Exemplo n.º 1
0
    def __init__(self):
        self.line_dir = NodePath()

        base.cTrav = CollisionTraverser()
        self.col_handler = CollisionHandlerEvent()

        picker_node = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(picker_node)
        self.pickerRay = CollisionRay()
        picker_node.addSolid(self.pickerRay)

        plane_node = CollisionNode("base_plane")
        plane = base.render.attachNewNode(plane_node)
        self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        picker_node.addSolid(self.pickerRay)

        picker_node.setTag("rays", "mray")
        base.cTrav.addCollider(pickerNPos, self.col_handler)

        self.col_handler.addInPattern("%(rays)ft-into-%(type)it")
        self.col_handler.addOutPattern("%(rays)ft-out-%(type)it")
        self.col_handler.addAgainPattern("ray_again_all%("
                                         "rays"
                                         ")fh%("
                                         "type"
                                         ")ih")

        self.model = loader.loadModel("../models/chest.egg")
        self.model_node = NodePath("sdfafd")
        self.model.reparentTo(self.model_node)
        self.model_node.reparentTo(render)
        #
        #        self.text_node = TextNode("battle_text")
        #        self.text_node.setText("TEXTYTEXTYTEXTTEXT")
        #        self.text_node_path = render.attachNewNode(self.text_node)
        #        self.text_node_path.reparentTo(render)
        #        self.text_node_path.setPos(0,0,4)
        #        self.text_node_path.setHpr(0,0,0)
        #        self.text_node_path.setScale(1)
        #        #self.text_node_path.setTransparency(TransparencyAttrib.MAlpha)
        #        self.text_node.setTextColor((1,1,1,1))
        #        self.text_node.setAlign(TextNode.ALeft)

        self.placement_ghost = EditorObjects.PlacementGhost(
            0, "tower", base.object_scale)

        z = 0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))

        taskMgr.add(self.ray_update, "updatePicker")
        taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane")
        taskMgr.add(self.task_mouse_press_check, "checkMousePress")

        self.input_init()

        self.pickable = None
Exemplo n.º 2
0
    def load(self):
        CogdoGameMovie.load(self)
        self.toonDNA = ToonDNA.ToonDNA()
        self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2,
                                           1, 8, 1, 8, 1, 14)
        self.toonHead = Toon.Toon()
        self.toonHead.setDNA(self.toonDNA)
        self.makeSuit('sc')
        self.toonHead.getGeomNode().setDepthWrite(1)
        self.toonHead.getGeomNode().setDepthTest(1)
        self.toonHead.loop('neutral')
        self.toonHead.setPosHprScale(-0.73, 0, -1.27, 180, 0, 0, 0.18, 0.18,
                                     0.18)
        self.toonHead.reparentTo(hidden)
        self.toonHead.startBlink()
        self.cogHead = Suit.Suit()
        self.cogDNA = SuitDNA.SuitDNA()
        self.cogDNA.newSuit('le')
        self.cogHead.setDNA(self.cogDNA)
        self.cogHead.getGeomNode().setDepthWrite(1)
        self.cogHead.getGeomNode().setDepthTest(1)
        self.cogHead.loop('neutral')
        self.cogHead.setPosHprScale(-0.74, 0, -1.79, 180, 0, 0, 0.12, 0.14,
                                    0.14)
        self.cogHead.reparentTo(hidden)
        self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip'))
        self.clipPlane.node().setPlane(Plane(0, 0, 1, 0))
        self.clipPlane.setPos(0, 0, 2.45)
        audioMgr = base.cogdoGameAudioMgr
        self._cogDialogueSfx = audioMgr.createSfx('cogDialogue')
        self._toonDialogueSfx = audioMgr.createSfx('toonDialogue')

        def start():
            camera.wrtReparentTo(render)
            self._startUpdateTask()

        def end():
            self._stopUpdateTask()

