class Win: def __init__(self): self.frameMain = DirectFrame(frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor=(0,0,0,0)) self.frameMain.setTransparency(1) self.content = DirectLabel(scale = 0.1, pos = (0.0, 0.0, base.a2dTop - 1), frameColor = (0, 0, 0, 0), text="Congratulations, warrior! \n You successfully got OUT of that ugly place...", text_fg=(1,1,1,1)) self.content.setTransparency(1) self.content.reparentTo(self.frameMain) self.btnExit = self.createButton("Leave", -0.75, ["Menu-Quit"]) # background image from http://ajuntament.barcelona.cat/castelldemontjuic/en/activitats/noticies/we-open-dungeons-castle self.frameBackground = DirectFrame(image = ('models/winBackground.jpg'), sortOrder = (-1), frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop)) self.frameBackground.reparentTo(render2d) self.hide() def createButton(self, text,verticalPos, eventArgs): btn = DirectButton(text=text,scale=0.15, pos=(0,0,verticalPos), command=base.messenger.send, extraArgs=eventArgs, rolloverSound=None, clickSound=None) btn.reparentTo(self.frameMain) def show(self): self.frameMain.show() self.frameBackground.show() def hide(self): self.frameMain.hide() self.frameBackground.hide()
class StartMenu: def __init__(self): self.frameMain = DirectFrame(frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor=(0,0,0,0)) self.frameMain.setTransparency(1) # background image from https://www.shutterstock.com/it/video/clip-5477162-dark-scary-dungeon-high-definition self.frameBackground = DirectFrame(image = ('models/startmenutest.jpg'), sortOrder = (-1), frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop)) self.frameBackground.reparentTo(render2d) self.title = DirectLabel(scale = 0.25, pos = (0.0, 0.0, base.a2dTop - 0.25), frameColor = (0, 0, 0, 0), text="OUT", text_fg=(1,1,1,1)) self.title.setTransparency(1) self.title.reparentTo(self.frameMain) self.btnStart = self.createButton("Start", 0.25, ["Menu-Start"]) self.btnInstr = self.createButton('Instructions', -0.25, ['Menu-Instructions']) self.btnExit = self.createButton("Quit", -0.75, ["Menu-Quit"]) self.hide() # create buttons def createButton(self, text,verticalPos, eventArgs): btn = DirectButton(text=text,scale=0.25, pos=(0,0,verticalPos), command=base.messenger.send, extraArgs=eventArgs, rolloverSound=None, clickSound=None) btn.reparentTo(self.frameMain) def show(self): self.frameMain.show() self.frameBackground.show() def hide(self): self.frameMain.hide() self.frameBackground.hide()
class EndMenu: def __init__(self): self.frameMain = DirectFrame(frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor=(0,0,0,0)) self.frameMain.setTransparency(1) self.title = DirectLabel(scale = 0.25, pos = (0.0, 0.0, base.a2dTop - 0.25), frameColor = (0, 0, 0, 0), text="Unlucky...\nTry next time", text_fg=(1,1,1,1)) self.title.setTransparency(1) self.title.reparentTo(self.frameMain) # background image taken from http://www.leagueittous.com/2015/03/12/sorry-you-lose/ self.frameBackground = DirectFrame(image = ('models/game-over.png'), sortOrder = (-1), frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop)) self.frameBackground.reparentTo(render2d) self.btnExit = self.createButton("Quit", -0.75, ["Menu-Quit"]) self.hide() def createButton(self, text,verticalPos, eventArgs): btn = DirectButton(text=text,scale=0.25, pos=(0,0,verticalPos), command=base.messenger.send, extraArgs=eventArgs, rolloverSound=None, clickSound=None) btn.reparentTo(self.frameMain) def show(self): self.frameMain.show() self.frameBackground.show() def hide(self): self.frameMain.hide() self.frameBackground.hide()
class Instructions: def __init__(self): self.frameMain = DirectFrame(frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor=(0,0,0,0)) self.frameMain.setTransparency(1) self.content = DirectLabel(scale = 0.1, pos = (0.0, 0.0, base.a2dTop - 0.25), frameColor = (0, 0, 0, 0), text="Place hand above leap motion to control the sword.\nPress 'o' to open chest.\nPress space to open door to next level.\nUse WSAD to control motion.\nTurn left and right using Q and E.\n You can only enter the next level when you have \n killed more than 15 enemies. Good luck!", text_fg=(1,1,1,1)) self.content.setTransparency(1) self.content.reparentTo(self.frameMain) self.btnStartGame = self.createButton("Start Game", -0.25, ["Instructions-startGame"]) self.btnExit = self.createButton("Quit", -0.75, ["Menu-Quit"]) # background image from https://www.shutterstock.com/it/video/clip-5477162-dark-scary-dungeon-high-definition self.frameBackground = DirectFrame(image = ('models/startmenutest.jpg'), sortOrder = (-1), frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop)) self.frameBackground.reparentTo(render2d) self.hide() def createButton(self, text,verticalPos, eventArgs): btn = DirectButton(text=text,scale=0.25, pos=(0,0,verticalPos), command=base.messenger.send, extraArgs=eventArgs, rolloverSound=None, clickSound=None) btn.reparentTo(self.frameMain) def show(self): self.frameMain.show() self.frameBackground.show() def hide(self): self.frameMain.hide() self.frameBackground.hide()
def putCogdoBuildingMarker(self, pos, hpr = (0, 0, 0), blockNumber = None, track = None): if base.localAvatar.buildingRadar[SuitDNA.suitDepts.index(track)]: marker = DirectLabel(parent=self.container, text='', relief=None) marker['image'] = self.getCogdoIcon(track) marker['image_scale'] = 0.5 marker.setTransparency(1) marker.setScale(0.05) relX, relY = self.transformAvPos(pos) marker.setPos(relX, 0, relY) self.suitBuildingMarkers.append(marker)
class KoScreen(DirectObject): def __init__(self): self.frameMain = DirectFrame( frameSize = (base.a2dLeft, base.a2dRight, base.a2dTop, base.a2dBottom), frameColor = (0, 0, 0, 0.75)) self.frameMain.setTransparency(1) self.lbl_KO = DirectLabel( text = "K.O.", text_fg = (1,1,1,1), scale = 1, pos = (0, 0, 0), frameColor = (0,0,0,0)) self.lbl_KO.setTransparency(1) self.lbl_KO.reparentTo(self.frameMain) self.lbl_PlayerXWon = DirectLabel( text = "PLAYER X WON", text_fg = (1,1,1,1), scale = 0.25, pos = (0, 0, -0.5), frameColor = (0,0,0,0)) self.lbl_PlayerXWon.setTransparency(1) self.lbl_PlayerXWon.reparentTo(self.frameMain) self.btnContinue = DirectButton( text = "CONTINUE", text_fg = (1,1,1,1), scale = 0.1, pad = (0.15, 0.15), pos = (0, 0, -0.8), frameColor = ( (0.2,0.2,0.2,0.8), (0.4,0.4,0.4,0.8), (0.4,0.4,0.4,0.8), (0.1,0.1,0.1,0.8), ), relief = 1, command = base.messenger.send, extraArgs = ["KoScreen-Back"], pressEffect = False, rolloverSound = None, clickSound = None) self.btnContinue.setTransparency(1) self.btnContinue.reparentTo(self.frameMain) self.hide() def show(self, succseedingPlayer): self.frameMain.show() self.lbl_PlayerXWon["text"] = "PLAYER %d WON" % succseedingPlayer def hide(self): self.frameMain.hide()
class Death: def __init__(self): self.frameDeath = DirectFrame(image="assets/gui/BackGround_d.jpg", image_scale=(1.7778, 1, 1), frameSize=(base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor=(0, 0, 0, 0)) self.frameDeath.setTransparency(1) self.title = DirectLabel(scale=0.15, text_align=TextNode.ACenter, pos=(0, 0, 0.4), frameColor=(0, 0, 0, 0), text="You Dead", text_fg=(1, 1, 1, 1)) self.title.setTransparency(1) self.title.reparentTo(self.frameDeath) self.btn_newgame = self.createButton("Restart", -.10, ["Death-Game"]) self.btn_option = self.createButton("Back", -.25, ["Death-Menu"]) self.btnExit = self.createButton("Quit", -.40, ["Death-Quit"]) self.hide() def createButton(self, text, verticalPos, eventArgs): maps = loader.loadModel("gui/button_map") btnGeom = (maps.find("**/btn_ready"), maps.find("**/btn_click"), maps.find("**/btn_rollover"), maps.find("**/btn_disabled")) sound = loader.loadSfx("Audio/click.wav") sound.setVolume(0.1) btn = DirectButton( text=text, text_fg=(1, 1, 1, 1), text_scale=0.05, text_pos=(0.02, -0.013), text_align=TextNode.ACenter, scale=2, pos=(0, 0, verticalPos), #geom = btnGeom, relief=0, frameColor=(0, 0, 0, 0), command=base.messenger.send, extraArgs=eventArgs, pressEffect=True, rolloverSound=None, clickSound=sound) btn.reparentTo(self.frameDeath) def show(self): self.frameDeath.show() def hide(self): self.frameDeath.hide()
def __makeListItem(self, action, event, index): def dummy(): pass if index % 2 == 0: bg = self.listBGEven else: bg = self.listBGOdd item = DirectFrame(text=action, geom=bg, geom_scale=(base.a2dRight - 0.05, 1, 0.1), frameSize=VBase4(base.a2dLeft + 0.05, base.a2dRight - 0.05, -0.05, 0.05), frameColor=VBase4(1, 0, 0, 0), text_align=TextNode.ALeft, text_scale=0.05, text_fg=VBase4(1, 1, 1, 1), text_pos=(base.a2dLeft + 0.3, -0.015), text_shadow=VBase4(0, 0, 0, 0.35), text_shadowOffset=Vec2(-0.05, -0.05), pos=(0.05, 0, -(0.10 * index))) item.setTransparency(True) lbl = DirectLabel( text=event, text_fg=VBase4(1, 1, 1, 1), text_scale=0.05, text_pos=Vec2(0, -0.015), frameColor=VBase4(0, 0, 0, 0), ) lbl.reparentTo(item) lbl.setTransparency(True) self.actionLabels[action] = lbl buttonScale = 0.15 btn = DirectButton(text="Change", geom=self.buttonGeom, scale=buttonScale, text_scale=0.25, text_align=TextNode.ALeft, text_fg=VBase4(0.898, 0.839, 0.730, 1.0), text_pos=Vec2(-0.9, -0.085), relief=1, pad=Vec2(0.01, 0.01), frameColor=VBase4(0, 0, 0, 0), frameSize=VBase4(-1.0, 1.0, -0.25, 0.25), pos=(base.a2dRight - (0.898 * buttonScale + 0.3), 0, 0), pressEffect=False, command=self.changeMapping, extraArgs=[action]) btn.setTransparency(True) btn.reparentTo(item) return item
def __makeListItem(self, action, event, index): def dummy(): pass if index % 2 == 0: bg = self.listBGEven else: bg = self.listBGOdd item = DirectFrame( text=action, geom=bg, geom_scale=(base.a2dRight-0.05, 1, 0.1), frameSize=VBase4(base.a2dLeft+0.05, base.a2dRight-0.05, -0.05, 0.05), frameColor=VBase4(1,0,0,0), text_align=TextNode.ALeft, text_scale=0.05, text_fg=VBase4(1,1,1,1), text_pos=(base.a2dLeft + 0.3, -0.015), text_shadow=VBase4(0, 0, 0, 0.35), text_shadowOffset=Vec2(-0.05, -0.05), pos=(0.05, 0, -(0.10 * index))) item.setTransparency(True) lbl = DirectLabel( text=event, text_fg=VBase4(1, 1, 1, 1), text_scale=0.05, text_pos=Vec2(0, -0.015), frameColor=VBase4(0, 0, 0, 0), ) lbl.reparentTo(item) lbl.setTransparency(True) self.actionLabels[action] = lbl buttonScale = 0.15 btn = DirectButton( text="Change", geom=self.buttonGeom, scale=buttonScale, text_scale=0.25, text_align=TextNode.ALeft, text_fg=VBase4(0.898, 0.839, 0.730, 1.0), text_pos=Vec2(-0.9, -0.085), relief=1, pad=Vec2(0.01, 0.01), frameColor=VBase4(0, 0, 0, 0), frameSize=VBase4(-1.0, 1.0, -0.25, 0.25), pos=(base.a2dRight-(0.898*buttonScale+0.3), 0, 0), pressEffect=False, command=self.changeMapping, extraArgs=[action]) btn.setTransparency(True) btn.reparentTo(item) return item
class KoScreen(DirectObject): def __init__(self): self.frameMain = DirectFrame(frameSize=(base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor=(0, 0, 0, 0.75)) self.frameMain.setTransparency(1) self.lbl_KO = DirectLabel(text="K.O.", text_fg=(1, 1, 1, 1), scale=1, pos=(0, 0, 0), frameColor=(0, 0, 0, 0)) self.lbl_KO.setTransparency(1) self.lbl_KO.reparentTo(self.frameMain) self.lbl_PlayerXWon = DirectLabel(text="PLAYER X WON", text_fg=(1, 1, 1, 1), scale=0.25, pos=(0, 0, -0.5), frameColor=(0, 0, 0, 0)) self.lbl_PlayerXWon.setTransparency(1) self.lbl_PlayerXWon.reparentTo(self.frameMain) self.btnContinue = DirectButton(text="CONTINUE", text_fg=(1, 1, 1, 1), scale=0.1, pad=(0.15, 0.15), pos=(0, 0, -0.8), frameColor=( (0.2, 0.2, 0.2, 0.8), (0.4, 0.4, 0.4, 0.8), (0.4, 0.4, 0.4, 0.8), (0.1, 0.1, 0.1, 0.8), ), relief=1, command=base.messenger.send, extraArgs=["KoScreen-Back"], pressEffect=False, rolloverSound=None, clickSound=None) self.btnContinue.setTransparency(1) self.btnContinue.reparentTo(self.frameMain) self.hide() def show(self, succseedingPlayer): self.frameMain.show() self.lbl_PlayerXWon["text"] = "PLAYER {} WON".format(succseedingPlayer) def hide(self): self.frameMain.hide()
