def __init__(self):
        ShowBase.__init__(self)
        # Disable the camera trackball controls.
        self.disableMouse()

        self.setBackgroundColor(0.5,0.5,0.5)
        self.terrain = Terrain(self)

        # Add a fog
        fog = Fog("A linear-mode Fog node")
        fog.setMode(Fog.MExponential)
        fog.setColor(0.5,0.5,0.5)
        fog.setExpDensity(0.01)
        self.render.setFog(fog)

        # helper maps for storing times
        self.lastPositioningTime = {}
        self.lastTurningTime = {}

        # Load and transform the panda actor.
        self.pandaActor = Actor("models/panda-model", {"walk": "models/panda-walk4"})
        self.pandaActor.setScale(0.005, 0.005, 0.005)
        self.pandaActor.reparentTo(self.render)
        
        # setup keyboard events
        self.accept('arrow_up', self.pandaGo, [1])
        self.accept('arrow_up-up', self.pandaStop, [1])
        self.accept('arrow_down', self.pandaGo, [-1])
        self.accept('arrow_down-up', self.pandaStop, [-1])
        self.accept('arrow_left', self.pandaTurn, [-1])
        self.accept('arrow_left-up', self.pandaStopTurning, [-1])
        self.accept('arrow_right', self.pandaTurn, [1])
        self.accept('arrow_right-up', self.pandaStopTurning, [1])

        # add task for moving the camera
        self.taskMgr.add(self.spinCameraByPanda, "SpinCameraTask")
Exemplo n.º 2
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    def gameLoop(self, task):

        #Compensate for inconsistent update intervals

        dt = globalClock.getDt()

        if self.GAME_MODE == MAIN_MENU:

            if not self.mode_initialized:

                self.buildMainMenu()

                self.mode_initialized = True

        if self.GAME_MODE == IN_GAME_MENU:

            if not self.mode_initialized:

                #Fog out background

                inGameMenuFogColor = (50, 150, 50)

                inGameMenuFog = Fog("inGameMenuFog")

                inGameMenuFog.setMode(Fog.MExponential)
                inGameMenuFog.setColor(*inGameMenuFogColor)
                inGameMenuFog.setExpDensity(.01)

                render.setFog(inGameMenuFog)

                self.buildInGameMenu()

                self.mode_initialized = True

        if self.GAME_MODE == PLAY:

            if not self.mode_initialized:

                props = WindowProperties()
                props.setCursorHidden(True) 
                base.win.requestProperties(props)

                self.last_mouse_x = self.win.getPointer(0).getX()
                self.last_mouse_y = self.win.getPointer(0).getY()

                self.mode_initialized = True

            if self.play_mode == TERRAIN:

                self.maintainTurrets()
                self.avatar.move(dt)

            elif self.play_mode == SPACE:

                self.asteroidManager.maintainAsteroidField(self.avatar.objectNP.getPos(), 
                                                           self.avatar.speed, dt)

            #Handle keyboard input

            self.avatar.handleKeys(self.keys, self.play_mode)

            ########## Mouse-based viewpoint rotation ##########

            mouse_pos = self.win.getPointer(0)

            current_mouse_x = mouse_pos.getX()
            current_mouse_y = mouse_pos.getY()

            #Side to side

            if self.play_mode == TERRAIN:

                mouse_shift_x = current_mouse_x - self.last_mouse_x
                self.last_mouse_x = current_mouse_x

                if current_mouse_x < 5 or current_mouse_x >= (self.win_center_x * 1.5):

                    base.win.movePointer(0, self.win_center_x, current_mouse_y)
                    self.last_mouse_x = self.win_center_x

                yaw_shift = -((mouse_shift_x) * Camera.ROT_RATE[0])

                self.avatar.yawRot += yaw_shift

                self.avatar.objectNP.setH(self.avatar.yawRot)