        introDuration = Globals.Gameplay.IntroDurationSeconds
        dialogue = TTLocalizer.CogdoFlyingIntroMovieDialogue
        waitDur = introDuration / len(dialogue)
        flyDur = introDuration - waitDur * 0.5
        flyThroughIval = Parallel(
            camera.posInterval(flyDur,
                               self._exit.getPos(render) + Point3(0, -22, 1),
                               blendType='easeInOut'),
            camera.hprInterval(flyDur, Point3(0, 5, 0), blendType='easeInOut'))
        self._ival = Sequence(
            Func(start),
            Parallel(
                flyThroughIval,
                Sequence(
                    Func(self.displayLine, 'cog',
                         self._getRandomLine(dialogue[0])), Wait(waitDur),
                    Func(self.displayLine, 'toon',
                         self._getRandomLine(dialogue[1])), Wait(waitDur),
                    Func(self.displayLine, 'cog',
                         self._getRandomLine(dialogue[2])), Wait(waitDur))),
            Func(end))
Exemplo n.º 3
0
    def load(self):
        self.notify.debug('load()')
        CogdoGameMovie.load(self)
        backgroundGui = loader.loadModel('phase_5/models/cogdominium/tt_m_gui_csa_flyThru') # Dialogue Box
        self.bg = backgroundGui.find('**/background')
        self.chatBubble = backgroundGui.find('**/chatBubble')
        self.chatBubble.setScale(6.5, 6.5, 7.2999999999999998)
        self.chatBubble.setPos(0.32000000000000001, 0, -0.78000000000000003)
        self.bg.setScale(5.2000000000000002)
        self.bg.setPos(0.14000000000000001, 0, -0.66669999999999996)
        self.bg.reparentTo(aspect2d)
        self.chatBubble.reparentTo(aspect2d)
        self.frame = DirectFrame(geom = self.bg, relief = None, pos = (0.20000000000000001, 0, -0.66669999999999996))
        self.bg.wrtReparentTo(self.frame)
        self.gameTitleText = DirectLabel(parent = self.frame, text = TTLocalizer.CogdoExecutiveSuiteTitle, scale = TTLocalizer.MRPgameTitleText * 0.80000000000000004, text_align = TextNode.ACenter, text_font = getSignFont(), text_fg = (1.0, 0.33000000000000002, 0.33000000000000002, 1.0), pos = TTLocalizer.MRgameTitleTextPos, relief = None)
        self.chatBubble.wrtReparentTo(self.frame)
        self.frame.hide()
        backgroundGui.removeNode()
        self.toonDNA = ToonDNA.ToonDNA()
        self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2, 1, 8, 1, 8, 1, 14) # Lowdens DNA
        self.toonHead = Toon.Toon()
        self.toonHead.setDNA(self.toonDNA)
        self.makeSuit('sc')
        self.toonHead.getGeomNode().setDepthWrite(1)
        self.toonHead.getGeomNode().setDepthTest(1)
        self.toonHead.loop('neutral')
        self.toonHead.setPosHprScale(-0.72999999999999998, 0, -1.27, 180, 0, 0, 0.17999999999999999, 0.17999999999999999, 0.17999999999999999)
        self.toonHead.reparentTo(hidden)
        self.toonHead.startBlink()
        self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip'))
        self.clipPlane.node().setPlane(Plane(0, 0, 1, 0))
        self.clipPlane.setPos(0, 0, 2.4500000000000002)
        self._toonDialogueSfx = loader.loadSfx('phase_3.5/audio/dial/AV_dog_long.mp3') # Dog speech
        self._camHelperNode = NodePath('CamHelperNode')
        self._camHelperNode.reparentTo(render)
        dialogue = TTLocalizer.CogdoExecutiveSuiteIntroMessage
        
        def start():
            self.frame.show()
            base.setCellsAvailable(base.bottomCells + base.leftCells + base.rightCells, 0)

        
        def showShopOwner():
            self._setCamTarget(self._shopOwner, -10, offset = Point3(0, 0, 5))

        
        def end():
            self._dialogueLabel.reparentTo(hidden)
            self.toonHead.reparentTo(hidden)
            self.frame.hide()
            base.setCellsAvailable(base.bottomCells + base.leftCells + base.rightCells, 1)
            self._stopUpdateTask()

        self._ival = Sequence(Func(start), Func(self.displayLine, dialogue), Func(showShopOwner), ParallelEndTogether(camera.posInterval(self.cameraMoveDuration, Point3(8, 0, 13), blendType = 'easeInOut'), camera.hprInterval(0.5, self._camHelperNode.getHpr(), blendType = 'easeInOut')), Wait(self.introDuration), Func(end))
        self._startUpdateTask()
Exemplo n.º 4
0
    def __init__(self, tileMap):
        self._tileMap = tileMap
        self._groundPlane = Plane(Point3(0, 0, 1), Point3(0, 0, 1))
        self._hoveredCoord = None  # The coordinates we are hovering over.
        self._highlightMode = None  # Targeter reference
        self._highlightModeParams = None  # Targeter params dict
        self._highlightedTiles = list()  # List of tile highlighted by pointer.
        self._previewTiles = list()  # List of tiles highlighted by preview.

