class World(ShowBase): def __init__(self): ShowBase.__init__(self) self.debug = False self.statusLabel = self.makeStatusLabel(0) self.collisionLabel = self.makeStatusLabel(1) if os.path.isfile("assets/1stmap.bam"): self.world = self.loader.loadModel("assets/1stmap.bam") self.world.reparentTo(self.render) else: print "generating terrain and saving bam for future use" terrain = GeoMipTerrain("worldTerrain") terrain.setHeightfield("./assets/1stmap_HF.png") terrain.setColorMap("./assets/1stmap_TM.png") terrain.setBruteforce(True) root = terrain.getRoot() root.reparentTo(self.render) root.setSz(60) terrain.generate() root.writeBamFile("./assets/1stmap.bam") self.worldsize = 1024 # Player self.maxspeed = 100.0 self.startPos = Vec3(200, 200, 35) self.startHpr = Vec3(225, 0, 0) self.player = self.loader.loadModel("assets/alliedflanker.egg") self.player.setScale(0.2, 0.2, 0.2) self.player.reparentTo(self.render) self.resetPlayer() # Player destruction self.explosionModel = loader.loadModel("assets/explosion") self.explosionModel.reparentTo(self.render) self.explosionModel.setScale(0.0) self.explosionModel.setLightOff() # Only one explosion at a time self.exploding = False self.taskMgr.add(self.updateTask, "update") self.keyboardSetup() self.maxdistance = 600 self.camLens.setFar(self.maxdistance) self.camLens.setFov(60) self.createEnvironment() self.setupCollisions() self.textCounter = 0 def makeStatusLabel(self, i): return OnscreenText( style=2, fg=(0.5, 1, 0.5, 1), pos=(-1.3, 0.92 - (0.08 * i)), align=TextNode.ALeft, scale=0.08, mayChange=1 ) def createEnvironment(self): # Fog expfog = Fog("scene-wide-fog") expfog.setColor(0.5, 0.5, 0.5) expfog.setExpDensity(0.002) self.render.setFog(expfog) # Sky skysphere = self.loader.loadModel("assets/blue-sky-sphere") skysphere.setEffect(CompassEffect.make(self.render)) skysphere.setScale(0.08) skysphere.reparentTo(self.camera) # Lights ambientLight = AmbientLight("ambientLight") ambientLight.setColor(Vec4(0.6, 0.6, 0.6, 1)) self.render.setLight(self.render.attachNewNode(ambientLight)) directionalLight = DirectionalLight("directionalLight") directionalLight.setColor(VBase4(0.8, 0.8, 0.5, 1)) dlnp = self.render.attachNewNode(directionalLight) dlnp.setPos(0, 0, 260) dlnp.lookAt(self.player) self.render.setLight(dlnp) # Water self.water = self.loader.loadModel("assets/square.egg") self.water.setSx(self.worldsize * 2) self.water.setSy(self.worldsize * 2) self.water.setPos(self.worldsize / 2, self.worldsize / 2, 25) self.water.setTransparency(TransparencyAttrib.MAlpha) newTS = TextureStage("1") self.water.setTexture(newTS, self.loader.loadTexture("assets/water.png")) self.water.setTexScale(newTS, 4) self.water.reparentTo(self.render) LerpTexOffsetInterval(self.water, 200, (1, 0), (0, 0), textureStage=newTS).loop() def keyboardSetup(self): self.keyMap = {"left": 0, "right": 0, "climb": 0, "fall": 0, "accelerate": 0, "decelerate": 0, "fire": 0} self.accept("escape", sys.exit) self.accept("a", self.setKey, ["accelerate", 1]) self.accept("a-up", self.setKey, ["accelerate", 0]) self.accept("z", self.setKey, ["decelerate", 1]) self.accept("z-up", self.setKey, ["decelerate", 0]) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_right", self.setKey, ["right", 1]) self.accept("arrow_right-up", self.setKey, ["right", 0]) self.accept("arrow_down", self.setKey, ["climb", 1]) self.accept("arrow_down-up", self.setKey, ["climb", 0]) self.accept("arrow_up", self.setKey, ["fall", 1]) self.accept("arrow_up-up", self.setKey, ["fall", 0]) self.accept("space", self.setKey, ["fire", 1]) self.accept("space-up", self.setKey, ["fire", 0]) base.disableMouse() # or updateCamera will fail! def setKey(self, key, value): self.keyMap[key] = value def updateTask(self, task): self.updatePlayer() self.updateCamera() self.collTrav.traverse(self.render) for i in range(self.playerGroundHandler.getNumEntries()): entry = self.playerGroundHandler.getEntry(i) if self.debug == True: self.collisionLabel.setText("DEAD:" + str(globalClock.getFrameTime())) if self.exploding == False: self.player.setZ(entry.getSurfacePoint(self.render).getZ() + 10) self.explosionSequence() return Task.cont def resetPlayer(self): self.player.show() self.player.setPos(self.world, self.startPos) self.player.setHpr(self.world, self.startHpr) self.speed = self.maxspeed / 2 def updatePlayer(self): scalefactor = globalClock.getDt() * self.speed climbfactor = scalefactor * 0.5 bankfactor = scalefactor speedfactor = scalefactor * 2.9 gravityfactor = ((self.maxspeed - self.speed) / 100.0) * 2.0 # Climb and Fall if self.keyMap["climb"] != 0 and self.speed > 0.00: self.player.setZ(self.player.getZ() + climbfactor) self.player.setR(self.player.getR() + climbfactor) if (self.player.getR()) >= 180: self.player.setR(-180) elif self.keyMap["fall"] != 0 and self.speed > 0.00: self.player.setZ(self.player.getZ() - climbfactor) self.player.setR(self.player.getR() - climbfactor) if (self.player.getR()) <= -180: self.player.setR(180) elif self.player.getR() > 0: self.player.setR(self.player.getR() - (climbfactor + 0.1)) if self.player.getR() < 0: self.player.setR(0) elif self.player.getR() < 0: self.player.setR(self.player.getR() + (climbfactor + 0.1)) if self.player.getR() > 0: self.player.setR(0) # Left and Right if self.keyMap["left"] != 0 and self.speed > 0.0: self.player.setH(self.player.getH() + bankfactor) self.player.setP(self.player.getP() + bankfactor) # quickest return: if self.player.getP() >= 180: self.player.setP(-180) elif self.keyMap["right"] != 0 and self.speed > 0.0: self.player.setH(self.player.getH() - bankfactor) self.player.setP(self.player.getP() - bankfactor) if self.player.getP() <= -180: self.player.setP(180) # autoreturn elif self.player.getP() > 0: self.player.setP(self.player.getP() - (bankfactor + 0.1)) if self.player.getP() < 0: self.player.setP(0) elif self.player.getP() < 0: self.player.setP(self.player.getP() + (bankfactor + 0.1)) if self.player.getP() > 0: self.player.setP(0) # throttle control if self.keyMap["accelerate"] != 0: self.speed += 1 if self.speed > self.maxspeed: self.speed = self.maxspeed elif self.keyMap["decelerate"] != 0: self.speed -= 1 if self.speed < 0.0: self.speed = 0.0 # move forwards - our X/Y is inverted if self.exploding == False: self.player.setX(self.player, -speedfactor) self.applyBoundaries() if self.exploding == False: self.player.setX(self.player, -speedfactor) self.applyBoundaries() self.player.setZ(self.player, -gravityfactor) def applyBoundaries(self): # respect max camera distance else you # cannot see the floor post loop the loop! if self.player.getZ() > self.maxdistance: self.player.setZ(self.maxdistance) # should never happen once we add collision, but in case: elif self.player.getZ() < 0: self.player.setZ(0) # X/Y world boundaries: boundary = False if self.player.getX() < 0: self.player.setX(0) boundary = True elif self.player.getX() > self.worldsize: self.player.setX(self.worldsize) boundary = True if self.player.getY() < 0: self.player.setY(0) boundary = True elif self.player.getY() > self.worldsize: self.player.setY(self.worldsize) boundary = True if boundary == True and self.textCounter > 30: self.statusLabel.setText("STATUS: MAP END; TURN AROUND") elif self.textCounter > 30: self.statusLabel.setText("STATUS: OK") if self.textCounter > 30: self.textCounter = 0 else: self.textCounter += 1 def updateCamera(self): percent = self.speed / self.maxspeed self.camera.setPos(self.player, 19.6225 + (10 * percent), 3.8807, 10.2779) self.camera.setHpr(self.player, 94.8996, -12.6549, 1.55508) def setupCollisions(self): self.collTrav = CollisionTraverser() self.playerGroundSphere = CollisionSphere(0, 1.5, -1.5, 1.5) self.playerGroundCol = CollisionNode("playersphere") self.playerGroundCol.addSolid(self.playerGroundSphere) # bitmasks self.playerGroundCol.setFromCollideMask(BitMask32.bit(0)) self.playerGroundCol.setIntoCollideMask(BitMask32.allOff()) self.world.setCollideMask(BitMask32.bit(0)) self.playerGroundColNp = self.player.attachNewNode(self.playerGroundCol) self.playerGroundHandler = CollisionHandlerQueue() self.collTrav.addCollider(self.playerGroundColNp, self.playerGroundHandler) self.water.setCollideMask(BitMask32.bit(0)) # Debug if self.debug == True: self.playerGroundColNp.show() self.collTrav.showCollisions(self.render) def explosionSequence(self): self.exploding = True self.explosionModel.setPosHpr( Vec3(self.player.getX(), self.player.getY(), self.player.getZ()), Vec3(self.player.getH(), 0, 0) ) self.player.hide() taskMgr.add(self.expandExplosion, "expandExplosion") def expandExplosion(self, Task): if self.explosionModel.getScale() < VBase3(60.0, 60.0, 60.0): factor = globalClock.getDt() scale = self.explosionModel.getScale() scale = scale + VBase3(factor * 40, factor * 40, factor * 40) self.explosionModel.setScale(scale) return Task.cont else: self.explosionModel.setScale(0) self.exploding = False self.resetPlayer()
class Input1(DirectObject): def __init__(self,model): # We will detect the height of the terrain by creating a collision # ray and casting it downward toward the terrain. One ray will # start above ralph's head, and the other will start above the camera. # A ray may hit the terrain, or it may hit a rock or a tree. If it # hits the terrain, we can detect the height. If it hits anything # else, we rule that the move is illegal. self.cTrav = CollisionTraverser() self.ralphGroundRay = CollisionRay() self.ralphGroundRay.setOrigin(0,0,1000) self.ralphGroundRay.setDirection(0,0,-1) self.ralphGroundCol = CollisionNode('ralphRay') self.ralphGroundCol.addSolid(self.ralphGroundRay) self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0)) self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff()) self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol) self.ralphGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler) self.camGroundRay = CollisionRay() self.camGroundRay.setOrigin(0,0,1000) self.camGroundRay.setDirection(0,0,-1) self.camGroundCol = CollisionNode('camRay') self.camGroundCol.addSolid(self.camGroundRay) self.camGroundCol.setFromCollideMask(BitMask32.bit(0)) self.camGroundCol.setIntoCollideMask(BitMask32.allOff()) self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler) # Uncomment this line to see the collision rays self.ralphGroundColNp.show() self.camGroundColNp.show() #Uncomment this line to show a visual representation of the #collisions occuring self.cTrav.showCollisions(render) #Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def move(self, task): # Get the time elapsed since last frame. We need this # for framerate-independent movement. elapsed = globalClock.getDt() #Has a Change in time from 0.04 to 0.09 constantly changes # If the camera-left key is pressed, move camera left. # If the camera-right key is pressed, move camera right. base.camera.lookAt(self.model.getX(),self.model.getY(),0) # save ralph's initial position so that we can restore it, # in case he falls off the map or runs into something. startpos = self.model.getPos() # If a move-key is pressed, move ralph in the specified direction. # If the camera is too far from ralph, move it closer. # If the camera is too close to ralph, move it farther. camvec = self.model.getPos() - base.camera.getPos() camvec.setZ(5) camdist = camvec.length() camvec.normalize() if (camdist > 30.0): base.camera.setPos(base.camera.getPos() + camvec*(camdist-30)) camdist = 30.0 if (camdist < 15.0): base.camera.setPos(base.camera.getPos() - camvec*(15-camdist)) camdist = 15.0 # The camera should look in ralph's direction, # but it should also try to stay horizontal, so look at # a floater which hovers above ralph's head. # Keep the camera at one foot above the terrain, # or two feet above ralph, whichever is greater. self.floater.setPos(self.model.getPos()) base.camera.lookAt(self.floater) # Now check for collisions. self.cTrav.traverse(render) # Adjust ralph's Z coordinate. If ralph's ray hit terrain, # update his Z. If it hit anything else, or didn't hit anything, put # him back where he was last frame. entries = [] for i in range(self.ralphGroundHandler.getNumEntries()): entry = self.ralphGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"): self.ralph.setZ(entries[0].getSurfacePoint(render).getZ()) else: self.ralph.setPos(startpos) entries = [] for i in range(self.camGroundHandler.getNumEntries()): entry = self.camGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"): base.camera.setZ(entries[0].getSurfacePoint(render).getZ()+1.0) if (base.camera.getZ() < self.ralph.getZ() + 2.0): base.camera.setZ(self.ralph.getZ() + 2.0) return Task.cont
class Swifter: def __init__(self, model, run, walk, idle, jump, crouch, crouchWalk, startPos, scale): #(self, model, run, walk, startPos, scale): """Initialise the character. Arguments: model -- The path to the character's model file (string) run : The path to the model's run animation (string) walk : The path to the model's walk animation (string) startPos : Where in the world the character will begin (pos) scale : The amount by which the size of the model will be scaled (float) """ #Define movement map and speeds self.speedSprint = 20 self.speedWalk = 7 self.speedCrouch = 5 self.speed = self.speedWalk #Capture control status self.isMoving = False self.isJumping = False self.isIdle = False self.isCrouching = False self.movementMap = {"forward":Vec3(0,-self.speed,0), "back":Vec3(0,self.speed,0), \ "left":Vec3(self.speed,0,0), "right":Vec3(-self.speed,0,0), \ "crouch":0, "sprint":0, "jump":1, "punch":0, "kick":0, "stop":Vec3(0), "changeView":0} #Set up key state variables self.strafe_left = self.movementMap["stop"] self.strafe_right = self.movementMap["stop"] self.forward = self.movementMap["stop"] self.back = self.movementMap["stop"] self.jump = False self.sprint = False self.crouch = False #Stop player by default self.walk = self.movementMap["stop"] self.strafe = self.movementMap["stop"] #Define the actor and his animations self.actor = Actor(model, {"run":run, "walk":walk, "idle":idle, "jump":jump, "crouch":crouch, "crouchWalk":crouchWalk}) #self.actor.enableBlend() self.actor.setBlend(frameBlend = True)#Enable interpolation self.actor.reparentTo(render) self.actor.setScale(scale) self.actor.setPos(startPos) #Set up FSM controller self.FSM = ActorFSM(self.actor) taskMgr.add(self.move,"moveTask") # Note: deriving classes DO NOT need # to add their own move tasks to the # task manager. If they override # self.move, then their own self.move # function will get called by the # task manager (they must then # explicitly call Character.move in # that function if they want it). self.prevtime = 0 # We will detect the height of the terrain by creating a collision # ray and casting it downward toward the terrain. One ray will # start above ralph's head, and the other will start above the camera. # A ray may hit the terrain, or it may hit a rock or a tree. If it # hits the terrain, we can detect the height. If it hits anything # else, we rule that the move is illegal. self.cTrav = CollisionTraverser() self.groundRay = CollisionRay() self.groundRay.setOrigin(0,0,1000) self.groundRay.setDirection(0,0,-1) self.groundCol = CollisionNode('actorRay') self.groundCol.addSolid(self.groundRay) self.groundCol.setFromCollideMask(BitMask32.bit(1)) self.groundCol.setIntoCollideMask(BitMask32.allOff()) self.groundColNp = self.actor.attachNewNode(self.groundCol) self.groundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.groundColNp, self.groundHandler) # Uncomment this line to see the collision rays self.groundColNp.show() #Uncomment this line to show a visual representation of the #collisions occuring self.cTrav.showCollisions(render) """ def jumpUpdate(self,task): # this task simulates gravity and makes the player jump # get the highest Z from the down casting ray highestZ = -100 for i in range(self.nodeGroundHandler.getNumEntries()): entry = self.nodeGroundHandler.getEntry(i) z = entry.getSurfacePoint(self.render).getZ() if z > highestZ and entry.getIntoNode().getName() == "Cube": highestZ = z # gravity effects and jumps self.node.setZ(self.node.getZ()+self.jump*globalClock.getDt()) self.jump -= 1*self.globalClock.getDt() if highestZ > self.node.getZ()-.3: self.jump = 0 self.node.setZ(highestZ+.3) if self.readyToJump: self.jump = 1 return task.cont """ def move(self, task): """Move and animate the character for one frame. This is a task function that is called every frame by Panda3D. The character is moved according to which of it's movement controls are set, and the function keeps the character's feet on the ground and stops the character from moving if a collision is detected. This function also handles playing the characters movement animations. Arguments: task -- A direct.task.Task object passed to this function by Panda3D. Return: Task.cont -- To tell Panda3D to call this task function again next frame. """ elapsed = task.time - self.prevtime # save the character's initial position so that we can restore it, # in case he falls off the map or runs into something. startpos = self.actor.getPos() #Calculate stateful movement self.walk = self.forward + self.back self.strafe = self.strafe_left + self.strafe_right # move the character if any of the move controls are activated. self.actor.setPos(self.actor,self.walk*globalClock.getDt()*self.speed) self.actor.setPos(self.actor,self.strafe*globalClock.getDt()*self.speed) #If strafing rotate the model -90 / 90 degrees to go in the direction specified #if going backwards rotate model 180 degrees # If the character is moving, loop the run animation. # If he is standing still, stop the animation. ##CALLL CONTROLLER CLASS AND CALL FSM's INSTEAD OF DOING IT HERE #Decide what type of movement anim to use if(self.sprint is True): #If we are sprinting.. self.walkAnim = 'Run' self.speed = self.speedSprint elif(self.crouch is True): # Can't sprint while crouching ;) #If we are crouching.. print ("Crouching!") self.walkAnim = "CrouchWalk" self.idleAnim = "Crouch" self.speed = self.speedCrouch else: #Otherwise were walking.. self.walkAnim = 'Walk' self.idleAnim = 'Idle' self.speed = self.speedWalk #Idling if(self.isJumping is False and self.isMoving is False and self.isIdle is True and self.FSM.state != self.idleAnim): #If were not moving and not jumping and were supposed to be idle, play the idle anim if we aren't already self.FSM.request(self.idleAnim,1) #We are idle, feel free to do something else, setting isIdle = False. print ("We are Idle but ready to do something: isIdle = False") elif(self.isJumping is False and self.isMoving is False and self.isIdle is False): #If were not moving or jumping, were not doing anything, we should probably be idle if we aren't already self.isIdle = True #locomotion #TODO: Separate out into animations for forward, back and side stepping if( (self.walk != self.movementMap["stop"] or self.strafe != self.movementMap["stop"]) and self.isJumping is False): #Check if actor is walking forward/back if(self.walk != self.movementMap["stop"]): if(self.isMoving is False or self.FSM.state != self.walkAnim): self.isMoving = True # were now moving self.isIdle = False # were not idle right now self.FSM.request(self.walkAnim,1) print ("Started running or walking") #Check if actor is strafing if(self.strafe != self.movementMap["stop"]): if(self.isMoving is False or self.FSM.state != self.walkAnim): #MAKE THE NODE ROTATE SO THE LEGS POINT THE DIRECTION MOVING #myLegRotate = actor.controlJoint(None,"modelRoot",) #http://www.panda3d.org/manual/index.php/Controlling_a_Joint_Procedurally self.isMoving = True # were now moving self.isIdle = False # were not idle right now self.FSM.request(self.walkAnim,1) print ("Started running or walking") elif(self.isMoving is True and self.isIdle is False): #Only switch of isMoving if we were moving and not idle self.isMoving = False print ("Finished walking") #if were moving, set isMoving = 1 and call walking FSM ''' Jumping Check if the user is jumping, if they currently aren't jumping: make them not idle and mark them as jumping and request the Jump FSM. If the jump anim isn't playing but we were jumping, mark actor as not jumping. ''' if(self.jump is True): #if user pressed jump and were not already jumping, jump if(self.isJumping is False and self.FSM.state != 'Jump'): self.isJumping = True # were jumping self.isIdle = False # were not idle right now self.FSM.request('Jump',1) print ("Started jumping") #if we are jumping, check the anim has finished and stop jumping self.JumpQuery = self.actor.getAnimControl('jump') if(self.isJumping is True and self.JumpQuery.isPlaying() is False): self.isJumping = False # finished jumping print ("Finished Jumping") # Now check for collisions. self.cTrav.traverse(render) # Adjust the character's Z coordinate. If the character's ray hit terrain, # update his Z. If it hit anything else, or didn't hit anything, put # him back where he was last frame. entries = [] for i in range(self.groundHandler.getNumEntries()): entry = self.groundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"): self.actor.setZ(entries[0].getSurfacePoint(render).getZ()) else: self.actor.setPos(startpos) # Store the task time and continue. self.prevtime = task.time return Task.cont def setMove(self, key, moveType): """ Used by keyboard setup This gets the input from keyBoardSetup and will capture inputs """ if (moveType == "strafe_left"): self.strafe_left = self.movementMap[key] if (moveType == "strafe_right"): self.strafe_right = self.movementMap[key] if (moveType == "forward"): self.forward = self.movementMap[key] if (moveType == "back"): self.back = self.movementMap[key] if (moveType == "sprint"): self.sprint = key if (moveType == "jump"): self.jump = key if (moveType == "crouch"): self.crouch = key