def __makeItem(self, item): obj = DirectLabel( text = str(item.giveLoot()) + "x " + item.giveType(), text_scale = 0.5, text_pos = (0, -1, 0), image = ("item.png", "item_hover.png", "item.png"), #normal, hover, disabled scale = 0.16, numStates = 2, state = DGG.NORMAL, relief = DGG.GROOVE) obj.setTransparency(True) obj["activeState"] = 0 obj.reparentTo(self.itemFrame.getCanvas()) obj.bind(DGG.B1PRESS, self.dragStart, [obj]) obj.bind(DGG.B1RELEASE, self.dragStop) obj.bind(DGG.ENTER, self.inObject, [obj]) obj.bind(DGG.EXIT, self.outObject, [obj]) return obj
def __makeItem(self, item): obj = DirectLabel( text=str(item.giveLoot()) + "x " + item.giveType(), text_scale=0.5, text_pos=(0, -1, 0), image=("item.png", "item_hover.png", "item.png"), # normal, hover, disabled scale=0.16, numStates=2, state=DGG.NORMAL, relief=DGG.GROOVE, ) obj.setTransparency(True) obj["activeState"] = 0 obj.reparentTo(self.itemFrame.getCanvas()) obj.bind(DGG.B1PRESS, self.dragStart, [obj]) obj.bind(DGG.B1RELEASE, self.dragStop) obj.bind(DGG.ENTER, self.inObject, [obj]) obj.bind(DGG.EXIT, self.outObject, [obj]) return obj
class WinScreen (): """ When created, a respawn screen starts a respawn timer that lets the player respawn at a random location. """ def __init__ (self, gameManager, winnerData): self._gameManager = gameManager self._fadeFrame = None self._font = loader.loadFont(PIERCEROMAN_FONT) self._draw(winnerData) # Draw our GUI def _draw (self, winnerData): # Draw fade frame (translucent screen covering): winWidth = base.getAspectRatio() winHeight = 2 fColor = (0, 0, 0, 0.5) self._fadeFrame = DirectFrame(pos=(0, 0, 0), frameSize=(-winWidth, winWidth, -winHeight, winHeight), frameColor=fColor) contentHeight = WINSCREEN_CONTENT_HEIGHT_PERCENTAGE * winHeight contentWidth = WINSCREEN_CONTENT_WIDTH_PERCENTAGE * winWidth winnerText = WINSCREEN_MESSAGE % winnerData.cName self._winnerText = DirectLabel(parent=self._fadeFrame, pos=(0, 0, WINSCREEN_WINTEXT_Y_OFFSET), frameSize=(-contentWidth, contentWidth, -contentHeight, contentHeight), text=winnerText, text_scale=WINSCREEN_FONT_SIZE, text_font=self._font, text_align=TextNode.ACenter, text_pos=WINSCREEN_WINTEXT_TEXT_OFFSET, frameTexture=IMG_GRADIENT_1, frameColor=(1,1,1,1)) self._winnerText.setTransparency(TransparencyAttrib.MAlpha) def close(self): self._fadeFrame.destroy() del self
def _draw(self): # Draw fade frame (translucent screen covering): winWidth = base.getAspectRatio() winHeight = 2 fColor = (0, 0, 0, 0.5) self._root = DirectFrame(pos=(0, 0, 0), frameSize=(-winWidth, winWidth, -winHeight, winHeight), frameColor=fColor) contentHeight = GAMEGUIDE_CONTENT_HEIGHT_PERCENTAGE * winHeight contentWidth = GAMEGUIDE_CONTENT_WIDTH_PERCENTAGE * winWidth contentText = GAMEGUIDE_TEXT guideText = DirectLabel(parent=self._root, pos=(0, 0, 0), frameSize=(-contentWidth, contentWidth, -contentHeight / 2, contentHeight / 2), text=contentText, text_scale=GAMEGUIDE_FONT_SIZE, text_font=self._font, text_align=TextNode.ACenter, text_pos=GAMEGUIDE_TEXT_OFFSET, frameTexture=UI_WINDOW, frameColor=(1, 1, 1, 1)) guideText.setTransparency(TransparencyAttrib.MAlpha) cBOffset = GAMEGUIDE_CLOSE_BUTTON_OFFSET cbWidth = GAMEGUIDE_CLOSE_BUTTON_SIZE_X cbHeight = GAMEGUIDE_CLOSE_BUTTON_SIZE_Y closeButton = DirectButton(parent=self._root, pos=(cBOffset[0], 0, cBOffset[1]), frameSize=(-cbWidth, cbWidth, -cbHeight, cbHeight), text="Close Guide", text_scale=GAMEGUIDE_FONT_SIZE, text_font=self._font, text_pos=GAMEGUIDE_CLOSE_BUTTON_TEXT_OFFSET, command=self.close, borderWidth=GAMEGUIDE_BUTTON_BORDER_WIDTH)
class Result(): def __init__(self): self.txtresult = DirectLabel( scale = 0.25, frameColor = (0, 0, 0, 0), text = "", #text_align = TextNode.ACenter, text_fg = (0,0,0,1)) self.txtresult.setTransparency(1) def setTeam(self, team): self.txtresult["text"] = "Team %s win" % team if team == "Yellow": self.txtresult["text_fg"] = (1,1,0,1) else: self.txtresult["text_fg"] = (0,0,1,1) def show(self): self.txtresult.show() def hide(self): self.txtresult.hide()
class Pause: def __init__(self): self.framePause = DirectFrame( image = "gui/BackGround.png", image_scale = (1.7778, 1, 1), frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor = (0, 0, 0, 0)) self.framePause.setTransparency(1) self.title = DirectLabel( scale = 0.15, text_align = TextNode.ALeft, pos = (-0.2, 0, 0.5), frameColor = (0, 0, 0, 0), text = "Pause", text_fg = (1,1,1,1)) self.title.setTransparency(1) self.title.reparentTo(self.framePause) self.btn_continue = self.createButton( "Continue", -.25, ["Pause-Continue"]) self.btn_option = self.createButton( "Option", -.40, ["Pause-Option"]) self.btnExit = self.createButton( "Back", -.55, ["Pause-Back"]) self.hide() def createButton(self, text, verticalPos, eventArgs): maps = loader.loadModel("gui/button_map") btnGeom = (maps.find("**/btn_ready"), maps.find("**/btn_click"), maps.find("**/btn_rollover"), maps.find("**/btn_disabled")) btn = DirectButton( text = text, text_fg = (1,1,1,1), text_scale = 0.05, text_pos = (0.02, -0.013), text_align = TextNode.ACenter, scale = 2, pos = (0, 0, verticalPos), #geom = btnGeom, relief = 0, frameColor = (0,0,0,0), command = base.messenger.send, extraArgs = eventArgs, pressEffect = False, rolloverSound = None, clickSound = None) btn.reparentTo(self.framePause) def show(self): self.framePause.show() def hide(self): self.framePause.hide()
class Menu: def __init__(self): self.frameMain = DirectFrame( image = "gui/MenuBackground.png", image_scale = (1.7778, 1, 1), frameSize = (base.a2dLeft, base.a2dRight, base.a2dTop, base.a2dBottom), frameColor = (0, 0, 0, 0)) self.frameMain.setTransparency(1) self.title = DirectLabel( scale = 0.15, text_align = TextNode.ALeft, pos = (base.a2dLeft + 0.2, 0, 0), frameColor = (0, 0, 0, 0), text = "Main Menu", text_fg = (1,1,1,1)) self.title.setTransparency(1) self.title.reparentTo(self.frameMain) self.btnStart = self.createButton( "Start", -.10, ["Menu-Start"]) self.btnStart = self.createButton( "Credits", -.25, ["Menu-Credits"]) self.btnExit = self.createButton( "Quit", -.40, ["Menu-Quit"]) self.hide() def createButton(self, text, verticalPos, eventArgs): maps = loader.loadModel("gui/button_map") btnGeom = (maps.find("**/btn_ready"), maps.find("**/btn_click"), maps.find("**/btn_rollover"), maps.find("**/btn_disabled")) btn = DirectButton( text = text, text_fg = (0,0,0,1), text_scale = 0.05, text_pos = (0.02, -0.015), text_align = TextNode.ALeft, scale = 2, pos = (base.a2dLeft + 0.2, 0, verticalPos), geom = btnGeom, relief = 0, frameColor = (0,0,0,0), command = base.messenger.send, extraArgs = eventArgs, pressEffect = False, rolloverSound = None, clickSound = None) btn.reparentTo(self.frameMain) def show(self): self.frameMain.show() def hide(self): self.frameMain.hide()
class MappingGUIDemo(ShowBase): def __init__(self): ShowBase.__init__(self) self.setBackgroundColor(0, 0, 0) # make the font look nice at a big scale DGG.getDefaultFont().setPixelsPerUnit(100) # Store our mapping, with some sensible defaults. In a real game, you # will want to load these from a configuration file. self.mapping = InputMapping() self.mapping.mapAxis("Move forward", InputDevice.Axis.left_y) self.mapping.mapAxis("Move backward", InputDevice.Axis.left_y) self.mapping.mapAxis("Move left", InputDevice.Axis.left_x) self.mapping.mapAxis("Move right", InputDevice.Axis.left_x) self.mapping.mapButton("Jump", GamepadButton.face_a()) self.mapping.mapButton("Use", GamepadButton.face_b()) self.mapping.mapButton("Break", GamepadButton.face_x()) self.mapping.mapButton("Fix", GamepadButton.face_y()) # The geometry for our basic buttons maps = loader.loadModel("models/button_map") self.buttonGeom = (maps.find("**/ready"), maps.find("**/click"), maps.find("**/hover"), maps.find("**/disabled")) # Change the default dialog skin. DGG.setDefaultDialogGeom("models/dialog.png") # create a sample title self.textscale = 0.1 self.title = DirectLabel(scale=self.textscale, pos=(base.a2dLeft + 0.05, 0.0, base.a2dTop - (self.textscale + 0.05)), frameColor=VBase4(0, 0, 0, 0), text="Button Mapping", text_align=TextNode.ALeft, text_fg=VBase4(1, 1, 1, 1), text_shadow=VBase4(0, 0, 0, 0.75), text_shadowOffset=Vec2(0.05, 0.05)) self.title.setTransparency(1) # Set up the list of actions that we can map keys to # create a frame that will create the scrollbars for us # Load the models for the scrollbar elements thumbMaps = loader.loadModel("models/thumb_map") thumbGeom = (thumbMaps.find("**/thumb_ready"), thumbMaps.find("**/thumb_click"), thumbMaps.find("**/thumb_hover"), thumbMaps.find("**/thumb_disabled")) incMaps = loader.loadModel("models/inc_map") incGeom = (incMaps.find("**/inc_ready"), incMaps.find("**/inc_click"), incMaps.find("**/inc_hover"), incMaps.find("**/inc_disabled")) decMaps = loader.loadModel("models/dec_map") decGeom = (decMaps.find("**/dec_ready"), decMaps.find("**/dec_click"), decMaps.find("**/dec_hover"), decMaps.find("**/dec_disabled")) # create the scrolled frame that will hold our list self.lstActionMap = DirectScrolledFrame( # make the frame occupy the whole window frameSize=VBase4(base.a2dLeft, base.a2dRight, 0.0, 1.55), # make the canvas as big as the frame canvasSize=VBase4(base.a2dLeft, base.a2dRight, 0.0, 0.0), # set the frames color to white frameColor=VBase4(0, 0, 0.25, 0.75), pos=(0, 0, -0.8), verticalScroll_scrollSize=0.2, verticalScroll_frameColor=VBase4(0.02, 0.02, 0.02, 1), verticalScroll_thumb_relief=1, verticalScroll_thumb_geom=thumbGeom, verticalScroll_thumb_pressEffect=False, verticalScroll_thumb_frameColor=VBase4(0, 0, 0, 0), verticalScroll_incButton_relief=1, verticalScroll_incButton_geom=incGeom, verticalScroll_incButton_pressEffect=False, verticalScroll_incButton_frameColor=VBase4(0, 0, 0, 0), verticalScroll_decButton_relief=1, verticalScroll_decButton_geom=decGeom, verticalScroll_decButton_pressEffect=False, verticalScroll_decButton_frameColor=VBase4(0, 0, 0, 0), ) # creat the list items idx = 0 self.listBGEven = base.loader.loadModel("models/list_item_even") self.listBGOdd = base.loader.loadModel("models/list_item_odd") self.actionLabels = {} for action in self.mapping.actions: mapped = self.mapping.formatMapping(action) item = self.__makeListItem(action, mapped, idx) item.reparentTo(self.lstActionMap.getCanvas()) idx += 1 # recalculate the canvas size to set scrollbars if necesary self.lstActionMap["canvasSize"] = (base.a2dLeft + 0.05, base.a2dRight - 0.05, -(len(self.mapping.actions) * 0.1), 0.09) self.lstActionMap.setCanvasSize() def closeDialog(self, action, newInputType, newInput): """Called in callback when the dialog is closed. newInputType will be "button" or "axis", or None if the remapping was cancelled.""" self.dlgInput = None if newInputType is not None: # map the event to the given action if newInputType == "axis": self.mapping.mapAxis(action, newInput) else: self.mapping.mapButton(action, newInput) # actualize the label in the list that shows the current # event for the action self.actionLabels[action]["text"] = self.mapping.formatMapping( action) # cleanup for bt in base.buttonThrowers: bt.node().setSpecificFlag(True) bt.node().setButtonDownEvent("") for bt in base.deviceButtonThrowers: bt.node().setSpecificFlag(True) bt.node().setButtonDownEvent("") taskMgr.remove("checkControls") # Now detach all the input devices. for device in self.attachedDevices: base.detachInputDevice(device) self.attachedDevices.clear() def changeMapping(self, action): # Create the dialog window self.dlgInput = ChangeActionDialog(action, button_geom=self.buttonGeom, command=self.closeDialog) # Attach all input devices. devices = base.devices.getDevices() for device in devices: base.attachInputDevice(device) self.attachedDevices = devices # Disable regular button events on all button event throwers, and # instead broadcast a generic event. for bt in base.buttonThrowers: bt.node().setSpecificFlag(False) bt.node().setButtonDownEvent("keyListenEvent") for bt in base.deviceButtonThrowers: bt.node().setSpecificFlag(False) bt.node().setButtonDownEvent("deviceListenEvent") self.accept("keyListenEvent", self.dlgInput.buttonPressed) self.accept("deviceListenEvent", self.dlgInput.buttonPressed) # As there