            #Up and down

            mouse_shift_y = current_mouse_y - self.last_mouse_y
            self.last_mouse_y = current_mouse_y

            if current_mouse_y < 5 or current_mouse_y >= (self.win_center_y * 1.5):

                base.win.movePointer(0, current_mouse_x, self.win_center_y)
                self.last_mouse_y = self.win_center_y

            pitch_shift = -((mouse_shift_y) * Camera.ROT_RATE[1])

            self.mainCamera.pitchRot += pitch_shift

            if self.mainCamera.pitchRot > Camera.FLEX_ROT_MAG[0]:

                self.mainCamera.pitchRot = Camera.FLEX_ROT_MAG[0]

            elif self.mainCamera.pitchRot < -Camera.FLEX_ROT_MAG[0]:

                self.mainCamera.pitchRot = -Camera.FLEX_ROT_MAG[0]

            xy_plane_cam_dist = Camera.AVATAR_DIST

            cam_x_adjust = xy_plane_cam_dist*sin(radians(self.avatar.yawRot))  
            cam_y_adjust = xy_plane_cam_dist*cos(radians(self.avatar.yawRot))
            cam_z_adjust = Camera.ELEVATION

            self.mainCamera.camObject.setH(self.avatar.yawRot)
            self.mainCamera.camObject.setP(self.mainCamera.pitchRot)

            self.mainCamera.camObject.setPos(self.avatar.objectNP.getX() + cam_x_adjust, self.avatar.objectNP.getY() - cam_y_adjust, 
                            self.avatar.objectNP.getZ() + cam_z_adjust)

            #Find collisions

            #self.cTrav.traverse(render)

            #print self.environ.getBounds()

        return Task.cont
Exemplo n.º 3
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class ToontownFogManager:
    def __init__(self):
        self.fog = None
        self.fogMode = None
        print("Initialized Fog Manager")

        self.fog = Fog("ActiveFog")
        self.fog.setColor(1, 1, 1)

        self.fogTypes = {
            0: Fog.MExponential,
            1: Fog.MExponentialSquared,
            2: Fog.MLinear
        }

    def setFog(self, np):
        np.setFog(self.fog)

    def setColor(self, r, g, b):
        self.fog.setColor(r, g, b)

    def clearFog(self):
        return render.clearFog()

    def getFogMode(self):
        self.fogMode = self.fog.getMode()

    def setFogMode(self, id):
        mode = self.fog.setMode(self.fogTypes[id])
        self.fogMode = mode

    ## For Exponential Fog

    def setDensity(self, density):
        """
        Determines the density value used for exponential fog calculations.

        :param float density: A value between [0, 1]
        """
        self.fog.setExpDensity(density)

    ## For Linear Fog

    def setLinearRange(self, range, opacity):
        """
        Specifies the effects of the fog in linear distance units. This is only used if the mode is M_linear.

        This specifies a fog that begins at distance onset units from the origin, and becomes totally opaque at distance
        <opaque units> from the origin, along the forward axis (usually Y).

        This function also implicitly sets the mode the M_linear, if it is not already set.

        :param float opacity: [0, 1]
        """
        self.fog.setLinearRange(range, opacity)

    def setLinearFallback(self, angle, onset, opaque):
        """
        :param float angle: the minimum viewing angle (angle between the camera direction and fog direction) at which
         the fallback effect will be employed.
        :type onset: float
        :param float opaque: [0, 1]

        Defines how the fog should be rendered when the fog effect is diminished in this way.

        Onset and opaque specify camera-relative onset and opaque distances that will be fallen back on, overriding the
        Fog node's own onset and opaque distances.

        The linear fallback workaround will only look good in certain situations, for example when the fog is deep inside a dark cave.