class MyApp(ShowBase): def __init__(self): ShowBase.__init__(self) self.debug = True self.statusLabel = self.makeStatusLabel(0) self.collisionLabel = self.makeStatusLabel(1) self.world = self.loader.loadModel("world.bam") self.world.reparentTo(self.render) self.maxspeed = 100.0 # Avion à la pointe des chateaux, direction Ouest ! self.startPos = Vec3(1200, 320, 85) #print (self.startPos) self.startHpr = Vec3(0, 0, 0) #self.player.setPos(1200,320,85) #self.player.setH(0) self.player = self.loader.loadModel("alliedflanker.egg") #self.player.setPos(640,640,85) self.player.setScale(0.2, 0.2, 0.2) self.player.reparentTo(self.render) self.resetPlayer() # load the explosion ring self.explosionModel = loader.loadModel('explosion') self.explosionModel.reparentTo(self.render) self.explosionModel.setScale(0.0) self.explosionModel.setLightOff() # only one explosion at a time: self.exploding = False # performance (to be masked later by fog) and view: self.maxdistance = 1200 self.camLens.setFar(self.maxdistance) self.camLens.setFov(60) self.taskMgr.add(self.updateTask, "update") self.keyboardSetup() # relevant for world boundaries self.worldsize = 1024 self.createEnvironment() self.setupCollisions() self.textCounter = 0 def resetPlayer(self): self.player.show() #self.player.setPos(self.world,self.startPos) #self.player.setHpr(self.world,self.startHpr) self.player.setPos(self.startPos) self.player.setHpr(self.startHpr) self.speed = 10.0 #self.speed = self.maxspeed/2 #print (self.player.getPos()) def makeStatusLabel(self, i): return OnscreenText(style=2, fg=(.5,1,.5,1), pos=(-1.3,0.92-(.08 * i)), \ align=TextNode.ALeft, scale = .08, mayChange = 1) def updateTask(self, task): self.updatePlayer() self.updateCamera() self.collTrav.traverse(self.render) for i in range(self.playerGroundHandler.getNumEntries()): entry = self.playerGroundHandler.getEntry(i) if (self.debug == True): self.collisionLabel.setText("DEAD:" + str(globalClock.getFrameTime())) if (self.exploding == False): self.player.setZ( entry.getSurfacePoint(self.render).getZ() + 10) self.explosionSequence() # we will later deal with 'what to do' when the player dies return task.cont def keyboardSetup(self): self.keyMap = {"left":0, "right":0, "climb":0, "fall":0, \ "accelerate":0, "decelerate":0, "fire":0} self.accept("escape", sys.exit) ## Gestion Vitesse self.accept("a", self.setKey, ["accelerate", 1]) self.accept("a-up", self.setKey, ["accelerate", 0]) self.accept("q", self.setKey, ["decelerate", 1]) self.accept("q-up", self.setKey, ["decelerate", 0]) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_right", self.setKey, ["right", 1]) self.accept("arrow_right-up", self.setKey, ["right", 0]) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_down", self.setKey, ["climb", 1]) self.accept("arrow_down-up", self.setKey, ["climb", 0]) self.accept("arrow_up", self.setKey, ["fall", 1]) self.accept("arrow_up-up", self.setKey, ["fall", 0]) # self.accept(“space”, self.setKey, [“fire”,1]) # self.accept(“space-up”, self.setKey, [“fire”,0]) base.disableMouse() # or updateCamera will fail! def setKey(self, key, value): self.keyMap[key] = value def updateCamera(self): # see issue content for how we calculated these: self.camera.setPos(self.player, 25.6225, 3.8807, 10.2779) #self.camera.setPos(0, 0, 90) self.camera.setHpr(self.player, 94.8996, -16.6549, 1.55508) def updatePlayer(self): # Global Clock # by default, panda runs as fast as it can frame to frame scalefactor = (globalClock.getDt() * self.speed) #climbfactor = scalefactor * 0.5 #bankfactor = scalefactor #speedfactor = scalefactor * 2.9 climbfactor = scalefactor * 0.5 * 2 bankfactor = scalefactor * 2.0 speedfactor = scalefactor * 2.9 # throttle control if (self.keyMap["accelerate"] != 0): self.speed += 1 if (self.speed > self.maxspeed): self.speed = self.maxspeed elif (self.keyMap["decelerate"] != 0): self.speed -= 1 if (self.speed < 0.0): self.speed = 0.0 # Left and Right if (self.keyMap["left"] != 0 and self.speed > 0.0): self.player.setH(self.player.getH() + bankfactor) self.player.setP(self.player.getP() + bankfactor) if (self.player.getP() >= 180): self.player.setP(-180) elif (self.keyMap["right"] != 0 and self.speed > 0.0): self.player.setH(self.player.getH() - bankfactor) self.player.setP(self.player.getP() - bankfactor) if (self.player.getP() <= -180): self.player.setP(180) elif (self.player.getP() > 0): # autoreturn from right self.player.setP(self.player.getP() - (bankfactor + 0.1)) if (self.player.getP() < 0): self.player.setP(0) elif (self.player.getP() < 0): # autoreturn from left self.player.setP(self.player.getP() + (bankfactor + 0.1)) if (self.player.getP() > 0): self.player.setP(0) # Climb and Fall if (self.keyMap["climb"] != 0 and self.speed > 0.00): # faster you go, quicker you climb self.player.setZ(self.player.getZ() + climbfactor) self.player.setR(self.player.getR() + climbfactor) if (self.player.getR() >= 180): self.player.setR(-180) elif (self.keyMap["fall"] != 0 and self.speed > 0.00): self.player.setZ(self.player.getZ() - climbfactor) self.player.setR(self.player.getR() - climbfactor) if (self.player.getR() <= -180): self.player.setR(180) elif (self.player.getR() > 0): # autoreturn from up self.player.setR(self.player.getR() - (climbfactor + 0.1)) if (self.player.getR() < 0): self.player.setR(0) # avoid jitter elif (self.player.getR() < 0): # autoreturn from down self.player.setR(self.player.getR() + (climbfactor + 0.1)) if (self.player.getR() > 0): self.player.setR(0) # move forwards - our X/Y is inverted, see the issue if self.exploding == False: self.player.setX(self.player, -speedfactor) self.applyBoundaries() def createEnvironment(self): # Fog to hide a performance tweak: colour = (0.0, 0.0, 0.0) expfog = Fog("scene-wide-fog") expfog.setColor(*colour) expfog.setExpDensity(0.001) # original : 0.004 render.setFog(expfog) base.setBackgroundColor(*colour) # Our sky skydome = loader.loadModel('sky.egg') skydome.setEffect(CompassEffect.make(self.render)) skydome.setScale(self.maxdistance / 2) # bit less than "far" skydome.setZ(-65) # sink it # NOT render - you'll fly through the sky!: skydome.reparentTo(self.camera) # Our lighting ambientLight = AmbientLight("ambientLight") ambientLight.setColor(Vec4(.6, .6, .6, 1)) directionalLight = DirectionalLight("directionalLight") directionalLight.setDirection(Vec3(0, -10, -10)) directionalLight.setColor(Vec4(1, 1, 1, 1)) directionalLight.setSpecularColor(Vec4(1, 1, 1, 1)) render.setLight(render.attachNewNode(ambientLight)) render.setLight(render.attachNewNode(directionalLight)) def setupCollisions(self): self.collTrav = CollisionTraverser() self.playerGroundSphere = CollisionSphere(0, 1.5, -1.5, 1.5) self.playerGroundCol = CollisionNode('playerSphere') self.playerGroundCol.addSolid(self.playerGroundSphere) # bitmasks self.playerGroundCol.setFromCollideMask(BitMask32.bit(0)) self.playerGroundCol.setIntoCollideMask(BitMask32.allOff()) self.world.setCollideMask(BitMask32.bit(0)) # and done self.playerGroundColNp = self.player.attachNewNode( self.playerGroundCol) self.playerGroundHandler = CollisionHandlerQueue() self.collTrav.addCollider(self.playerGroundColNp, self.playerGroundHandler) # DEBUG if (self.debug == True): self.playerGroundColNp.show() self.collTrav.showCollisions(self.render) def applyBoundaries(self): if (self.player.getZ() > self.maxdistance): self.player.setZ(self.maxdistance) # should never happen once we add collision, but in case: elif (self.player.getZ() < 0): self.player.setZ(0) # and now the X/Y world boundaries: boundary = False if (self.player.getX() < 0): self.player.setX(0) boundary = True elif (self.player.getX() > self.worldsize): self.player.setX(self.worldsize) boundary = True if (self.player.getY() < 0): self.player.setY(0) boundary = True elif (self.player.getY() > self.worldsize): self.player.setY(self.worldsize) boundary = True # lets not be doing this every frame... if boundary == True and self.textCounter > 30: self.statusLabel.setText("STATUS: MAP END; TURN AROUND") elif self.textCounter > 30: self.statusLabel.setText("STATUS: OK") if self.textCounter > 30: self.textCounter = 0 else: self.textCounter = self.textCounter + 1 def explosionSequence(self): self.exploding = True self.explosionModel.setPosHpr( Vec3(self.player.getX(),self.player.getY(), \ self.player.getZ()), Vec3( self.player.getH(),0,0)) self.player.hide() taskMgr.add(self.expandExplosion, 'expandExplosion') def expandExplosion(self, Task): # expand the explosion rign each frame until a certain size if self.explosionModel.getScale() < VBase3(60.0, 60.0, 60.0): factor = globalClock.getDt() scale = self.explosionModel.getScale() scale = scale + VBase3(factor * 40, factor * 40, factor * 40) self.explosionModel.setScale(scale) return Task.cont else: self.explosionModel.setScale(0) self.exploding = False self.resetPlayer()