are no events thrown for control changes, we set up a task # to check if the controls were moved # This list will help us for checking which controls were moved self.axisStates = {None: {}} # fill it with all available controls for device in devices: for axis in device.axes: if device not in self.axisStates.keys(): self.axisStates.update({device: {axis.axis: axis.value}}) else: self.axisStates[device].update({axis.axis: axis.value}) # start the task taskMgr.add(self.watchControls, "checkControls") def watchControls(self, task): # move through all devices and all it's controls for device in self.attachedDevices: if device.device_class == InputDevice.DeviceClass.mouse: # Ignore mouse axis movement, or the user can't even navigate # to the OK/Cancel buttons! continue for axis in device.axes: # if a control got changed more than the given dead zone if self.axisStates[device][axis.axis] + DEAD_ZONE < axis.value or \ self.axisStates[device][axis.axis] - DEAD_ZONE > axis.value: # set the current state in the dict self.axisStates[device][axis.axis] = axis.value # Format the axis for being displayed. if axis.axis != InputDevice.Axis.none: #label = axis.axis.name.replace('_', ' ').title() self.dlgInput.axisMoved(axis.axis) return task.cont def __makeListItem(self, action, event, index): def dummy(): pass if index % 2 == 0: bg = self.listBGEven else: bg = self.listBGOdd item = DirectFrame(text=action, geom=bg, geom_scale=(base.a2dRight - 0.05, 1, 0.1), frameSize=VBase4(base.a2dLeft + 0.05, base.a2dRight - 0.05, -0.05, 0.05), frameColor=VBase4(1, 0, 0, 0), text_align=TextNode.ALeft, text_scale=0.05, text_fg=VBase4(1, 1, 1, 1), text_pos=(base.a2dLeft + 0.3, -0.015), text_shadow=VBase4(0, 0, 0, 0.35), text_shadowOffset=Vec2(-0.05, -0.05), pos=(0.05, 0, -(0.10 * index))) item.setTransparency(True) lbl = DirectLabel( text=event, text_fg=VBase4(1, 1, 1, 1), text_scale=0.05, text_pos=Vec2(0, -0.015), frameColor=VBase4(0, 0, 0, 0), ) lbl.reparentTo(item) lbl.setTransparency(True) self.actionLabels[action] = lbl buttonScale = 0.15 btn = DirectButton(text="Change", geom=self.buttonGeom, scale=buttonScale, text_scale=0.25, text_align=TextNode.ALeft, text_fg=VBase4(0.898, 0.839, 0.730, 1.0), text_pos=Vec2(-0.9, -0.085), relief=1, pad=Vec2(0.01, 0.01), frameColor=VBase4(0, 0, 0, 0), frameSize=VBase4(-1.0, 1.0, -0.25, 0.25), pos=(base.a2dRight - (0.898 * buttonScale + 0.3), 0, 0), pressEffect=False, command=self.changeMapping, extraArgs=[action]) btn.setTransparency(True) btn.reparentTo(item) return item
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
class Optionsmenu(): def __init__(self): self.frameMain = DirectFrame( image="gui/MenuBackground.png", image_scale=(1.7778, 1, 1), #image_pos=(0, 0, 0.25), frameSize=( base.a2dLeft, base.a2dRight, base.a2dTop, base.a2dBottom), frameColor=(0,0,0,0)) self.frameMain.setTransparency(True) self.logo = DirectFrame( image="Logo.png", image_scale=0.25, image_pos=(0, 0, 0.55), frameSize=( base.a2dLeft, base.a2dRight, base.a2dTop, base.a2dBottom), frameColor=(0,0,0,0)) self.logo.reparentTo(self.frameMain) btnGeom = "gui/button" self.btnBack = menuHelper.createButton(_("Back"), btnGeom, 0, -0.7, ["options_back"]) self.btnBack.reparentTo(self.frameMain) volume = base.musicManager.getVolume() self.sliderVolume = DirectSlider( scale=0.5, pos=(-0.5, 0, 0), range=(0, 1), scrollSize=0.01, text=_("Volume %d%%") % volume*100, text_scale=0.1, text_pos=(0, 0.15), text_fg=(1, 1, 1, 1), thumb_frameColor=(0,0.75, 0.25, 1), frameColor=(0.35, 0.15, 0.05, 1), value=volume, command=self.sliderVolume_ValueChanged) self.sliderVolume.reparentTo(self.frameMain) isChecked = not base.AppHasAudioFocus img = None imgON = "gui/AudioSwitch_on.png" imgOFF = "gui/AudioSwitch_off.png" if base.AppHasAudioFocus: img = imgON else: img = imgOFF self.cbVolumeMute = DirectCheckBox( text=_("Mute Audio"), text_scale=0.5, text_align=TextNode.ACenter, text_pos=(0, 0.65), text_fg=(1, 1, 1, 1), scale=0.105, pos=(0.5, 0, 0), command=self.cbVolumeMute_CheckedChanged, relief=None, pressEffect=False, isChecked=isChecked, image=img, image_scale=0.5, checkedImage=imgOFF, uncheckedImage=imgON) self.cbVolumeMute.setTransparency(True) self.cbVolumeMute.setImage() self.cbVolumeMute.reparentTo(self.frameMain) prcPath = os.path.join(basedir, "%s.prc"%appName) self.advancedOptions = DirectLabel( text=_("Advanced options can be made in the following text file\n%s")%prcPath, text_scale=0.5, text_fg=(1, 1, 1, 1), scale=0.1, pos=(0, 0, -0.25), frameColor=(0, 0, 0, 0)) self.advancedOptions.setTransparency(True) self.advancedOptions.reparentTo(self.frameMain) self.hide() def show(self): self.frameMain.show() def hide(self): self.frameMain.hide() def cbVolumeMute_CheckedChanged(self, checked): if checked: base.disableAllAudio() else: base.enableAllAudio() def sliderVolume_ValueChanged(self): volume = round(self.sliderVolume["value"], 2) self.sliderVolume["text"] = _("Volume %d%%") % int(volume * 100) base.sfxManagerList[0].setVolume(volume) base.musicManager.setVolume(volume)
class Hud(): def __init__(self): wp = base.win.getProperties() aspX = 1.0 aspY = 1.0 wpXSize = wp.getXSize() wpYSize = wp.getYSize() aspect = wpXSize / float(wpYSize) paneWidth = 0.4444445 self.frameMain = DirectFrame( image="hudBackground.png", image_scale=(paneWidth, 1, 1), image_pos=(paneWidth, 0, 0), frameSize=( 0, base.a2dRight/2.0, base.a2dBottom, base.a2dTop), frameColor=(0, 0, 0, 0), pos=(base.a2dLeft, 0, 0)) self.frameMain.setTransparency(True) self.frameRightPane = DirectFrame( image="hudBackgroundRight.png", image_scale=(paneWidth, 1, 1), image_pos=(-paneWidth, 0, 0), frameSize=( base.a2dLeft/2.0, 0, base.a2dBottom, base.a2dTop), frameColor=(0, 0, 0, 0), pos=(base.a2dRight, 0, 0)) self.frameRightPane.setTransparency(True) self.hide() self.lblScore = DirectLabel( text="Scoreboard", text_fg=(240/255.0,255/255.0,240/255.0,1), scale=0.1, pos=(paneWidth,0,0.8), frameColor=(0,0,0,0),) self.lblScore.setTransparency(True) self.lblScore.reparentTo(self.frameMain) self.lblReds = DirectLabel( text="Bad dudes: 0", text_fg=(240/255.0,255/255.0,240/255.0,1), text_align=TextNode.ALeft, scale=0.08, pos=(0.1,0,0.5), frameColor=(0,0,0,0),) self.lblReds.setTransparency(True) self.lblReds.reparentTo(self.frameMain) self.lblBlues = DirectLabel( text="Good dudes: 0", text_fg=(240/255.0,255/255.0,240/255.0,1), text_align=TextNode.ALeft, scale=0.08, pos=(0.1,0,0.3), frameColor=(0,0,0,0),) self.lblBlues.setTransparency(True) self.lblBlues.reparentTo(self.frameMain) self.hide() txt = "" if base.difficulty == 0: txt = "Get 25 good dudes.\nIf you have more red\ndudes than blue,\nyou loose." elif base.difficulty == 1: txt = "Get 50 good dudes.\nIf you have more red\ndudes than blue,\nyou loose." else: txt = "Get 100 good dudes.\nIf you have more red\ndudes than blue,\nyou loose." self.lblInfoWinCondition = DirectLabel( text=txt, text_fg=(240/255.0,255/255.0,240/255.0,1), text_align=TextNode.ALeft, scale=0.08, pos=(0.1,0,0.0), frameColor=(0,0,0,0),) self.lblInfoWinCondition.setTransparency(True) self.lblInfoWinCondition.reparentTo(self.frameMain) self.hide() self.lblInfo = DirectLabel( text="Controlls", text_fg=(240/255.0,255/255.0,240/255.0,1), scale=0.1, pos=(-paneWidth,0,0.8), frameColor=(0,0,0,0),) self.lblInfo.setTransparency(True) self.lblInfo.reparentTo(self.frameRightPane) self.lblRight = DirectLabel( text="~ Right Door ~\nRight Arrow\nRight Alt\nRight Ctrl\n/", text_fg=(240/255.0,255/255.0,240/255.0,1), scale=0.05, pos=(-paneWidth,0,0.7), frameColor=(0,0,0,0), sortOrder = 0) self.lblRight.setTransparency(True) self.lblRight.reparentTo(self.frameRightPane) self.lblLeft = DirectLabel( text="~ Left Door ~\nLeft Arrow\nLeft Alt\nLeft Ctrl\nZ", text_fg=(240/255.0,255/255.0,240/255.0,1), scale=0.05, pos=(-paneWidth,0,0.4), frameColor=(0,0,0,0),) self.lblLeft.setTransparency(True) self.lblLeft.reparentTo(self.frameRightPane) def show(self): self.frameMain.show() self.frameRightPane.show() def hide(self): self.frameMain.hide() self.frameRightPane.hide() def update(self, redDudes, blueDudes): self.lblReds["text"] = "Bad dudes: {}".format(redDudes) self.lblBlues["text"] = "Good dudes: {}".format(blueDudes)
class RespawnScreen(): """ When created, a respawn screen starts a respawn timer that lets the player respawn at a random location. """ def __init__(self, parentController): self._parentController = parentController self._countdown = PLAYER_RESPAWN_DELAY self._timerText = None self._respawnButton = None self._fadeFrame = None self._font = loader.loadFont(PIERCEROMAN_FONT) self._draw() # Draw our GUI self._respawnDelayTask = taskMgr.add(self._respawnCountdown, 'LocalPlayerRespawnCountdown') def _draw(self): # Draw fade frame (translucent screen covering): winWidth = base.getAspectRatio() winHeight = 2 fColor = (0, 0, 0, 0.5) self._fadeFrame = DirectFrame(pos=(0, 0, 0), frameSize=(-winWidth, winWidth, -winHeight, winHeight), frameColor=fColor) contentSpacing = RESPAWN_SCREEN_CONTENT_SPACING contentHeight = RESPAWN_SCREEN_CONTENT_HEIGHT_PERCENTAGE * winHeight contentWidth = RESPAWN_SCREEN_CONTENT_WIDTH_PERCENTAGE * winWidth # Draw Timer Text: tCY = contentSpacing + contentHeight / 2 self._timerText = DirectLabel(parent=self._fadeFrame, pos=(0, 0, tCY), frameSize=(-contentWidth, contentWidth, -contentHeight, contentHeight), text="", text_scale=RESPAWN_SCREEN_FONT_SIZE, text_font=self._font, text_align=TextNode.ACenter, text_pos=RESPAWN_BUTTON_TEXT_OFFSET, frameTexture=IMG_GRADIENT_1, frameColor=(1, 0, 1, 1)) self._timerText.setTransparency(TransparencyAttrib.MAlpha) # Draw Respawn Button: rCY = -tCY self._respawnButton = DirectButton( parent=self._fadeFrame, pos=(0, 0, rCY), frameSize=(-contentWidth, contentWidth, -contentHeight, contentHeight), command=self._onRespawnClicked, text="Respawn", text_scale=RESPAWN_SCREEN_FONT_SIZE, text_font=self._font, text_align=TextNode.ACenter, text_pos=RESPAWN_BUTTON_TEXT_OFFSET) self._disableRespawnButton() # Disable the respawn to start def _respawnCountdown(self, task): deltaTime = globalClock.getDt() self._countdown -= deltaTime self._timerText['text'] = "%d seconds left until respawn available"\ % int(self._countdown) # Check to see if the countdown has ended: if self._countdown <= 0: self._timerText['text'] = "Respawn available! Go get 'em!" self._enableRespawnButton() return task.done # Stop counting down else: return task.cont # Continue every frame def _disableRespawnButton(self): self._respawnButton['state'] = DGG.DISABLED self._respawnButton['relief'] = DGG.FLAT self._respawnButton['color'] = RESPAWN_BUTTON_DISABLED_COLOR def _enableRespawnButton(self): self._respawnButton['state'] = DGG.NORMAL self._respawnButton['relief'] = DGG.RAISED self._respawnButton['color'] = RESPAWN_BUTTON_ENABLED_COLOR def _onRespawnClicked(self): """ Tells the player controller to respawn. """ self._parentController.respawnRequest() def close(self): self._fadeFrame.destroy() del self
class Hud(DirectObject): def __init__(self): self.frameCharStatus = DirectFrame( # size of the frame frameSize = (0, .8, -.20, 0), # bg color Transparent frameColor = (0, 0, 0, 0)) self.frameCharStatus.reparentTo(base.a2dTopLeft) self.statusHealth = OnscreenImage( image = "HUD_Life100.png", scale = (0.1, 1, 0.1), pos = (0.085, 0, -0.085)) self.statusHealth.setTransparency(True) self.statusHealth.reparentTo(self.frameCharStatus) self.statusWeapon = OnscreenImage( image = "WeaponMG.png", scale = (0.1, 1, 0.1), pos = (0.285, 0, -0.085)) self.statusWeapon.setTransparency(True) self.statusWeapon.reparentTo(self.frameCharStatus) self.highscore = DirectLabel( text = "0", text_fg = (0,0,0,1), text_align = TextNode.ALeft, frameColor = (0,0,0,0), pos = (0.4,0,-0.12), scale = 0.15) self.highscore.setTransparency(True) self.highscore.reparentTo(self.frameCharStatus) def show(self): self.frameCharStatus.show() self.accept("setHighscore", self.setHighscore) self.accept("setHealth", self.setHealth) def hide(self): self.frameCharStatus.hide() self.ignore("setHighscore") self.ignore("setHealth") def setHighscore(self, score): self.highscore["text"] = str(score) def setHealth(self, hp): if hp > 75.0: self.statusHealth.setImage("HUD_Life100.png") elif hp > 50.0: self.statusHealth.setImage("HUD_Life75.png") elif hp > 25.0: self.statusHealth.setImage("HUD_Life50.png") elif hp > 0: self.statusHealth.setImage("HUD_Life25.png") else: print "Your dead!" self.statusHealth.setImage("HUD_Life0.png") self.statusHealth.setTransparency(True) def setWeapon(self, weaponType): if weaponType == "Pistol": self.statusWeapon.setImage("WeaponPistol.png") else: self.statusWeapon.setImage("WeaponMG.png") self.statusWeapon.setTransparency(True)