        # Perform mouse raycasting every frame:
        taskMgr.add(self._updateHovered, "mouseScanning")
Exemplo n.º 5
0
    def load(self):
        self.notify.debug('load()')
        CogdoGameMovie.load(self)
        backgroundGui = loader.loadModel('phase_5/models/cogdominium/tt_m_gui_csa_flyThru')
        self.bg = backgroundGui.find('**/background')
        self.chatBubble = backgroundGui.find('**/chatBubble')
        self.chatBubble.setScale(6.5, 6.5, 7.3)
        self.chatBubble.setPos(0.32, 0, -0.78)
        self.bg.setScale(5.2)
        self.bg.setPos(0.14, 0, -0.6667)
        self.bg.reparentTo(aspect2d)
        self.chatBubble.reparentTo(aspect2d)
        self.frame = DirectFrame(geom=self.bg, relief=None, pos=(0.2, 0, -0.6667))
        self.bg.wrtReparentTo(self.frame)
        self.gameTitleText = DirectLabel(parent=self.frame, text=TTLocalizer.CogdoBarrelRoomTitle, scale=TTLocalizer.MRPgameTitleText * 0.8, text_align=TextNode.ACenter, text_font=getSignFont(), text_fg=(1.0, 0.33, 0.33, 1.0), pos=TTLocalizer.MRgameTitleTextPos, relief=None)
        self.chatBubble.wrtReparentTo(self.frame)
        self.frame.hide()
        backgroundGui.removeNode()
        self.toonDNA = ToonDNA.ToonDNA()
        self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2, 1, 8, 1, 8, 1, 14)
        self.toonHead = Toon.Toon()
        self.toonHead.setDNA(self.toonDNA)
        self.makeSuit('sc')
        self.toonHead.getGeomNode().setDepthWrite(1)
        self.toonHead.getGeomNode().setDepthTest(1)
        self.toonHead.loop('neutral')
        self.toonHead.setPosHprScale(-0.73, 0, -1.27, 180, 0, 0, 0.18, 0.18, 0.18)
        self.toonHead.reparentTo(hidden)
        self.toonHead.startBlink()
        self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip'))
        self.clipPlane.node().setPlane(Plane(0, 0, 1, 0))
        self.clipPlane.setPos(0, 0, 2.45)
        self._toonDialogueSfx = loader.loadSfx('phase_3.5/audio/dial/AV_dog_long.ogg')
        self._camHelperNode = NodePath('CamHelperNode')
        self._camHelperNode.reparentTo(render)
        dialogue = TTLocalizer.CogdoBarrelRoomIntroDialog

        def start():
            self.frame.show()
            base.setCellsActive(base.bottomCells + base.leftCells + base.rightCells, 0)

        def end():
            self._dialogueLabel.reparentTo(hidden)
            self.toonHead.reparentTo(hidden)
            self.frame.hide()
            base.setCellsActive(base.bottomCells + base.leftCells + base.rightCells, 1)
            self._stopUpdateTask()

        self._ival = Sequence(Func(start), Func(self.displayLine, dialogue), Wait(CogdoBarrelRoomConsts.BarrelRoomIntroTimeout), Func(end))
        self._startUpdateTask()
        return
Exemplo n.º 6
0
    def load(self):
        CogdoGameMovie.load(self)
        self.toonDNA = ToonDNA.ToonDNA()
        self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2,
                                           1, 8, 1, 8, 1, 14)
        self.toonHead = Toon.Toon()
        self.toonHead.setDNA(self.toonDNA)
        self.makeSuit('sc')
        self.toonHead.getGeomNode().setDepthWrite(1)
        self.toonHead.getGeomNode().setDepthTest(1)
        self.toonHead.loop('neutral')
        self.toonHead.setPosHprScale(-0.73, 0, -1.27, 180, 0, 0, 0.18, 0.18,
                                     0.18)
        self.toonHead.reparentTo(hidden)
        self.toonHead.startBlink()
        self.cogHead = Suit.Suit()
        self.cogDNA = SuitDNA.SuitDNA()
        self.cogDNA.newSuit('ms')
        self.cogHead.setDNA(self.cogDNA)
        self.cogHead.getGeomNode().setDepthWrite(1)
        self.cogHead.getGeomNode().setDepthTest(1)
        self.cogHead.loop('neutral')
        self.cogHead.setPosHprScale(-0.73, 0, -1.46, 180, 0, 0, 0.14, 0.14,
                                    0.14)
        self.cogHead.reparentTo(hidden)
        self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip'))
        self.clipPlane.node().setPlane(Plane(0, 0, 1, 0))
        self.clipPlane.setPos(0, 0, 2.45)
        audioMgr = base.cogdoGameAudioMgr
        self._cogDialogueSfx = audioMgr.createSfx('cogDialogue')
        self._toonDialogueSfx = audioMgr.createSfx('toonDialogue')
        suitData = Globals.SuitData[Globals.SuitTypes.Boss]
        bossSuit = Suit.Suit()
        d = SuitDNA.SuitDNA()
        d.newSuit(suitData['dnaName'])
        bossSuit.setDNA(d)
        bossSuit.setScale(suitData['scale'])
        bossSuit.loop('neutral')
        bossSuit.reparentTo(render)
        bossSuit.setPos(self._exit, -5, -5, 0)
        bossSuit.lookAt(self._exit)
        self._suits.append(bossSuit)
        self._camHelperNode = NodePath('CamHelperNode')
        self._camHelperNode.reparentTo(render)
        dialogue = TTLocalizer.CogdoMazeIntroMovieDialogue
        introDuration = Globals.IntroDurationSeconds
        waitDuration = introDuration / len(dialogue)

