def _start_pfx (self, enode, rnode, pos, radius, scale1, scale2, lifespan, poolsize, amplitude, texpath, color, alphamode, starttime): pfx = ParticleEffect() pfx.setPos(pos) p0 = make_particles() p0.setPoolSize(16) p0.setPoolSize(poolsize) p0.setBirthRate(starttime or 1e-5) p0.setLitterSize(poolsize) p0.setLitterSpread(0) #p0.setSystemLifespan(1.0) #p0.setLocalVelocityFlag(1) #p0.setSystemGrowsOlderFlag(0) p0.setFactory("PointParticleFactory") p0.factory.setLifespanBase(lifespan) p0.factory.setLifespanSpread(0.0) #p0.factory.setMassBase(1.00) #p0.factory.setMassSpread(0.00) #p0.factory.setTerminalVelocityBase(400.0000) #p0.factory.setTerminalVelocitySpread(0.0000) p0.setRenderer("SpriteParticleRenderer") p0.renderer.setAlphaMode(alphamode) texture = base.load_texture("data", texpath) p0.renderer.setTexture(texture) # p0.renderer.setUserAlpha(alpha) p0.renderer.setColor(color) p0.renderer.setXScaleFlag(1) p0.renderer.setYScaleFlag(1) p0.renderer.setInitialXScale(scale1) p0.renderer.setFinalXScale(scale2) p0.renderer.setInitialYScale(scale1) p0.renderer.setFinalYScale(scale2) p0.setEmitter("SphereVolumeEmitter") p0.emitter.setRadius(radius) p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE) p0.emitter.setAmplitude(amplitude) #p0.emitter.setAmplitudeSpread(0.0) #p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, 0.0000)) #p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000)) #p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000)) #f0 = ForceGroup("vertex") #force0 = LinearVectorForce(Vec3(0.0, 0.0, -amplitude * 2)) #force0.setActive(1) #f0.addForce(force0) p0.setRenderParent(rnode) #pfx.addForceGroup(f0) pfx.addParticles(p0) pfx.start(enode) self._pfxes.append((pfx, lifespan, starttime))
class ParticleSystemWrapper(VirtualNodeWrapper): className = 'ParticleSystem' def onCreateInstance(self, parent, filepath): # create instance of this class objectInstance = super(VirtualNodeWrapper, self).onCreateInstance(parent, "ParticleSystem") objectInstance.setParticleConfig(filepath) #objectInstance.setTransparency(True) return objectInstance onCreateInstance = classmethod(onCreateInstance) def __init__(self, parent=None, name=None): global PARTICLES_ENABLED if not PARTICLES_ENABLED: base.enableParticles() PARTICLES_ENABLED = True # define the name of this object VirtualNodeWrapper.__init__(self, parent, name, PARTICLE_WRAPPER_DUMMYOBJECT) self.particleSystem = ParticleEffect() def setParticleConfig(self, filepath): if filepath is not None: # check if model file is in pandaModelPath filepath = str(Filename.fromOsSpecific(filepath)) # add the model path to the panda-path pandaPath = None from pandac.PandaModules import getModelPath for searchPath in str(getModelPath()).split(): if searchPath == filepath: pandaPath = searchPath if pandaPath is None: pandaPath = '/'.join(filepath.split('/')[:-1]) from pandac.PandaModules import getModelPath getModelPath().appendPath(pandaPath) self.particleFilename = filepath try: #Start of the code from steam.ptf self.particleSystem.loadConfig(Filename(filepath)) self.setFilepath(filepath) except: print "W: particleSystemWrapper.setParticleConfig: Error loading file" print " -", filepath traceback.print_exc() print " - Creating dummy particle Effect" # create new one if loading failed (particlepanel requires at least one particle) particles = Particles() particles.setBirthRate(0.02) particles.setLitterSize(10) particles.setLitterSpread(0) particles.setFactory("PointParticleFactory") particles.setRenderer("PointParticleRenderer") particles.setEmitter("SphereVolumeEmitter") particles.enable() self.particleSystem.addParticles(particles) self.clearFilepath() #Sets particles to birth relative to the teapot, but to render at toplevel self.particleSystem.start(self.getNodepath()) # a bugfix, somewhere must be some color assigned to most nodes, i dont know why # this looks very bad on particle systems self.getNodepath().setColorOff(0) def destroy(self): # destroy this object VirtualNodeWrapper.destroy(self) def getSaveData(self, relativeTo): objectInstance = VirtualNodeWrapper.getSaveData(self, relativeTo) self.setExternalReference(self.particleFilename, relativeTo, objectInstance) return objectInstance def loadFromData(self, eggGroup, filepath): extRefFilename = self.getExternalReference(eggGroup, filepath) self.setParticleConfig(extRefFilename) VirtualNodeWrapper.loadFromData(self, eggGroup, filepath) def duplicate(self, original): objectInstance = super(ParticleSystemWrapper, self).duplicate(original) objectInstance.setParticleConfig(original.particleFilename) return objectInstance duplicate = classmethod(duplicate)
def _make_pfx (self, enode, rnode, pos, radius, scale1, scale2, birthrate, lifespan, zspinini, zspinfin, zspinvel, poolsize, littersize, amplitude, ampspread, risefact, texpath, color, alphamode, softstop): pfx = ParticleEffect() pfx.setPos(pos) p0 = make_particles() p0.setPoolSize(poolsize) p0.setBirthRate(birthrate) p0.setLitterSize(littersize) p0.setLitterSpread(0) #p0.setSystemLifespan(1.0) #p0.setLocalVelocityFlag(1) #p0.setSystemGrowsOlderFlag(0) # p0.setFactory("PointParticleFactory") # p0.factory.setLifespanBase(lifespan) # p0.factory.setLifespanSpread(0.0) # #p0.factory.setMassBase(1.00) # #p0.factory.setMassSpread(0.00) # #p0.factory.setTerminalVelocityBase(400.0000) # #p0.factory.setTerminalVelocitySpread(0.0000) p0.setFactory("ZSpinParticleFactory") p0.factory.setLifespanBase(lifespan) p0.factory.setLifespanSpread(0.0) #p0.factory.setMassBase(1.00) #p0.factory.setMassSpread(0.00) #p0.factory.setTerminalVelocityBase(400.0000) #p0.factory.setTerminalVelocitySpread(0.0000) p0.factory.setAngularVelocity(zspinvel) p0.factory.setFinalAngle(zspinfin) p0.factory.setInitialAngle(zspinini) p0.setRenderer("SpriteParticleRenderer") p0.renderer.setAlphaMode(alphamode) texpaths = texpath if not isinstance(texpath, (tuple, list)): texpaths = [texpaths] for texpath in texpaths: texture = base.load_texture("data", texpath) p0.renderer.addTexture(texture) # p0.renderer.setUserAlpha(alpha) p0.renderer.setColor(color) p0.renderer.setXScaleFlag(1) p0.renderer.setYScaleFlag(1) p0.renderer.setAnimAngleFlag(1) p0.renderer.setInitialXScale(scale1) p0.renderer.setFinalXScale(scale2) p0.renderer.setInitialYScale(scale1) p0.renderer.setFinalYScale(scale2) p0.setEmitter("SphereVolumeEmitter") p0.emitter.setRadius(radius) p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE) p0.emitter.setAmplitude(amplitude) p0.emitter.setAmplitudeSpread(ampspread) #p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, 0.0000)) #p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000)) #p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000)) f0 = ForceGroup("vertex") force0 = LinearVectorForce(risefact * amplitude) force0.setActive(1) f0.addForce(force0) p0.setRenderParent(rnode) pfx.addForceGroup(f0) pfx.addParticles(p0) pfx.start(enode) if softstop: pfx.softStop() return pfx