class OptionsMenu(DirectObject): def __init__(self): """Default constructor""" # create a main frame as big as the window self.frameMain = DirectFrame( # set framesize the same size as the window frameSize = (base.a2dLeft, base.a2dRight, base.a2dTop, base.a2dBottom), image = "LogoTextGlow.png", image_scale = (1.06/2.0, 1, 0.7/2.0), image_pos = (0, 0, 0.7), # position center pos = (0, 0, 0), # set tramsparent background color frameColor = (0, 0, 0, 0)) self.frameMain.setTransparency(1) self.frameMain.setBin("fixed", 100) sliderscale = 0.5 buttonScale = 0.25 textscale = 0.1 checkboxscale = 0.05 left = -0.5 right = 0.5 self.sliderTextspeed = DirectSlider( scale = sliderscale, pos = (left, 0, 0.2), range = (0.2,0.01), scrollSize = 0.01, text = _("Textspeed %0.1f%%")%(base.textWriteSpeed * 10), text_scale = textscale, text_align = TextNode.ACenter, text_pos = (0.0, 0.15), text_fg = (1,1,1,1), thumb_frameColor = (0.65, 0.65, 0.0, 1), thumb_relief = DGG.FLAT, frameColor = (0.15, 0.15, 0.15, 1), value = base.textWriteSpeed, command = self.sliderTextspeed_ValueChanged) self.sliderTextspeed.reparentTo(self.frameMain) self.cbParticles = DirectCheckButton( text = _(" Enable Particles"), text_fg = (1, 1, 1, 1), text_shadow = (0, 0, 0, 0.35), pos = (left, 0, -0.0), scale = checkboxscale, frameColor = (0,0,0,0), command = self.cbParticles_CheckedChanged, rolloverSound = None, clickSound = None, pressEffect = False, boxPlacement = "below", boxBorder = 0.8, boxRelief = DGG.FLAT, indicator_scale = 1.5, indicator_text_fg = (0.65, 0.65, 0.0, 1), indicator_text_shadow = (0, 0, 0, 0.35), indicator_frameColor = (0.15, 0.15, 0.15, 1), indicatorValue = base.particleMgrEnabled ) self.cbParticles.indicator['text'] = (' ', 'x') self.cbParticles.indicator['text_pos'] = (0, 0.1) #self.cbParticles.indicator.setX(self.cbParticles.indicator, -0.5) #self.cbParticles.indicator.setZ(self.cbParticles.indicator, -0.1) #self.cbParticles.setFrameSize() self.cbParticles.setTransparency(1) self.cbParticles.reparentTo(self.frameMain) volume = base.musicManager.getVolume() self.sliderVolume = DirectSlider( scale = sliderscale, pos = (left, 0, -0.35), range = (0,1), scrollSize = 0.01, text = _("Volume %d%%")%volume*100, text_scale = textscale, text_align = TextNode.ACenter, text_pos = (.0, 0.15), text_fg = (1,1,1,1), thumb_frameColor = (0.65, 0.65, 0.0, 1), thumb_relief = DGG.FLAT, frameColor = (0.15, 0.15, 0.15, 1), value = volume, command = self.sliderVolume_ValueChanged) self.sliderVolume.reparentTo(self.frameMain) self.lblControltype = DirectLabel( text = _("Control type"), text_fg = (1, 1, 1, 1), text_shadow = (0, 0, 0, 0.35), frameColor = (0, 0, 0, 0), scale = textscale/2, pos = (right, 0, 0.27)) self.lblControltype.setTransparency(1) self.lblControltype.reparentTo(self.frameMain) selectedControlType = 0 if base.controlType == "MouseAndKeyboard": selectedControlType = 1 self.controltype = DirectOptionMenu( pos = (right, 0, 0.18), text_fg = (1, 1, 1, 1), scale = 0.1, items = [_("Keyboard"),_("Keyboard + Mouse")], initialitem = selectedControlType, frameColor = (0.15, 0.15, 0.15, 1), popupMarker_frameColor = (0.65, 0.65, 0.0, 1), popupMarker_relief = DGG.FLAT, highlightColor = (0.65, 0.65, 0.0, 1), relief = DGG.FLAT, command=self.controlType_Changed) self.controltype.reparentTo(self.frameMain) b = self.controltype.getBounds() xPos = right - ((b[1] - b[0]) / 2.0 * 0.1) self.controltype.setX(xPos) setItems(self.controltype) self.controltype.setItems = setItems self.controltype.showPopupMenu = showPopupMenu self.controltype.popupMarker.unbind(DGG.B1PRESS) self.controltype.popupMarker.bind(DGG.B1PRESS, showPopupMenu) self.controltype.unbind(DGG.B1PRESS) self.controltype.bind(DGG.B1PRESS, showPopupMenuExtra, [self.controltype]) isChecked = not base.AppHasAudioFocus img = None if base.AppHasAudioFocus: img = "AudioSwitch_on.png" else: img = "AudioSwitch_off.png" self.cbVolumeMute = DirectCheckBox( text = _("Mute Audio"), text_scale = 0.5, text_align = TextNode.ACenter, text_pos = (0.0, 0.65), text_fg = (1,1,1,1), pos = (right, 0, -0.35), scale = 0.21/2.0, command = self.cbVolumeMute_CheckedChanged, rolloverSound = None, clickSound = None, relief = None, pressEffect = False, isChecked = isChecked, image = img, image_scale = 0.5, checkedImage = "AudioSwitch_off.png", uncheckedImage = "AudioSwitch_on.png") self.cbVolumeMute.setTransparency(1) self.cbVolumeMute.setImage() self.cbVolumeMute.reparentTo(self.frameMain) sensitivity = base.mouseSensitivity self.sliderSensitivity = DirectSlider( scale = sliderscale, pos = (right, 0, -0.075), range = (0.5,2), scrollSize = 0.01, text = _("Mouse Sensitivity %0.1fx")%sensitivity, text_scale = textscale, text_align = TextNode.ACenter, text_pos = (.0, 0.15), text_fg = (1,1,1,1), thumb_frameColor = (0.65, 0.65, 0.0, 1), thumb_relief = DGG.FLAT, frameColor = (0.15, 0.15, 0.15, 1), value = sensitivity, command = self.sliderSensitivity_ValueChanged) self.sliderSensitivity.reparentTo(self.frameMain) if base.controlType == "Gamepad": self.sliderSensitivity.hide() # create the back button self.btnBack = DirectButton( scale = buttonScale, # position on the window pos = (0, 0, base.a2dBottom + 0.15), frameColor = (0,0,0,0), # text properties text = _("Back"), text_scale = 0.5, text_fg = (1,1,1,1), text_pos = (0.0, -0.15), text_shadow = (0, 0, 0, 0.35), text_shadowOffset = (-0.05, -0.05), # sounds that should be played rolloverSound = None, clickSound = None, pressEffect = False, relief = None, # the event which is thrown on clickSound command = lambda: base.messenger.send("options_back")) self.btnBack.setTransparency(1) self.btnBack.reparentTo(self.frameMain) self.hide() def show(self, enableResume=False): self.frameMain.show() def hide(self): self.frameMain.hide() def cbVolumeMute_CheckedChanged(self, checked): if checked: base.disableAllAudio() else: base.enableAllAudio() def sliderVolume_ValueChanged(self): volume = round(self.sliderVolume["value"], 2) self.sliderVolume["text"] = _("Volume %d%%") % int(volume * 100) base.sfxManagerList[0].setVolume(volume) base.musicManager.setVolume(volume) def sliderSensitivity_ValueChanged(self): sensitivity = round(self.sliderSensitivity["value"], 2) self.sliderSensitivity["text"] = _("Mouse Sensitivity %0.1fx") % sensitivity base.mouseSensitivity = sensitivity def sliderTextspeed_ValueChanged(self): newSpeed = round(self.sliderTextspeed["value"], 2) displaySpeed = 1.0 / newSpeed self.sliderTextspeed["text"] = _("Textspeed %0.1f%%")%displaySpeed base.textWriteSpeed = newSpeed def cbParticles_CheckedChanged(self, unchecked): if unchecked: base.enableParticles() else: base.disableParticles() def controlType_Changed(self, arg): if arg == _("Keyboard"): self.sliderSensitivity.hide() base.controlType = "Gamepad" elif arg == _("Keyboard + Mouse"): self.sliderSensitivity.show() base.controlType = "MouseAndKeyboard"
class LegendaryFish(Fish): def __init__(self, fishManager, myData, index): Fish.__init__(self, fishManager, myData, index) self.fsm = LegendaryFishFSM(self) self.actor.setScale(self.myData['scaleRange'][0]) self.staminaValue = self.myData['stamina'] self.aboutToBitingInterval = None self.fishChaseLureSequence = Sequence() self.lfStruggleSequence = Sequence() self.initFishStaminaBar() self.lurePosition = None def initFishStaminaBar(self): self.legendaryGui = loader.loadModel('models/minigames/pir_m_gam_fsh_legendaryGui') self.iconBaseFrame = DirectFrame(relief = None, state = DGG.DISABLED, pos = (0, 0, 0), sortOrder = 30, image = self.legendaryGui.find('**/pir_t_gui_fsh_fishPortraitFrame'), image_scale = 0.17999999999999999, image_pos = (0, 0, 0)) self.iconBaseFrame.setTransparency(TransparencyAttrib.MAlpha) self.fishUINodePath = NodePath(self.iconBaseFrame) self.fishUINodePath.setPos(-0.29999999999999999, 0.0, 0.82999999999999996) self.fishUINodePath.reparentTo(hidden) self.iconCard = loader.loadModel('models/gui/treasure_gui') self.iconBaseFrame.iconImage = OnscreenImage(parent = self.iconBaseFrame, image = self.iconCard.find('**/%s*' % CollectionMap.Assets[self.myData['id']]), scale = 0.34999999999999998, hpr = (0, 0, 0), pos = (0.0, 0, 0.0)) self.fishNameLabel = TextNode('fishNameLabel') name = self.getName().split('_') self.fishNameLabel.setText(name[0]) self.fishNameLabel.setTextColor(1.0, 1.0, 1.0, 1.0) self.fishNameLabelNodePath = NodePath(self.fishNameLabel) self.fishNameLabelNodePath.setPos(0.29999999999999999, 0, 0.040000000000000001) self.fishNameLabelNodePath.setScale(0.044999999999999998) self.fishNameLabelNodePath.reparentTo(self.iconBaseFrame) self.fishStaminaBar = DirectWaitBar(parent = self.iconBaseFrame, relief = DGG.FLAT, state = DGG.DISABLED, range = 100, value = 0, sortOrder = 20, frameColor = (0, 0, 0, 1.0), pos = (0.070000000000000007, 0.0, -0.014999999999999999), hpr = (0, 0, 0), frameSize = (0, 0.71999999999999997, 0, 0.028000000000000001)) self.fishStaminaBar['value'] = self.staminaValue self.fishStaminaBar['barColor'] = FishingGlobals.fishingStaminaBarColor[int((self.staminaValue / 100.0) * (len(FishingGlobals.fishingStaminaBarColor) - 1))] self.fishStaminaValueLabel = TextNode('fishStaminaValueLabel') self.fishStaminaValueLabel.setText(str(self.staminaValue) + '//' + str(self.staminaValue)) self.fishStaminaValueLabel.setTextColor(1.0, 1.0, 1.0, 1.0) self.fishStaminaValueLabelNodePath = NodePath(self.fishStaminaValueLabel) self.fishStaminaValueLabelNodePath.setPos(0.66000000000000003, 0, -0.059999999999999998) self.fishStaminaValueLabelNodePath.setScale(0.044999999999999998) self.fishStaminaValueLabelNodePath.reparentTo(self.iconBaseFrame) self.fishStaminaBarFrame = DirectLabel(parent = self.iconBaseFrame, relief = None, state = DGG.DISABLED, frameColor = (1, 1, 1, 0.10000000000000001), pos = (0.44, 0.0, 0.0), hpr = (0, 0, 0), sortOrder = 25, image = self.legendaryGui.find('**/pir_t_gui_fsh_staminaBarForeground'), image_scale = (1.0, 0.0, 0.050000000000000003), image_pos = (0.0, 0.0, 0.0), image_hpr = (0.0, 0.0, 0.0)) self.fishStaminaBarFrame.setTransparency(TransparencyAttrib.MAlpha) self.fishStaminaBarFrame.setDepthTest(True) self.fishStaminaBarFrame.setDepthWrite(True) def cleanFishData(self): self.staminaValue = self.myData['stamina'] self.fishStaminaBar['value'] = self.staminaValue self.fishStaminaValueLabel.setText(str(int(self.staminaValue)) + ' / ' + str(100)) self.fishStaminaBar['barColor'] = FishingGlobals.fishingStaminaBarColor[int((self.staminaValue / 100.0) * (len(FishingGlobals.fishingStaminaBarColor) - 1))] self.hideStaminaBar() taskMgr.remove('updateFishStaminaTask') self.lurePosition = None self.fishChaseLureSequence.pause() self.fishChaseLureSequence.clearToInitial() self.lfStruggleSequence.pause() self.lfStruggleSequence.clearToInitial() if self.aboutToBitingInterval is None: return None self.aboutToBitingInterval.pause() def destroy(self): self.fishUINodePath.removeNode() Fish.destroy(self) def updateFishStaminaTask(self, task = None): if self.staminaValue <= 1: return Task.done self.staminaValue = max(1, self.staminaValue - FishingGlobals.staminaReduceValue) self.fishStaminaValueLabel.setText(str(int(self.staminaValue)) + ' / ' + str(100)) self.fishStaminaBar['value'] = self.staminaValue self.fishStaminaBar['barColor'] = FishingGlobals.fishingStaminaBarColor[int((self.staminaValue / 100.0) * (len(FishingGlobals.fishingStaminaBarColor) - 1))] return Task.cont def updateFishStaminaBar(self): self.fishStaminaBar['value'] = self.staminaValue def fishStaminaConsume(self): taskMgr.add(self.updateFishStaminaTask, 'updateFishStaminaTask') def staminaPercentage(self): return self.staminaValue / self.myData['stamina'] def showStaminaBar(self): self.fishUINodePath.reparentTo(aspect2d) def hideStaminaBar(self): self.fishUINodePath.reparentTo(hidden) def performStraightBehavior(self, lurePos, dt): newX = self.getX() + self.velocity[0] * dt + self.accel[0] * dt * dt newZ = self.getZ() + self.velocity[2] * dt + self.accel[2] * dt * dt return (newX, newZ)