        So in general, exponential mode fog is more useful than the default linear mode fog.
        """
        self.fog.setLinearFallback(angle, onset, opaque)
Exemplo n.º 4
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    def gameLoop(self, task):

        #Compensate for inconsistent update intervals

        dt = globalClock.getDt()

        if self.GAME_MODE == MAIN_MENU:

            if not self.mode_initialized:

                self.buildMainMenu()

                self.mode_initialized = True

        if self.GAME_MODE == IN_GAME_MENU:

            if not self.mode_initialized:

                inGameMenuFogColor = (50, 150, 50)

                inGameMenuFog = Fog("inGameMenuFog")

                inGameMenuFog.setMode(Fog.MExponential)
                inGameMenuFog.setColor(*inGameMenuFogColor)
                inGameMenuFog.setExpDensity(.01)

                render.setFog(inGameMenuFog)

                self.buildInGameMenu()

                self.mode_initialized = True

        if self.GAME_MODE == NORMAL:

            if not self.mode_initialized:

                props = WindowProperties()
                props.setCursorHidden(True) 
                base.win.requestProperties(props)

                self.last_mouse_x = self.win.getPointer(0).getX()
                self.last_mouse_y = self.win.getPointer(0).getY()

                self.mode_initialized = True

            #Handle keyboard input

            self.avatar.handleKeys(self.keys)
            self.avatar.move(dt)

            #Mouse-based viewpoint rotation

            mouse_pos = self.win.getPointer(0)

            current_mouse_x = mouse_pos.getX()
            current_mouse_y = mouse_pos.getY()

            mouse_shift_x = current_mouse_x - self.last_mouse_x
            mouse_shift_y = current_mouse_y - self.last_mouse_y

            self.last_mouse_x = current_mouse_x
            self.last_mouse_y = current_mouse_y

            if current_mouse_x < 5 or current_mouse_x >= (self.win_center_x * 1.5):

                base.win.movePointer(0, self.win_center_x, current_mouse_y)
                self.last_mouse_x = self.win_center_x

            if current_mouse_y < 5 or current_mouse_y >= (self.win_center_y * 1.5):

                base.win.movePointer(0, current_mouse_x, self.win_center_y)
                self.last_mouse_y = self.win_center_y

            yaw_shift = -((mouse_shift_x) * Camera.ROT_RATE[0])
            pitch_shift = -((mouse_shift_y) * Camera.ROT_RATE[1])

            self.avatar.yawRot += yaw_shift
            self.mainCamera.pitchRot += pitch_shift

            if self.mainCamera.pitchRot > Camera.MAX_PITCH_ROT:

                self.mainCamera.pitchRot = Camera.MAX_PITCH_ROT

            elif self.mainCamera.pitchRot < Camera.MIN_PITCH_ROT:

                self.mainCamera.pitchRot = Camera.MIN_PITCH_ROT

            self.avatar.objectNP.setH(self.avatar.yawRot)

            self.mainCamera.camObject.setH(self.avatar.yawRot)
            self.mainCamera.camObject.setP(self.mainCamera.pitchRot)

            if self.NAVIGATION_MODE == TERRAIN:

                xy_plane_cam_dist = Camera.AVATAR_DIST

                cam_z_adjust = Camera.ELEVATION

            elif self.NAVIGATION_MODE == SPACE:

                xy_plane_cam_dist = Camera.AVATAR_DIST*cos(radians(self.pitchRot))
            
                cam_z_adjust = Camera.AVATAR_DIST*sin(radians(self.pitchRot))

            cam_x_adjust = xy_plane_cam_dist*sin(radians(self.avatar.yawRot))  
            cam_y_adjust = xy_plane_cam_dist*cos(radians(self.avatar.yawRot))

            self.mainCamera.camObject.setPos(self.avatar.objectNP.getX() + cam_x_adjust, self.avatar.objectNP.getY() - cam_y_adjust, 
                            self.avatar.objectNP.getZ() + cam_z_adjust)

            #Find collisions

            self.cTrav.traverse(render)

        return Task.cont
Exemplo n.º 5
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    def gameLoop(self, task):