        def start():
            camera.wrtReparentTo(render)
            self._exit.open(animate=False)

        def showBoss():
            self._setCamTarget(bossSuit,
                               20,
                               offset=Point3(0, 0, 7),
                               angle=Point3(0, 15, 0))
            bossSuit.loop('victory')
            self._state = 1

        def showExit():
            self._setCamTarget(self._exit,
                               10,
                               offset=Point3(0, 0, 0),
                               angle=Point3(0, 60, 0))
            self._exit.close()
            self._state = 2

        showExitIval = Parallel(
            camera.posInterval(waitDuration * 0.5, (10, -25, 20),
                               other=self._exit,
                               blendType='easeInOut'),
            Sequence(
                Wait(waitDuration * 0.25), Func(bossSuit.play, 'effort'),
                camera.hprInterval(waitDuration * 0.25, (30, -30, 0),
                                   blendType='easeInOut'),
                Func(self._exit.close), Wait(waitDuration * 0.5)))

        def showWaterCooler():
            wc = self._maze.getWaterCoolers()[0]
            self._setCamTarget(wc, 25, angle=Point3(-30, 60, 0))
            camera.wrtReparentTo(self._camHelperNode)
            self._state = 3

        def end():
            self._stopUpdateTask()

        self._ival = Sequence(
            Func(start),
            Func(self.displayLine, 'toon', self._getRandomLine(dialogue[0])),
            showExitIval, Func(showWaterCooler),
            Func(self.displayLine, 'toon', self._getRandomLine(dialogue[1])),
            Wait(waitDuration), Func(showBoss),
            bossSuit.hprInterval(1.0,
                                 bossSuit.getHpr() + Point3(180, 0, 0),
                                 blendType='easeInOut'),
            Func(self.displayLine, 'toon', self._getRandomLine(dialogue[2])),
            Wait(waitDuration - 1.0), Func(end))
        self._startUpdateTask()
Exemplo n.º 7
0
 def initMouseRayCollision(self):
   z = 0
   self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))
Exemplo n.º 8
0
class Utils():
    LAST_ASSIGNED_ID = 0

    STARTJSON = None

    # Node
    NODE_SCALE = LVecBase3f(7, 9, 1)

    VERT_DEPTH_DIST = 20
    VERT_BREADTH_DIST = 30
    HORT_DEPTH_DIST = 25
    HORT_BREADTH_DIST = 10
    VERTICAL_DEPTH = False

    CURRENT_NODE_DATA_LIST = None

    TEXT_INPUT = None

    @staticmethod
    def convertToNodes(
            jsonData):  # Needed to be able to assign parentId(Proof?)
        # Utils.test(jsonData)
        nodeList = {}

        allNodeJsons = [copy.deepcopy(jsonData)]

        depth = 0
        while len(allNodeJsons) > 0:
            nodeJsonsInCurrentDepth = allNodeJsons
            allNodeJsons = []

            while len(nodeJsonsInCurrentDepth) > 0:
                currentJson = nodeJsonsInCurrentDepth[0]
                nodeJsonsInCurrentDepth.remove(currentJson)

                id = Utils.getIdOrAssignUnique(currentJson)
                node = Utils.getNode(currentJson, depth)
                nodeList[id] = node

                Utils.placeToParentsChildrenList(node, nodeList)

                nodeChildren = node.get('children')
                if nodeChildren is not None:
                    allNodeJsons.extend(nodeChildren)
                    for child in nodeChildren:
                        child['parentId'] = id

            depth += 1
        return nodeList

    @staticmethod
    def placeToParentsChildrenList(node, nodeList):
        parentId = node.get("parentId")
        if parentId is not None:
            nodeJsonSiblings = nodeList[parentId].get("children")
            for index, sibling in enumerate(nodeJsonSiblings):
                if sibling.get("x") is None:
                    nodeJsonSiblings.remove(sibling)
                    nodeJsonSiblings.insert(index, node)
                    nodeList[parentId]["children"] = nodeJsonSiblings
                    break

    @staticmethod
    def getNode(nodeJson, y):
        name = nodeJson.get('name')
        nodeId = nodeJson.get('id')
        parentId = nodeJson.get('parentId')
        children = nodeJson.get('children')
        node = {
            "name": name,
            "id": nodeId,
            "parentId": parentId,
            "children": children,
            "x": -1.0,
            "y": y,
            "mod": 0
        }
        return node

    @staticmethod
    def showNodes(nodeList):
        for key in nodeList:
            node = nodeList[key]
            print(
                node.get('name') + " id " + str(node.get('id')) +
                " parentId " + str(node.get('parentId')) + " x " +
                str(node.get("x")) + " y " + str(node.get("y")))