class World(DirectObject): #class World, extends DirectObject, builds the world to play the game ###################### INITIALIZATIONS ######################################### def __init__(self): mySplashScreen = SplashScreen() mySplashScreen.loading() mySplashScreen.introduction() self.promptMode() self.turnWallNotification() ##### Creating Scene ##### self.createBackground() self.loadWallModel() self.loadBallModel() self.setCamera() self.createLighting() ##### Create Controls ##### self.createKeyControls() self.keyMap = {"left":0, "right":0, "forward":0, "backward":0, "drop":0} ##### Task Manager ##### timer = 0.2 taskMgr.doMethodLater(timer, self.traverseTask, "tsk_traverse") #scans for collisions every 0.2 seconds taskMgr.add(self.move,"moveTask") #constant smooth movement ##### Collisions ##### self.createBallColliderModel() self.disableForwardMovement = False self.disableBackwardMovement = False self.disableLeftMovement = False self.disableRightMovement = False ##### Game state variables ##### self.isMoving = False self.isDropping = False self.camAngle = math.pi/2 self.direction = "W" #constant; does not change with relativity self.drop = False self.levelHeight = 2.1 self.level = 0 self.maxLevel = 6 self.currentHeight = 13.302 self.cameraHeight = 0.2 self.mode = None self.timer = "" ##### Views ##### self.xray_mode = False self.collision_mode = False self.wireframe = False ##### On-Screen Text ##### self.title = addTitle("aMAZEing") self.instructions = OnscreenText(text="[ i ]: Toggle Instructions", style=1, fg=(0, 0, 0, 1), pos=(1.3, 0.95), align=TextNode.ARight, scale=0.05) self.instr = [] self.messages = [] self.levelText = OnscreenText(text= "Level = " + str(self.level), style=1, fg=(0, 0, 0, 1), pos=(-1.3, -0.95), align=TextNode.ALeft, scale=0.07) self.directionText = OnscreenText(text="Direction = " + self.direction, style=1, fg=(0, 0, 0, 1), pos=(-1.3, -0.85), align=TextNode.ALeft, scale=0.07) self.timerText = OnscreenText(text= self.timer, style=1, fg=(1, 1, 1, 1), pos=(1.3, 0.85), align=TextNode.ARight, scale=0.07) def setKey(self, key, value): #records the state of the arrow keys self.keyMap[key] = value ###################### Onscreen Text ####################################### def postInstructions(self): #posts the instructions onto the screen inst1 = addInstructions(0.95, "[ESC]: Quit") self.instr.append(inst1) inst2 = addInstructions(0.90, "[Left Arrow]: Turn Left") self.instr.append(inst2) inst3 = addInstructions(0.85, "[Right Arrow]: Turn Right") self.instr.append(inst3) inst4 = addInstructions(0.80, "[Up Arrow]: Move Ball Forward") self.instr.append(inst4) inst5 = addInstructions(0.75, "[Down Arrow]: Move Ball Backwards") self.instr.append(inst5) inst6 = addInstructions(0.70, "[Space]: Drop Levels (if level drop is availale)") self.instr.append(inst6) inst7 = addInstructions(0.60, "[x]: Toggle XRay Mode") self.instr.append(inst7) inst8 = addInstructions(0.55, "[c]: Toggle Collision Mode") self.instr.append(inst8) inst9 = addInstructions(0.50, "[z]: Toggle Wireframe") self.instr.append(inst9) inst10 = OnscreenText(text='''Hello! Welcome to aMAZEing! You are this sphere, and your goal is to find the exit of the maze! Each level of the maze has a hole you can drop through, to move on to the next level. This maze has six levels and each maze is a 12x12. If you chose timer mode, you have 5 minutes to finish the maze, or else you lose. Good luck! You're aMAZEing :)''', style = 1, fg=(0, 0, 0, 1), pos=(0, -.1), align=TextNode.ACenter, scale=0.07) self.instr.append(inst10) def deleteInstructions(self): #deletes onscreen instructions for instr in self.instr: instr.destroy() def addNotification(self, txt): #adds a notification to the screen y = 0.9 tex = OnscreenText(text=txt, style=1, fg= (0, 0, 0, 1), pos=(0, y)) self.messages.append(tex) def deleteNotifications(self): #deletes all on-screen notifications for msg in self.messages: msg.destroy() def updateLevelText(self): #updates the level text self.levelText.destroy() levelTextPos = (-1.3, -0.95) levelScale = 0.07 self.levelText = OnscreenText(text= "Level = " + str(self.level), style=1, fg=(0, 0, 0, 1), pos=levelTextPos, align=TextNode.ALeft, scale=levelScale) def updateDirectionText(self): #updates the direction text on the screen self.directionText.destroy() directionTextPos = (-1.3, -0.85) directionScale = 0.07 self.directionText = OnscreenText(text="Direction = " + self.direction, style=1, fg=(0, 0, 0, 1), pos=directionTextPos, align=TextNode.ALeft, scale=directionScale) def updateTimerText(self): #updates timer on screen self.timerText.destroy() timerTextPos = (1.3, 0.85) timerScale = 0.07 if self.mode == "timer": self.timerText = OnscreenText(text= self.timer, style=1, fg=(1, 1, 1, 1), pos=timerTextPos, align=TextNode.ARight, scale=timerScale) def turnWallNotification(self): #give a notification sequence at the beginning notificationSeq = Sequence() notificationSeq.append(Func(addNotification,""" If you just see a blank color, it means you are facing a wall :)""")) notificationSeq.append(Wait(8)) notificationSeq.append(Func(deleteNotifications)) notificationSeq.start() def promptMode(self): #prompts for the mode modeScreen = SplashScreen() modeScreen.mode() def setMode(self, mode): #sets the mode of the game self.mode = mode if self.mode == "timer": self.setTimer() ###################### Initialization Helper Functions ##################### def createBackground(self): #black feautureless space base.win.setClearColor(Vec4(0,0,0,1)) def loadWallModel(self): #loads the wall model (the maze) wallScale = 0.3 wallModelName = self.randomWallModel() #randomly select a maze self.wallModel = loader.loadModel(wallModelName) self.wallModel.setScale(wallScale) self.wallModel.setPos(0, 0, 0) self.wallModel.setCollideMask(BitMask32.allOff()) self.wallModel.reparentTo(render) ### Setting Texture ### texScale = 0.08 self.wallModel.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldNormal) self.wallModel.setTexProjector(TextureStage.getDefault(), render, self.wallModel) self.wallModel.setTexScale(TextureStage.getDefault(), texScale) tex = loader.load3DTexture('/Users/jianwei/Documents/School/Freshman/Semester1/15-112/TERMPROJECT/Project/wallTex/wallTex_#.png') self.wallModel.setTexture(tex) #creating visual geometry collision self.wallModel.setCollideMask(BitMask32.bit(0)) def randomWallModel(self): #generates a random wall in the library of mazes that were #randomly generated by the Blender script "mazeGenerator" #and exported to this computer numMazes = 10 name = str(random.randint(0, numMazes)) #randomly selects a number saved in the computer path = "/Users/jianwei/Documents/School/Freshman/Semester1/15-112/TERMPROJECT/Project/mazeModels/maze" path += name return path def loadBallModel(self): #loads the character, a ball model #ballModelStartPos = (-8, -8, 0.701) #THIS IS THE END ballModelStartPos = (8, 8, 13.301) #level 0 ballScale = 0.01 self.ballModel = loader.loadModel("/Users/jianwei/Documents/School/Freshman/Semester1/15-112/TERMPROJECT/Project/ball") self.ballModel.reparentTo(render) self.ballModel.setScale(ballScale) self.ballModel.setPos(ballModelStartPos) ### Setting ball texture ### texScale = 0.08 self.ballModel.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldPosition) self.ballModel.setTexProjector(TextureStage.getDefault(), render, self.ballModel) self.ballModel.setTexScale(TextureStage.getDefault(), texScale) tex = loader.load3DTexture('/Users/jianwei/Documents/School/Freshman/Semester1/15-112/TERMPROJECT/Project/ballTex/ballTex_#.png') self.ballModel.setTexture(tex) def setCamera(self): #sets up the initial camera location #camera will follow the sphere followLength = 2 camHeight = 0.2 base.disableMouse() base.camera.setPos(self.ballModel.getX(), self.ballModel.getY() - followLength, self.ballModel.getZ() + camHeight) base.camLens.setNear(0.4) #creates a floater object - will look at the floater object #above the sphere, so you can get a better view self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) def createKeyControls(self): #creates the controllers for the keys #event handler #describes what each key does when pressed and unpressed self.accept("escape", sys.exit) self.accept("arrow_left", self.turnLeft) self.accept("arrow_right", self.turnRight) self.accept("arrow_up", self.setKey, ["forward",1]) self.accept("arrow_down", self.setKey, ["backward",1]) self.accept("space", self.nowDropping) #unpressed event handlers self.accept("arrow_left-up", self.setKey, ["left",0]) self.accept("arrow_right-up", self.setKey, ["right",0]) self.accept("arrow_up-up", self.setKey, ["forward",0]) self.accept("arrow_down-up", self.setKey, ["backward",0]) self.accept("space_up", self.setKey, ["drop", 0]) #views self.accept('x', self.toggle_xray_mode) self.accept('c', self.toggle_collision_mode) self.accept('z', self.toggle_wireframe) #information self.accept('i', self.postInstructions) self.accept('i-up', self.deleteInstructions) #restart self.accept('r', self.restart) #modes self.accept("t", self.setMode, ["timer"]) self.accept("m", self.setMode, ["marathon"]) def createBallColliderModel(self): #creates the collider sphere around the ball cSphereRad = 9.9 self.cTrav = CollisionTraverser() #moves over all possible collisions self.ballModelSphere = CollisionSphere(0, 0, 0, cSphereRad) #collision mesh around ball is a simple sphere self.ballModelCol = CollisionNode('ballModelSphere') self.ballModelCol.addSolid(self.ballModelSphere) self.ballModelCol.setFromCollideMask(BitMask32.bit(0)) self.ballModelCol.setIntoCollideMask(BitMask32.allOff()) self.ballModelColNp = self.ballModel.attachNewNode(self.ballModelCol) self.ballModelGroundHandler = CollisionHandlerQueue() #collision handler queue stores all collision points self.cTrav.addCollider(self.ballModelColNp, self.ballModelGroundHandler) def createLighting(self): #creates lighting for the scene aLightVal = 0.3 dLightVal1 = -5 dLightVal2 = 5 #set up the ambient light ambientLight = AmbientLight("ambientLight") ambientLight.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1)) ambientLight1 = AmbientLight("ambientLight1") ambientLight1.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1)) ambientLight2 = AmbientLight("ambientLight2") ambientLight2.setColor(Vec4(aLightVal, aLightVal, aLightVal, 1)) #sets a directional light directionalLight = DirectionalLight("directionalLight") directionalLight.setDirection(Vec3(dLightVal1, dLightVal1, dLightVal1)) directionalLight.setColor(Vec4(1, 1, 1, 1)) directionalLight.setSpecularColor(Vec4(0, 0, 0, 1)) #sets a directional light directionalLight1 = DirectionalLight("directionalLight2") directionalLight1.setDirection(Vec3(dLightVal2, dLightVal1, dLightVal1)) directionalLight1.setColor(Vec4(1, 1, 1, 1)) directionalLight1.setSpecularColor(Vec4(1, 1, 1, 1)) #attaches lights to scene render.setLight(render.attachNewNode(ambientLight)) render.setLight(render.attachNewNode(ambientLight1)) render.setLight(render.attachNewNode(ambientLight1)) render.setLight(render.attachNewNode(directionalLight)) render.setLight(render.attachNewNode(directionalLight1)) ###################### COLLISION DETECTION ##################################### def traverseTask(self, task=None): # handles collisions with collision handers and a # collision queue # essentially checks region of potential collision for collisions # and stops the ball if a collision is triggered # called by task manager self.ballModelGroundHandler.sortEntries() for i in range(self.ballModelGroundHandler.getNumEntries()): entry = self.ballModelGroundHandler.getEntry(i) if self.drop == True: #we cant drop in this situation self.ballModel.setZ(self.currentHeight) dropFailWait = 4 dropFailSeq = Sequence() dropFailSeq.append(Func(addNotification,"Whoops! You can't drop here!")) dropFailSeq.append(Wait(dropFailWait)) dropFailSeq.append(Func(deleteNotifications)) dropFailSeq.start() self.drop = False elif self.direction == "N": self.northDisableMovements() elif self.direction == "S": self.southDisableMovements() elif self.direction == "E": self.eastDisableMovements() elif self.direction == "W": self.westDisableMovements() if task: return task.cont #exit task # If there are no collisions if task: return task.cont def northDisableMovements(self): #disables movements when direction is north if self.keyMap["forward"] != 0: #if the ball was moving foward self.disableForwardMovement = True #disable forward movement if self.keyMap["backward"] != 0: self.disableBackwardMovement = True def southDisableMovements(self): #disables movements when direction is south if self.keyMap["forward"] != 0: self.disableBackwardMovement = True if self.keyMap["backward"] != 0: self.disableForwardMovement = True def eastDisableMovements(self): #disables movements when direction is east if self.keyMap["forward"] != 0: self.disableRightMovement = True if self.keyMap["backward"] != 0: self.disableLeftMovement = True def westDisableMovements(self): #disables movements when direction is west if self.keyMap["forward"] != 0: self.disableLeftMovement = True if self.keyMap["backward"] != 0: self.disableRightMovement = True def checkCollisions(self): #checks for collisions self.cTrav.traverse(render) def enableAllWalls(self): #enables all walls by disabling all the disable wall functions self.disableLeftMovement = False self.disableRightMovement = False self.disableForwardMovement = False self.disableBackwardMovement = False def inCollision(self): #return true if we are in a collision right now, false otherwise if (self.disableForwardMovement == True or self.disableBackwardMovement == True or self.disableRightMovement == True or self.disableLeftMovement): return True return False def checkForWin(self): #checks for a win, toggles win splash sceen if we win yLoc = self.ballModel.getY() exitBound = -9.1 if yLoc < exitBound: winScreen = SplashScreen() winScreen.win() if self.mode == "timer": self.checkForTimerLoss() def checkForTimerLoss(self): #checks to see the time, will lose if past 5 minutes if self.timer == "0:05:00": loseScreen = SplashScreen() loseScreen.lose() ###################### MOVEMENTS ############################################### def move(self, task): # Accepts arrow keys to move the player front and back # Also deals with grid checking and collision detection step = 0.03 #movement animation self.movementAnimation(step) #rotation animation self.rotationAnimation() base.camera.setX(self.ballModel.getX() + math.sin(self.camAngle)) base.camera.setY(self.ballModel.getY() + math.cos(self.camAngle)) self.resetCamDist() self.checkCollisions() self.lookAtFloater() self.checkForWin() return task.cont def resetCamDist(self): #resets the camera distance to a specific distance #keeps distance relatively constant camFarDist = 0.75 camCloseDist = 0.7 camvec = self.ballModel.getPos() - base.camera.getPos() #vector between ball and camera camvec.setZ(0) camdist = camvec.length() camvec.normalize() if (camdist > camFarDist): base.camera.setPos(base.camera.getPos() + camvec*(camdist-camFarDist)) camdist = camFarDist if (camdist < camCloseDist): base.camera.setPos(base.camera.getPos() - camvec*(camCloseDist-camdist)) camdist = camCloseDist base.camera.lookAt(self.ballModel) def lookAtFloater(self): #looks at the floater above the sphere floaterHeight = 0.23 self.floater.setPos(self.ballModel.getPos()) self.floater.setZ(self.ballModel.getZ() + floaterHeight) base.camera.lookAt(self.floater) ####################### Movement Animation ################################# def ballIsMoving(self): #notes if the ball is moving or not with self.isMoving variable if (self.keyMap["forward"]!=0) or (self.keyMap["backward"]!=0): if self.isMoving == False: self.isMoving = True elif self.keyMap["forward"] == 0 and self.keyMap["backward"] == 0: self.isMoving = False def movementAnimation(self, step): #describes the movement animation if self.drop == True: self.dropMovementAnimation(step) elif self.direction == "N": self.northMovementAnimation(step) elif self.direction == "S": self.southMovementAnimation(step) elif self.direction == "E": self.eastMovementAnimation(step) elif self.direction == "W": self.westMovementAnimation(step) def northMovementAnimation(self, step): #describes animation when direction is north if (self.keyMap["forward"]!=0): #if you are pressing forward if self.disableForwardMovement == False: #if you are just moving through space... self.ballModel.setY(self.ballModel.getY() + step) if self.disableBackwardMovement == True: #if you had moved backwards into a wall #and you want to move forward again self.ballModel.setY(self.ballModel.getY() + step) self.disableBackwardMovement = False if (self.keyMap["backward"]!=0): #if you are pressing backwards if self.disableBackwardMovement == False: #if you are just moving backwards through space... self.ballModel.setY(self.ballModel.getY() - step) if self.disableForwardMovement == True: #if you had moved forward into a wall #and want to back away from the wall self.ballModel.setY(self.ballModel.getY() - step) self.disableForwardMovement = False def southMovementAnimation(self, step): #describes animation when direction is north #same relative set of animations to northMovementAnimation #but opposite if (self.keyMap["forward"]!=0): if self.disableBackwardMovement == False: self.ballModel.setY(self.ballModel.getY() - step) if self.disableForwardMovement == True: self.ballModel.setY(self.ballModel.getY() - step) self.disableForwardMovement = False if (self.keyMap["backward"]!=0): if self.disableForwardMovement == False: self.ballModel.setY(self.ballModel.getY() + step) if self.disableBackwardMovement == True: self.ballModel.setY(self.ballModel.getY() + step) self.disableBackwardMovement = False def eastMovementAnimation(self, step): #describes animation when direction is east #same relative as north and south movement animations #but relative to the x axis #and disabling/enabling right and left movement at collisions if (self.keyMap["forward"]!=0): if self.disableRightMovement == False: self.ballModel.setX(self.ballModel.getX() + step) if self.disableLeftMovement == True: self.ballModel.setX(self.ballModel.getX() + step) self.disableLeftMovement = False if (self.keyMap["backward"]!=0): if self.disableLeftMovement == False: self.ballModel.setX(self.ballModel.getX() - step) if self.disableRightMovement == True: self.ballModel.setX(self.ballModel.getX() - step) self.disableRightMovement = False def westMovementAnimation(self, step): #describes animation when direction is west #relatively same animations as the east movement animations #exact opposite if (self.keyMap["forward"]!=0): if self.disableLeftMovement == False: self.ballModel.setX(self.ballModel.getX() - step) if self.disableRightMovement == True: self.ballModel.setX(self.ballModel.getX() - step) self.disableRightMovement = False if (self.keyMap["backward"]!=0): if self.disableRightMovement == False: self.ballModel.setX(self.ballModel.getX() + step) if self.disableLeftMovement == True: self.ballModel.setX(self.ballModel.getX() + step) self.disableLeftMovement = False def turnRight(self): #turns right in the animation #uses an interval to slowly rotate camera around initial = self.camAngle final = self.camAngle + math.pi/2 #turn animation turnTime = 0.2 turnRightSeq = Sequence() turnRightSeq.append(LerpFunc(self.changeCamAngle, turnTime, initial, final, 'easeInOut')) turnRightSeq.start() self.setKey("right", 1) #notes that the right key is pressed #changes the direction right, based on current direction if self.direction == "N": self.direction = "E" elif self.direction == "E": self.direction = "S" elif self.direction == "S": self.direction = "W" else: self.direction = "N" #when you turn, all the collision disablements should be True #just checking #self.enableAllWalls() #update the label self.updateDirectionText() def turnLeft(self): #turns left initial = self.camAngle final = self.camAngle - math.pi/2 #turn animation turnTime = 0.2 turnRightSeq = Sequence() turnRightSeq.append(LerpFunc(self.changeCamAngle, turnTime, initial, final, 'easeInOut')) turnRightSeq.start() self.setKey("left", 1) #notes that left key is pressed #changes the direction left, based on current direction if self.direction == "N": self.direction = "W" elif self.direction == "W": self.direction = "S" elif self.direction == "S": self.direction = "E" else: self.direction = "N" #when you turn, all the collision disablements should be True #just checking #self.enableAllWalls() #update the label self.updateDirectionText() def changeCamAngle(self, angle): #changes the camAngle to angle self.camAngle = angle def dropMovementAnimation(self, step): #describes movement when drop is hit a = 0.1 if self.keyMap["drop"] != 0: if self.ballModel.getZ() > self.currentHeight - self.levelHeight+ a: self.ballModel.setZ(self.ballModel.getZ() - step) else: self.currentHeight -= self.levelHeight self.level += 1 self.updateLevelText() self.drop = False base.camera.setZ(self.ballModel.getZ() + self.cameraHeight) def nowDropping(self): #toggles isDropping boolean self.drop = True self.setKey("drop", 1) ################## Ball Rotation Animation ################################# def rotationAnimation(self): #describes the rotation movement of sphere self.ballIsMoving() speed=300 inCollision = self.inCollision() if self.isMoving and not inCollision: if self.direction == "N": self.northRotationAnimation(speed) if self.direction == "S": self.southRotationAnimation(speed) if self.direction == "E": self.eastRotationAnimation(speed) if self.direction == "W": self.westRotationAnimation(speed) def northRotationAnimation(self, speed): #describes the rotation animation if direction is north if self.keyMap["forward"] != 0: self.ballModel.setP(self.ballModel.getP()-speed*globalClock.getDt()) elif self.keyMap["backward"] != 0: self.ballModel.setP(self.ballModel.getP()+speed*globalClock.getDt()) def southRotationAnimation(self, speed): #describes the rotaiton animation if the direction is south if self.keyMap["backward"] != 0: self.ballModel.setP(self.ballModel.getP()-speed*globalClock.getDt()) elif self.keyMap["forward"] != 0: self.ballModel.setP(self.ballModel.getP()+speed*globalClock.getDt()) def eastRotationAnimation(self, speed): #describes the rotation animation if the direction is east if self.keyMap["backward"] != 0: self.ballModel.setR(self.ballModel.getR()-speed*globalClock.getDt()) elif self.keyMap["forward"] != 0: self.ballModel.setR(self.ballModel.getR()+speed*globalClock.getDt()) def westRotationAnimation(self, speed): #describes the rotation animation if the direction is west if self.keyMap["forward"] != 0: self.ballModel.setR(self.ballModel.getR()-speed*globalClock.getDt()) elif self.keyMap["backward"] != 0: self.ballModel.setR(self.ballModel.getR()+speed*globalClock.getDt()) ###################### VIEWS ################################################### def