class Enemy(): def __init__(self, pos, index, app, manager, level, style): self.position = pos self.app = app self.np = app.render.attachNewNode("enemy%d" % index) if style == 1: self.np.setColorScale(1.0, 1.0, 1.0, 1.0) self.movespeed = 2.5 self.max_movespeed = 30 else: self.movespeed = 0.5 self.max_movespeed = 25 if style == 2: self.activate_delay = 0.01 self.np.setColorScale(0.6, 1.0, 1.0, 1.0) else: self.activate_delay = 0.1 if style == 3: self.hp = 50 * level self.np.setColorScale(0.0, 1.0, 0.5, 1.0) else: self.hp = 100 * level if style == 4: self.damage = 20 self.np.setColorScale(1.0, 1.0, 0.0, 1.0) else: self.damage = 10 self.dead = 0.0 self.level = level self.style = style self.particle_clean = False # this allows us to detach the instance nodepath # on death, but keep one with no model to attach particle effects self.dnp = app.render.attachNewNode("enemy_top%d" % index) self.np.setPos(self.position) self.np.setHpr(uniform(1,360),0,0) self.np.setScale(level) colsize = 3.0 self.cn = self.np.attachNewNode(CollisionNode('enemy_cn_%d' % index)) self.cs0 = CollisionSphere(0.0, colsize/2,0.0,colsize) self.cs1 = CollisionSphere(0.0, -colsize/2,0.0,colsize) self.cs2 = CollisionSphere(0.0, -colsize/3*4,0.0,colsize/2) self.cn.node().addSolid(self.cs0) self.cn.node().addSolid(self.cs1) self.cn.node().addSolid(self.cs2) #self.cn.show() # debug self.cqueue = CollisionHandlerQueue() app.cTrav.addCollider(self.cn, self.cqueue) self.cn.node().setIntoCollideMask(BitMask32(0x01)) self.cn.node().setFromCollideMask(BitMask32(0x10)) self.last_activated = 0.0 manager.add_instance(self) # name, nodepath, mass, move_force, max_force self.ai_char = AICharacter('enemy_ai_%d' % index, self.np, 100, self.movespeed, self.max_movespeed) app.ai_world.addAiChar(self.ai_char) self.ai_b = self.ai_char.getAiBehaviors() self.ai_b.pursue(app.player.np) self.load_particle_config() def update(self, time): a = 0 # Handle collsions for i in range(self.cqueue.getNumEntries()): collided_name = self.cqueue.getEntry(i).getIntoNodePath().getName() #handle bullets if collided_name[0] == 'b': bullet = self.app.bullet_manager.get_bullet(collided_name) bullet.apply_effect(self) self.app.bullet_manager.remove_bullet(collided_name) if self.cqueue.getNumEntries() != 0: self.np.setColorScale(1.0, self.hp / 100.0, self.hp / 100.0, 1.0) """ desired = self.app.player.position - self.np.getPos() angle = degrees(atan2(desired.y, desired.x)) hpr = self.np.getHpr() if hpr.x > 360: hpr.x = hpr.x - 360 if hpr.x < -360: hpr.x = hpr.x + 360 diff = angle - hpr.x if diff > 180.0: diff = diff - 360 if diff < -180.0: diff = diff + 360 if diff > 5.0: diff = 5.0 if diff < -5.0: diff = -5.0 new = Vec3(diff, 0, 0) + hpr #self.np.setHpr(new) # move forward r = radians(new.x) curr = self.np.getPos() diff = Vec3(self.movespeed * cos(r), self.movespeed * sin(r), 0) self.np.setPos(curr + diff)""" if self.hp < 0.0 and self.dead == 0.0: self.dead = time self.app.scene.remove(self) # Create particle effect before we go self.dnp.setPos(self.np.getPos()) self.particles.start(parent = self.dnp, renderParent = self.app.render) self.np.detachNode() # Drop some loot self.app.item_manager.add_item(self.np.getPos(), "soul", self.level) # Give the player some points self.app.player.score = self.app.player.score + 100 def apply_effect(self, target, timer): if self.last_activated - timer + self.activate_delay < 0.0: self.last_activated = timer target.hp = target.hp - self.damage if target.np.getName()[0] == 't': target.pursuers.append(self) #self.ai_b = self.ai_char.getAiBehaviors() #self.ai_b.pursue(self.np.getPos()) self.ai_b.pauseAi("pursue") def load_particle_config(self): self.particles = ParticleEffect() self.particles.reset() self.particles.setPos(0.000, 0.000, 0.000) self.particles.setHpr(0.000, 0.000, 0.000) self.particles.setScale(1.000, 1.000, 1.000) p0 = Particles('particles-1') # Particles parameters p0.setFactory("PointParticleFactory") p0.setRenderer("SpriteParticleRenderer") p0.setEmitter("SphereVolumeEmitter") p0.setPoolSize(20) p0.setBirthRate(0.0100) p0.setLitterSize(20) p0.setLitterSpread(0) p0.setSystemLifespan(1.0100) p0.setLocalVelocityFlag(1) p0.setSystemGrowsOlderFlag(1) # Factory parameters p0.factory.setLifespanBase(1.0000) p0.factory.setLifespanSpread(0.0000) p0.factory.setMassBase(1.0000) p0.factory.setMassSpread(0.0100) p0.factory.setTerminalVelocityBase(1200.0000) p0.factory.setTerminalVelocitySpread(0.0000) # Point factory parameters # Renderer parameters p0.renderer.setAlphaMode(BaseParticleRenderer.PRALPHAOUT) p0.renderer.setUserAlpha(0.05) # Sprite parameters p0.renderer.setTexture(self.app.loader.loadTexture('effects/dust.png')) p0.renderer.setColor(Vec4(1.00, 0.10, 0.10, 0.50)) p0.renderer.setXScaleFlag(2) p0.renderer.setYScaleFlag(2) p0.renderer.setAnimAngleFlag(0) p0.renderer.setInitialXScale(0.100 * self.level) p0.renderer.setFinalXScale(0.200 * self.level) p0.renderer.setInitialYScale(0.100 * self.level) p0.renderer.setFinalYScale(0.200 * self.level) p0.renderer.setNonanimatedTheta(0.0000) p0.renderer.setAlphaBlendMethod(BaseParticleRenderer.PPBLENDLINEAR) p0.renderer.setAlphaDisable(0) # Emitter parameters p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE) p0.emitter.setAmplitude(1.0000) p0.emitter.setAmplitudeSpread(0.0000) p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, 0.0000)) p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000)) p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000)) # Sphere Volume parameters p0.emitter.setRadius(0.1000) self.particles.addParticles(p0) f0 = ForceGroup('gravity') # Force parameters self.particles.addForceGroup(f0)
class ParticleVfx(): """ Wrapper class for ParticleEffect """ def __init__(self, name='particles-1'): self.node = ParticleEffect() self.p0 = Particles.Particles(name) self.p0.setFactory('PointParticleFactory') self.p0.setRenderer('PointParticleRenderer') self.p0.setLocalVelocityFlag(1) self.p0.setSystemGrowsOlderFlag(0) self.f0 = ForceGroup.ForceGroup('default') self.birth_set = False self.emitter_set = False self.force = {} def setHpr(self, node=render, hpr=Vec3(0, 0, 0), r=None): if not r is None: hpr = Vec3(node, hpr, r) node = render elif type(node).__name__ != 'NodePath': hpr = node node = render self.node.setHpr(node, hpr) def setPos(self, node=render, pos=Point3(0, 0, 0), z=None): if not z is None: pos = Vec3(node, pos, z) node = render elif type(node).__name__ != 'NodePath': pos = node node = render self.node.setPos(node, pos) def hide(self): #self.node.disable() # ParticleEffect.disable() would detach the node and the info on pos/hpr will be lost for f in self.node.forceGroupDict.values(): f.disable() for p in self.node.particlesDict.values(): p.setRenderParent(p.node) p.disable() def show(self): self.node.enable() def setBirth(self, pool=300, rate=0.1, number=10, spread=5, life=1.0, life_spread=0.1, mass=10.0, mass_spread=5.0): if mass_spread >= mass: mass_spread = mass * 0.95 self.p0.setPoolSize(pool) self.p0.setBirthRate(rate) self.p0.setLitterSize(number) self.p0.setLitterSpread(spread) self.p0.factory.setLifespanBase(life) self.p0.factory.setLifespanSpread(life_spread) self.p0.factory.setMassBase(mass) self.p0.factory.setMassSpread(mass_spread) self.birth_set = True def setEmiter(self, emmiter_type='PointEmitter', force=Vec3(0, 0, 0), emmision_type=EXPLICIT, **kwargs): self.p0.setEmitter(emmiter_type) self.p0.emitter.setEmissionType(emmision_type) self.p0.emitter.setOffsetForce(force) self.p0.emitter.setExplicitLaunchVector(Vec3(0, 0, 0)) self.p0.emitter.setRadiateOrigin(Point3(0, 0, 0)) self.emitter_set = True if emmiter_type == 'BoxEmitter': self.p0.emitter.setMaxBound(kwargs['max_bound']) self.p0.emitter.setMinBound(kwargs['min_bound']) elif emmiter_type == 