    @staticmethod
    def getIdOrAssignUnique(nodeJson):
        id = nodeJson.get('id')
        if id is None:
            Utils.LAST_ASSIGNED_ID += 1
            id = Utils.LAST_ASSIGNED_ID
            nodeJson['id'] = id
        return id

    @staticmethod
    def getUniqueId(nodeDataList, recheckLastId=False):
        Utils.LAST_ASSIGNED_ID = Utils.getLastAssignedId(
            nodeDataList, recheckLastId)
        Utils.LAST_ASSIGNED_ID += 1
        return Utils.LAST_ASSIGNED_ID

    @staticmethod
    def getLastAssignedId(nodeDataList, recheckLastId):
        highestIdAssigned = Utils.LAST_ASSIGNED_ID
        if Utils.CURRENT_NODE_DATA_LIST != nodeDataList or recheckLastId:
            Utils.CURRENT_NODE_DATA_LIST = nodeDataList
            for key in nodeDataList:
                if key >= highestIdAssigned:
                    highestIdAssigned = key

        return highestIdAssigned

    @staticmethod
    def showNode(node):
        print("name " + str(node.get("name")) + " x " + str(node.get("x")) +
              " y " + str(node.get("y")))

    @staticmethod
    def showDict(argDict):
        for key in argDict:
            print(str(key) + " " + str(argDict[key]))

    @staticmethod
    def dictLen(argDict):
        if argDict is None:
            return 0
        return len(argDict)

    @staticmethod
    def getJson(name):  # Deprecated
        jsonPath = path.abspath(path.join(__file__, "../../../assets/" + name))
        return json.load(open(jsonPath))

    @staticmethod
    def getAssetPath(fileName):
        return path.abspath(path.join(__file__, "../../../assets/" + fileName))

    @staticmethod
    def getChildren(node, nodeList):
        childrenIds = node.get("childrenIds")
        if childrenIds is None:
            return None

        children = []
        for id in childrenIds:
            children.append(nodeList[id])
        return children

    @staticmethod
    def getChildrenDict(node, nodeList):
        childrenIds = node.get("childrenIds")
        if childrenIds is None:
            return None

        children = {}
        for id in childrenIds:
            children[id] = nodeList[id]
        return children

    @staticmethod
    def createTextInput(pos, onEnterTextCb):
        Utils.TEXT_INPUT = TextInput(pos, onEnterTextCb)

    @staticmethod
    def closeTextInput():
        if Utils.TEXT_INPUT is not None:
            Utils.TEXT_INPUT.entry.destroy()
            Utils.TEXT_INPUT = None

    @staticmethod
    def getNodePosition(depth, breadth):
        if Utils.VERTICAL_DEPTH:
            x = breadth * Utils.VERT_BREADTH_DIST
            y = float(depth) * Utils.VERT_DEPTH_DIST
        else:
            y = breadth * Utils.HORT_BREADTH_DIST
            x = float(depth) * Utils.HORT_DEPTH_DIST
        z = 0  # Should be addressed later on

        return LVecBase3f(x, y, z)

    @staticmethod
    def getNodeDataPointt(nodeData):
        depth = nodeData.get("depth")
        breadth = nodeData.get("x")
        return Utils.getNodePosition(depth, breadth)

    # Have to find another way to organize functions
    @staticmethod
    def removeSelectedField(nodeId, nodeDataSettings):
        nodeSettings = nodeDataSettings.get(nodeId)
        if nodeSettings is not None:
            nodeDataSettings.pop(nodeId, None)
        return nodeDataSettings

    # Mouse helpers
    PLANE = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
    CT = CollisionTraverser()
    CHQ = CollisionHandlerQueue()
    CN = CollisionNode('mouseRay')

    NEW_CN = None
    CR = CollisionRay()

    @staticmethod
    def getMousePosition(showBase):
        Utils.initMouseFields(showBase)
        return Utils.getMouseCollisionToPlane(showBase, Utils.PLANE)

    @staticmethod
    def initMouseFields(showBase):
        if Utils.NEW_CN is None:
            Utils.NEW_CN = showBase.camera.attachNewNode(Utils.CN)
            Utils.CN.setFromCollideMask(BitMask32.bit(1))

            Utils.CN.addSolid(Utils.CR)
            Utils.CT.addCollider(Utils.NEW_CN, Utils.CHQ)

    @staticmethod
    def getMouseCollisionToPlane(showBase, plane):
        mouseWatcherNode = showBase.mouseWatcherNode
        if mouseWatcherNode.hasMouse():
            mpos = mouseWatcherNode.getMouse()

            pos3d = LPoint3()
            nearPoint = LPoint3()
            farPoint = LPoint3()
            showBase.camLens.extrude(mpos, nearPoint, farPoint)

            render = showBase.render
            camera = showBase.camera
            if plane.intersectsLine(pos3d,
                                    render.getRelativePoint(camera, nearPoint),
                                    render.getRelativePoint(camera, farPoint)):
                return pos3d
        return None