toggle_xray_mode(self): #Toggle X-ray mode on and off. #Note: slows down program considerably xRayA = 0.5 self.xray_mode = not self.xray_mode if self.xray_mode: self.wallModel.setColorScale((1, 1, 1, xRayA)) self.wallModel.setTransparency(TransparencyAttrib.MDual) else: self.wallModel.setColorScaleOff() self.wallModel.setTransparency(TransparencyAttrib.MNone) def toggle_collision_mode(self): #Toggle collision mode on and off #Shows visual representation of the collisions occuring self.collision_mode = not self.collision_mode if self.collision_mode == True: # Note: Slows the program down considerably self.cTrav.showCollisions(render) else: self.cTrav.hideCollisions() def toggle_wireframe(self): #toggles wireframe view self.wireframe = not self.wireframe if self.wireframe: self.wallModel.setRenderModeWireframe() else: self.wallModel.setRenderModeFilled() ##################### RESTART ################################################## def restart(self): #restarts the game loading = SplashScreen() loading.loading() self.reset() def reset(self): #resets the maze, resets the location of the character #removes all notes self.wallModel.removeNode() self.ballModel.removeNode() #resets notes self.loadWallModel() self.loadBallModel() self.createBallColliderModel() self.resetCamDist() #resets timers taskMgr.remove("timerTask") self.timer = "" self.timerText.destroy() self.promptMode() #################### TIMER ##################################################### def setTimer(self): #code from panda.egg user on Panda3D, #"How to use Timer, a small example maybe?" forum #creates a timer self.timer = DirectLabel(pos=Vec3(1, 0.85),scale=0.08) taskMgr.add(self.timerTask, "timerTask") def dCharstr(self, theString): #code from panda.egg user on Panda3D, #"How to use Timer, a small example maybe?" forum #turns time string into a readable clock string if len(theString) != 2: theString = '0' + theString return theString def timerTask(self, task): #code from panda.egg user on Panda3D, #"How to use Timer, a small example maybe?" forum #task for resetting timer in timer mode secondsTime = int(task.time) minutesTime = int(secondsTime/60) hoursTime = int(minutesTime/60) self.timer = (str(hoursTime) + ':' + self.dCharstr(str(minutesTime%60)) + ':' + self.dCharstr(str(secondsTime%60))) self.updateTimerText() return Task.cont
class BallPlateWorld(WorldBase): def __init__(self, controller, log_2_memory, display_categories): WorldBase.__init__(self, controller, log_2_memory, display_categories) self.display_categories = display_categories self.last_time = time.time() self.step = 0 self.__init_kepler_scene() def set_3d_scene(self, x,y,z, alpha, beta, dt): new_position = Point3(x,y,z) self.maze.setP(-self.alpha) self.maze.setR(-self.beta) self.ballRoot.setPos(new_position) #This block of code rotates the ball. It uses a quaternion #to rotate the ball around an arbitrary axis. That axis perpendicular to #the balls rotation, and the amount has to do with the size of the ball #This is multiplied on the previous rotation to incrimentally turn it. prevRot = LRotationf(self.ball.getQuat()) axis = UP.cross(self.ballV) newRot = LRotationf(axis, 45.5 * dt * self.ballV.length()) self.ball.setQuat(prevRot * newRot) def __init_kepler_scene(self): self.hud_count_down = 0 self.alpha = 0. self.beta = 0. self._set_title("Hugomatic 3D sim") self.alpha_rot_speed = 0. self.beta_rot_speed = 0. #This code puts the standard title and instruction text on screen self.title = OnscreenText(text="Kepler simulation tool 1", style=1, fg=(1,1,1,1), pos=(0.7,-0.95), scale = .07, font = font) self.instructions = OnscreenText(text="alpha: 0.000\nbeta: 0.000", pos = (-1.3, .95), fg=(1,1,1,1), font = font, align = TextNode.ALeft, scale = .05) if DISABLE_MOUSE: base.disableMouse() #Disable mouse-based camera control camera.setPosHpr(-10, -10, 25, 0, -90, 0) #Place the camera #Load the maze and place it in the scene self.maze = loader.loadModel("models/maze") process_model(self.maze) self.maze.reparentTo(render) #Most times, you want collisions to be tested against invisible geometry #rather than every polygon. This is because testing against every polygon #in the scene is usually too slow. You can have simplified or approximate #geometry for the solids and still get good results. # #Sometimes you'll want to create and position your own collision solids in #code, but it's often easier to have them built automatically. This can be #done by adding special tags into an egg file. Check maze.egg and ball.egg #and look for lines starting with <Collide>. The part is brackets tells #Panda exactly what to do. Polyset means to use the polygons in that group #as solids, while Sphere tells panda to make a collision sphere around them #Keep means to keep the polygons in the group as visable geometry (good #for the ball, not for the triggers), and descend means to make sure that #the settings are applied to any subgroups. # #Once we have the collision tags in the models, we can get to them using #NodePath's find command #Find the collision node named wall_collide self.walls = self.maze.find("**/wall_collide") #Collision objects are sorted using BitMasks. BitMasks are ordinary numbers #with extra methods for working with them as binary bits. Every collision #solid has both a from mask and an into mask. Before Panda tests two #objects, it checks to make sure that the from and into collision masks #have at least one bit in common. That way things that shouldn't interact #won't. Normal model nodes have collision masks as well. By default they #are set to bit 20. If you want to collide against actual visible polygons, #set a from collide mask to include bit 20 # #For this example, we will make everything we want the ball to collide with #include bit 0 self.walls.node().setIntoCollideMask(BitMask32.bit(0)) #CollisionNodes are usually invisible but can be shown. Uncomment the next #line to see the collision walls if VISIBLE_WALLS: self.walls.show() #Ground_collide is a single polygon on the same plane as the ground in the #maze. We will use a ray to collide with it so that we will know exactly #what height to put the ball at every frame. Since this is not something #that we want the ball itself to collide with, it has a different #bitmask. self.mazeGround = self.maze.find("**/ground_collide") self.mazeGround.node().setIntoCollideMask(BitMask32.bit(1)) #Load the ball and attach it to the scene #It is on a root dummy node so that we can rotate the ball itself without #rotating the ray that will be attached to it self.ballRoot = render.attachNewNode("ballRoot") self.ball = loader.loadModel("models/ball") self.ball.reparentTo(self.ballRoot) #Find the collison sphere for the ball which was created in the egg file #Notice that it has a from collision mask of bit 0, and an into collison #mask of no bits. This means that the ball can only cause collisions, not #be collided into self.ballSphere = self.ball.find("**/ball") self.ballSphere.node().setFromCollideMask(BitMask32.bit(0)) self.ballSphere.node().setIntoCollideMask(BitMask32.allOff()) #No we create a ray to start above the ball and cast down. This is to #Determine the height the ball should be at and the angle the floor is #tilting. We could have used the sphere around the ball itself, but it #would not be as reliable self.ballGroundRay = CollisionRay() #Create the ray self.ballGroundRay.setOrigin(0,0,10) #Set its origin self.ballGroundRay.setDirection(0,0,-1) #And its direction #Collision solids go in CollisionNode self.ballGroundCol = CollisionNode('groundRay') #Create and name the node self.ballGroundCol.addSolid(self.ballGroundRay) #Add the ray self.ballGroundCol.setFromCollideMask(BitMask32.bit(1)) #Set its bitmasks self.ballGroundCol.setIntoCollideMask(BitMask32.allOff()) #Attach the node to the ballRoot so that the ray is relative to the ball #(it will always be 10 feet over the ball and point down) self.ballGroundColNp = self.ballRoot.attachNewNode(self.ballGroundCol) #Uncomment this line to see the ray self.ballGroundColNp.show() #Finally, we create a CollisionTraverser. CollisionTraversers are what #do the job of calculating collisions self.cTrav = CollisionTraverser() #Collision traverservs tell collision handlers about collisions, and then #the handler decides what to do with the information. We are using a #CollisionHandlerQueue, which simply creates a list of all of the #collisions in a given pass. There are more sophisticated handlers like #one that sends events and another that tries to keep collided objects #apart, but the results are often better with a simple queue self.cHandler = CollisionHandlerQueue() #Now we add the collision nodes that can create a collision to the #traverser. The traverser will compare these to all others nodes in the #scene. There is a limit of 32 CollisionNodes per traverser #We add the collider, and the handler to use as a pair self.cTrav.addCollider(self.ballSphere, self.cHandler) self.cTrav.addCollider(self.ballGroundColNp, self.cHandler) #Collision traversers have a built in tool to help visualize collisions. #Uncomment the next line to see it. if VISIBLE_WALLS: self.cTrav.showCollisions(render) #This section deals with lighting for the ball. Only the ball was lit #because the maze has static lighting pregenerated by the modeler lAttrib = LightAttrib.makeAllOff() ambientLight = AmbientLight( "ambientLight" ) ambientLight.setColor( Vec4(.55, .55, .55, 1) ) lAttrib = lAttrib.addLight( ambientLight ) directionalLight = DirectionalLight( "directionalLight" ) directionalLight.setDirection( Vec3( 0, 0, -1 ) ) directionalLight.setColor( Vec4( 0.375, 0.375, 0.375, 1 ) ) directionalLight.setSpecularColor(Vec4(1,1,1,1)) lAttrib = lAttrib.addLight( directionalLight ) self.ballRoot.node().setAttrib( lAttrib ) #This section deals with adding a specular highlight to the ball to make #it look shiny m = Material() m.setSpecular(Vec4(1,1,1,1)) m.setShininess(96) self.ball.setMaterial(m, 1) #Finally, we call start for more initialization # self.start() #def start(self): #The maze model also has a locator in it for where to start the ball #To access it we use the find command startPos = (0,0,0)#= self.maze.find("**/start").getPos() self.ballRoot.setPos(startPos) #Set the ball in the starting position self.ballV = Vec3(0,0,0) #Initial velocity is 0 self.accelV = Vec3(0,0,0) #Initial acceleration is 0 #For a traverser to actually do collisions, you need to call #traverser.traverse() on a part of the scene. Fortunatly, base has a #task that does this for the entire scene once a frame. This sets up our #traverser as the one to be called automatically base.cTrav = self.cTrav #This