getPieThrowingPower(globalClock.getFrameTime()))
        return Task.cont

    def throwPie(self, piePower):
        if not self.activity.isState('Active'):
            return
        if self.activity.getCurrentActivityTime(
        ) - self.throwPiePrevTime > THROW_PIE_LIMIT_TIME:
            self.throwPiePrevTime = self.activity.getCurrentActivityTime()
            self.activity.b_pieThrow(self.toon, piePower)

    def _update(self):
        self.control.update()

    def getLookat(self, whosLooking, refNode=None):
        if refNode is None:
            refNode = render
        dist = 5.0
        oldParent = self.tempNP.getParent()
        self.tempNP.reparentTo(whosLooking)
        self.tempNP.setPos(0.0, dist, 0.0)
        pos = self.tempNP.getPos(refNode)
        self.tempNP.reparentTo(oldParent)
        return pos

    def entersActivity(self):
        base.cr.playGame.getPlace().setState('activity')
        PartyCogActivityPlayer.entersActivity(self)
        self.gui.disableToontownHUD()
        self.cameraManager = CameraManager(camera)
        self.tempNP = NodePath('temp')
        self.lookAtMyTeam()
        self.control = StrafingControl(self)

    def exitsActivity(self):
        PartyCogActivityPlayer.exitsActivity(self)
        self.gui.enableToontownHUD()
        self.cameraManager.setEnabled(False)
        self.tempNP.removeNode()
        self.tempNP = None
        if not aspect2d.find('**/JellybeanRewardGui*'):
            base.cr.playGame.getPlace().setState('walk')
        else:
            self.toon.startPosHprBroadcast()
        return

    def getRunToStartPositionIval(self):
        targetH = self.locator.getH()
        travelVec = self.position - self.toon.getPos(self.activity.root)
        duration = travelVec.length() / 9.778
        startH = 0.0
        if travelVec.getY() < 0.0:
            startH = 180.0
        return Sequence(
            Func(self.toon.startPosHprBroadcast, 0.1),
            Func(self.toon.b_setAnimState, 'run'),
            Parallel(
                self.toon.hprInterval(0.5,
                                      VBase3(startH, 0.0, 0.0),
                                      other=self.activity.root),
                self.toon.posInterval(duration,
                                      self.position,
                                      other=self.activity.root)),
            Func(self.toon.b_setAnimState, 'neutral'),
            self.toon.hprInterval(0.25,
                                  VBase3(targetH, 0.0, 0.0),
                                  other=self.activity.root),
            Func(self.toon.stopPosHprBroadcast))

    def enable(self):
        if self.enabled:
            return
        PartyCogActivityPlayer.enable(self)
        self.toon.b_setAnimState('Happy')
        self._initOrthoWalk()
        self.orthoWalk.start()
        self.orthoWalking = True
        self.input.enable()
        self.gui.disableToontownHUD()
        self.gui.load()
        self.gui.setScore(0)
        self.gui.showScore()
        self.gui.setTeam(self.team)
        self.gui.startTrackingCogs(self.activity.view.cogManager.cogs)
        self.control.enable()
        self._startUpdateTask()

    def disable(self):
        if not self.enabled:
            return
        self._stopUpdateTask()
        self.toon.b_setAnimState('neutral')
        PartyCogActivityPlayer.disable(self)
        self.orthoWalking = False
        self.orthoWalk.stop()
        self._destroyOrthoWalk()
        self.input.disable()
        self._aimMode = False
        self.cameraManager.setEnabled(False)
        self.gui.hide()
        self.gui.stopTrackingCogs()
        self.gui.unload()

    def updateScore(self):
        self.gui.setScore(self.score)

    def b_updateToonPosition(self):
        self.updateToonPosition()
        self.d_updateToonPosition()

    def d_updateToonPosition(self):
        self.toon.d_setPos(self.toon.getX(), self.toon.getY(),
                           self.toon.getZ())
        self.toon.d_setH(self.toon.getH())

    def lookAtArena(self):
        self.cameraManager.setEnabled(True)
        self.cameraManager.setTargetPos(
            self.activity.view.arena.find(
                '**/conclusionCamPos_locator').getPos(render))
        self.cameraManager.setTargetLookAtPos(
            self.activity.view.arena.find(
                '**/conclusionCamAim_locator').getPos(render))