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
class Credits: def __init__(self): self.frameMain = DirectFrame(frameSize=(base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor=(0.05, 0.05, 0.05, 1)) self.frameMain.setTransparency(1) tpBig = TextProperties() tpBig.setTextScale(1.5) tpSmall = TextProperties() tpSmall.setTextScale(0.75) tpUs = TextProperties() tpUs.setUnderscore(True) tpMgr = TextPropertiesManager.getGlobalPtr() tpMgr.setProperties("big", tpBig) tpMgr.setProperties("small", tpSmall) tpMgr.setProperties("us", tpUs) creditsText = "" with open("credits.txt") as f: creditsText = f.read() self.lblCredits = DirectLabel(text=creditsText, text_fg=(1, 1, 1, 1), text_bg=(0, 0, 0, 0), frameColor=(0, 0, 0, 0), text_align=TextNode.ACenter, scale=0.1, pos=(0, 0, base.a2dTop - 0.2)) self.lblCredits.setTransparency(1) self.lblCredits.reparentTo(self.frameMain) self.creditsScroll = LerpPosInterval(self.lblCredits, 12.0, (0, 0, base.a2dTop + 3.5), startPos=(0, 0, base.a2dBottom), name="CreditsScroll") self.btnBack = DirectButton(text="BACK", text_fg=(1, 1, 1, 1), text_align=TextNode.ALeft, scale=0.1, pad=(0.15, 0.15), pos=(base.a2dLeft + 0.08, 0, base.a2dBottom + 0.05), frameColor=( (0.2, 0.2, 0.2, 0.8), (0.4, 0.4, 0.4, 0.8), (0.4, 0.4, 0.4, 0.8), (0.1, 0.1, 0.1, 0.8), ), relief=1, command=base.messenger.send, extraArgs=["Credits-Back"], pressEffect=False, rolloverSound=None, clickSound=None) self.btnBack.setTransparency(1) self.btnBack.reparentTo(self.frameMain) self.hide() def show(self): self.frameMain.show() self.creditsScroll.loop() def hide(self): self.frameMain.hide() self.creditsScroll.finish()
class DistributedCannonDefenseShip(DistributedNPCSimpleShip): __module__ = __name__ specialHitSfx = {} coldShotHitSfx = None sharkChompSfx = {} def __init__(self, cr): DistributedNPCSimpleShip.__init__(self, cr) self.goldStolenlbl = None self.hasGoldlbl = None self.hasBNote = None self.textureCard = None self.goldIcon = None self.flameEffects = [] self.isSinkingWhileOnFire = False self.healthModifier = 0 self.modifierSet = False self.shipStatsSet = False self.shipStatIndex = None self.initHealthBar() self.initIndicatorIcons() self.sinkTimeScale = CannonDefenseGlobals.SHIP_SINK_DURATION_SCALE self.sharkActor = Actor( 'models/char/pir_r_gam_fsh_lgComTshark.bam', {'attack': 'models/char/pir_a_gam_fsh_lgComTshark_attack.bam'}) self.sharkParallel = None self.fader = None if not self.coldShotHitSfx: DistributedCannonDefenseShip.specialHitSfx = { InventoryType.DefenseCannonMineInWater: loadSfx(SoundGlobals.SFX_MINIGAME_CANNON_MINE_HIT), InventoryType.DefenseCannonBomb: loadSfx(SoundGlobals.SFX_MINIGAME_CANNON_BOMB_HIT), InventoryType.DefenseCannonHotShot: loadSfx(SoundGlobals.SFX_MINIGAME_CANNON_HOTSHOT_HIT), InventoryType.DefenseCannonFireStorm: loadSfx(SoundGlobals.SFX_MINIGAME_CANNON_FIRESTORM_HIT), InventoryType.DefenseCannonChumShot: loadSfx(SoundGlobals.SFX_MINIGAME_CANNON_SHARK) } DistributedCannonDefenseShip.coldShotHitSfx = loadSfx( SoundGlobals.SFX_MINIGAME_CANNON_ICE_HIT) DistributedCannonDefenseShip.sharkChompSfxs = [ loadSfx(SoundGlobals.SFX_MONSTER_SMASH_01), loadSfx(SoundGlobals.SFX_MONSTER_SMASH_02), loadSfx(SoundGlobals.SFX_MONSTER_SMASH_03) ] return def buildShip(self): DistributedNPCSimpleShip.buildShip(self) self.model.sfxAlternativeStyle = True def setupLocalStats(self): DistributedNPCSimpleShip.setupLocalStats(self) def setShipStatIndex(self, statIndex): self.shipStatsSet = True self.shipStatIndex = statIndex self.maxHp = CannonDefenseGlobals.shipStats[ self.shipStatIndex]['shipHp'] self.maxMastHealth = CannonDefenseGlobals.shipStats[ self.shipStatIndex]['mastHp'] self.healthBar.setPos( 0.0, 0.0, CannonDefenseGlobals.shipStats[self.shipStatIndex] ['healthBarHeight']) if self.modifierSet: self.calcModifiedHealth() def setHealthModifier(self, modifier): self.modifierSet = True self.healthModifier = modifier if self.shipStatsSet: self.calcModifiedHealth() def calcModifiedHealth(self): if self.healthModifier == 0: return self.maxHp += self.healthModifier * ( self.maxHp * CannonDefenseGlobals.ENEMY_DIFFICULTY_INCREASE) mastList = CannonDefenseGlobals.shipStats[self.shipStatIndex]['mastHp'] mastFinalHp = [] for mastHealth in mastList: hp = mastHealth hp += self.healthModifier * ( mastHealth * CannonDefenseGlobals.ENEMY_DIFFICULTY_INCREASE) mastFinalHp.append(hp) self.maxMastHealth = mastFinalHp def setLogo(self, logo): self.logo = logo def setStyle(self, style): self.style = style def announceGenerate(self): DistributedNPCSimpleShip.announceGenerate(self) rad = (self.model.dimensions / 2.0).length() cn = NodePath(CollisionNode('c')) cs = CollisionSphere(0, 0, 0, rad) cn.node().addSolid(cs) cn.reparentTo(self.model.modelCollisions) cn.setTransform(self.model.center.getTransform(self)) cn.node().setIntoCollideMask(PiratesGlobals.GenericShipBitmask) self.model.defendSphere = cn self.model.modelRoot.setScale(CannonDefenseGlobals.SHIP_SCALE) self.fadeIn(CannonDefenseGlobals.SHIP_FADEIN) self.smoother.setExpectedBroadcastPeriod(0.3) self.smoother.setDelay(2) self.healthBar.reparentTo(self.model.modelRoot) def initHealthBar(self): self.healthBar = DirectWaitBar(frameSize=(-0.35, 0.35, -0.04, 0.04), relief=DGG.FLAT, frameColor=(0.0, 0.0, 0.0, 0.0), borderWidth=(0.0, 0.0), barColor=(0.0, 1.0, 0.0, 1.0), scale=100) self.healthBar.setBillboardPointEye() self.healthBar['value'] = 100 self.healthBar.hide(OTPRender.ReflectionCameraBitmask) self.healthBar.setLightOff() def initIndicatorIcons(self): self.textureCard = loader.loadModel( 'models/textureCards/pir_m_gam_can_ship_icons') if self.textureCard: self.goldIcon = self.textureCard.find('**/pir_t_shp_can_gold*') self.goldStolenlbl = DirectLabel( parent=self.healthBar, relief=None, pos=(0, 0, 0.2), text_align=TextNode.ACenter, text_scale=0.5, textMayChange=0, text='!', text_fg=PiratesGuiGlobals.TextFG23, text_shadow=PiratesGuiGlobals.TextShadow, text_font=PiratesGlobals.getPirateBoldOutlineFont(), sortOrder=2) self.goldStolenlbl.setTransparency(1) self.goldStolenlbl.hide() self.hasGoldlbl = DirectLabel(parent=self.healthBar, relief=None, pos=(0, 0, 0.35), image=self.goldIcon, image_scale=0.5, image_pos=(0, 0, 0), sortOrder=2) self.hasGoldlbl.setTransparency(1) self.hasGoldlbl.hide() self.hasBNote = self.healthBar.attachNewNode('noteIndicator') self.bnoteBack = loader.loadModel( 'models/textureCards/skillIcons').find( '**/pir_t_gui_can_moneyIcon').copyTo(self.hasBNote) self.hasBNote.setZ(0.35) self.hasBNote.setScale(0.6) self.hasBNote.hide() return def getHealthBarColor(self, health): return CannonDefenseGlobals.SHIP_HEALTH_COLORS[int( health / 100.0 * (len(CannonDefenseGlobals.SHIP_HEALTH_COLORS) - 1))] def setHealthState(self, health): DistributedNPCSimpleShip.setHealthState(self, health) self.healthBar['value'] = health self.healthBar['barColor'] = self.getHealthBarColor(health) def setCurrentState(self, state): if state == CannonDefenseGlobals.SHIP_STATE_STEALING: self.goldStolenlbl.show() else: if state == CannonDefenseGlobals.SHIP_STATE_HASTREASURE: self.hasGoldlbl.show() self.goldStolenlbl.hide() else: if state == CannonDefenseGlobals.SHIP_STATE_HASBNOTES: self.hasBNote.show() self.goldStolenlbl.hide() else: self.hasGoldlbl.hide() self.hasBNote.hide() self.goldStolenlbl.hide() rad = (self.model.dimensions / 2.0).length() cn = NodePath(CollisionNode('c')) cs = CollisionSphere(0, 0, 0, rad) cn.node().addSolid(cs) cn.reparentTo(self.model.modelCollisions) cn.setTransform(self.model.center.getTransform(self)) cn.node().setIntoCollideMask(PiratesGlobals.GenericShipBitmask) self.model.defendSphere = cn self.model.modelRoot.setScale(CannonDefenseGlobals.SHIP_SCALE) self.fadeIn(CannonDefenseGlobals.SHIP_FADEIN) self.smoother.setExpectedBroadcastPeriod(0.3) self.smoother.setDelay(2) self.healthBar.reparentTo(self.model.modelRoot) def initHealthBar(self): self.healthBar = DirectWaitBar(frameSize=(-0.35, 0.35, -0.04, 0.04), relief=DGG.FLAT, frameColor=(0.0, 0.0, 0.0, 0.0), borderWidth=(0.0, 0.0), barColor=(0.0, 1.0, 0.0, 1.0), scale=100) self.healthBar.setBillboardPointEye() self.healthBar['value'] = 100 self.healthBar.hide(OTPRender.ReflectionCameraBitmask) self.healthBar.setLightOff() def initIndicatorIcons(self): self.textureCard = loader.loadModel( 'models/textureCards/pir_m_gam_can_ship_icons') if self.textureCard: self.goldIcon = self.textureCard.find('**/pir_t_shp_can_gold*') self.goldStolenlbl = DirectLabel( parent=self.healthBar, relief=None, pos=(0, 0, 0.2), text_align=TextNode.ACenter, text_scale=0.5, textMayChange=0, text='!', text_fg=PiratesGuiGlobals.TextFG23, text_shadow=PiratesGuiGlobals.TextShadow, text_font=PiratesGlobals.getPirateBoldOutlineFont(), sortOrder=2) self.goldStolenlbl.setTransparency(1) self.goldStolenlbl.hide() self.hasGoldlbl = DirectLabel(parent=self.healthBar, relief=None, pos=(0, 0, 0.35), image=self.goldIcon, image_scale=0.5, image_pos=(0, 0, 0), sortOrder=2) self.hasGoldlbl.setTransparency(1) self.hasGoldlbl.hide() self.hasBNote = self.healthBar.attachNewNode('noteIndicator') self.bnoteBack = loader.loadModel( 'models/textureCards/skillIcons').find( '**/pir_t_gui_can_moneyIcon').copyTo(self.hasBNote) self.hasBNote.setZ(0.35) self.hasBNote.setScale(0.6) self.hasBNote.hide() return def getHealthBarColor(self, health): return CannonDefenseGlobals.SHIP_HEALTH_COLORS[int( health / 100.0 * (len(CannonDefenseGlobals.SHIP_HEALTH_COLORS) - 1))] def setHealthState(self, health): DistributedNPCSimpleShip.setHealthState(self, health) self.healthBar['value'] = health self.healthBar['barColor'] = self.getHealthBarColor(health) def setCurrentState(self, state): if state == CannonDefenseGlobals.SHIP_STATE_STEALING: self.goldStolenlbl.show() else: if state == CannonDefenseGlobals.SHIP_STATE_HASTREASURE: self.hasGoldlbl.show() self.goldStolenlbl.hide() else: if state == CannonDefenseGlobals.SHIP_STATE_HASBNOTES: self.hasBNote.show() self.goldStolenlbl.hide() else: self.hasGoldlbl.hide() self.hasBNote.hide() self.goldStolenlbl.hide() def calculateLook(self): pass def playProjectileHitSfx(self, ammoSkillId, hitSail): if ammoSkillId in [ InventoryType.DefenseCannonColdShotInWater, InventoryType.DefenseCannonSmokePowder ]: return if ammoSkillId in self.specialHitSfx: sfx = self.specialHitSfx[ammoSkillId] base.playSfx(sfx, node=self, cutoff=2000) return DistributedNPCSimpleShip.playProjectileHitSfx(self, ammoSkillId, hitSail) def projectileWeaponHit(self, skillId, ammoSkillId, skillResult, targetEffects, pos, normal, codes, attacker, itemEffects=[]): DistributedNPCSimpleShip.projectileWeaponHit(self, skillId, ammoSkillId, skillResult, targetEffects, pos, normal, codes, attacker, itemEffects) def sinkingBegin(self): self.healthBar.reparentTo(hidden) if len(self.flameEffects) > 0: self.isSinkingWhileOnFire = True DistributedNPCSimpleShip.sinkingBegin(self) def sinkingEnd(self): while len(self.flameEffects) > 0: effect = self.flameEffects.pop() effect.stopLoop() DistributedNPCSimpleShip.sinkingEnd(self) def addStatusEffect(self, effectId, attackerId, duration=0, timeLeft=0, timestamp=0, buffData=[0]): if effectId == WeaponGlobals.C_CANNON_DEFENSE_FIRE: self.addFireEffect(self.getModelRoot().getPos()) if effectId == WeaponGlobals.C_CANNON_DEFENSE_ICE: base.playSfx(self.coldShotHitSfx, node=self, cutoff=2000) DistributedNPCSimpleShip.addStatusEffect(self, effectId, attackerId, duration, timeLeft, timestamp, buffData) def