def setDrawer(self, budget=100000): """Initializes the MeshDrawer() generator to draw lines in Panda3d Keyword Arguments: budget {int} -- maximum triangles for rendering the mesh (default: {100000}) """ self.generator = MeshDrawer() self.generator.setBudget(budget) self.generatorNode = self.generator.getRoot() self.generatorNode.reparentTo(self.render)
def __init__(self): self.meshDrawer = MeshDrawer() self.meshDrawer.setBudget(2) mdNode = self.meshDrawer.getRoot() mdNode.reparentTo(base.render) mdNode.setDepthWrite(False) mdNode.setTransparency(True) mdNode.setTwoSided(True) # mdNode.setTexture(loader.loadTexture("pixel.png")) mdNode.setBin("fixed", 0) mdNode.setLightOff(True)
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 = []