    def lookAtMyTeam(self):
        activityView = self.activity.view
        arena = activityView.arena
        pos = activityView.teamCamPosLocators[self.team].getPos()
        aim = activityView.teamCamAimLocators[self.team].getPos()
        camera.wrtReparentTo(arena)
        self.cameraManager.setPos(camera.getPos(render))
        self.tempNP.reparentTo(arena)
        self.tempNP.setPos(arena, pos)
        self.cameraManager.setTargetPos(self.tempNP.getPos(render))
        self.cameraManager.setLookAtPos(self.getLookat(camera))
        self.tempNP.reparentTo(arena)
        self.tempNP.setPos(arena, aim)
        self.cameraManager.setTargetLookAtPos(self.tempNP.getPos(render))
        self.cameraManager.setEnabled(True)
        camera.setP(0.0)
        camera.setR(0.0)
class PartyCogActivityLocalPlayer(PartyCogActivityPlayer):

    def __init__(self, activity, position, team, exitActivityCallback = None):
        PartyCogActivityPlayer.__init__(self, activity, base.localAvatar, position, team)
        self.input = PartyCogActivityInput(exitActivityCallback)
        self.gui = PartyCogActivityGui()
        self.throwPiePrevTime = 0
        self.lastMoved = 0
        if base.localAvatar:
            self.prevPos = base.localAvatar.getPos()
        self.cameraManager = None
        self.control = None
        self.consecutiveShortThrows = 0
        return

    def destroy(self):
        if self.enabled:
            self.disable()
        if self.cameraManager is not None:
            self.cameraManager.setEnabled(False)
            self.cameraManager.destroy()
        del self.cameraManager
        del self.gui
        del self.input
        if self.control is not None:
            self.control.destroy()
        del self.control
        PartyCogActivityPlayer.destroy(self)
        return

    def _initOrthoWalk(self):
        orthoDrive = OrthoDrive(9.778, customCollisionCallback=self.activity.view.checkOrthoDriveCollision)
        self.orthoWalk = OrthoWalk(orthoDrive, broadcast=True)

    def _destroyOrthoWalk(self):
        self.orthoWalk.stop()
        self.orthoWalk.destroy()
        del self.orthoWalk

    def getPieThrowingPower(self, time):
        elapsed = max(time - self.input.throwPiePressedStartTime, 0.0)
        w = 1.0 / PartyGlobals.CogActivityPowerMeterTime * 2.0 * math.pi
        power = int(round(-math.cos(w * elapsed) * 50.0 + 50.0))
        return power

    def isShortThrow(self, time):
        elapsed = max(time - self.input.throwPiePressedStartTime, 0.0)
        return elapsed <= PartyGlobals.CogActivityShortThrowTime

    def checkForThrowSpam(self, time):
        if self.isShortThrow(time):
            self.consecutiveShortThrows += 1
        else:
            self.consecutiveShortThrows = 0
        return self.consecutiveShortThrows >= PartyGlobals.CogActivityShortThrowSpam

    def _startUpdateTask(self):
        task = Task(self._updateTask)
        task.lastPositionBroadcastTime = 0.0
        self.throwPiePrevTime = 0
        taskMgr.add(task, UPDATE_TASK_NAME)

    def _stopUpdateTask(self):
        taskMgr.remove(UPDATE_TASK_NAME)

    def _updateTask(self, task):
        self._update()
        if base.localAvatar.getPos() != self.prevPos:
            self.prevPos = base.localAvatar.getPos()
            self.lastMoved = self.activity.getCurrentActivityTime()
        if max(self.activity.getCurrentActivityTime() - self.lastMoved, 0) > PartyGlobals.ToonMoveIdleThreshold:
            self.gui.showMoveControls()
        if max(self.activity.getCurrentActivityTime() - self.throwPiePrevTime, 0) > PartyGlobals.ToonAttackIdleThreshold:
            self.gui.showAttackControls()
        if self.input.throwPieWasReleased:
            if self.checkForThrowSpam(globalClock.getFrameTime()):
                self.gui.showSpamWarning()
            self.input.throwPieWasReleased = False
            self.throwPie(self.getPieThrowingPower(globalClock.getFrameTime()))
        return Task.cont

    def throwPie(self, piePower):
        if not self.activity.isState('Active'):
            return
        if self.activity.getCurrentActivityTime() - self.throwPiePrevTime > THROW_PIE_LIMIT_TIME:
            self.throwPiePrevTime = self.activity.getCurrentActivityTime()
            self.activity.b_pieThrow(self.toon, piePower)

    def _update(self):
        self.control.update()