function handles the collision between the ray and the ground #Information about the interaction is passed in colEntry def groundCollideHandler(self, colEntry): #Set the ball to the appropriate Z value for it to be exactly on the ground newZ = colEntry.getSurfacePoint(render).getZ() self.ballRoot.setZ(newZ + .4) #Find the acceleration direction. First the surface normal is crossed with #the up vector to get a vector perpendicular to the slope norm = colEntry.getSurfaceNormal(render) accelSide = norm.cross(UP) #Then that vector is crossed with the surface normal to get a vector that #points down the slope. By getting the acceleration in 3D like this rather #than in 2D, we reduce the amount of error per-frame, reducing jitter self.accelV = norm.cross(accelSide) #This function handles the collision between the ball and a wall def wallCollideHandler(self, colEntry): #First we calculate some numbers we need to do a reflection norm = colEntry.getSurfaceNormal(render) * -1 #The normal of the wall curSpeed = self.ballV.length() #The current speed inVec = self.ballV / curSpeed #The direction of travel velAngle = norm.dot(inVec) #Angle of incidance hitDir = colEntry.getSurfacePoint(render) - self.ballRoot.getPos() hitDir.normalize() hitAngle = norm.dot(hitDir) #The angle between the ball and the normal #Ignore the collision if the ball is either moving away from the wall #already (so that we don't accidentally send it back into the wall) #and ignore it if the collision isn't dead-on (to avoid getting caught on #corners) if velAngle > 0 and hitAngle > .995: #Standard reflection equation reflectVec = (norm * norm.dot(inVec * -1) * 2) + inVec #This makes the velocity half of what it was if the hit was dead-on #and nearly exactly what it was if this is a glancing blow self.ballV = reflectVec * (curSpeed * (((1-velAngle)*.5)+.5)) #Since we have a collision, the ball is already a little bit buried in #the wall. This calculates a vector needed to move it so that it is #exactly touching the wall disp = (colEntry.getSurfacePoint(render) - colEntry.getInteriorPoint(render)) newPos = self.ballRoot.getPos() + disp self.ballRoot.setPos(newPos) def update_hud(self): self.hud_count_down -= 1 if self.hud_count_down <= 0: self.hud_count_down = 5 p1, p2 = self.get_ball_position() text = "\nalpha: %.5f\nbeta: %.5f\npos [%.05f,%.05f]\n" % (self.alpha, self.beta, p1,p2) self.instructions.setText(text) def control_task(self,task): delta_time = task.time - self.last_time self.last_time = task.time self.step += 1 if self.controller: self.controller.loop(self.step, task.time, delta_time) if self.logging: data = self.controller.get_display_data() self.log.snapshot(get_data_logger(), self.step, task.time, data, ('self')) def get_table_inclination(self): angle1 = math.radians(self.alpha) angle2 = math.radians(self.beta) return (angle1, angle2) def set_table_rotation_speed(self, alpha_rot_speed, beta_rot_speed): self.alpha_rot_speed = alpha_rot_speed self.beta_rot_speed = beta_rot_speed def get_ball_position(self): p = self.ballRoot.getPos() p1 = p[0] p2 = p[1] #print "ball position [%s, %s]" % (p1, p2) return (p1, p2)
class DemoGame(ShowBase): def __init__(self): ShowBase.__init__(self) self.debug = False self.status_label = self.makeStatusLabel(0) self.collision_label = self.makeCollisionLabel(1) # terrain = GeoMipTerrain("worldTerrain") # terrain.setHeightfield("models/height_map.png") # terrain.setColorMap("models/colour_map_flipped.png") # terrain.setBruteforce(True) # root = terrain.getRoot() # root.reparentTo(render) # root.setSz(60) # terrain.generate() # root.writeBamFile("models/world.bam") self.world = self.loader.loadModel("models/world.bam") self.world.reparentTo(self.render) self.world_size = 1024 self.player = self.loader.loadModel("models/alliedflanker") # alliedflanker.egg by default self.max_speed = 100.0 self.start_pos = Vec3(200, 200, 65) self.start_hpr = Vec3(225, 0, 0) self.player.setScale(0.2, 0.2, 0.2) self.player.reparentTo(self.render) self.resetPlayer() self.taskMgr.add(self.updateTask, "update") self.keyboardSetup() self.max_distance = 400 if not self.debug: self.camLens.setFar(self.max_distance) else: base.oobe() self.camLens.setFov(60) self.createEnvironment() self.setupCollisions() self.text_counter = 0 # load the explosion ring self.explosion_model = loader.loadModel("models/explosion") # Panda3D Defaults to '.egg' self.explosion_model.reparentTo(self.render) self.explosion_model.setScale(0.0) self.explosion_model.setLightOff() # Only one explosion at a time self.exploding = False def makeStatusLabel(self, i): return OnscreenText(style=2, fg=(0.5, 1, 0.5, 1), pos=(-1.3, 0.92, (-0.08 * i)), align=TextNode.ALeft, scale=0.08, mayChange=1) def makeCollisionLabel(self, i): return OnscreenText(style=2, fg=(0.5, 1, 0.5, 1), pos=(-1.3, 0.92, (-0.08 * i)), align=TextNode.ALeft, scale=0.08, mayChange=1) def resetPlayer(self): self.player.show() self.player.setPos(self.world, self.start_pos) self.player.setHpr(self.world, self.start_hpr) self.speed = self.max_speed / 2 def keyboardSetup(self): self.keyMap = {"left": 0, "right": 0, "climb": 0, "fall": 0, "accelerate": 0, "decelerate": 0, "fire": 0} self.accept("escape", sys.exit) self.accept("a", self.setKey, ["accelerate", 1]) self.accept("a-up", self.setKey, ["accelerate", 0]) self.accept("z", self.setKey, ["decelerate", 1]) self.accept("z-up", self.setKey, ["decelerate", 0]) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_right", self.setKey, ["right", 1]) self.accept("arrow_right-up", self.setKey, ["right", 0]) self.accept("arrow_down", self.setKey, ["climb", 1]) self.accept("arrow_down-up", self.setKey, ["climb", 0]) self.accept("arrow_up", self.setKey, ["fall", 1]) self.accept("arrow_up-up", self.setKey, ["fall", 0]) self.accept("space", self.setKey, ["fire", 1]) self.accept("space-up", self.setKey, ["fire", 0]) base.disableMouse() # or updateCamera will fail! def setKey(self, key, value): self.keyMap[key] = value def updateTask(self, task): self.updatePlayer() self.updateCamera() self.coll_trav.traverse(self.render) for i in range(self.player_ground_handler.getNumEntries()): entry = self.player_ground_handler.getEntry(i) if self.debug: self.collision_label.setText("dead:"+str(globalClock.getFrameTime())) if not self.exploding: self.player.setZ(entry.getSurfacePoint(self.render).getZ() + 10) self.explosionSequence() return Task.cont def explosionSequence(self): self.exploding = True pos = Vec3(self.player.getX(), self.player.getY(), self.player.getZ()) hpr = Vec3(self.player.getH(), 0, 0) self.explosion_model.setPosHpr(pos, hpr) self.player.hide() taskMgr.add(self.expandExplosion, "expandExplosion") def expandExplosion(self, Task): if self.explosion_model.getScale() < VBase3(60.0, 60.0, 60.0): factor = globalClock.getDt() scale = self.explosion_model.getScale() scale += VBase3(factor*40, factor*40, factor*40) self.explosion_model.setScale(scale) return Task.cont else: self.explosion_model.setScale(0) self.exploding = False self.resetPlayer() def updatePlayer(self): # Global Clock # by default, panda runs as fast as it can frame by frame scale_factor = (globalClock.getDt()*self.speed) climb_factor = scale_factor * 0.5 bank_factor = scale_factor speed_factor = scale_factor * 2.9 gravity_factor = 2 * (self.max_speed - self.speed) / 100 # Climb and Fall if self.keyMap["climb"] != 0 and self.speed > 0.00: # The faster you go, the faster you climb self.player.setZ(self.player.getZ() + climb_factor) self.player.setR(self.player.getR() + climb_factor) # quickest return: avaoids uncoil/unwind if (self.player.getR() >= 180): self.player.setR(-180) elif self.keyMap["fall"] != 0 and self.speed > 0.00: self.player.setZ(self.player.getZ() - climb_factor) self.player.setR(self.player.getR() - climb_factor) # quickest return if (self.player.getR() <= -180): self.player.setR(180) # autoreturn - add a bit regardless to make sure it happens elif self.player.getR() > 0: self.player.setR(self.player.getR() - (climb_factor + 0.1)) if self.player.getR() < 0: self.player.setR(0) elif self.player.getR() < 0: self.player.setR(self.player.getR() + (climb_factor + 0.1)) if self.player.getR() > 0: self.player.setR(0) # Left and Right if self.keyMap["left"] != 0 and self.speed > 0.0: self.player.setH(self.player.getH() + bank_factor) self.player.setP(self.player.getP() + bank_factor) if self.player.getP() >= 180: self.player.setP(-180) elif self.keyMap["right"] != 0 and self.speed > 0.0: self.player.setH(self.player.getH() - bank_factor) self.player.setP(self.player.getP() - bank_factor) if self.player.getP() <= -180: self.player.setP(180) elif self.player.getP() > 0: self.player.setP(self.player.getP() - (bank_factor + 0.1)) if self.player.getP() < 0: self.player.setP(0) elif self.player.getP() < 0: self.player.setP(self.player.getP() + (bank_factor + 0.1)) if self.player.getP() > 0: self.player.setP(0) # throttle control if self.keyMap["accelerate"] != 0: self.speed += 1 if self.speed > self.max_speed: self.speed = self.max_speed elif self.keyMap["decelerate"] != 0: self.speed -= 1 if self.speed < 0.0: self.speed = 0.0 # move forwards - our X/Y is inverted if not self.exploding: self.player.setX(self.player, -speed_factor) self.applyBoundaries() self.player.setZ(self.player, -gravity_factor) def applyBoundaries(self): # respet max camera distance else you # cannot see the floor post loop the loop if self.player.getZ() > self.max_distance: self.player.setZ(self.max_distance) # should never happen once we add collusion, but in case: elif self.player.getZ() < 0: self.player.setZ(0) boundary = False # and now the X/Y world boundaries: if self.player.getX() < 0: self.player.setX(0) boundary = True elif self.player.getX() > self.world_size: self.player.setX(self.world_size) boundary = True if self.player.getY() < 0: self.player.setY(0) boundary = True elif self.player.getY() > self.world_size: self.player.setY(self.world_size) boundary = True # Avoid doing this every frame if boundary and self.text_counter > 30: self.status_label.setText("STATUS: MAP END; TURN AROUND") elif self.text_counter > 30: self.status_label.setText("STATUS: OK") if self.text_counter > 30: self.text_counter = 0 else: self.text_counter += 1 def updateCamera(self): self.camera.setPos(self.player, 25.6225, 3.8807, 10.2779) self.camera.setHpr(self.player, 94.8996, -16.6549, 1.55508) def createEnvironment(self): # Fog to hide a performance tweak exp_fog = Fog("scene-wide-fog") exp_fog.setColor(1, 0.8, 0.8) exp_fog.setExpDensity(0.002) render.setFog(exp_fog) # base.setBackgroundColor(*colour) # Sky Dome ''' sky_dome = loader.loadModel("models/sky") # sky_sphere.egg by default