    @staticmethod
    def getDistSqr2D(point3d1, point3d2):
        dx = point3d2.x - point3d1.x
        dy = point3d2.y - point3d1.y
        return (dx * dx) + (dy * dy)

    @staticmethod
    def isInRange(sqrDist, rangeDist):
        if sqrDist < (rangeDist * rangeDist):
            return True
        return False

    @staticmethod
    def collidesRect(p1, p2, width, height):
        r1 = Rect(p1.x, p1.y, width, height)
        r2 = Rect(p2.x, p2.y, width, height)

        result = r1.collidesWith(r2)
        # print(str(result))
        return result
Exemplo n.º 9
0
    def __init__(self):
        base.cTrav = CollisionTraverser()
        self.col_handler = CollisionHandlerEvent()

        self.selected = -1
        self.selected_node = None
        self.selecteds = []
        self.multi_select = False
        self.multi_selecting = False
        self.select_box = NodePath()

        picker_node = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(picker_node)
        self.pickerRay = CollisionRay()
        picker_node.addSolid(self.pickerRay)

        plane_node = CollisionNode("base_plane")
        plane = base.render.attachNewNode(plane_node)
        self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        picker_node.addSolid(self.pickerRay)

        picker_node.setTag("rays", "mray")
        base.cTrav.addCollider(pickerNPos, self.col_handler)

        self.col_handler.addInPattern("%(rays)ft-into-%(type)it")
        self.col_handler.addOutPattern("%(rays)ft-out-%(type)it")

        self.col_handler.addAgainPattern("ray_again_all%("
                                         "rays"
                                         ")fh%("
                                         "type"
                                         ")ih")

        self.DO = DirectObject()

        self.DO.accept('mray-into-army', self.col_in_object)
        self.DO.accept('mray-out-army', self.col_out_object)
        self.DO.accept('mray-into-battle', self.col_in_object)
        self.DO.accept('mray-out-battle', self.col_out_object)
        self.DO.accept('mray-into-tower', self.col_in_object)
        self.DO.accept('mray-out-tower', self.col_out_object)

        self.DO.accept('ray_again_all', self.col_against_object)

        if base.client == False:
            self.col_handler.addInPattern("%(player)ft-into-%(player)it")
            self.col_handler.addInPattern("%(type)ft-into-%(type)it")
            self.DO.accept('army-into-battle', self.col_army_against_battle)
            self.DO.accept('army-into-tower', self.col_army_against_tower)
            self.DO.accept('1-into-2', self.col_p1_into_p2)

        self.pickable = None

        self.DO.accept('mouse1', self.mouse_click, ["down"])
        self.DO.accept('mouse1-up', self.mouse_click, ["up"])
        self.DO.accept('mouse3-up', self.mouse_order)

        taskMgr.add(self.ray_update, "updatePicker")
        taskMgr.add(self.task_select_check, "updatePicker")
        taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane")

        z = 0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))

        self.model = loader.loadModel("models/chest.egg")
        self.model.reparentTo(render)
        self.model.hide()
        cm = CardMaker("blah")
        cm.setFrame(-100, 100, -100, 100)
        pnode = render.attachNewNode(cm.generate())  #.lookAt(0, 0, -1)
        pnode.hide()
Exemplo n.º 10
0
    def __init__(self, framework, *args, **kwargs):
        self.bullets = []
        self.environment = {}
        self.colliders = {}
        self.task_manager = []
        self.bullet_colliders = []
        self.remove_bullet_indices = []

        super().__init__(*args, **kwargs)
        self.f = framework
        self.controller = Controller(self.f.accept, self)
        self.f.set_background_color(0.2, 0.2, 0.2, 0.6)

        if settings.ALLOW_FILTERS:
            self.filter = CommonFilters(self.f.win, self.f.cam)
            self.filter.set_bloom(mintrigger=0.99, size="small")
            # self.filter.set_blur_sharpen(amount=0.99)

        self.base_node = NodePath("base")
        self.base_node.reparent_to(self.f.render)