        #Compensate for inconsistent update intervals

        dt = globalClock.getDt()

        if self.GAME_MODE == MAIN_MENU:

            if not self.mode_initialized:

                self.buildMainMenu()

                self.mode_initialized = True

        if self.GAME_MODE == IN_GAME_MENU:

            if not self.mode_initialized:

                inGameMenuFogColor = (50, 150, 50)

                inGameMenuFog = Fog("inGameMenuFog")

                inGameMenuFog.setMode(Fog.MExponential)
                inGameMenuFog.setColor(*inGameMenuFogColor)
                inGameMenuFog.setExpDensity(.01)

                render.setFog(inGameMenuFog)

                self.buildInGameMenu()

                self.mode_initialized = True

        if self.GAME_MODE == NORMAL:

            if not self.mode_initialized:

                props = WindowProperties()
                props.setCursorHidden(True)
                base.win.requestProperties(props)

                self.last_mouse_x = self.win.getPointer(0).getX()
                self.last_mouse_y = self.win.getPointer(0).getY()

                self.mode_initialized = True

            #Handle keyboard input

            self.avatar.handleKeys(self.keys)
            self.avatar.move(dt)

            #Mouse-based viewpoint rotation

            mouse_pos = self.win.getPointer(0)

            current_mouse_x = mouse_pos.getX()
            current_mouse_y = mouse_pos.getY()

            mouse_shift_x = current_mouse_x - self.last_mouse_x
            mouse_shift_y = current_mouse_y - self.last_mouse_y

            self.last_mouse_x = current_mouse_x
            self.last_mouse_y = current_mouse_y

            if current_mouse_x < 5 or current_mouse_x >= (self.win_center_x *
                                                          1.5):

                base.win.movePointer(0, self.win_center_x, current_mouse_y)
                self.last_mouse_x = self.win_center_x

            if current_mouse_y < 5 or current_mouse_y >= (self.win_center_y *
                                                          1.5):

                base.win.movePointer(0, current_mouse_x, self.win_center_y)
                self.last_mouse_y = self.win_center_y

            yaw_shift = -((mouse_shift_x) * Camera.ROT_RATE[0])
            pitch_shift = -((mouse_shift_y) * Camera.ROT_RATE[1])

            self.avatar.yawRot += yaw_shift
            self.mainCamera.pitchRot += pitch_shift

            if self.mainCamera.pitchRot > Camera.MAX_PITCH_ROT:

                self.mainCamera.pitchRot = Camera.MAX_PITCH_ROT

            elif self.mainCamera.pitchRot < Camera.MIN_PITCH_ROT:

                self.mainCamera.pitchRot = Camera.MIN_PITCH_ROT

            self.avatar.objectNP.setH(self.avatar.yawRot)

            self.mainCamera.camObject.setH(self.avatar.yawRot)
            self.mainCamera.camObject.setP(self.mainCamera.pitchRot)

            if self.NAVIGATION_MODE == TERRAIN:

                xy_plane_cam_dist = Camera.AVATAR_DIST

                cam_z_adjust = Camera.ELEVATION

            elif self.NAVIGATION_MODE == SPACE:

                xy_plane_cam_dist = Camera.AVATAR_DIST * cos(
                    radians(self.pitchRot))

                cam_z_adjust = Camera.AVATAR_DIST * sin(radians(self.pitchRot))

            cam_x_adjust = xy_plane_cam_dist * sin(radians(self.avatar.yawRot))
            cam_y_adjust = xy_plane_cam_dist * cos(radians(self.avatar.yawRot))

            self.mainCamera.camObject.setPos(
                self.avatar.objectNP.getX() + cam_x_adjust,
                self.avatar.objectNP.getY() - cam_y_adjust,
                self.avatar.objectNP.getZ() + cam_z_adjust)

            #Find collisions

            self.cTrav.traverse(render)

        return Task.cont
Exemplo n.º 6
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    def gameLoop(self, task):

        dt = globalClock.getDt()

        self.processKeys()

        if self.gameMode["display"] == MAIN_MENU:

            if not self.mode_initialized:

                self.buildMainMenu()

                self.mode_initialized = True

        if self.gameMode["display"] == IN_GAME_MENU:

            if not self.mode_initialized:

                #Fog out background

                inGameMenuFogColor = (50, 150, 50)

                inGameMenuFog = Fog("inGameMenuFog")

                inGameMenuFog.setMode(Fog.MExponential)
                inGameMenuFog.setColor(*inGameMenuFogColor)
                inGameMenuFog.setExpDensity(.01)

                render.setFog(inGameMenuFog)

                self.buildInGameMenu()

                self.mode_initialized = True

        if self.gameMode["display"] == DEAD:

            if not self.mode_initialized:

                self.buildDeathScreen()

                self.mode_initialized = True

        if self.gameMode["display"] == PLAY:

            alive = self.avatar.states["alive"]

            if not self.mode_initialized:

                self.toggleCursor(True)

                self.last_mouse_x = self.win.getPointer(0).getX()
                self.last_mouse_y = self.win.getPointer(0).getY()

                self.mode_initialized = True

            if self.gameMode["play"] == TERRAIN:

                if alive:

                    self.maintainTurrets()
                    self.avatar.move(dt)

                else:
                    self.switchDisplayMode(DEAD)

            elif self.gameMode["play"] == SPACE:

                if alive:

                    self.asteroidManager.maintainAsteroidField(
                        self.avatar.objectNP.getPos(), self.avatar.speed,
                        Camera.AVATAR_DIST, dt)

                else:
                    self.switchDisplayMode(DEAD)

            if alive:

                #Handle keyboard input

                self.avatar.handleKeys(self.keys, self.gameMode["play"])

                ########## Mouse-based viewpoint rotation ##########

                mouse_pos = self.win.getPointer(0)

                current_mouse_x = mouse_pos.getX()
                current_mouse_y = mouse_pos.getY()

                #Side to side

                if self.gameMode["play"] == TERRAIN:

                    mouse_shift_x = current_mouse_x - self.last_mouse_x
                    self.last_mouse_x = current_mouse_x

                    if current_mouse_x < 5 or current_mouse_x >= (
                            self.win_center_x * 1.5):

                        base.win.movePointer(0, self.win_center_x,
                                             current_mouse_y)
                        self.last_mouse_x = self.win_center_x

                    yaw_shift = -((mouse_shift_x) * Camera.ROT_RATE[0])

                    self.avatar.yawRot += yaw_shift

                    self.avatar.objectNP.setH(self.avatar.yawRot)

                #Up and down

                mouse_shift_y = current_mouse_y - self.last_mouse_y
                self.last_mouse_y = current_mouse_y

                if current_mouse_y < 5 or current_mouse_y >= (
                        self.win_center_y * 1.5):

                    base.win.movePointer(0, current_mouse_x, self.win_center_y)
                    self.last_mouse_y = self.win_center_y

                pitch_shift = -((mouse_shift_y) * Camera.ROT_RATE[1])

                self.mainCamera.pitchRot += pitch_shift

                if self.mainCamera.pitchRot > Camera.FLEX_ROT_BOUND[0]:

                    self.mainCamera.pitchRot = Camera.FLEX_ROT_BOUND[0]

                elif self.mainCamera.pitchRot < -Camera.FLEX_ROT_BOUND[0]:

                    self.mainCamera.pitchRot = -Camera.FLEX_ROT_BOUND[0]

                xy_plane_cam_dist = Camera.AVATAR_DIST

                cam_x_adjust = xy_plane_cam_dist * sin(
                    radians(self.avatar.yawRot))
                cam_y_adjust = xy_plane_cam_dist * cos(
                    radians(self.avatar.yawRot))
                cam_z_adjust = Camera.ELEVATION

                self.mainCamera.camObject.setH(self.avatar.yawRot)
                self.mainCamera.camObject.setP(self.mainCamera.pitchRot)

                self.mainCamera.camObject.setPos(
                    self.avatar.objectNP.getX() + cam_x_adjust,
                    self.avatar.objectNP.getY() - cam_y_adjust,
                    self.avatar.objectNP.getZ() + cam_z_adjust)

                #Find collisions

                self.cTrav.traverse(render)

        return Task.cont