removeStatusEffect(self, effectId, attackerId): DistributedNPCSimpleShip.removeStatusEffect(self, effectId, attackerId) if effectId == WeaponGlobals.C_CANNON_DEFENSE_FIRE: if not self.isSinkingWhileOnFire: while len(self.flameEffects) > 0: effect = self.flameEffects.pop() effect.stopLoop() def addFireEffect(self, pos): fireEffect = ShipFire.getEffect() if fireEffect: fireEffect.reparentTo(self.getModelRoot()) fireEffect.setPos(pos) fireEffect.setHpr(90, -15, 0) fireEffect.startLoop() fireEffect.setEffectScale(20.0) self.flameEffects.append(fireEffect) def playSharkAttack(self, pos): if self.sharkActor.getCurrentAnim() == None: self.sharkActor.wrtReparentTo(self.getModelRoot()) self.sharkActor.setPos(self, pos) self.sharkActor.setScale(20) self.sharkActor.play('attack') sharkAttackEffect = None if base.options.getSpecialEffectsSetting( ) >= base.options.SpecialEffectsLow: effect = CannonSplash.getEffect() if effect: effect.reparentTo(base.effectsRoot) effect.setPos(self, pos) effect.setZ(1) effect.play() sharkAttackEffect = Func(self.playAttackEffect, pos) hprIvalShip = LerpHprInterval(self.getModelRoot(), duration=3, hpr=(0, 0, -180)) s1 = Sequence(Wait(0.75), hprIvalShip, Func(self.getModelRoot().stash)) s2 = Sequence(Wait(0.75), sharkAttackEffect, Wait(0.5), sharkAttackEffect) self.sharkParallel = Parallel(s1, s2) self.sharkParallel.start() taskMgr.doMethodLater(self.sharkActor.getDuration('attack'), self.detachShark, self.uniqueName('playSharkAttack'), extraArgs=[]) return def playAttackEffect(self, pos): effect = BulletEffect.getEffect() if effect: effect.reparentTo(base.effectsRoot) effect.setPos(self, pos) effect.loadObjects(6) effect.play() sfx = random.choice(self.sharkChompSfxs) base.playSfx(sfx, node=self.getModelRoot(), cutoff=2000) def detachShark(self): self.sharkActor.detachNode() def delete(self): if self.fader: self.fader.pause() self.fader = None DistributedNPCSimpleShip.delete(self) return def destroy(self): if self.goldStolenlbl: self.goldStolenlbl.destroy() self.goldStolenlbl = None if self.hasGoldlbl: self.hasGoldlbl.destroy() self.hasGoldlbl = None if self.textureCard: self.textureCard.removeNode() self.textureCard = None self.goldIcon = None if self.healthBar: self.healthBar.destroy() if self.sharkActor: self.sharkActor.cleanUp() self.sharkActor.removeNode() if self.sharkParallel: self.sharkParallel.pause() self.sharkParallel = None DistributedNPCSimpleShip.destroy(self) return def fadeIn(self, length): if self.fader: self.fader.finish() self.fader = None self.setTransparency(1) self.fader = Sequence( self.colorScaleInterval(length, Vec4(1, 1, 1, 1), Vec4(1, 1, 1, 0)), Func(self.clearTransparency)) self.fader.start() return def fadeOut(self, length): if self.fader: self.fader.finish() self.fader = None self.setTransparency(1) self.fader = Sequence( self.colorScaleInterval(length, Vec4(1, 1, 1, 0), Vec4(1, 1, 1, 1)), Func(self.hide), Func(self.clearTransparency)) self.fader.start() return
class Option: """docstring for Option""" def __init__(self): self.testMusic = loader.loadMusic("Audio/click.wav") self.testSfx = loader.loadSfx("Audio/click.wav") self.frameOption = DirectFrame(image="gui/BackGround_o.png", image_scale=(1.7778, 1, 1), frameSize=(base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor=(0, 0, 0, 0)) self.frameOption.setTransparency(1) self.title = DirectLabel(scale=0.15, text_align=TextNode.ALeft, pos=(-0.3, 0, 0.5), frameColor=(0, 0, 0, 0), text="", text_fg=(1, 1, 1, 1)) self.title.setTransparency(1) self.title.reparentTo(self.frameOption) self.title_volume = DirectLabel(scale=0.1, text_align=TextNode.ALeft, pos=(base.a2dLeft + 1.3, 0, -0.2), frameColor=(0, 0, 0, 0), text="Music", text_fg=(1, 1, 1, 1)) self.title_volume.setTransparency(1) self.title_volume.reparentTo(self.frameOption) self.slider_volume = DirectSlider(pos=(base.a2dLeft + 2.2, 0, -0.2), value=50, range=(0, 100), pageSize=5, scale=0.5, command=base.messenger.send, extraArgs=["ChangeVolume"]) self.slider_volume.reparentTo(self.frameOption) self.testMusicBtn = self.createButton(-0.2, self.testMusic) self.title_sound = DirectLabel(scale=0.1, text_align=TextNode.ALeft, pos=(base.a2dLeft + 1.3, 0, -0.4), frameColor=(0, 0, 0, 0), text="Sfx", text_fg=(1, 1, 1, 1)) self.title_sound.setTransparency(1) self.title_sound.reparentTo(self.frameOption) self.slider_sound = DirectSlider( pos=(base.a2dLeft + 2.2, 0, -0.4), value=50, range=(0, 100), pageSize=5, #frameSize = (1,1,1,1) scale=0.5, command=base.messenger.send, extraArgs=["ChangeSound"]) self.slider_sound.reparentTo(self.frameOption) self.testSfxBtn = self.createButton(-0.4, self.testSfx) # self.title_leapmotion = DirectLabel( # scale = 0.1, # text_align = TextNode.ALeft, # pos = (base.a2dLeft + 0.6 , 0, -0.6), # frameColor = (0, 0, 0, 0), # text = "Leapmotion", # text_fg = (1,1,1,1)) # self.title_leapmotion.reparentTo(self.frameOption) # self.cbtn_leapmotion = DirectCheckButton( # text = "needed",text_fg=(1,1,1,1), # scale = .1, # pos = (base.a2dLeft + 1.5 , 0, -0.6), # command = base.messenger.send, # extraArgs = ["ChangeLeapmotion"]) # self.cbtn_leapmotion.reparentTo(self.frameOption) self.hide() def createButton(self, verticalPos, eventArgs): maps = loader.loadModel("gui/button_map") btnGeom = (maps.find("**/btn_ready"), maps.find("**/btn_click"), maps.find("**/btn_rollover"), maps.find("**/btn_disabled")) btn = DirectButton(text="apply", text_fg=(1, 1, 1, 1), text_scale=0.05, text_pos=(0.15, -0.013), text_align=TextNode.ALeft, scale=2, geom=btnGeom, pos=(base.a2dRight - 0.7, 0, verticalPos), relief=0, frameColor=(1, 1, 1, 1), command=self.testPlay, extraArgs=[ eventArgs, ], pressEffect=True, rolloverSound=None) btn.reparentTo(self.frameOption) btn.setTransparency(1) return btn def testPlay(self, sound): sound.play() def show(self): self.frameOption.show() def hide(self): self.frameOption.hide()
class OptionsMenu(DirectObject): def __init__(self): """Default constructor""" # create a main frame as big as the window self.frameMain = DirectFrame( # set framesize the same size as the window frameSize=(base.a2dLeft, base.a2dRight, base.a2dTop, base.a2dBottom), image="LogoTextGlow.png", image_scale=(1.06 / 2.0, 1, 0.7 / 2.0), image_pos=(0, 0, 0.7), # position center pos=(0, 0, 0), # set tramsparent background color frameColor=(0, 0, 0, 0)) self.frameMain.setTransparency(1) self.frameMain.setBin("fixed", 100) sliderscale = 0.5 buttonScale = 0.25 textscale = 0.1 checkboxscale = 0.05 left = -0.5 right = 0.5 self.sliderTextspeed = DirectSlider( scale=sliderscale, pos=(left, 0, 0.2), range=(0.2, 0.01), scrollSize=0.01, text=_("Textspeed %0.1f%%") % (base.textWriteSpeed * 10), text_scale=textscale, text_align=TextNode.ACenter, text_pos=(0.0, 0.15), text_fg=(1, 1, 1, 1), thumb_frameColor=(0.65, 0.65, 0.0, 1), thumb_relief=DGG.FLAT, frameColor=(0.15, 0.15, 0.15, 1), value=base.textWriteSpeed, command=self.sliderTextspeed_ValueChanged) self.sliderTextspeed.reparentTo(self.frameMain) self.cbParticles = DirectCheckButton( text=_(" Enable Particles"), text_fg=(1, 1, 1, 1), text_shadow=(0, 0, 0, 0.35), pos=(left, 0, -0.0), scale=checkboxscale, frameColor=(0, 0, 0, 0), command=self.cbParticles_CheckedChanged, rolloverSound=None, clickSound=None, pressEffect=False, boxPlacement="below", boxBorder=0.8, boxRelief=DGG.FLAT, indicator_scale=1.5, indicator_text_fg=(0.65, 0.65, 0.0, 1), indicator_text_shadow=(0, 0, 0, 0.35), indicator_frameColor=(0.15, 0.15, 0.15, 1), indicatorValue=base.particleMgrEnabled) self.cbParticles.indicator['text'] = (' ', 'x') self.cbParticles.indicator['text_pos'] = (0, 0.1) #self.cbParticles.indicator.setX(self.cbParticles.indicator, -0.5) #self.cbParticles.indicator.setZ(self.cbParticles.indicator, -0.1) #self.cbParticles.setFrameSize() self.cbParticles.setTransparency(1) self.cbParticles.reparentTo(self.frameMain) volume = base.musicManager.getVolume() self.sliderVolume = DirectSlider( scale=sliderscale, pos=(left, 0, -0.35), range=(0, 1), scrollSize=0.01, text=_("Volume %d%%") % volume * 100, text_scale=textscale, text_align=TextNode.ACenter, text_pos=(.0, 0.15), text_fg=(1, 1, 1, 1), thumb_frameColor=(0.65, 0.65, 0.0, 1), thumb_relief=DGG.FLAT, frameColor=(0.15, 0.15, 0.15, 1), value=volume, command=self.sliderVolume_ValueChanged) self.sliderVolume.reparentTo(self.frameMain) self.lblControltype = DirectLabel(text=_("Control type"), text_fg=(1, 1, 1, 1), text_shadow=(0, 0, 0, 0.35), frameColor=(0, 0, 0, 0), scale=textscale / 2, pos=(right, 0, 0.27)) self.lblControltype.setTransparency(1) self.lblControltype.reparentTo(self.frameMain) selectedControlType = 0 if base.controlType == "MouseAndKeyboard": selectedControlType = 1 self.controltype = DirectOptionMenu( pos=(right, 0, 0.18), text_fg=(1, 1, 1, 1), scale=0.1, items=[_("Keyboard"), _("Keyboard + Mouse")], initialitem=selectedControlType, frameColor=(0.15, 0.15, 0.15, 1), popupMarker_frameColor=(0.65, 0.65, 0.0, 1), popupMarker_relief=DGG.FLAT, highlightColor=(0.65, 0.65, 0.0, 1), relief=DGG.FLAT, command=self.controlType_Changed) self.controltype.reparentTo(self.frameMain) b = self.controltype.getBounds() xPos = right - ((b[1] - b[0]) / 2.0 * 0.1) self.controltype.setX(xPos) setItems(self.controltype) self.controltype.setItems = setItems self.controltype.showPopupMenu = showPopupMenu self.controltype.popupMarker.unbind(DGG.B1PRESS) self.controltype.popupMarker.bind(DGG.B1PRESS, showPopupMenu) self.controltype.unbind(DGG.B1PRESS) self.controltype.bind(DGG.B1PRESS, showPopupMenuExtra, [self.controltype]) isChecked = not base.AppHasAudioFocus img = None if base.AppHasAudioFocus: img = "AudioSwitch_on.png" else: img = "AudioSwitch_off.png" self.cbVolumeMute = DirectCheckBox( text=_("Mute Audio"), text_scale=0.5, text_align=TextNode.ACenter, text_pos=(0.0, 0.65), text_fg=(1, 1, 1, 1), pos=(right, 0, -0.35), scale=0.21 / 2.0, command=self.cbVolumeMute_CheckedChanged, rolloverSound=None, clickSound=None, relief=None, pressEffect=False, isChecked=isChecked, image=img, image_scale=0.5, checkedImage="AudioSwitch_off.png", uncheckedImage="AudioSwitch_on.png") self.cbVolumeMute.setTransparency(1) self.cbVolumeMute.setImage() self.cbVolumeMute.reparentTo(self.frameMain) sensitivity = base.mouseSensitivity self.sliderSensitivity = DirectSlider( scale=sliderscale, pos=(right, 0, -0.075), range=(0.5, 2), scrollSize=0.01, text=_("Mouse Sensitivity %0.1fx") % sensitivity, text_scale=textscale, text_align=TextNode.ACenter, text_pos=(.0, 0.15), text_fg=(1, 1, 1, 1), thumb_frameColor=(0.65, 0.65, 0.0, 1), thumb_relief=DGG.FLAT, frameColor=(0.15, 0.15, 0.15, 1), value=sensitivity, command=self.sliderSensitivity_ValueChanged) self.sliderSensitivity.reparentTo(self.frameMain) if base.controlType == "Gamepad": self.sliderSensitivity.hide() # create the back button self.btnBack = DirectButton( scale=buttonScale, # position on the window pos=(0, 0, base.a2dBottom + 0.15), frameColor=(0, 0, 0, 0), # text properties text=_("Back"), text_scale=0.5, text_fg=(1, 1, 1, 1), text_pos=(0.0, -0.15), text_shadow=(0, 0, 0, 0.35), text_shadowOffset=(-0.05, -0.05), # sounds that should be played rolloverSound=None, clickSound=None, pressEffect=False, relief=None, # the event which is thrown on clickSound command=lambda: base.messenger.send("options_back")) self.btnBack.setTransparency(1) self.btnBack.reparentTo(self.frameMain) self.hide() def show(self, enableResume=False): self.frameMain.show() def hide(self): self.frameMain.hide() def cbVolumeMute_CheckedChanged(self, checked): if checked: base.disableAllAudio() else: base.enableAllAudio() def sliderVolume_ValueChanged(self): volume = round(self.sliderVolume["value"], 2) self.sliderVolume["text"] = _("Volume %d%%") % int(volume * 100) base.sfxManagerList[0].setVolume(volume) base.musicManager.setVolume(volume) def sliderSensitivity_ValueChanged(self): sensitivity = round(self.sliderSensitivity["value"], 2) self.sliderSensitivity["text"] = _( "Mouse Sensitivity %0.1fx") % sensitivity base.mouseSensitivity = sensitivity def sliderTextspeed_ValueChanged(self): newSpeed = round(self.sliderTextspeed["value"], 2) displaySpeed = 1.0 / newSpeed self.sliderTextspeed["text"] = _("Textspeed %0.1f%%") % displaySpeed base.textWriteSpeed = newSpeed def cbParticles_CheckedChanged(self, unchecked): if unchecked: base.enableParticles() else: base.disableParticles() def controlType_Changed(self, arg): if arg == _("Keyboard"): self.sliderSensitivity.hide() base.controlType = "Gamepad" elif arg == _("Keyboard + Mouse"): self.sliderSensitivity.show() base.controlType = "MouseAndKeyboard"
