def __init__(self, pos, modelName, maxHealth, maxSpeed, colliderName, size): GameObject.__init__( self, pos, modelName, None, maxHealth, maxSpeed, colliderName, MASK_INTO_ENEMY | MASK_FROM_PLAYER | MASK_FROM_ENEMY, size) ArmedObject.__init__(self) self.colliderNP.node().setFromCollideMask(MASK_WALLS | MASK_FROM_ENEMY) Common.framework.pusher.addCollider(self.colliderNP, self.root) Common.framework.traverser.addCollider(self.colliderNP, Common.framework.pusher) colliderNode = CollisionNode("lock sphere") solid = CollisionSphere(0, 0, 0, size * 2) solid.setTangible(False) colliderNode.addSolid(solid) self.lockColliderNP = self.root.attachNewNode(colliderNode) self.lockColliderNP.setPythonTag(TAG_OWNER, self) colliderNode.setFromCollideMask(0) colliderNode.setIntoCollideMask(MASK_ENEMY_LOCK_SPHERE) self.setFlinchPool(10, 15) self.attackAnimsPerWeapon = {} self.flinchAnims = [] self.flinchTimer = 0 self.shields = [] self.shieldDuration = 0.5 self.movementNames = ["walk"] self.setupExplosion()
def weaponReset(self, weapon): ArmedObject.weaponFired(self, weapon) if isinstance(weapon, RocketWeapon): self.ceaseFiringSet(self.missileSetIndex + 1) self.missileSetIndex += 1 if self.missileSetIndex >= self.numMissileSets: self.missileSetIndex = 0
def cleanup(self): if self.uiRoot is not None: self.uiRoot.removeNode() self.uiRoot = None self.healthBar = None if self.lightNP is not None: Common.framework.showBase.render.clearLight(self.lightNP) self.lightNP.removeNode() self.lightNP = None for effect in self.updatingEffects: effect.cleanup() self.updatingEffects = [] ArmedObject.cleanup(self) GameObject.cleanup(self)
def update(self, player, dt): GameObject.update(self, dt) ArmedObject.update(self, dt) if self.flinchTimer > 0: self.flinchTimer -= dt if self.inControl and self.flinchTimer <= 0: self.runLogic(player, dt) for index, (shield, timer) in enumerate(self.shields): timer += dt perc = timer / self.shieldDuration shield.setTexOffset(TextureStage.getDefault(), perc * 3) shield.setAlphaScale(1.0 - perc) self.shields[index][1] = timer self.shields = [[shield, timer] for shield, timer in self.shields if timer < self.shieldDuration]
def cleanup(self): self.lockColliderNP.clearPythonTag(TAG_OWNER) ArmedObject.cleanup(self) GameObject.cleanup(self)
def attackPerformed(self, weapon): ArmedObject.attackPerformed(self, weapon) if self.attackSound is not None: self.attackSound.play()
def postTraversalUpdate(self, dt): ArmedObject.update(self, dt)
def attackPerformed(self, weapon): ArmedObject.attackPerformed(self, weapon)
def __init__(self, shipSpec): GameObject.__init__(self, Vec3(0, 0, 0), None, None, shipSpec.maxShields, shipSpec.maxSpeed, "player", MASK_INTO_PLAYER, 2) ArmedObject.__init__(self) self.acceleration = shipSpec.acceleration self.turnRate = shipSpec.turnRate self.numGuns = len(shipSpec.gunPositions) self.numMissiles = shipSpec.numMissiles self.maxEnergy = shipSpec.maxEnergy self.energyRechargeRate = shipSpec.energyRechargeRate self.shieldRechargeRate = shipSpec.shieldRechargeRate self.energy = shipSpec.maxEnergy for gunPos in shipSpec.gunPositions: np = self.actor.attachNewNode(PandaNode("gun node")) np.setPos(gunPos) gun = BlasterWeapon() self.addWeapon(gun, 0, np) missileSetCounter = 1 for missilePos in shipSpec.missilePositions: np = self.actor.attachNewNode(PandaNode("missile node")) np.setPos(missilePos) gun = RocketWeapon() self.addWeapon(gun, missileSetCounter, np) missileSetCounter += 1 self.numMissileSets = missileSetCounter - 1 self.missileSetIndex = 0 light = PointLight("basic light") light.setColor(Vec4(1, 1, 1, 1)) light.setAttenuation((1, 0.01, 0.001)) self.lightNP = self.root.attachNewNode(light) self.lightNP.setZ(1) Common.framework.showBase.render.setLight(self.lightNP) self.colliderNP.node().setFromCollideMask(MASK_WALLS | MASK_FROM_PLAYER) Common.framework.pusher.addCollider(self.colliderNP, self.root) Common.framework.traverser.addCollider(self.colliderNP, Common.framework.pusher) Common.framework.showBase.camera.reparentTo(self.actor) Common.framework.showBase.camera.setPos(0, 0, 0) Common.framework.showBase.camera.setHpr(0, 0, 0) lens = Common.framework.showBase.camLens lens.setNear(0.03) ratio = lens.getAspectRatio() lens.setFov(75 * ratio) self.lastMousePos = Vec2(0, 0) self.mouseSpeedHori = 50.0 self.mouseSpeedVert = 30.0 self.mouseSensitivity = 1.0 self.targetingRay = CollisionSegment(0, 0, 0, 0, 100, 0) self.targetingRayNode = CollisionNode("lock ray") self.targetingRayNode.addSolid(self.targetingRay) self.targetingRayNode.setFromCollideMask(MASK_ENEMY_LOCK_SPHERE) self.targetingRayNode.setIntoCollideMask(0) self.targetingRayNP = self.actor.attachNewNode(self.targetingRayNode) self.targetingQueue = CollisionHandlerQueue() self.prospectiveLockTarget = None self.lockTargetTimer = 0 self.lockDuration = 1 Common.framework.traverser.addCollider(self.targetingRayNP, self.targetingQueue) #rayNodePath.show() self.uiRoot = aspect2d.attachNewNode(PandaNode("player UI")) cardMaker = CardMaker("UI maker") cardMaker.setFrame(-1, 1, -1, 1) self.centreSpot = self.uiRoot.attachNewNode(cardMaker.generate()) self.centreSpot.setTexture( Common.framework.showBase.loader.loadTexture( "../Section2SpaceflightDocking/UI/spot.png")) self.centreSpot.setTransparency(True) self.centreSpot.setPos(0, 0, 0) self.centreSpot.setScale(0.01) self.centreSpot.setAlphaScale(0.5) self.directionIndicator = self.uiRoot.attachNewNode( cardMaker.generate()) self.directionIndicator.setTexture( Common.framework.showBase.loader.loadTexture( "../Section2SpaceflightDocking/UI/directionIndicator.png")) self.directionIndicator.setTransparency(True) self.directionIndicator.setScale(0.05) self.directionIndicator.hide() self.lockMarkerRoot = self.uiRoot.attachNewNode( PandaNode("lock marker root")) for i in range(4): markerRotationNP = self.lockMarkerRoot.attachNewNode( PandaNode("lock marker rotation")) marker = markerRotationNP.attachNewNode(cardMaker.generate()) marker.setTexture( Common.framework.showBase.loader.loadTexture( "../Section2SpaceflightDocking/UI/lockMarker.png")) marker.setTransparency(True) markerRotationNP.setScale(0.04) markerRotationNP.setR(i * 90) self.lockMarkerRoot.hide() self.lockBar = Common.framework.showBase.loader.loadModel( "../Section2SpaceflightDocking/UI/uiLockBar") self.lockBar.reparentTo(self.uiRoot) self.lockBar.setScale(0.15) #self.lockBar.hide() cardMaker.setFrame(-1, 1, 0, 1) self.cockpit = Common.framework.showBase.loader.loadModel( "../Section2SpaceflightDocking/Models/{0}".format( shipSpec.cockpitModelFile)) self.cockpit.reparentTo(self.actor) healthBarRoot = self.cockpit.find("**/healthBar") if healthBarRoot is None or healthBarRoot.isEmpty(): healthBarRoot = self.uiRoot.attachNewNode( PandaNode("health bar root")) print("No health bar root found!") energyBarRoot = self.cockpit.find("**/energyBar") if energyBarRoot is None or energyBarRoot.isEmpty(): energyBarRoot = self.uiRoot.attachNewNode( PandaNode("energy bar root")) print("No energy bar root found!") missileCounterRoot = self.cockpit.find("**/missileCounter") if missileCounterRoot is None or missileCounterRoot.isEmpty(): missileCounterRoot = self.uiRoot.attachNewNode( PandaNode("missile counter root")) print("No missile counter root found!") radarRoot = self.cockpit.find("**/radar") if radarRoot is None or radarRoot.isEmpty(): radarRoot = self.uiRoot.attachNewNode(PandaNode("radar root")) print("No radar root found!") speedometerRoot = self.cockpit.find("**/speedometer") if speedometerRoot is None or speedometerRoot.isEmpty(): speedometerRoot = self.uiRoot.attachNewNode( PandaNode("speedometer root")) print("No speedometer root found!") self.radarDrawer = MeshDrawer() self.radarDrawer.setBudget(4096) self.radarDrawerNP = self.radarDrawer.getRoot() self.radarDrawerNP.reparentTo(radarRoot) self.radarDrawerNP.setTwoSided(True) self.radarDrawerNP.setLightOff() self.radarDrawerNP.setDepthWrite(False) self.radarDrawerNP.setTransparency(True) self.healthBar = healthBarRoot.attachNewNode(cardMaker.generate()) self.healthBar.setSx(0.05) self.energyBar = energyBarRoot.attachNewNode(cardMaker.generate()) self.energyBar.setSx(0.05) self.healthBarScalar = 0.00175 self.energyBarScalar = 0.00175 self.missileCounter = DirectLabel(text="", text_mayChange=True, scale=0.09, relief=None, parent=missileCounterRoot) self.maxRadarRange = 700 self.radarSize = 0.3 self.speedometer = DirectLabel(text="", text_mayChange=True, scale=0.09, relief=None, parent=speedometerRoot) self.updateHealthUI() self.updateEnergyUI() self.updateMissileUI() self.updateRadar() self.updateSpeedometer() self.updatingEffects = []