'DiscEmitter': self.p0.emitter.setRadius(kwargs['radius']) self.p0.emitter.setInnerAngle(kwargs['inner_angle']) self.p0.emitter.setInnerMagnitude(kwargs['inner_mag']) self.p0.emitter.setOuterAngle(kwargs['outer_angle']) self.p0.emitter.setOuterMagnitude(kwargs['outer_mag']) elif emmiter_type == 'LineEmitter': self.p0.emitter.setEndpoint1(kwargs['endpoint1']) self.p0.emitter.setEndpoint2(kwargs['endpoint2']) #elif emmiter_type == 'PointEmitter': # pass #no options here elif emmiter_type == 'RectangleEmitter': self.p0.emitter.setMaxBound(kwargs['max_bound']) self.p0.emitter.setMinBound(kwargs['min_bound']) elif emmiter_type == 'RingEmitter': self.p0.emitter.setAngle(kwargs['angle']) self.p0.emitter.setRadius(kwargs['radius']) self.p0.emitter.setRadiusSpread(kwargs['spread']) elif emmiter_type == 'SphereSurfaceEmitter': self.p0.emitter.setRadius(kwargs['radius']) elif emmiter_type == 'SphereVolumeEmitter': self.p0.emitter.setRadius(kwargs['radius']) elif emmiter_type == 'TangentRingEmitter': self.p0.emitter.setRadius(kwargs['radius']) self.p0.emitter.setRadiusSpread(kwargs['spread']) self.node.addParticles(self.p0) def setColor(self, color): self.p0.renderer.setStartColor(color) self.p0.renderer.setEndColor(color) def setAdditiveBlend(self): color_attrib = ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOne) for geom in self.node.findAllMatches('**/+GeomNode'): geom.setAttrib(color_attrib) geom.setDepthWrite(False) geom.setDepthTest(False) def setShader(self, v_shader, f_shader, inputs={}): shader_attrib = ShaderAttrib.make( Shader.load(Shader.SLGLSL, v_shader, f_shader)) shader_attrib = shader_attrib.setFlag(ShaderAttrib.F_shader_point_size, True) for geom in self.node.findAllMatches('**/+GeomNode'): geom.setAttrib(shader_attrib) for name, value in inputs.items(): geom.setShaderInput(name, value) def addForce(self, force, name): force.setVectorMasks(1, 1, 1) force.setActive(1) self.f0.addForce(force) self.force[name] = force def setForce(self, name, active=1): if name in self.force: self.force[name].setVectorMasks(active, active, active) #self.force[name].setActive(active) #somehow this fails (?) def start(self, parent=render, renderParent=render): if not self.emitter_set: self.setEmiter() if not self.birth_set: self.setBirth() self.node.addForceGroup(self.f0) self.node.start(parent=parent, renderParent=renderParent)
class Lvl03(DirectObject): def start(self): base.disableMouse() #turn off mouse camera control base.enableParticles() self.music = loader.loadMusic("models/gamedev/DEC.mp3") self.music.play() camera.setPosHpr(Vec3(98,-390,90), Vec3(0,-5,0)) self.ballNum = 10 self.setupStage() self.loadModels() self.setupLighting() self.setupCollisions() self.setupIntervals() taskMgr.add(self.ballMovementTask,'ballMoveTask') self.gameLen = 30 self.player1Weapon = "" self.player2Weapon = "" #hud = OnscreenImage(image = 'models/gamedev/lvl2hud.jpg', pos = (0,1,20),scale=5.0) #hud.reparentTo(render) globalClock.reset() self.timer = OnscreenText("%d" % (self.gameLen-globalClock.getRealTime(),), pos = (98,145), scale = 18.0) self.timer.setColor(1,1,1) taskMgr.add(self.clockTask,"clockTask") self.player1Score = 0 self.player2Score = 0 self.nodeCount1 = 0 self.nodeCount2 = 0 self.player1Invincible = 0 self.player2Invincible = 0 self.jNP = self.playerModel.exposeJoint(None,"modelRoot","ikHandle2") self.jNP2 = self.playerModel2.exposeJoint(None,"modelRoot","ikHandle2") self.climbing1 = 0 self.climbing2 = 0 self.speed1 = 3.0 self.speed2 = 3.0 self.ignoreColl= 0 self.player1IsColliding = 0 self.player2IsColliding = 0 taskMgr.doMethodLater(self.gameLen, self.endGame,'gameFinished') #taskMgr.doMethodLater(self.gameLen/2.0,self.changeMusic,'musicSwitch') #setup key controls self.accept("escape",sys.exit) #self.acceptOnce("space",self.drop) # Player 1 movement self.acceptOnce("a",self.left) self.acceptOnce("d",self.right) self.accept("a-up",self.stopLeft) self.accept("d-up",self.stopRight) self.acceptOnce("w", self.jump) #Player 2 movement keys #self.accept("l",self.fall2) self.acceptOnce("k",self.left2) self.acceptOnce(";",self.right2) self.accept("k-up",self.stopLeft2) self.accept(";-up",self.stopRight2) self.acceptOnce("o", self.jumpT2) def setupStage(self): self.ball = [] self.movement = [] for i in range(self.ballNum+1): z=random.randint(1,2) if z ==1: z=-1 else: z=1 weapBalls.define(self.ball,i,render) self.movement.append(Vec3(random.random()*z,0,random.random()*z)) #self.movement[i].Vec3(random.randint(1,3),0,random.randint(1,3)) self.background2 = OnscreenImage(image = 'models/gamedev/frozenbg.JPG', pos = (98,10,0),scale=500) self.background2.detachNode() self.background = OnscreenImage(image = 'models/gamedev/moltenbg.JPG', pos = (98,10,0),scale=500) self.background.reparentTo(render) self.lava = loader.loadModel("models/gamedev/lava") self.lava.setPosHpr(Vec3(98,0,-18),Vec3(0,5,0)) self.lava.setScale(50) self.lava.reparentTo(render) x1= 196 x2 = 0 m1 = 98 m2 = 107.8 len = 9.8 h = 0 a = 0 p = 0 for j in range(4): if j > 0: x1Old = x1 x2Old = x2 x1 = 196-(random.randint(0,3)*9.8) x2 = 0+random.randint(0,3)*9.8 m1=98-(random.randint(0,3)*9.8) m2= 107.8+random.randint(0,3)*9.8 for count in range(1): l = random.randint(2,5) r = random.randint(2,5) c1 = random.randint(2,5) c2 = random.randint(2,5) if l+r < 4: count = 0 else: l = 4 r = 4 c1 = 2 c2 = 2 ''' if j ==1 or j == 3: self.ladder = loader.loadModel("models/gamedev/ladder") self.ladder.reparentTo(render) self.ladder.setScale(1.5) self.ladder.setPos(x2+4.9,0,h-20) self.ladder2 = loader.loadModel("models/gamedev/ladder") self.ladder2.reparentTo(render) self.ladder2.setScale(1.5) self.ladder2.setPos(x1-4.9,0,h-20) if j == 2: self.ladder = loader.loadModel("models/gamedev/ladder") self.ladder.reparentTo(render) self.ladder.setScale(1.5) self.ladder.setPos(m1-4.9,0,h-20) self.ladder2 = loader.loadModel("models/gamedev/ladder") self.ladder2.reparentTo(render) self.ladder2.setScale(1.5) self.ladder2.setPos(m2+4.9,0,h-20) ''' self.first = 1 for i in range(r): '''Right half of stage''' self.environment = loader.loadModel("models/gamedev/platform") self.environment.reparentTo(render) self.environment.setScale(5) self.environment.setPos(x1,0,h) if self.first == 1: self.first = 0 bounds = self.environment.getChild(0).getBounds() center = bounds.getCenter() poly1 = Point3(center.getX()+1, center.getY()-.5, center.getZ()+.2) poly2 = Point3(center.getX()-(2*r-1), center.getY()-.5, center.getZ()+.2) poly3 = Point3(center.getX()+1, center.getY()+.5, center.getZ()+.2) poly4 = Point3(center.getX()-(2*r-1), center.getY()+.5, center.getZ()+.2) cPoly = CollisionPolygon(poly4, poly2, poly1, poly3) cNode = CollisionNode("platform") cNode.addSolid(cPoly) cNodePath = self.environment.attachNewNode(cNode) cNodePath.show() x1 = x1 - len self.first = 1 for i in range(l): '''Left Half of stage''' self.environment = loader.loadModel("models/gamedev/platform") self.environment.reparentTo(render) self.environment.setScale(5) self.environment.setPos(x2,0,h) if self.first == 1: self.first = 0 bounds = self.environment.getChild(0).getBounds() center = bounds.getCenter() poly1 = Point3(center.getX()+(2*l-1), center.getY()-.5, center.getZ()+.2) poly2 = Point3(center.getX()-1, center.getY()-.5, center.getZ()+.2) poly3 = Point3(center.getX()+(2*l-1), center.getY()+.5, center.getZ()+.2) poly4 = Point3(center.getX()-1, center.getY()+.5, center.getZ()+.2) cPoly = CollisionPolygon(poly4, poly2, poly1, poly3) cNode = CollisionNode("platform") cNode.addSolid(cPoly) cNodePath = self.environment.attachNewNode(cNode) cNodePath.show() x2 = x2 + len self.first = 1 for i in range(c1): '''Right half of stage''' self.environment = loader.loadModel("models/gamedev/platform") self.environment.reparentTo(render) self.environment.setScale(5) self.environment.setPos(m1,0,h) if self.first == 1: self.first = 0 bounds = self.environment.getChild(0).getBounds() center = bounds.getCenter() poly1 = Point3(center.getX()+1, center.getY()-.5, center.getZ()+.2) poly2 = Point3(center.getX()-(2*c1-1), center.getY()-.5, center.getZ()+.2) poly3 = Point3(center.getX()+1, center.getY()+.5, center.getZ()+.2) poly4 = Point3(center.getX()-(2*c1-1), center.getY()+.5, center.getZ()+.2) cPoly = CollisionPolygon(poly4, poly2, poly1, poly3) cNode = CollisionNode("platform") cNode.addSolid(cPoly) cNodePath = self.environment.attachNewNode(cNode) cNodePath.show() m1 = m1 - len self.first = 1 for i in range(c2): '''Left Half of stage''' self.environment = loader.loadModel("models/gamedev/platform") self.environment.reparentTo(render) self.environment.setScale(5) self.environment.setPos(m2,0,h) if self.first == 1: self.first = 0 bounds = self.environment.getChild(0).getBounds() center = bounds.getCenter() poly1 = Point3(center.getX()+(2*c2-1), center.getY()-.5, center.getZ()+.2) poly2 = Point3(center.getX()-1, center.getY()-.5, center.getZ()+.2) poly3 = Point3(center.getX()+(2*c2-1), center.getY()+.5, center.getZ()+.2) poly4 = Point3(center.getX()-1, center.getY()+.5, center.getZ()+.2) cPoly = CollisionPolygon(poly4, poly2, poly1, poly3) cNode = CollisionNode("platform") cNode.addSolid(cPoly) cNodePath = self.environment.attachNewNode(cNode) cNodePath.show() m2 = m2 + len h = h+40 a = 0 def loadModels(self): # ** Load female character that will represent first player** # self.playerModel = Actor("models/gamedev/redguy-model",{"walk":"models/gamedev/redguy-run"}) self.playerModel.reparentTo(render) self.playerModel.setScale(.6) self.playerModel.setH(90) # ** Position player at center of the field with it lying directly above the field. ** # self.playerModel.setPos(0,0,1.76) # ** Load female character that will represent second player** # self.playerModel2 = Actor("models/gamedev/bluegirl-model",{"walk2":"models/gamedev/bluegirl-run"}) self.playerModel2.reparentTo(render) self.playerModel2.setScale(.6) self.playerModel2.setH(0) # ** Position player at center of the field with it lying directly above the field. ** # self.playerModel2.setPos(196,0,2.0) def reset(self): self.an1.getPhysicsObject().setVelocity(Vec3(0,0,0)) self.an2.getPhysicsObject().setVelocity(Vec3(0,0,0)) self.an1.getPhysicsObject().setPosition(Point3(0,0,11.76)) self.an2.getPhysicsObject().setPosition(Point3(196,0,22.0)) self.playerModel.setH(90) self.playerModel.detachNode() self.playerModel.setPos(0,0,1.76) self.anp.setFluidPos(Point3(0,0,1.76)) self.playerModel.reparentTo(self.anp) self.playerModel2.setH(0) self.playerModel2.detachNode() self.playerModel2.setPos(196,0,22.0) self.anp2.setFluidPos(Point3(196,0,22.0)) self.playerModel2.reparentTo(self.anp2) def setupLighting(self): ambientLight = AmbientLight('ambientLight') ambientLight.setColor(Vec4(0.55,0.55,0.55,1.0)) ambientLightNP = render.attachNewNode(ambientLight) render.setLight(ambientLightNP) dirLight = DirectionalLight('dirLight') dirLight.setColor(Vec4(0.6,0.6,0.6,1)) dirLightNP = render.attachNewNode(dirLight) dirLightNP.setHpr(Vec3(0.0,-26.0,0.0)) render.setLight(dirLightNP) def setupIntervals(self): self.charWalk1l = self.playerModel.actorInterval("walk") self.charWalk1l.loop( ) self.charWalk1l.pause( ) self.charWalk1r = self.playerModel.actorInterval("walk") self.charWalk1r.loop( ) self.charWalk1r.pause( ) self.charWalk2l = self.playerModel2.actorInterval("walk2") self.charWalk2l.loop( ) self.charWalk2l.pause( ) self.charWalk2r = self.playerModel2.actorInterval("walk2") self.charWalk2r.loop( ) self.charWalk2r.pause( ) self.jump1 = self.playerModel.actorInterval("jump") self.jump1.loop() self.jump1.pause() self.jump2 = self.playerModel2.actorInterval("jump2") self.jump2.loop() self.jump2.pause() self.climb1 = self.playerModel.actorInterval("climb") self.climb1.loop() self.climb1.pause() self.climb2 = self.playerModel2.actorInterval("climb2") self.climb2.loop() self.climb2.pause() # end setupIntervals # ############################ # Actual Working movement code # ############################ def rise(self): dist = 40 self.playerModel.setH(0) playerJump = self.playerModel.posInterval(1.0,Vec3(self.playerModel.getX(), self.playerModel.getY(),self.playerModel.getZ()+dist)) playerJump.start() def rise2(self): dist = 40 self.playerModel2.setH(90) playerJump2 = self.playerModel2.posInterval(1.0,Vec3(self.playerModel2.getX(), self.playerModel2.getY(),self.playerModel2.getZ()+dist)) playerJump2.start() # PLAYER ONE # def left(self): taskMgr.add(self.leftTask,'leftTask') self.charWalk1l.loop() #end left def leftTask(self,task): if self.climbing1 == 0: self.playerModel.setH(270) self.playerModel.setPos(Vec3(self.playerModel.getX()-self.speed1, self.playerModel.getY(), self.playerModel.getZ())) return Task.cont def right(self): taskMgr.add(self.rightTask,'rightTask') self.charWalk1r.loop() #end right def rightTask(self,task): if self.climbing1 == 0: self.playerModel.setH(90) self.playerModel.setPos(Vec3(self.playerModel.getX()+self.speed1, self.playerModel.getY(), self.playerModel.getZ())) return Task.cont def climbable(self,cEntry): self.nodeCount1+=1 print self.nodeCount1 self.ignore("w") self.ignore("w-up") self.ignore("s") self.ignore("s-up") self.acceptOnce("w",self.climb,[1]) self.accept("w-up",self.noClimb) self.acceptOnce("s",self.climb,[-1]) self.accept("s-up",self.noClimb) def climb(self,dir): self.dir1 = dir self.climbing1 = 1 self.climbSpeed1 = 1 self.ignore("a") self.ignore("a-up") self.ignore("d") self.ignore("d-up") taskMgr.add(self.climbTask,'climbTask') self.climb1.loop() def noClimb(self): taskMgr.remove('climbTask') self.climb1.pause() if self.nodeCount1 == 0: self.climbing = 0 self.climbSpeed1 = 0 self.acceptOnce("w",self.climb,[1]) self.acceptOnce("s",self.climb,[-1]) def jumpable(self,cEntry): self.nodeCount1+=-1 print self.nodeCount1 if self.nodeCount1 == 0: taskMgr.remove('climbTask') self.ignore("w") self.ignore("w-up") self.ignore("s") self.ignore("s-up") self.acceptOnce("w",self.jump) self.acceptOnce("a",self.left) self.acceptOnce("d",self.right) self.accept("a-up",self.stopLeft) self.accept("d-up",self.stopRight) self.climbing1 = 0 self.climbSpeed1 = 0 self.climb1.pause() def walkable(self,cEntry): self.ignore("w") self.ignore("w-up") self.ignore("s") self.ignore("s-up") self.acceptOnce("w",self.climb,[1]) self.accept("w-up",self.noClimb) self.acceptOnce("s",self.climb,[-1]) self.accept("s-up",self.noClimb) self.acceptOnce("a",self.left) self.acceptOnce("d",self.right) self.accept("a-up",self.stopLeft) self.accept("d-up",self.stopRight) self.climbing1 = 0 self.climbSpeed1 = 0 self.climb1.pause() def climbTask(self,task): if self.playerModel.getZ() >=0: self.playerModel.setH(0) self.playerModel.setPos(Vec3(self.playerModel.getX(), self.playerModel.getY(), self.playerModel.getZ()+self.climbSpeed1*self.dir1)) return Task.cont def jump(self): if self.nodeCount1 == 0: self.ignore("w") self.ignore("w-up") z = self.playerModel.getZ() j = ProjectileInterval(self.playerModel, startPos = self.playerModel.getPos(), startVel = Point3(5,0,30), duration = 2.0) j.start() taskMgr.doMethodLater(2,self.jumpTask,"jumpTask") else: self.acceptOnce("w",self.climb,[1]) def jumpTask(self, task): if self.climbing1 == 0: self.jump1.pause() self.acceptOnce("w",self.jump) #return task.cont def allowRight(self): self.acceptOnce("d",self.right) def noRight(self): taskMgr.remove('rightTask') self.charWalk1r.pause() self.acceptOnce("d",self.right) def stopRight(self): self.noRight() #self.allowRight() def rightWall(self,cEntry): self.ignore("d") self.noRight() def rightEdge(self,cEntry): self.ignore("d") self.noRight() def rightOK(self,cEntry): self.allowRight() def allowLeft(self): self.acceptOnce("a",self.left) def noLeft(self): taskMgr.remove('leftTask') self.charWalk1l.pause() self.acceptOnce("a",self.left) def stopLeft(self): self.noLeft() #self.allowLeft() def leftWall(self,cEntry): self.ignore("a") self.noLeft() def leftEdge(self,cEntry): self.ignore("a") self.noLeft() def leftOK(self,cEntry): self.allowLeft() # PLAYERTWO # def left2(self): taskMgr.add(self.leftTask2,'leftTask2') self.charWalk2l.loop() #end left def leftTask2(self,task): if self.climbing2 == 0: self.playerModel2.setH(0) self.playerModel2.setPos(Vec3(self.playerModel2.getX()-self.speed2, self.playerModel2.getY(), self.playerModel2.getZ())) return Task.cont def right2(self): taskMgr.add(self.rightTask2,'rightTask2') self.charWalk2r.loop() #end right def rightTask2(self,task): if self.climbing2 == 0: self.playerModel2.setH(180) self.playerModel2.setPos(Vec3(self.playerModel2.getX()+self.speed2, self.playerModel2.getY(), self.playerModel2.getZ())) return Task.cont def climbable2(self,cEntry): self.nodeCount2+=1 #print self.nodeCount1 self.ignore("o") self.ignore("o-up") self.ignore("l") self.ignore("l-up") self.acceptOnce("o",self.climbT2,[1]) self.accept("o-up",self.noClimb2) self.acceptOnce("l",self.climbT2,[-1]) self.accept("l-up",self.noClimb2) def climbT2(self,dir): self.dir2 = dir self.climbing2 = 1 self.climbSpeed2 = 1 self.ignore("k") self.ignore("k-up") self.ignore(";") self.ignore(";-up") taskMgr.add(self.climbTask2,'climbTask2') self.climb2.loop() def noClimb2(self): taskMgr.remove('climbTask2') self.climb2.pause() if self.nodeCount2 == 0: self.climbing2 = 0 self.climbSpeed2 = 0 self.acceptOnce("o",self.climbT2,[1]) self.acceptOnce("l",self.climbT2,[-1]) def jumpable2(self,cEntry): self.nodeCount2+=-1 #print self.nodeCount2 if self.nodeCount2 == 0: taskMgr.remove('climbTask2') self.ignore("o") self.ignore("o-up") self.ignore("l") self.ignore("l-up") self.acceptOnce("o",self.jumpT2) self.acceptOnce("k",self.left2) self.acceptOnce(";",self.right2) self.accept("k-up",self.stopLeft2) self.accept(";-up",self.stopRight2) self.climbing2 = 0 self.climbSpeed2 = 0 self.climb2.pause() def walkable2(self,cEntry): self.ignore("o") self.ignore("o-up") self.ignore("l") self.ignore("l-up") self.acceptOnce("o",self.climbT2,[1]) self.accept("o-up",self.noClimb2) self.acceptOnce("l",self.climbT2,[-1]) self.accept("l-up",self.noClimb2) self.acceptOnce("k",self.left2) self.acceptOnce(";",self.right2) self.accept("k-up",self.stopLeft) self.accept(";-up",self.stopRight) self.climbing2 = 0 self.climbSpeed2 = 0 self.climb2.pause() def climbTask2(self,task): if self.playerModel2.getZ() >=0: self.playerModel2.setH(90) self.playerModel2.setPos(Vec3(self.playerModel2.getX(), self.playerModel2.getY(), self.playerModel2.getZ()+self.climbSpeed2*self.dir2)) return Task.cont def jumpT2(self): if self.nodeCount2 == 0: self.ignore("o") self.ignore("o-up") z = self.playerModel2.getZ() j = ProjectileInterval(self.playerModel2, startPos = self.playerModel2.getPos(), startVel = Point3(3,0,30), duration = 2.0) j.start() taskMgr.doMethodLater(3,self.jumpTask2,"jumpTask2") else: self.acceptOnce("w",self.climb,[1]) def jumpTask2(self, task): if self.climbing2 == 0: self.jump2.pause() self.acceptOnce("o",self.jumpT2) #return task.cont def allowRight2(self): self.acceptOnce(";",self.right2) def noRight2(self): taskMgr.remove('rightTask2') self.charWalk2r.pause() self.acceptOnce(";",self.right2) def stopRight2(self): self.noRight2() #self.allowRight() def rightWall2(self,cEntry): self.ignore(";") self.noRight2() def rightEdge2(self,cEntry): self.ignore(";") self.noRight2() def rightOK2(self,cEntry): self.allowRight2() def allowLeft2(self): self.acceptOnce("k",self.left2) def noLeft2(self): taskMgr.remove('leftTask2') self.charWalk2l.pause() self.acceptOnce("k",self.left2) def stopLeft2(self): self.noLeft2() #self.allowLeft() def leftWall2(self,cEntry): self.ignore("k") self.noLeft2() def leftEdge2(self,cEntry): self.ignore("k") self.noLeft2() def leftOK2(self,cEntry): self.allowLeft2() def setupCollisions(self): self.cHandler = PhysicsCollisionHandler() #self.cHandler.setInPattern("ate-%in") self.cHandler.addInPattern('%fn-into-%in') #self.cHandler2.addInPattern('%fn-into-%in') self.cHandler.setAgainPattern('%fn-again-%in') self.cHandler.setOutPattern('%fn-outof-%in') self.cTrav = CollisionTraverser() #self.cTrav2 = CollisionTraverser() base.cTrav = self.cTrav #Player 1 collision solid bounds = self.playerModel.getChild(0).getBounds() center = bounds.getCenter()-Vec3(0,0,12) radius = bounds.getRadius()-18 boundsB = self.playerModel.getChild(0).getBounds() centerB = bounds.getCenter()-Vec3(0,0,-4) radiusB = bounds.getRadius()-20 cSphere = CollisionSphere(center,radius) cSphereB = CollisionSphere(centerB,radiusB) cNode = CollisionNode("player1") #print radius, radiusB cNode.addSolid(cSphere) cNode.addSolid(cSphereB) cNodePath = self.playerModel.attachNewNode(cNode) cNodePath.show() Node=NodePath(PandaNode("PhysicsNode")) Node.reparentTo(render) self.an1=ActorNode("player1-physics") self.anp=Node.attachNewNode(self.an1) base.physicsMgr.attachPhysicalNode(self.an1) self.playerModel.reparentTo(self.anp) #self.anp.reparentTo(self.playerModel) #Player 2 collision solid bounds2 = self.playerModel2.getChild(0).getBounds() center2 = bounds2.getCenter()-Vec3(0,0,-4) radius2 = bounds2.getRadius()-20 cSphere2 = CollisionSphere(center2,radius2) bounds2B = self.playerModel2.getChild(0).getBounds() center2B = bounds2B.getCenter()-Vec3(0,0,12) radius2B = bounds2B.getRadius()-18 cSphere2B = CollisionSphere(center2B,radius2B) cNode2 = CollisionNode("player2") #print radius2, radius2B cNode2.addSolid(cSphere2) cNode2.addSolid(cSphere2B) cNodePath2 = self.playerModel2.attachNewNode(cNode2) cNodePath2.show() Node2=NodePath(PandaNode("PhysicsNode")) Node2.reparentTo(render) self.an2=ActorNode("player2-physics") self.anp2=Node2.attachNewNode(self.an2) base.physicsMgr.attachPhysicalNode(self.an2) self.playerModel2.reparentTo(self.anp2) #self.anp2.reparentTo(self.playerModel2) gravityFN=ForceNode('world-forces') gravityFNP=render.attachNewNode(gravityFN) gravityForce=LinearVectorForce(0,0,-9.8) #gravity acceleration gravityFN.addForce(gravityForce) base.physicsMgr.addLinearForce(gravityForce) self.an1.getPhysicsObject().setMass(15) self.an2.getPhysicsObject().setMass(15) gravityForce.setMassDependent(1) self.cHandler.addCollider(cNodePath, self.anp) self.cHandler.addCollider(cNodePath2, self.anp2) self.cTrav.addCollider(cNodePath,self.cHandler) self.cTrav.addCollider(cNodePath2,self.cHandler) self.cTrav.addCollider(cNodePath,self.cHandler) self.cTrav.addCollider(cNodePath2,self.cHandler) #self.cTrav.addCollider(cNodePath,self.cHandler2) #self.cTrav.addCollider(cNodePath2,self.cHandler2) #self.cTrav2.addCollider(cNodePath,self.cHandler2) #self.cTrav2.addCollider(cNodePath2,self.cHandler2) #cHandler2 = CollisionHandlerEvent() #cHandler2.addInPattern('%fn-into-%in') #self.cTrav.addCollider(cNodePath1,cHandler2) #self.cTrav.addCollider(cNodePath2,cHandler2) for i in range(self.ballNum+1): boundsB = self.ball[i].getChild(0).getBounds() centerB = boundsB.getCenter() radiusB = boundsB.getRadius()*0.65 cSphereB = CollisionSphere(centerB,radiusB) cNodeB = CollisionNode("ball") cNodeB.addSolid(cSphereB) cNodePathB = self.ball[i].attachNewNode(cNodeB) #self.cTrav.addCollider(cNodePathB,self.cHandler) #cNodePathB.show() self.accept("player1-into-ball",self.acquire1) #self.accept("ball-into-player1",self.acquire1) self.accept("player2-into-ball",self.acquire2) #self.accept("ball-into-player2",self.acquire2) #self.accept( 'player1-into2-platform', self.wall1) #self.accept( 'player2-into2-platform', self.wall2) def wall1(self,cEntry): self.an1.getPhysicsObject().setVelocity(Vec3(0,0,0)) def wall2(self,cEntry): self.an2.getPhysicsObject().setVelocity(Vec3(0,0,0)) def player1Wins(self,cEntry): if self.player2Invincible == 0: self.player1Score+=10 self.reset() def player2Wins(self,cEntry): if self.player1Invincible == 0: self.player2Score+=10 self.reset() def acquire1(self,cEntry): self.playerModel.setY(0) if str(cEntry.getIntoNodePath().getParent()) == "render/sawball": self.player1Weapon = "saw" saw = loader.loadModel("models/gamedev/saw") saw.setScale(2.5) self.jNP.getChildren().detach() saw.reparentTo(self.jNP) self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/moltovball": self.player1Weapon = "molotov" molo = loader.loadModel("models/gamedev/moltov") molo.setScale(2.5) #self.jNP = self.playerModel.exposeJoint(None,"modelRoot","ikHandle2") self.jNP.getChildren().detach() molo.reparentTo(self.jNP) self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/grenadeball": self.player1Weapon = "grenade" gren = loader.loadModel("models/gamedev/grenade") gren.setScale(2.5) #self.jNP = self.playerModel.exposeJoint(None,"modelRoot","ikHandle2") self.jNP.getChildren().detach() gren.reparentTo(self.jNP) self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/pogo": #done self.jNP.getChildren().detach() self.player1Weapon = "jump" self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/golden": #done self.jNP.getChildren().detach() self.player1Weapon = "speedUp" self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/crystalball": self.jNP.getChildren().detach() self.player1Weapon = "icestage" self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/fireball": #done self.jNP.getChildren().detach() self.player1Weapon = "meteo" self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/blackball": #done self.jNP.getChildren().detach() self.player1Weapon = "blind" self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/translucent": self.jNP.getChildren().detach() self.player1Weapon = "invis" self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/superball": #done self.jNP.getChildren().detach() self.player1Weapon = "invincible" self.acceptOnce("e",self.useWeapon1) self.acceptOnce("q",self.useWeapon1) elif str(cEntry.getIntoNodePath().getParent()) == "render/death": #done self.jNP.getChildren().detach() if self.player1Invincible == 0: self.player2Deaths+= 1 self.reset() cEntry.getIntoNodePath().getParent().removeNode() #Drop a New Ball self.ballNum+=1 z=random.randint(1,2) if z ==1: z=-1 else: z=1 self.movement.append(Vec3(random.random()*z,0,random.random()*z)) weapBalls.define(self.ball,self.ballNum,render) boundsB = self.ball[self.ballNum].getChild(0).getBounds() centerB = boundsB.getCenter() radiusB = boundsB.getRadius()*.65 cSphereB = CollisionSphere(centerB,radiusB) cNodeB = CollisionNode("ball") cNodeB.addSolid(cSphereB) cNodePathB = self.ball[self.ballNum].attachNewNode(cNodeB) def acquire2(self,cEntry): if str(cEntry.getIntoNodePath().getParent()) == "render/sawball": self.player2Weapon = "saw" saw = loader.loadModel("models/gamedev/saw") saw.setScale(2.5) self.jNP2.getChildren().detach() saw.reparentTo(self.jNP2) self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/moltovball": self.player2Weapon = "molotov" molo = loader.loadModel("models/gamedev/moltov") molo.setScale(2.5) #self.jNP = self.playerModel.exposeJoint(None,"modelRoot","ikHandle2") self.jNP.getChildren().detach() molo.reparentTo(self.jNP) self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/grenadeball": self.player2Weapon = "grenade" gren = loader.loadModel("models/gamedev/grenade") gren.setScale(2.5) #self.jNP = self.playerModel.exposeJoint(None,"modelRoot","ikHandle2") self.jNP.getChildren().detach() gren.reparentTo(self.jNP) self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/pogo": #done self.jNP.getChildren().detach() self.player2Weapon = "jump" self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/golden": #done self.jNP.getChildren().detach() self.player2Weapon = "speedUp" self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/crystalball": self.jNP.getChildren().detach() self.player2Weapon = "icestage" self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/fireball": #done self.jNP.getChildren().detach() self.player2Weapon = "meteo" self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/blackball": #done self.jNP.getChildren().detach() self.player2Weapon = "blind" self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/translucent": self.jNP.getChildren().detach() self.player2Weapon = "invis" self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/superball": #done self.jNP.getChildren().detach() self.player2Weapon = "invincible" self.acceptOnce("e",self.useWeapon2) self.acceptOnce("q",self.useWeapon2) elif str(cEntry.getIntoNodePath().getParent()) == "render/death": #done self.jNP.getChildren().detach() if self.player2Invincible == 0: self.player1Score+=3 self.reset() cEntry.getIntoNodePath().getParent().removeNode() #Drop a New Ball self.ballNum+=1 z=random.randint(1,2) if z ==1: z=-1 else: z=1 self.movement.append(Vec3(random.random()*z,0,random.random()*z)) weapBalls.define(self.ball,self.ballNum,render) boundsB = self.ball[self.ballNum].getChild(0).getBounds() centerB = boundsB.getCenter() radiusB = boundsB.getRadius()*.65 cSphereB = CollisionSphere(centerB,radiusB) cNodeB = CollisionNode("ball") cNodeB.addSolid(cSphereB) cNodePathB = self.ball[self.ballNum].attachNewNode(cNodeB) def useWeapon1(self): if self.player1Weapon == "meteo": fireRain = Sequence(Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain)) fireRain.start() elif self.player1Weapon == "jump": self.playerModel.detachNode() self.playerModel.reparentTo(render) angle = (self.playerModel.getH())*math.pi/180.0 ProjectileInterval(self.playerModel, startPos = Point3(self.playerModel.getPos()),startVel = Point3(math.sin(angle)*30,0,100), duration= 4.0).start() elif self.player1Weapon == "speedUp": self.speed1 = 6 taskMgr.doMethodLater(5,self.restoreSpeedBG,"restoreStuff") elif self.player1Weapon == "blind": camera.setPos(Vec3(-50,0,0)) taskMgr.doMethodLater(5,self.restoreCamera,"restoreCamera") elif self.player1Weapon == "invincible": self.player1Invincible = 1 taskMgr.doMethodLater(5,self.notInvince1,"mortal1") elif self.player1Weapon == "grenade": self.jNP.getChildren().detach() gren = loader.loadModel("models/gamedev/grenade") gren.setScale(2.5) gren.reparentTo(render) angle = (self.playerModel.getH())*math.pi/180.0 ProjectileInterval(gren, startPos = Point3(self.playerModel.getPos()),startVel = Point3(math.sin(angle)*30,0,10), endZ = -50).start() if gren.getZ() == -50: gren.removeNode() cHandler = CollisionHandlerEvent() cHandler.addInPattern('%fn-into-%in') boundsB = gren.getChild(0).getBounds() centerB = boundsB.getCenter() radiusB = boundsB.getRadius()*0.65 cSphereB = CollisionSphere(centerB,radiusB) cNodeB = CollisionNode("grenade") cNodeB.addSolid(cSphereB) cNodePathB = gren.attachNewNode(cNodeB) self.cTrav.addCollider(cNodePathB,cHandler) self.acceptOnce("grenade-into-platform",self.explode) elif self.player1Weapon == "molotov": self.jNP.getChildren().detach() elif self.player1Weapon == "saw": self.jNP.getChildren().detach() elif self.player1Weapon == "invis": self.jNP.getChildren().detach() self.playerModel2.hide() taskMgr.doMethodLater(4.0,self.showPlayer,"showPlayer") elif self.player1Weapon == "icestage": self.jNP.getChildren().detach() self.speed1 = 6 self.speed2 = 6 self.background.detachNode() self.background2.reparentTo(render) taskMgr.doMethodLater(5,self.restoreSpeedBG,"restoreStuff") def restoreSpeedBG(self,task): self.speed1 = 3 self.speed2 = 3 self.background2.detachNode() self.background.reparentTo(render) def showPlayer(self,task): self.playerModel.show() self.playerModel2.show() def useWeapon2(self): if self.player2Weapon == "meteo": fireRain = Sequence(Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain), Wait(.5), Func(self.rain)) fireRain.start() elif self.player2Weapon == "jump": angle = self.playerModel2.getH()/90 ProjectileInterval(self.playerModel2, startPos = Point3(self.playerModel2.getPos()),startVel = Point3(angle*30,0,100), endZ = self.playerModel2.getZ()).start() elif self.player2Weapon == "speedUp": self.speed2 = 6 elif self.player2Weapon == "blind": camera.setPos(Vec3(-50,0,0)) taskMgr.doMethodLater(5,self.restoreCamera,"restoreCamera") elif self.player2Weapon == "invincible": self.player2Invincible = 1 taskMgr.doMethodLater(5,self.notInvince2,"mortal2") elif self.player2Weapon == "grenade": self.jNP2.getChildren().detach() gren = loader.loadModel("models/gamedev/grenade") gren.setScale(2.5) gren.reparentTo(render) angle = (self.playerModel2.getH())*math.pi/180.0 ProjectileInterval(gren, startPos = Point3(self.playerModel2.getPos()),startVel = Point3(math.sin(angle)*30,0,10), endZ = -50).start() if gren.getZ() == -50: gren.removeNode() cHandler = CollisionHandlerEvent() cHandler.addInPattern('%fn-into-%in') boundsB = gren.getChild(0).getBounds() centerB = boundsB.getCenter() radiusB = boundsB.getRadius()*0.65 cSphereB = CollisionSphere(centerB,radiusB) cNodeB = CollisionNode("grenade") cNodeB.addSolid(cSphereB) cNodePathB = gren.attachNewNode(cNodeB) self.cTrav.addCollider(cNodePathB,cHandler) self.acceptOnce("grenade-into-platform",self.explode) elif self.player2Weapon == "molotov": self.jNP.getChildren().detach() elif self.player2Weapon == "saw": self.jNP.getChildren().detach() elif self.player2Weapon == "invis": self.jNP.getChildren().detach() self.playerModel1.hide() taskMgr.doMethodLater(4.0,self.showPlayer,"showPlayer") elif self.player2Weapon == "icestage": self.jNP2.getChildren().detach() self.speed1 = 6 self.speed2 = 6 self.background.detachNode() self.background2.reparentTo(render) taskMgr.doMethodLater(5,self.restoreSpeedBG,"restoreStuff") def rain(self): meteoBall = Actor("models/gamedev/fireball") meteoBall.reparentTo(render) meteoBall.setScale(2) meteoBall.setH(-15) boundsB = meteoBall.getChild(0).getBounds() centerB = boundsB.getCenter() radiusB = boundsB.getRadius()*0.65 cSphereB = CollisionSphere(centerB,radiusB) cNodeB = CollisionNode("meteor") cNodeB.addSolid(cSphereB) cNodePathB = meteoBall.attachNewNode(cNodeB) #cNodePathB.show() ProjectileInterval(meteoBall, startPos = Point3(random.randint(15,211),0,170),startVel = Point3(-12,0,0), endZ = -50).start() cHandler = CollisionHandlerEvent() cHandler.addInPattern('%fn-into-%in') self.cTrav.addCollider(cNodePathB,cHandler) self.accept("meteor-into-player1",self.player2Wins) self.accept("meteor-into-player2",self.player1Wins) def showBalls(self,task): for i in self.ball: i.show() def notInvince1(self,task): self.player1Invincible = 0 def notInvince2(self,task): self.player2Invincible = 0 def restoreCamera(self,task): camera.setPosHpr(Vec3(98,-390,90), Vec3(0,-5,0)) def switch(self,task): self.environment.setColor(0,1,0.3) def colliding1( self, collEntry ): # accept a collision entry argument if self.ignoreColl == 0: self.player1IsColliding = 1 # we are colliding self.stopWalk( ) # pause all walking animation and movement disp = ( collEntry.getSurfacePoint( render ) - collEntry.getInteriorPoint( render ) ) newPos = self.playerModel2.getPos( ) + disp # get new position self.playerModel2.setPos( newPos ) # and set it to tiny's position # end colliding def notColliding1( self, collEntry ): self.player1IsColliding = 0 def colliding2( self, collEntry ): # accept a collision entry argument if self.ignoreColl == 0: self.player2IsColliding = 1 # we are colliding self.stopWalk2( ) # pause all walking animation and movement disp = ( collEntry.getSurfacePoint( render ) - collEntry.getInteriorPoint( render ) ) newPos = self.playerModel2B.getPos( ) + disp # get new position self.playerModel2B.setPos( newPos ) # and set it to tiny's position # end colliding def notColliding2( self, collEntry ): self.player2IsColliding = 0 def returnSpeeds(self,task): self.speed1 = 8.0 self.speed2 = 8.0 self.turnSpeed1 = 80.0 self.turnSpeed2 = 80.0 def returnSpeeds2(self,task): self.acceptOnce("w",self.walk) self.acceptOnce("o",self.walk2) self.speed1 = 8.0 self.speed2 = 8.0 self.turnSpeed1 = 80.0 self.turnSpeed2 = 80.0 def returnSpeeds3(self,task): self.speed1 = 8.0 self.speed2 = 8.0 self.turnSpeed1 = 80.0 self.turnSpeed2 = 80.0 def changeMusic(self,task): self.music.stop() self.music2 = loader.loadMusic("models/gamedev/ADRENALINE.mp3") self.music2.play() def clockTask(self,task): self.timer.detachNode() self.timer = OnscreenText("%d" % (self.gameLen-globalClock.getRealTime(),), pos = (98,145), scale = 18.0) self.timer.setColor(1,1,1) self.timer.reparentTo(render) return Task.cont def ballMovementTask(self,task): self.anp.setY(0) self.anp2.setY(0) for i in range(self.ballNum+1): if i < len(self.ball): if self.ball[i].getX() > 234 or self.ball[i].getX() < -38 or self.ball[i].getZ() < -10 or self.ball[i].getZ() > 132: self.ball[i].setPos(self.ball[i].getPos()/1.005) z=random.randint(1,2) if z ==1: z=-1 else: z=1 self.movement[i]=Vec3(random.random()*z,0,random.random()*z) else: self.ball[i].setPos(self.ball[i].getPos()+self.movement[i]) return Task.cont def fire(self): self.fire = ParticleEffect() self.fire.reset() self.fire.setPos(0.000, 0.000, 0.000) self.fire.setHpr(0.000, 0.000, 0.000) self.fire.setScale(10.000, 10.000, 10.000) p0 = Particles('particles-1') # Particles parameters p0.setFactory("PointParticleFactory") p0.setRenderer("SpriteParticleRenderer") p0.setEmitter("DiscEmitter") p0.setPoolSize(1024) p0.setBirthRate(0.0200) p0.setLitterSize(10) p0.setLitterSpread(0) p0.setSystemLifespan(1200.0000) p0.setLocalVelocityFlag(1) p0.setSystemGrowsOlderFlag(0) # Factory parameters