class LegendaryFish(Fish): def __init__(self, fishManager, myData, index): Fish.__init__(self, fishManager, myData, index) self.fsm = LegendaryFishFSM(self) self.actor.setScale(self.myData['scaleRange'][0]) self.staminaValue = self.myData['stamina'] self.aboutToBitingInterval = None self.fishChaseLureSequence = Sequence() self.lfStruggleSequence = Sequence() self.initFishStaminaBar() self.lurePosition = None return def initFishStaminaBar(self): self.legendaryGui = loader.loadModel('models/minigames/pir_m_gam_fsh_legendaryGui') self.iconBaseFrame = DirectFrame(relief=None, state=DGG.DISABLED, pos=(0, 0, 0), sortOrder=30, image=self.legendaryGui.find('**/pir_t_gui_fsh_fishPortraitFrame'), image_scale=0.18, image_pos=(0, 0, 0)) self.iconBaseFrame.setTransparency(TransparencyAttrib.MAlpha) self.fishUINodePath = NodePath(self.iconBaseFrame) self.fishUINodePath.setPos(-0.3, 0.0, 0.83) self.fishUINodePath.reparentTo(hidden) self.iconCard = loader.loadModel('models/gui/treasure_gui') self.iconBaseFrame.iconImage = OnscreenImage(parent=self.iconBaseFrame, image=self.iconCard.find('**/%s*' % CollectionMap.Assets[self.myData['id']]), scale=0.35, hpr=(0, 0, 0), pos=(0.0, 0, 0.0)) self.fishNameLabel = TextNode('fishNameLabel') name = self.getName().split('_') self.fishNameLabel.setText(name[0]) self.fishNameLabel.setTextColor(1.0, 1.0, 1.0, 1.0) self.fishNameLabelNodePath = NodePath(self.fishNameLabel) self.fishNameLabelNodePath.setPos(0.3, 0, 0.04) self.fishNameLabelNodePath.setScale(0.045) self.fishNameLabelNodePath.reparentTo(self.iconBaseFrame) self.fishStaminaBar = DirectWaitBar(parent=self.iconBaseFrame, relief=DGG.FLAT, state=DGG.DISABLED, range=100, value=0, sortOrder=20, frameColor=(0, 0, 0, 1.0), pos=(0.07, 0.0, -0.015), hpr=(0, 0, 0), frameSize=(0, 0.72, 0, 0.028)) self.fishStaminaBar['value'] = self.staminaValue self.fishStaminaBar['barColor'] = FishingGlobals.fishingStaminaBarColor[int(self.staminaValue / 100.0 * (len(FishingGlobals.fishingStaminaBarColor) - 1))] self.fishStaminaValueLabel = TextNode('fishStaminaValueLabel') self.fishStaminaValueLabel.setText(str(self.staminaValue) + '//' + str(self.staminaValue)) self.fishStaminaValueLabel.setTextColor(1.0, 1.0, 1.0, 1.0) self.fishStaminaValueLabelNodePath = NodePath(self.fishStaminaValueLabel) self.fishStaminaValueLabelNodePath.setPos(0.66, 0, -0.06) self.fishStaminaValueLabelNodePath.setScale(0.045) self.fishStaminaValueLabelNodePath.reparentTo(self.iconBaseFrame) self.fishStaminaBarFrame = DirectLabel(parent=self.iconBaseFrame, relief=None, state=DGG.DISABLED, frameColor=(1, 1, 1, 0.1), pos=(0.44, 0.0, 0.0), hpr=(0, 0, 0), sortOrder=25, image=self.legendaryGui.find('**/pir_t_gui_fsh_staminaBarForeground'), image_scale=(1.0, 0.0, 0.05), image_pos=(0.0, 0.0, 0.0), image_hpr=(0.0, 0.0, 0.0)) self.fishStaminaBarFrame.setTransparency(TransparencyAttrib.MAlpha) self.fishStaminaBarFrame.setDepthTest(True) self.fishStaminaBarFrame.setDepthWrite(True) return def cleanFishData(self): self.staminaValue = self.myData['stamina'] self.fishStaminaBar['value'] = self.staminaValue self.fishStaminaValueLabel.setText(str(int(self.staminaValue)) + ' / ' + str(100)) self.fishStaminaBar['barColor'] = FishingGlobals.fishingStaminaBarColor[int(self.staminaValue / 100.0 * (len(FishingGlobals.fishingStaminaBarColor) - 1))] self.hideStaminaBar() taskMgr.remove('updateFishStaminaTask') self.lurePosition = None self.fishChaseLureSequence.pause() self.fishChaseLureSequence.clearToInitial() self.lfStruggleSequence.pause() self.lfStruggleSequence.clearToInitial() if self.aboutToBitingInterval is None: return self.aboutToBitingInterval.pause() return def destroy(self): self.fishUINodePath.removeNode() Fish.destroy(self) def updateFishStaminaTask(self, task=None): if self.staminaValue <= 1: return Task.done self.staminaValue = max(1, self.staminaValue - FishingGlobals.staminaReduceValue) self.fishStaminaValueLabel.setText(str(int(self.staminaValue)) + ' / ' + str(100)) self.fishStaminaBar['value'] = self.staminaValue self.fishStaminaBar['barColor'] = FishingGlobals.fishingStaminaBarColor[int(self.staminaValue / 100.0 * (len(FishingGlobals.fishingStaminaBarColor) - 1))] return Task.cont def updateFishStaminaBar(self): self.fishStaminaBar['value'] = self.staminaValue def fishStaminaConsume(self): taskMgr.add(self.updateFishStaminaTask, 'updateFishStaminaTask') def staminaPercentage(self): return self.staminaValue / self.myData['stamina'] def showStaminaBar(self): self.fishUINodePath.reparentTo(aspect2d) def hideStaminaBar(self): self.fishUINodePath.reparentTo(hidden) def performStraightBehavior(self, lurePos, dt): newX = self.getX() + self.velocity[0] * dt + self.accel[0] * dt * dt newZ = self.getZ() + self.velocity[2] * dt + self.accel[2] * dt * dt return ( newX, newZ)
class MappingGUIDemo(ShowBase): def __init__(self): ShowBase.__init__(self) self.setBackgroundColor(0, 0, 0) # make the font look nice at a big scale DGG.getDefaultFont().setPixelsPerUnit(100) # Store our mapping, with some sensible defaults. In a real game, you # will want to load these from a configuration file. self.mapping = InputMapping() self.mapping.mapAxis("Move forward", InputDevice.Axis.left_y) self.mapping.mapAxis("Move backward", InputDevice.Axis.left_y) self.mapping.mapAxis("Move left", InputDevice.Axis.left_x) self.mapping.mapAxis("Move right", InputDevice.Axis.left_x) self.mapping.mapButton("Jump", GamepadButton.face_a()) self.mapping.mapButton("Use", GamepadButton.face_b()) self.mapping.mapButton("Break", GamepadButton.face_x()) self.mapping.mapButton("Fix", GamepadButton.face_y()) # The geometry for our basic buttons maps = loader.loadModel("models/button_map") self.buttonGeom = ( maps.find("**/ready"), maps.find("**/click"), maps.find("**/hover"), maps.find("**/disabled")) # Change the default dialog skin. DGG.setDefaultDialogGeom("models/dialog.png") # create a sample title self.textscale = 0.1 self.title = DirectLabel( scale=self.textscale, pos=(base.a2dLeft + 0.05, 0.0, base.a2dTop - (self.textscale + 0.05)), frameColor=VBase4(0, 0, 0, 0), text="Button Mapping", text_align=TextNode.ALeft, text_fg=VBase4(1, 1, 1, 1), text_shadow=VBase4(0, 0, 0, 0.75), text_shadowOffset=Vec2(0.05, 0.05)) self.title.setTransparency(1) # Set up the list of actions that we can map keys to # create a frame that will create the scrollbars for us # Load the models for the scrollbar elements thumbMaps = loader.loadModel("models/thumb_map") thumbGeom = ( thumbMaps.find("**/thumb_ready"), thumbMaps.find("**/thumb_click"), thumbMaps.find("**/thumb_hover"), thumbMaps.find("**/thumb_disabled")) incMaps = loader.loadModel("models/inc_map") incGeom = ( incMaps.find("**/inc_ready"), incMaps.find("**/inc_click"), incMaps.find("**/inc_hover"), incMaps.find("**/inc_disabled")) decMaps = loader.loadModel("models/dec_map") decGeom = ( decMaps.find("**/dec_ready"), decMaps.find("**/dec_click"), decMaps.find("**/dec_hover"), decMaps.find("**/dec_disabled")) # create the scrolled frame that will hold our list self.lstActionMap = DirectScrolledFrame( # make the frame occupy the whole window frameSize=VBase4(base.a2dLeft, base.a2dRight, 0.0, 1.55), # make the canvas as big as the frame canvasSize=VBase4(base.a2dLeft, base.a2dRight, 0.0, 0.0), # set the frames color to white frameColor=VBase4(0, 0, 0.25, 0.75), pos=(0, 0, -0.8), verticalScroll_scrollSize=0.2, verticalScroll_frameColor=VBase4(0.02, 0.02, 0.02, 1), verticalScroll_thumb_relief=1, verticalScroll_thumb_geom=thumbGeom, verticalScroll_thumb_pressEffect=False, verticalScroll_thumb_frameColor=VBase4(0, 0, 0, 0), verticalScroll_incButton_relief=1, verticalScroll_incButton_geom=incGeom, verticalScroll_incButton_pressEffect=False, verticalScroll_incButton_frameColor=VBase4(0, 0, 0, 0), verticalScroll_decButton_relief=1, verticalScroll_decButton_geom=decGeom, verticalScroll_decButton_pressEffect=False, verticalScroll_decButton_frameColor=VBase4(0, 0, 0, 0),) # creat the list items idx = 0 self.listBGEven = base.loader.loadModel("models/list_item_even") self.listBGOdd = base.loader.loadModel("models/list_item_odd") self.actionLabels = {} for action in self.mapping.actions: mapped = self.mapping.formatMapping(action) item = self.__makeListItem(action, mapped, idx) item.reparentTo(self.lstActionMap.getCanvas()) idx += 1 # recalculate the canvas size to set scrollbars if necesary self.lstActionMap["canvasSize"] = ( base.a2dLeft+0.05, base.a2dRight-0.05, -(len(self.mapping.actions)*0.1), 0.09) self.lstActionMap.setCanvasSize() def closeDialog(self, action, newInputType, newInput): """Called in callback when the dialog is closed. newInputType will be "button" or "axis", or None if the remapping was cancelled.""" self.dlgInput = None if newInputType is not None: # map the event to the given action if newInputType == "axis": self.mapping.mapAxis(action, newInput) else: self.mapping.mapButton(action, newInput) # actualize the label in the list that shows the current # event for the action self.actionLabels[action]["text"] = self.mapping.formatMapping(action) # cleanup for bt in base.buttonThrowers: bt.node().setSpecificFlag(True) bt.node().setButtonDownEvent("") for bt in base.deviceButtonThrowers: bt.node().setSpecificFlag(True) bt.node().setButtonDownEvent("") taskMgr.remove("checkControls") # Now detach all the input devices. for device in self.attachedDevices: base.detachInputDevice(device) self.attachedDevices.clear() def changeMapping(self, action): # Create the dialog window self.dlgInput = ChangeActionDialog(action, button_geom=self.buttonGeom, command=self.closeDialog) # Attach all input devices. devices = base.devices.getDevices() for device in devices: base.attachInputDevice(device) self.attachedDevices = devices # Disable regular button events on all button event throwers, and # instead broadcast a generic event. for bt in base.buttonThrowers: bt.node().setSpecificFlag(False) bt.node().setButtonDownEvent("keyListenEvent") for bt in base.deviceButtonThrowers: bt.node().setSpecificFlag(False) bt.node().setButtonDownEvent("deviceListenEvent") self.accept("keyListenEvent", self.dlgInput.buttonPressed) self.accept("deviceListenEvent", self.dlgInput.buttonPressed) # As there are no events thrown for control changes, we set up a task # to check if the controls were moved # This list will help us for checking which controls were moved self.axisStates = {None: {}} # fill it with all available controls for device in devices: for axis in device.axes: if device not in self.axisStates.keys(): self.axisStates.update({device: {axis.axis: axis.value}}) else: self.axisStates[device].update({axis.axis: axis.value}) # start the task taskMgr.add(self.watchControls, "checkControls") def watchControls(self, task): # move through all devices and all it's controls for device in self.attachedDevices: if device.device_class == InputDevice.DeviceClass.mouse: # Ignore mouse axis movement, or the user can't even navigate # to the OK/Cancel buttons! continue for axis in device.axes: # if a control got changed more than the given dead zone if self.axisStates[device][axis.axis] + DEAD_ZONE < axis.value or \ self.axisStates[device][axis.axis] - DEAD_ZONE > axis.value: # set the current state in the dict self.axisStates[device][axis.axis] = axis.value # Format the axis for being displayed. if axis.axis != InputDevice.Axis.none: #label = axis.axis.name.replace('_', ' ').title() self.dlgInput.axisMoved(axis.axis) return task.cont def __makeListItem(self, action, event, index): def dummy(): pass if index % 2 == 0: bg = self.listBGEven else: bg = self.listBGOdd item = DirectFrame( text=action, geom=bg, geom_scale=(base.a2dRight-0.05, 1, 0.1), frameSize=VBase4(base.a2dLeft+0.05, base.a2dRight-0.05, -0.05, 0.05), frameColor=VBase4(1,0,0,0), text_align=TextNode.ALeft, text_scale=0.05, text_fg=VBase4(1,1,1,1), text_pos=(base.a2dLeft + 0.3, -0.015), text_shadow=VBase4(0, 0, 0, 0.35), text_shadowOffset=Vec2(-0.05, -0.05), pos=(0.05, 0, -(0.10 * index))) item.setTransparency(True) lbl = DirectLabel( text=event, text_fg=VBase4(1, 1, 1, 1), text_scale=0.05, text_pos=Vec2(0, -0.015), frameColor=VBase4(0, 0, 0, 0), ) lbl.reparentTo(item) lbl.setTransparency(True) self.actionLabels[action] = lbl buttonScale = 0.15 btn = DirectButton( text="Change", geom=self.buttonGeom, scale=buttonScale, text_scale=0.25, text_align=TextNode.ALeft, text_fg=VBase4(0.898, 0.839, 0.730, 1.0), text_pos=Vec2(-0.9, -0.085), relief=1, pad=Vec2(0.01, 0.01), frameColor=VBase4(0, 0, 0, 0), frameSize=VBase4(-1.0, 1.0, -0.25, 0.25), pos=(base.a2dRight-(0.898*buttonScale+0.3), 0, 0), pressEffect=False, command=self.changeMapping, extraArgs=[action]) btn.setTransparency(True) btn.reparentTo(item) return item