        # floor
        self.plane = self.create_model(settings.egg / "plane",
                                       self.base_node,
                                       "ground-zero",
                                       color=(1, 1, 1, 1))
        self.create_model(settings.egg / "house_01",
                          self.base_node,
                          "house-01",
                          position=(20, 50, 0),
                          scale=1.5)
        self.create_model(settings.egg / "house_02",
                          self.base_node,
                          "house-02",
                          position=(-50, 10, 0),
                          scale=1.5)

        self.sun_light_model = self.create_model("models/misc/sphere",
                                                 self.base_node,
                                                 "sun",
                                                 position=(0, -150, 250),
                                                 scale=5.0,
                                                 color=(1, 1, 1, 1),
                                                 _store=False)

        tank = self.create_model(settings.egg / "tank",
                                 self.base_node,
                                 "player",
                                 scale=3.0,
                                 position=(0.0, 0.0, 1e-3))
        gun = self.create_model("models/misc/sphere",
                                tank,
                                "player-gun",
                                position=(0.0, 4.5, 1.755),
                                scale=0.1,
                                _store=False)
        self.tank = Tank(tank, gun, framework=self.f)
        self._tank = self.tank.tank

        enemy = self.create_model(settings.egg / "enemy",
                                  self.base_node,
                                  "enemy",
                                  scale=0.8,
                                  position=(-80.0, 80.0, 1e-3))
        self.enemy = EnemyTank(enemy, None, framework=self.f)

        # point light for shadows
        sun_light = PointLight("sun-light")
        sun_light.set_color((0.4, 0.4, 0.4, 1))
        self.sun_light_node = self.base_node.attach_new_node(sun_light)
        self.sun_light_node.reparent_to(self.sun_light_model)
        self.redistribute_light(self.sun_light_node)
        self.plane.set_light(self.sun_light_node)

        # daylight
        if settings.ALLOW_DAYLIGHT:
            day_light = DirectionalLight("day-light")
            day_light.set_color((1, 1, 1, 1))
            self.daylight_node = self.f.render.attach_new_node(day_light)
            self.daylight_node.set_p(-20)
            self.daylight_node.set_h(10)
            self.daylight_node.reparent_to(self.sun_light_model)
            self.redistribute_light(self.daylight_node)

        # shadows
        if settings.ALLOW_SHADOWS:
            sun_light.set_shadow_caster(True, 2048, 2048)
            self.f.render.set_shader_auto()

        # 3rd person camera lock
        if settings.TRD_PERSON_CAM:
            self.f.camera.reparent_to(self.tank.tank)
            self.f.cam.set_pos(0, -25, 10)
            self.f.cam.lookAt(self.tank.tank)
            self.f.cam.setP(self.f.camera.getP() - 20)

        if settings.ALLOW_AMBIENT:
            amblight = AmbientLight("ambient-light")
            amblight.set_color((0.2, 0.2, 0.2, 1))
            self.amblight_node = self.f.render.attach_new_node(amblight)
            self.redistribute_light(self.amblight_node)

        # colliders
        tank_collider = self.environment["player"].attachNewNode(
            CollisionNode('player-collider'))
        tank_collider.node().addSolid(
            CollisionBox(Point3(-1.5, -3, 0), Point3(1.5, 3, 2.25)))
        self.colliders['player-collider'] = tank_collider

        enemy_collider = self.environment["enemy"].attachNewNode(
            CollisionNode('enemy-collider'))
        enemy_collider.node().addSolid(
            CollisionBox(Point3(-6.5, -13.5, 0), Point3(6.5, 13, 10)))
        self.colliders['enemy-collider'] = enemy_collider

        house_01_collider = self.environment["house-01"].attachNewNode(
            CollisionNode('house-01-collider'))
        house_01_collider.node().addSolid(
            CollisionBox(Point3(0, 2, 0), Point3(14.5, 16, 17)))
        self.colliders['house-01'] = house_01_collider

        house_02_collider = self.environment["house-02"].attachNewNode(
            CollisionNode('house-02-collider'))
        house_02_collider.node().addSolid(
            CollisionBox(Point3(0, 0, 0), Point3(21, 27, 37)))
        self.colliders['house-02'] = house_02_collider

        floor_collider = self.environment["ground-zero"].attachNewNode(
            CollisionNode('ground-zero-collider'))
        floor_collider.node().addSolid(
            CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))))
        self.colliders['ground-zero-collider'] = floor_collider

        self.f.pusher.addCollider(tank_collider, self.environment["player"])
        self.f.cTrav.addCollider(tank_collider, self.f.pusher)

        # show.hide all colliders
        if settings.SHOW_COLLIDERS:
            for key, value in self.colliders.items():
                logger.info(f"collider for {key} is visible")
                value.show()
                self.f.cTrav.showCollisions(self.f.render)