p0.factory.setLifespanBase(2.0000) p0.factory.setLifespanSpread(0.0000) p0.factory.setMassBase(1.0000) p0.factory.setMassSpread(0.0000) p0.factory.setTerminalVelocityBase(400.0000) p0.factory.setTerminalVelocitySpread(0.0000) # Point factory parameters # Renderer parameters p0.renderer.setAlphaMode(BaseParticleRenderer.PRALPHAOUT) p0.renderer.setUserAlpha(0.22) # Sprite parameters p0.renderer.addTextureFromFile('models/gamedev/sparkle.png') p0.renderer.setColor(Vec4(1.00, 1.00, 1.00, 1.00)) p0.renderer.setXScaleFlag(1) p0.renderer.setYScaleFlag(1) p0.renderer.setAnimAngleFlag(0) p0.renderer.setInitialXScale(0.5000) p0.renderer.setFinalXScale(2.0000) p0.renderer.setInitialYScale(1.0000) p0.renderer.setFinalYScale(2.0000) p0.renderer.setNonanimatedTheta(0.0000) p0.renderer.setAlphaBlendMethod(BaseParticleRenderer.PPNOBLEND) p0.renderer.setAlphaDisable(0) # Emitter parameters p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE) p0.emitter.setAmplitude(1.0000) p0.emitter.setAmplitudeSpread(0.0000) p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, 3.0000)) p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000)) p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000)) # Disc parameters p0.emitter.setRadius(0.5000) self.fire.addParticles(p0) self.fire.setPos(self.playerModel2.getPos()) t = Sequence(Func(self.fire.start, render, render),Wait(20),Func(self.cleanFire)) t.start() def cleanFire(self): self.fire.cleanup() def explode(self,cEntry): self.explosion = ParticleEffect() self.explosion.reset() self.explosion.setPos(cEntry.getIntoNodePath().getParent().getPos()) self.explosion.setHpr(0.000, 0.000, 0.000) self.explosion.setScale(10.000, 10.000, 10.000) p0 = Particles('particles-1') # Particles parameters p0.setFactory("PointParticleFactory") p0.setRenderer("LineParticleRenderer") p0.setEmitter("SphereVolumeEmitter") p0.setPoolSize(10000) p0.setBirthRate(0.0500) p0.setLitterSize(10000) p0.setLitterSpread(0) p0.setSystemLifespan(2.0000) p0.setLocalVelocityFlag(1) p0.setSystemGrowsOlderFlag(1) # Factory parameters p0.factory.setLifespanBase(2.0000) p0.factory.setLifespanSpread(0.0000) p0.factory.setMassBase(.5000) p0.factory.setMassSpread(0.0500) p0.factory.setTerminalVelocityBase(400.0000) p0.factory.setTerminalVelocitySpread(0.0000) # Point factory parameters # Renderer parameters p0.renderer.setAlphaMode(BaseParticleRenderer.PRALPHAOUT) p0.renderer.setUserAlpha(1.00) # Line parameters p0.renderer.setHeadColor(Vec4(1.00, 0.00, 0.00, 1.00)) p0.renderer.setTailColor(Vec4(1.00, 1.00, 0.00, 1.00)) p0.renderer.setLineScaleFactor(3.00) # Emitter parameters p0.emitter.setEmissionType(BaseParticleEmitter.ETRADIATE) p0.emitter.setAmplitude(10.0000) p0.emitter.setAmplitudeSpread(0.0000) p0.emitter.setOffsetForce(Vec3(0.0000, 0.0000, -0.4930)) p0.emitter.setExplicitLaunchVector(Vec3(1.0000, 0.0000, 0.0000)) p0.emitter.setRadiateOrigin(Point3(0.0000, 0.0000, 0.0000)) # Sphere Volume parameters p0.emitter.setRadius(0.5000) self.explosion.addParticles(p0) f0 = ForceGroup('gravity') # Force parameters self.explosion.addForceGroup(f0) cHandler = CollisionHandlerEvent() cHandler.addInPattern('%fn-into-%in') cSphereB = CollisionSphere(cEntry.getIntoNodePath().getParent().getPos(),1) cNodeB = CollisionNode("explosion") cNodeB.addSolid(cSphereB) cNodePathB = self.explosion.attachNewNode(cNodeB) self.cTrav.addCollider(cNodePathB,cHandler) cNodePathB.show() self.accept("player1-into-explosion",self.player2Wins) self.accept("player2-into-explosion",self.player1Wins) #f.reparentTo(self.playerModel) #self.explosion.setPos(self.playerModel.getPos()) t = Sequence(Func(self.explosion.start, render, render),Wait(2),Func(self.cleanExplo)) t.start() cEntry.getFromNodePath().getParent().removeNode() def cleanExplo(self): self.explosion.cleanup() def endGame(self,task): taskMgr.removeTasksMatching('returnSpeedsToNormal') taskMgr.removeTasksMatching('restoreCamera') taskMgr.removeTasksMatching('clockTask') taskMgr.removeTasksMatching('ballMoveTask') self.music.stop() self.music3 = loader.loadMusic("models/gamedev/CSTAR.mp3") self.music3.play() self.speed1 = 0 self.speed2 = 0 def getScores(self): return (self.player1Score, self.player2Score) def getGameLen(self): return self.gameLen def stopMusic(self): self.music3.stop() def destroy(self): self.playerModel.detachNode() self.playerModel2.detachNode() self.background.destroy() self.lava.detachNode() self.ladder.detachNode() self.ladder2.detachNode() for i in range(self.ballNum+1): self.ball[i].detachNode() def stopMusic(self): self.music3.stop() #world = Lvl03() #world.start() #run()
class ParticleSystemWrapper(VirtualNodeWrapper): className = 'ParticleSystem' def onCreateInstance(self, parent, filepath): # create instance of this class objectInstance = super(VirtualNodeWrapper, self).onCreateInstance(parent, "ParticleSystem") objectInstance.setParticleConfig(filepath) #objectInstance.setTransparency(True) return objectInstance onCreateInstance = classmethod(onCreateInstance) def __init__( self, parent=None, name=None ): global PARTICLES_ENABLED if not PARTICLES_ENABLED: base.enableParticles() PARTICLES_ENABLED = True # define the name of this object VirtualNodeWrapper.__init__(self, parent, name, PARTICLE_WRAPPER_DUMMYOBJECT) self.particleSystem = ParticleEffect() def setParticleConfig(self, filepath): if filepath is not None: # check if model file is in pandaModelPath filepath = str(Filename.fromOsSpecific(filepath)) # add the model path to the panda-path pandaPath = None from pandac.PandaModules import getModelPath for searchPath in str(getModelPath()).split(): if searchPath == filepath: pandaPath = searchPath if pandaPath is None: pandaPath = '/'.join(filepath.split('/')[:-1]) from pandac.PandaModules import getModelPath getModelPath().appendPath( pandaPath ) self.particleFilename = filepath try: #Start of the code from steam.ptf self.particleSystem.loadConfig(Filename(filepath)) self.setFilepath(filepath) except: print "W: particleSystemWrapper.setParticleConfig: Error loading file" print " -", filepath traceback.print_exc() print " - Creating dummy particle Effect" # create new one if loading failed (particlepanel requires at least one particle) particles = Particles() particles.setBirthRate(0.02) particles.setLitterSize(10) particles.setLitterSpread(0) particles.setFactory("PointParticleFactory") particles.setRenderer("PointParticleRenderer") particles.setEmitter("SphereVolumeEmitter") particles.enable() self.particleSystem.addParticles(particles) self.clearFilepath() #Sets particles to birth relative to the teapot, but to render at toplevel self.particleSystem.start(self.getNodepath()) # a bugfix, somewhere must be some color assigned to most nodes, i dont know why # this looks very bad on particle systems self.getNodepath().setColorOff(0) def destroy( self ): # destroy this object VirtualNodeWrapper.destroy( self ) def getSaveData(self, relativeTo): objectInstance = VirtualNodeWrapper.getSaveData(self, relativeTo) self.setExternalReference(self.particleFilename, relativeTo, objectInstance) return objectInstance def loadFromData(self, eggGroup, filepath): extRefFilename = self.getExternalReference(eggGroup, filepath) self.setParticleConfig(extRefFilename) VirtualNodeWrapper.loadFromData(self, eggGroup, filepath) def duplicate(self, original): objectInstance = super(ParticleSystemWrapper, self).duplicate(original) objectInstance.setParticleConfig(original.particleFilename) return objectInstance duplicate = classmethod(duplicate)