sky_dome.setEffect(CompassEffect.make(self.render)) sky_dome.setScale(self.max_distance / 2) sky_dome.setZ(-65) # sink it # NOT render - you'll fly through the sky! sky_dome.reparentTo(self.camera) ''' # Sky Sphere sky_sphere = self.loader.loadModel("models/sky_sphere") sky_sphere.setEffect(CompassEffect.make(self.render)) sky_sphere.setScale(0.08) sky_sphere.reparentTo(self.camera) # Lighting ambient_light = AmbientLight("ambientLight") ambient_colour = Vec4(0.6, 0.6, 0.6, 1) ambient_light.setColor(ambient_colour) self.render.setLight(self.render.attachNewNode(ambient_light)) directional_light = DirectionalLight("directionalLight") # direction = Vec3(0, -10, -10) # directional_light.setDirection(direction) directional_colour = Vec4(0.8, 0.8, 0.5, 1) directional_light.setColor(directional_colour) # directional_specular = Vec4(1, 1, 1, 1) # directional_light.setSpecularColor(directional_specular) dir_light_np = self.render.attachNewNode(directional_light) dir_light_np.setPos(0, 0, 260) dir_light_np.lookAt(self.player) self.render.setLight(dir_light_np) # Water self.water = self.loader.loadModel("models/square") self.water.setSx(self.world_size*2) self.water.setSy(self.world_size*2) self.water.setPos(self.world_size/2, self.world_size/2, 25) # z is sea level self.water.setTransparency(TransparencyAttrib.MAlpha) newTS = TextureStage("1") self.water.setTexture(newTS, self.loader.loadTexture("models/water.png")) self.water.setTexScale(newTS, 4) self.water.reparentTo(self.render) LerpTexOffsetInterval(self.water, 200, (1,0), (0,0), textureStage=newTS).loop() def setupCollisions(self): self.coll_trav = CollisionTraverser() self.player_ground_sphere = CollisionSphere(0, 1.5, -1.5, 1.5) self.player_ground_col = CollisionNode('playerSphere') self.player_ground_col.addSolid(self.player_ground_sphere) # bitmasks self.player_ground_col.setFromCollideMask(BitMask32.bit(0)) self.player_ground_col.setIntoCollideMask(BitMask32.allOff()) self.world.setCollideMask(BitMask32.bit(0)) self.water.setCollideMask(BitMask32.bit(0)) # and done self.player_ground_col_np = self.player.attachNewNode(self.player_ground_col) self.player_ground_handler = CollisionHandlerQueue() self.coll_trav.addCollider(self.player_ground_col_np, self.player_ground_handler) # DEBUG if self.debug: self.player_ground_col_np.show() self.coll_trav.showCollisions(self.render)
class MousePicker( p3d.Object ): """ Class to represent a ray fired from the input camera lens using the mouse. """ def __init__( self, name, camera=None, rootNp=None, fromCollideMask=None, pickTag=None, gizmos=None ): p3d.Object.__init__( self, name, camera, rootNp ) self.fromCollideMask = fromCollideMask self.pickTag = pickTag self.selection = set([]) self.node = None self.np = None self.collEntry = None self.gizmos = gizmos assert self.gizmos is not None # Create a marquee self.marquee = marquee.Marquee( '%sMarquee' % self.name ) # Create collision ray self.pickerRay = CollisionRay() # Create collision node pickerNode = CollisionNode( self.name ) pickerNode.addSolid( self.pickerRay ) pickerNode.setFromCollideMask( self.fromCollideMask ) self.pickerNp = camera.attachNewNode( pickerNode ) #pickerNp.setCollideMask(AXIS_COLLISION_MASK) self.collHandler = CollisionHandlerQueue() self.collTrav = CollisionTraverser() self.collTrav.showCollisions( render ) self.collTrav.addCollider( self.pickerNp, self.collHandler ) # Bind mouse button events eventNames = ['mouse1', 'control-mouse1', 'mouse1-up'] for eventName in eventNames: self.accept( eventName, self.FireEvent, [eventName] ) #== self.selectionCol = None def FireEvent( self, event ): # Send a message containing the node name and the event name, including # the collision entry as arguments print "FireEvent", event, self.node if self.node is not None: print self.np, self.np.getName() messenger.send( '%s-%s' % ( self.node.getName(), event ), [self.collEntry] ) elif event in ('mouse1', 'control-mouse1'): self.StartSelection() elif event == 'mouse1-up': if self.marquee.started: self.StopSelection() def UpdateTask( self, task ): #self.collTrav.traverse( self.rootNp ) # Traverse the hierarchy and find collisions self.collTrav.traverse(render) # Traverse the hierarchy and find collisions if self.collHandler.getNumEntries(): # If we have hit something, self.collHandler.sortEntries() # sort the hits so that the closest is first collEntry = self.collHandler.getEntry( 0 ) else: collEntry = None self.set_node( collEntry) # updating the pickerRay if base.mouseWatcherNode.hasMouse(): mp = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens( self.camera.node(), mp.getX(), mp.getY() ) return task.cont def set_node(self, collEntry): #== if collEntry : new_node = collEntry.getIntoNode() else : new_node = None #== if new_node == self.node : # ultra triky bit, even if the node is th same # the collision is not and it is used for the picking later on if collEntry : self.collEntry = collEntry return #== if self.node is not None: messenger.send( '%s-mouse-leave' % self.node.getName()) self.np.setColorScale( Vec4(1) ) self.node = None #== if new_node is not None: self.collEntry = collEntry self.node = new_node #== self.np = self.collEntry.getIntoNodePath().getParent() self.np.setColorScale( Vec4(1, 0, 0, 1) ) print self.np , self.np.getName() messenger.send( '%s-mouse-enter' %self.node.getName(), [collEntry] ) messenger.send( '%s-mouse-over' %self.node.getName(), [collEntry] ) def StartSelection( self, clearSelection=True ): print "StartSelection" # Reset selected node colours if self.selectionCol: self.selectionCol.replace_nodes([]) #for i in self.selection: #i.setColorScale( Vec4(1) ) self.marquee.Start() #== if clearSelection: self.selection = set([]) def StopSelection( self ): print "StopSelection" # Stop the marquee self.marquee.Stop() nodes = set([]) for node in self.rootNp.findAllMatches( '**' ): if self.marquee.IsPoint3Inside( self.camera, self.rootNp, node.getPos() ): #if self.pickTag is None or node.getTag( self.pickTag ): if node.getPythonTag('mesh_view'): nodes.add( node ) # Add any node which was under the mouse to the selection if self.collHandler.getNumEntries(): collEntry = self.collHandler.getEntry( 0 ) node = collEntry.getIntoNodePath().getParent() if node.getPythonTag('mesh_view'): nodes.add( node ) #nodes.add( node ) self.selection = nodes #== if self.selectionCol: self.selectionCol.replace_nodes(nodes) #for i in self.selection: #i.setColorScale( Vec4(1, 0, 0, 1) ) #== self.gizmos.AttachNodePaths( self.selection ) if self.gizmos.active is not None: # Refresh the active gizmo so it appears in the right place self.gizmos.active.Refresh()
class ArcadeFlightGame(ShowBase): def __init__(self): ShowBase.__init__(self) self.debug = False self.maxdistance = 400 self.statusLabel = self.makeStatusLabel(0) self.collisionLabel = self.makeStatusLabel(1) self.player = AlliedFlanker(self.loader, self.render, self.taskMgr) self.world = GameWorld(1024, self.loader, self.render, self.camera) self.taskMgr.add(self.updateTask, "update") self.keyboardSetup() # performance and map to player so can't fly beyond visible terrain self.player.setMaxHeight(self.maxdistance) if self.debug == False: self.camLens.setFar(self.maxdistance) else: base.oobe() self.camLens.setFov(60) self.setupCollisions() self.textCounter = 0 def makeStatusLabel(self, i): """ Create a status label at the top-left of the screen, Parameter 'i' is the row number """ return OnscreenText(style=2, fg=(.5,1,.5,1), pos=(-1.3,0.92-(.08 * i)), \ align=TextNode.ALeft, scale = .08, mayChange = 1) def keyboardSetup(self): self.keyMap = {"left":0, "right":0, "climb":0, "fall":0, \ "accelerate":0, "decelerate":0, "fire":0} self.accept("escape", sys.exit) self.accept("a", self.setKey, ["accelerate", 1]) self.accept("a-up", self.setKey, ["accelerate", 0]) self.accept("z", self.setKey, ["decelerate", 1]) self.accept("z-up", self.setKey, ["decelerate", 0]) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_right", self.setKey, ["right", 1]) self.accept("arrow_right-up", self.setKey, ["right", 0]) self.accept("arrow_down", self.setKey, ["climb", 1]) self.accept("arrow_down-up", self.setKey, ["climb", 0]) self.accept("arrow_up", self.setKey, ["fall", 1]) self.accept("arrow_up-up", self.setKey, ["fall", 0]) self.accept("space", self.setKey, ["fire", 1]) self.accept("space-up", self.setKey, ["fire", 0]) base.disableMouse() # or updateCamera will fail! def setKey(self, key, value): """ Used by keyboard setup """ self.keyMap[key] = value def setupCollisions(self): self.collTrav = CollisionTraverser() # rapid collisions detected using below plus FLUID pos self.collTrav.setRespectPrevTransform(True) self.playerGroundSphere = CollisionSphere(0, 1.5, -1.5, 1.5) self.playerGroundCol = CollisionNode('playerSphere') self.playerGroundCol.addSolid(self.playerGroundSphere) # bitmasks self.playerGroundCol.setFromCollideMask(BitMask32.bit(0)) self.playerGroundCol.setIntoCollideMask(BitMask32.allOff()) self.world.setGroundMask(BitMask32.bit(0)) self.world.setWaterMask(BitMask32.bit(0)) # and done self.playerGroundColNp = self.player.attach(self.playerGroundCol) self.playerGroundHandler = CollisionHandlerQueue() self.collTrav.addCollider(self.playerGroundColNp, self.playerGroundHandler) # DEBUG as per video: if (self.debug == True): self.playerGroundColNp.show() self.collTrav.showCollisions(self.render) def updateTask(self, task): """ Gets added to the task manager, updates the player, deals with inputs, collisions, game logic etc. """ self.player.calculate() self.actionInput() validMove = self.player.move(self.world.getSize()) # lets not be doing this every frame... if validMove == False and self.textCounter > 30: self.statusLabel.setText("STATUS: MAP END; TURN AROUND") elif self.textCounter > 30: self.statusLabel.setText("STATUS: OK") if self.textCounter > 30: self.textCounter = 0 else: self.textCounter = self.textCounter + 1 self.updateCamera() self.collTrav.traverse(self.render) for i in range(self.playerGroundHandler.getNumEntries()): entry = self.playerGroundHandler.getEntry(i) if (self.debug == True): self.collisionLabel.setText("DEAD:" + str(globalClock.getFrameTime())) self.player.die() return Task.cont def actionInput(self): """ Used by updateTask to process keyboard input """ if (self.keyMap["climb"] != 0): self.player.climb() elif (self.keyMap["fall"] != 0): self.player.dive() else: self.player.unwindVertical() if (self.keyMap["left"] != 0): self.player.bankLeft() elif (self.keyMap["right"] != 0): self.player.bankRight() else: self.player.unwindHorizontal() if (self.keyMap["accelerate"] != 0): self.player.accelerate() elif (self.keyMap["decelerate"] != 0): self.player.brake() def updateCamera(self): self.player.lookAtMe(self.camera)