        # uppdate
        self.f.cHandler.addInPattern('%fn')
        self.f.accept('bullet-collider', self.handle_collision)

        self.task_manager.append(self.f.task_mgr.add(self.update))
        self.task_manager.append(self.f.task_mgr.add(self.update_bullets))
Exemplo n.º 11
0
	def __init__(self):
		ShowBase.__init__(self)
		self.disableMouse()
		self.camera.setPos(40, -100, 160)
		self.camera.lookAt(40,-44.5,0)
		self.rows, self.cols = 9, 8
		#Start tile & end tile
		self.start, self.end = (0, 0), (8, 7)
		self.cellSize = 10
		#Plane used for intersection of mouseLine
		#To get coords of mouse
		self.mousePlane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
		#No click has been made
		self.mousePressed = False
		self.displayTextObject = None
		#Holds the model for all tiles
		self.tiles = []
		for row in xrange(self.rows):
			self.tiles += [[0]*self.cols]
		#Holds the texture for the grass tiles
		self.grass = loader.loadTexture("models/textures/sponge.jpg")
		#Holds the models for all the towers
		self.towerModels = []
		for row in xrange(self.rows):
			self.towerModels += [[0]*self.cols]
		#Holds the G value of each tile for pathing
		self.tileNodes = []
		for row in xrange(self.rows):
			self.tileNodes += [[0]*self.cols]
		for row in xrange(self.rows):
			for col in xrange(self.cols):
				self.tileNodes[row][col] = Tile(self)
		#Holds the towers in a 2d array
		self.towers = []
		for row in xrange(self.rows):
			self.towers += [[0]*self.cols]
		self.board = [
						['s', 0, 0, 0, 0, 0, 0, 0],
						 [ 0, 0, 0, 0, 0, 0, 0, 0],
						 [ 0, 0, 0, 0, 0, 0, 0, 0],
						 [ 0, 0, 0, 0, 0, 0, 0, 0],
						 [ 0, 0, 0, 0, 0, 0, 0, 0],
						 [ 0, 0, 0, 0, 0, 0, 0, 0],
						 [ 0, 0, 0, 0, 0, 0, 0, 0],
						 [ 0, 0, 0, 0, 0, 0, 0, 0],
						 [ 0, 0, 0, 0, 0, 0, 0,'e']
					 ]
		self.drawBoard()
		self.drawBoardLines()
		self.drawBackground()
		
		#Stores all center points of each tile
		self.midPoints= []
		startX = 5 #X Coordinate of first Square's center
		startY = -5 #Y Coordinate of first Square's center
		for row in xrange(self.rows):
			self.midPoints += [[Point3(0,0,0)]*self.cols]
		for row in xrange(self.rows):
			for col in xrange(self.cols):
				self.midPoints[row][col] = Point3(
											startX+col*self.cellSize,
											startY-row*self.cellSize,
											0)
		self.createPath(self.start, self.end)
		
#Board Information
		#Towers
		self.arrowTowerModel = loader.loadModel(
			"models/towers/arrowTowerFolder/arrowTower")
		self.fireTowerModel = loader.loadModel(
			"models/towers/fireTowerFolder/fireTower")
		self.iceTowerModel = loader.loadModel(
			"models/towers/iceTowerFolder/iceTower")

#Main Menu
		self.mainFrame = DirectFrame(frameColor=(0, 0, 0, 1),
		                      frameSize=(-2, 2, -2, 2),
		                      pos=(0, 0, 0))
		instructionsText = "   Stefan Dasbach's Tower Defense\n\n\n"+\
							"Monsters move accross the screen\n" +\
							"from the green square to the red\nsquare."+\
							" Choose and build from among a \nrange" +\
							" of towers including Arrow, Fire,\nand" +\
							" Ice. Waves of monsters come in \n10 and" +\
							" will spawn every 15 seconds. You\ncan" +\
							" only build towers when creeps are\nnot" +\
							" alive.\n\nPress 'P' to play!"
		self.instructionsNode = OnscreenText(
									text=instructionsText,
									pos = (-0.9, 0.55),
									scale = (0.1),
								bg = (209/255.0, 168/255.0, 132/255.0, 1),
									frame = (1, 0, 0, 1),
									align = TextNode.ALeft
												)
		# self.fireProjectileModel = loader.loadModel(
		# 	"models/projectiles/fireProjectileFolder/fireProjectile")
		# self.iceProjectileModel = loader.loadModel(
		# "models/projectiles/iceProjectileFolder/iceProjectile")
		# 
		# self.iceProjectileModel.setScale(0.03,0.03,0.03)
		# self.iceProjectileModel.setPos(12,-5,0)
		# # self.iceProjectileModel.lookAt(15, -5, 0)
		# self.iceProjectileModel.reparentTo(self.render)
		
#Level information
		self.level = 1
		self.gold = 20
		self.lives = 20
		self.totalHp = 0
		self.arrowTowerCost = 10
		self.fireTowerCost = 25
		self.iceTowerCost = 30
		#Building period, True at beginning of game
		self.buildTime = True
		#Spawning/killing of creeps period, False at beginning
		self.fireTime = False
		self.displayGameInfoNode = None
		self.displayGameInfoNode1 = None
		
#Spawn Creeps
		self.numberOfCreeps = 10
		#Time for building
		self.waveTime = 15
		self.creeps = []
		self.hasSpawnedWave = False
		#Delay between spawning of each creep
		self.delayTime = 0
		self.interval = 0
		self.buildTimeDuration = 0
		self.alreadyInitedGame = False
		self.accept("p", self.initGame)