class DirectTooltip(): def __init__(self): self.tooltipText = DirectLabel( text = "Tooltip", text_fg = (1,1,1,1), text_scale = 0.05, text_align = TextNode.ALeft, frameColor = (0, 0, 0, 0.75), borderWidth = (0.1, 0.1)) self.tooltipText.setTransparency(True) self.textXShift = 0.05 self.textYShift = -0.08 self.mousePos = None # this will determine when the tooltip should be moved in the # respective direction, whereby # 1 : display edge # <1 : margin inside the window # >1 : margin outside the window self.xEdgeStartShift = 0.99 self.yEdgeStartShift = 0.99 self.tooltipText.hide() def show(self, text=None, args=None): if text is not None: self.tooltipText.setText(text) self.tooltipText.resetFrameSize() self.tooltipText.show() # add the tooltips update task so it will be updated every frame base.taskMgr.add(self.updateTooltipPos, "task_updateTooltipPos") def delete(self, args=None): self.tooltipText.removeNode() # remove the tooltips update task base.taskMgr.remove("task_updateTooltipPos") def updateTooltipPos(self, task): # calculate new aspec tratio wp = base.win.getProperties() aspX = 1.0 aspY = 1.0 wpXSize = wp.getXSize() wpYSize = wp.getYSize() if wpXSize > wpYSize: aspX = wpXSize / float(wpYSize) else: aspY = wpYSize / float(wpXSize) # variables to store the mouses current x and y position x = 0.0 y = 0.0 if base.mouseWatcherNode.hasMouse(): self.tooltipText.show() # get the mouse position x = base.mouseWatcherNode.getMouseX() y = base.mouseWatcherNode.getMouseY() # Move the tooltip to the mouse # set the text to the current mouse position self.tooltipText.setPos( (x*aspX) + self.textXShift, 0, (y*aspY)+self.textYShift) bounds = self.tooltipText.getBounds() # bounds = left, right, bottom, top # calculate the texts bounds respecting its current position xLeft = self.tooltipText.getX() + bounds[0]*self.tooltipText.getScale()[0] xRight = self.tooltipText.getX() + bounds[1]*self.tooltipText.getScale()[0] yUp = self.tooltipText.getZ() + bounds[3]*self.tooltipText.getScale()[1] yDown = self.tooltipText.getZ() + bounds[2]*self.tooltipText.getScale()[1] # these will be used to shift the text in the desired direction xShift = 0.0 yShift = 0.0 if xRight/aspX > self.xEdgeStartShift: # shift to the left xShift = self.xEdgeStartShift - xRight/aspX elif xLeft/aspX < -self.xEdgeStartShift: # shift to the right xShift = -(self.xEdgeStartShift + xLeft/aspX) if yUp/aspY > self.yEdgeStartShift: # shift down yShift = self.yEdgeStartShift - yUp/aspY elif yDown/aspY < -self.yEdgeStartShift: # shift up yShift = -(self.yEdgeStartShift + yDown/aspY) # some aspect ratio calculation xShift *= aspX yShift *= aspY # move the tooltip to the new position self.tooltipText.setX(self.tooltipText.getX() + xShift) self.tooltipText.setZ(self.tooltipText.getZ() + yShift) else: self.tooltipText.delete() # continue the task until it got manually stopped return task.cont
class Credits: def __init__(self): self.frameMain = DirectFrame( frameSize = (base.a2dLeft, base.a2dRight, base.a2dBottom, base.a2dTop), frameColor = (0.05, 0.05, 0.05, 1)) self.frameMain.setTransparency(1) tpBig = TextProperties() tpBig.setTextScale(1.5) tpSmall = TextProperties() tpSmall.setTextScale(0.75) tpUs = TextProperties() tpUs.setUnderscore(True) tpMgr = TextPropertiesManager.getGlobalPtr() tpMgr.setProperties("big", tpBig) tpMgr.setProperties("small", tpSmall) tpMgr.setProperties("us", tpUs) creditsText = "" with open("credits.txt") as f: creditsText = f.read() self.lblCredits = DirectLabel( text = creditsText, text_fg = (1,1,1,1), text_bg = (0,0,0,0), frameColor = (0,0,0,0), text_align = TextNode.ACenter, scale = 0.1, pos = (0, 0, base.a2dTop - 0.2)) self.lblCredits.setTransparency(1) self.lblCredits.reparentTo(self.frameMain) self.creditsScroll = LerpPosInterval( self.lblCredits, 12.0, (0, 0, base.a2dTop + 3.5), startPos=(0, 0, base.a2dBottom), name="CreditsScroll") self.btnBack = DirectButton( text = "BACK", text_fg = (1,1,1,1), text_align = TextNode.ALeft, scale = 0.1, pad = (0.15, 0.15), pos = (base.a2dLeft + 0.08, 0, base.a2dBottom + 0.05), frameColor = ( (0.2,0.2,0.2,0.8), (0.4,0.4,0.4,0.8), (0.4,0.4,0.4,0.8), (0.1,0.1,0.1,0.8), ), relief = 1, command = base.messenger.send, extraArgs = ["Credits-Back"], pressEffect = False, rolloverSound = None, clickSound = None) self.btnBack.setTransparency(1) self.btnBack.reparentTo(self.frameMain) self.hide() def show(self): self.frameMain.show() self.creditsScroll.loop() def hide(self): self.frameMain.hide() self.creditsScroll.finish()
class MainMenu(DirectObject): """This class represents the main menu as seen directly after the application has been started""" def __init__(self): # loading music self.menuMusic = loader.loadMusic("music/01Menu.mp3") self.menuMusic.setLoop(True) # create a main frame as big as the window self.frameMain = DirectFrame( # set framesize the same size as the window frameSize = (base.a2dLeft, base.a2dRight, base.a2dTop, base.a2dBottom), # position center pos = (0, 0, 0), # set tramsparent background color frameColor = (0.15, 0.15, 0.15, 1)) #self.frameMain.reparentTo(render2d) self.menuBackground = OnscreenImage( image = 'gui/Background.png', scale = (1.66, 1, 1), pos = (0, 0, 0)) self.menuBackground.reparentTo(self.frameMain) self.defaultBtnMap = base.loader.loadModel("gui/button_map") self.buttonGeom = ( self.defaultBtnMap.find("**/button_ready"), self.defaultBtnMap.find("**/button_click"), self.defaultBtnMap.find("**/button_rollover"), self.defaultBtnMap.find("**/button_disabled")) self.defaultTxtMap = base.loader.loadModel("gui/textbox_map") self.textboxGeom = self.defaultTxtMap.find("**/textbox") monospace = loader.loadFont('gui/DejaVuSansMono.ttf') defaultFont = loader.loadFont('gui/eufm10.ttf') # create the title self.textscale = 0.25 self.title = DirectLabel( # scale and position scale = self.textscale, pos = (0.0, 0.0, base.a2dTop - self.textscale), # frame frameColor = (0, 0, 0, 0), # Text text = "Dungeon Crawler", text_align = TextNode.ACenter, text_fg = (0.82,0.85,0.87,1), text_shadow = (0, 0, 0, 1), text_shadowOffset = (-0.02, -0.02), text_font = defaultFont) self.title.setTransparency(1) self.title.reparentTo(self.frameMain) # create a host button self.btnHostPos = Vec3(0, 0, .45) self.btnHostScale = 0.25 self.btnHost = DirectButton( # Scale and position scale = self.btnHostScale, pos = self.btnHostPos, # Text text = "Host", text_scale = 0.8, text_pos = (0, -0.2), text_fg = (0.82,0.85,0.87,1), text_shadow = (0, 0, 0, 1), text_shadowOffset = (-0.02, -0.02), text_font = defaultFont, # Frame geom = self.buttonGeom, frameColor = (0, 0, 0, 0), relief = 0, pressEffect = False, # Functionality command = self.host, rolloverSound = None, clickSound = None) self.btnHost.setTransparency(1) self.btnHost.reparentTo(self.frameMain) # create a join button self.btnJoinPos = Vec3(0, 0, 0) self.btnJoinScale = 0.25 self.btnJoin = DirectButton( scale = self.btnJoinScale, pos = self.btnJoinPos, text = "Join", text_scale = 0.8, text_pos = (0, -0.2), text_fg = (0.82,0.85,0.87,1), text_shadow = (0, 0, 0, 1), text_shadowOffset = (-0.02, -0.02), text_font = defaultFont, geom = self.buttonGeom, frameColor = (0, 0, 0, 0), relief = 0, pressEffect = False, command = self.join, rolloverSound = None, clickSound = None) self.btnJoin.setTransparency(1) self.btnJoin.reparentTo(self.frameMain) # create the IP input field self.txtIPPos = Vec3(0, 0, -.30) self.txtIPScale = 0.25 self.txtIPWidth = 9 self.txtIP = DirectEntry( # scale and position pos = self.txtIPPos, scale = self.txtIPScale, width = self.txtIPWidth, # Text entryFont = monospace, text_align = TextNode.ACenter, text = "", text_scale = 0.5, text_pos = (0, -0.2), text_fg = (0.82,0.85,0.87,1), text_shadow = (0, 0, 0, 1), text_shadowOffset = (0.04, 0.04), initialText = "127.0.0.1", numLines = 1, # Frame geom = self.textboxGeom, frameColor = (0, 0, 0, 0), relief = 0, # Functionality command = self.join, focusInCommand = self.clearText) self.txtIP.reparentTo(self.frameMain) # create an exit button self.btnExitPos = Vec3(0, 0, -.75) self.btnExitScale = 0.25 self.btnExit = DirectButton( scale = self.btnExitScale, pos = self.btnExitPos, text = "Exit", text_scale = 0.8, text_pos = (0, -0.2), text_fg = (0.82,0.85,0.87,1), text_shadow = (0, 0, 0, 1), text_shadowOffset = (-0.02, -0.02), text_font = defaultFont, geom = self.buttonGeom, frameColor = (0, 0, 0, 0), relief = 0, pressEffect = False, command = lambda: base.messenger.send("escape"), rolloverSound = None, clickSound = None) self.btnExit.setTransparency(1) self.btnExit.reparentTo(self.frameMain) # create a mute checkbox self.cbVolumeMute = DirectCheckBox( # set size scale = (0.1, 0.1, 0.1), frameSize = (-1, 1, 1, -1), # functionality and visuals command = self.cbVolumeMute_CheckedChanged, isChecked = True, checkedImage = "gui/SoundSwitch_off.png", uncheckedImage = "gui/SoundSwitch_on.png", # mouse behaviour relief = 0, pressEffect = False, rolloverSound = None, clickSound = None ) self.cbVolumeMute.setTransparency(1) self.cbVolumeMute.reparentTo(self.frameMain) self.cbVolumeMute.commandFunc(None) # catch window resizes and recalculate the aspectration self.accept("window-event", self.recalcAspectRatio) self.accept("showerror", self.showError) # show the menu right away self.show() def host(self): """Function which will be called by pressing the host button""" self.hide() base.messenger.send("start_server") def join(self, ip=None): """Function which will be called by pressing the join button""" if ip == None: ip = self.txtIP.get(True) if ip == "": return self.hide() base.messenger.send("start_client", [ip]) def showError(self, msg): self.show() self.dialog = OkDialog( dialogName="ErrorDialog", text="Error: {}".format(msg), command=self.closeDialog) def closeDialog(self, args): self.dialog.hide() def show(self): """Show the GUI""" self.frameMain.show() self.menuMusic.play() def hide(self): """Hide the GUI""" self.frameMain.hide() self.menuMusic.stop() def clearText(self): """Function to clear the text that was previously entered in the IP input field""" self.txtIP.enterText("") def cbVolumeMute_CheckedChanged(self, checked): if bool(checked): base.disableAllAudio() else: base.enableAllAudio() def recalcAspectRatio(self, window): """get the new aspect ratio to resize the mainframe""" # set the mainframe size to the window borders again self.frameMain["frameSize"] = ( base.a2dLeft, base.a2dRight, base.a2dTop, base.a2dBottom) # calculate new aspec tratio wp = window.getProperties() aspX = 1.0 aspY = 1.0 wpXSize = wp.getXSize() wpYSize = wp.getYSize() if wpXSize > wpYSize: aspX = wpXSize / float(wpYSize) else: aspY = wpYSize / float(wpXSize) # calculate new position/size/whatever of the gui items self.title.setPos(0.0, 0.0, base.a2dTop - self.textscale) self.menuBackground.setScale(1.0 * aspX, 1.0, 1.0 * aspY) self.cbVolumeMute.setPos(base.a2dRight - 0.15, 0, base.a2dBottom + 0.15)