    def getLookat(self, whosLooking, refNode = None):
        if refNode is None:
            refNode = render
        dist = 5.0
        oldParent = self.tempNP.getParent()
        self.tempNP.reparentTo(whosLooking)
        self.tempNP.setPos(0.0, dist, 0.0)
        pos = self.tempNP.getPos(refNode)
        self.tempNP.reparentTo(oldParent)
        return pos

    def entersActivity(self):
        base.cr.playGame.getPlace().setState('activity')
        PartyCogActivityPlayer.entersActivity(self)
        self.gui.disableToontownHUD()
        self.cameraManager = CameraManager(camera)
        self.tempNP = NodePath('temp')
        self.lookAtMyTeam()
        self.control = StrafingControl(self)

    def exitsActivity(self):
        PartyCogActivityPlayer.exitsActivity(self)
        self.gui.enableToontownHUD()
        self.cameraManager.setEnabled(False)
        self.tempNP.removeNode()
        self.tempNP = None
        if not aspect2d.find('**/JellybeanRewardGui*'):
            base.cr.playGame.getPlace().setState('walk')
        else:
            self.toon.startPosHprBroadcast()
        return

    def getRunToStartPositionIval(self):
        targetH = self.locator.getH()
        travelVec = self.position - self.toon.getPos(self.activity.root)
        duration = travelVec.length() / 9.778
        startH = 0.0
        if travelVec.getY() < 0.0:
            startH = 180.0
        return Sequence(Func(self.toon.startPosHprBroadcast, 0.1), Func(self.toon.b_setAnimState, 'run'), Parallel(self.toon.hprInterval(0.5, VBase3(startH, 0.0, 0.0), other=self.activity.root), self.toon.posInterval(duration, self.position, other=self.activity.root)), Func(self.toon.b_setAnimState, 'neutral'), self.toon.hprInterval(0.25, VBase3(targetH, 0.0, 0.0), other=self.activity.root), Func(self.toon.stopPosHprBroadcast))

    def enable(self):
        if self.enabled:
            return
        PartyCogActivityPlayer.enable(self)
        self.toon.b_setAnimState('Happy')
        self._initOrthoWalk()
        self.orthoWalk.start()
        self.orthoWalking = True
        self.input.enable()
        self.gui.disableToontownHUD()
        self.gui.load()
        self.gui.setScore(0)
        self.gui.showScore()
        self.gui.setTeam(self.team)
        self.gui.startTrackingCogs(self.activity.view.cogManager.cogs)
        self.control.enable()
        self._startUpdateTask()

    def disable(self):
        if not self.enabled:
            return
        self._stopUpdateTask()
        self.toon.b_setAnimState('neutral')
        PartyCogActivityPlayer.disable(self)
        self.orthoWalking = False
        self.orthoWalk.stop()
        self._destroyOrthoWalk()
        self.input.disable()
        self._aimMode = False
        self.cameraManager.setEnabled(False)
        self.gui.hide()
        self.gui.stopTrackingCogs()
        self.gui.unload()

    def updateScore(self):
        self.gui.setScore(self.score)

    def b_updateToonPosition(self):
        self.updateToonPosition()
        self.d_updateToonPosition()

    def d_updateToonPosition(self):
        self.toon.d_setPos(self.toon.getX(), self.toon.getY(), self.toon.getZ())
        self.toon.d_setH(self.toon.getH())

    def lookAtArena(self):
        self.cameraManager.setEnabled(True)
        self.cameraManager.setTargetPos(self.activity.view.arena.find('**/conclusionCamPos_locator').getPos(render))
        self.cameraManager.setTargetLookAtPos(self.activity.view.arena.find('**/conclusionCamAim_locator').getPos(render))

    def lookAtMyTeam(self):
        activityView = self.activity.view
        arena = activityView.arena
        pos = activityView.teamCamPosLocators[self.team].getPos()
        aim = activityView.teamCamAimLocators[self.team].getPos()
        camera.wrtReparentTo(arena)
        self.cameraManager.setPos(camera.getPos(render))
        self.tempNP.reparentTo(arena)
        self.tempNP.setPos(arena, pos)
        self.cameraManager.setTargetPos(self.tempNP.getPos(render))
        self.cameraManager.setLookAtPos(self.getLookat(camera))
        self.tempNP.reparentTo(arena)
        self.tempNP.setPos(arena, aim)
        self.cameraManager.setTargetLookAtPos(self.tempNP.getPos(render))
        self.cameraManager.setEnabled(True)
        camera.setP(0.0)
        camera.setR(0.0)