def createCircularObstacle(self, pos, obstacleIndex): """Create one physics obstacle. Returns a nodePath""" self.notify.debug("create obstacleindex %s" % (obstacleIndex)) geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius) geom.setCollideBits(self.allTiresMask) # we only collide against tires geom.setCategoryBits(self.obstacleMask) self.space.setCollideId(geom, self.obstacleCollideId) #tireModel = loader.loadModel('phase_3/models/misc/sphere') tireModel = loader.loadModel( "phase_4/models/minigames/ice_game_tirestack") # assuming it has a radius of 1 tireHeight = 1 #tireModel.setScale(IceGameGlobals.TireRadius, IceGameGlobals.TireRadius, IceGameGlobals.TireRadius) #tireModel.setZ( 0 - IceGameGlobals.TireRadius + (tireHeight /2.0)) #tireModel.setZ(IceGameGlobals.TireRadius) tireModel.setPos(pos) #tireModel.setColor(0.5,0.5,0.5) tireModel.reparentTo(render) geom.setPosition(tireModel.getPos()) # the real assets are set at Z zero tireModel.setZ(0) return tireModel
def createBallGeom(self, modelNode, ballBody, space): ballGeom = OdeSphereGeom(space, 1) ballGeom.setCollideBits(BitMask32(0x2)) ballGeom.setCategoryBits(BitMask32(0x1)) ballGeom.setBody(ballBody) space.setSurfaceType(ballGeom, SurfaceType.BALL) return ballGeom
def createCircularObstacle(self, pos, obstacleIndex): self.notify.debug('create obstacleindex %s' % obstacleIndex) geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius) geom.setCollideBits(self.allTiresMask) geom.setCategoryBits(self.obstacleMask) self.space.setCollideId(geom, self.obstacleCollideId) tireModel = loader.loadModel('phase_4/models/minigames/ice_game_tirestack') tireHeight = 1 tireModel.setPos(pos) tireModel.reparentTo(render) geom.setPosition(tireModel.getPos()) tireModel.setZ(0) return tireModel
def createTire(self, tireIndex): if tireIndex < 0 or tireIndex >= len(self.tireMasks): self.notify.error('invalid tireIndex %s' % tireIndex) self.notify.debug('create tireindex %s' % tireIndex) zOffset = 0 body = OdeBody(self.world) mass = OdeMass() mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius) body.setMass(mass) body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0], IceGameGlobals.StartingPositions[tireIndex][1], IceGameGlobals.StartingPositions[tireIndex][2]) body.setAutoDisableDefaults() geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius) self.space.setSurfaceType(geom, self.tireSurfaceType) self.space.setCollideId(geom, self.tireCollideIds[tireIndex]) self.massList.append(mass) self.geomList.append(geom) geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask | self.obstacleMask) geom.setCategoryBits(self.tireMasks[tireIndex]) geom.setBody(body) if self.notify.getDebug(): self.notify.debug('tire geom id') geom.write() self.notify.debug(' -') if self.canRender: testTire = render.attachNewNode('tire holder %d' % tireIndex) smileyModel = NodePath() if not smileyModel.isEmpty(): smileyModel.setScale(IceGameGlobals.TireRadius) smileyModel.reparentTo(testTire) smileyModel.setAlphaScale(0.5) smileyModel.setTransparency(1) testTire.setPos(IceGameGlobals.StartingPositions[tireIndex]) tireModel = loader.loadModel( 'phase_4/models/minigames/ice_game_tire') tireHeight = 1 tireModel.setZ(-(IceGameGlobals.TireRadius) + 0.01) tireModel.reparentTo(testTire) self.odePandaRelationList.append((testTire, body)) else: testTire = None self.bodyList.append((None, body)) return (testTire, body, geom)
def createTire(self, tireIndex): if tireIndex < 0 or tireIndex >= len(self.tireMasks): self.notify.error("invalid tireIndex %s" % tireIndex) self.notify.debug("create tireindex %s" % tireIndex) zOffset = 0 body = OdeBody(self.world) mass = OdeMass() mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius) body.setMass(mass) body.setPosition( IceGameGlobals.StartingPositions[tireIndex][0], IceGameGlobals.StartingPositions[tireIndex][1], IceGameGlobals.StartingPositions[tireIndex][2], ) body.setAutoDisableDefaults() geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius) self.space.setSurfaceType(geom, self.tireSurfaceType) self.space.setCollideId(geom, self.tireCollideIds[tireIndex]) self.massList.append(mass) self.geomList.append(geom) geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask | self.obstacleMask) geom.setCategoryBits(self.tireMasks[tireIndex]) geom.setBody(body) if self.notify.getDebug(): self.notify.debug("tire geom id") geom.write() self.notify.debug(" -") if self.canRender: testTire = render.attachNewNode("tire holder %d" % tireIndex) smileyModel = NodePath() if not smileyModel.isEmpty(): smileyModel.setScale(IceGameGlobals.TireRadius) smileyModel.reparentTo(testTire) smileyModel.setAlphaScale(0.5) smileyModel.setTransparency(1) testTire.setPos(IceGameGlobals.StartingPositions[tireIndex]) tireModel = loader.loadModel("phase_4/models/minigames/ice_game_tire") tireHeight = 1 tireModel.setZ(-IceGameGlobals.TireRadius + 0.01) tireModel.reparentTo(testTire) self.odePandaRelationList.append((testTire, body)) else: testTire = None self.bodyList.append((None, body)) return (testTire, body, geom)
def shoot(self): # TODO: add proper unit tests! angle = self.heading * math.pi / 180.0 headingX = math.cos(angle) headingY = math.sin(angle) offset = Vec3(headingX, headingY, 0) * Ship.BULLET_OFFSET shipPos = self.getPos() bulletPos = (offset[0] + shipPos[0], offset[1] + shipPos[1], offset[2]) bulletVisual = loader.loadModel("bullet.bam") bulletVisual.setPos(tupleToVec3(bulletPos)) bulletVisual.setHpr(tupleToVec3((self.heading + 90, 180))) bulletVisual.setScale(1.5) bulletVisual.reparentTo(self.bulletParent) # Create physics for bullet collisionSphere = OdeSphereGeom(1.5) collisionSphere.setCategoryBits(BitMask32(0xffffffff)) collisionSphere.setCollideBits(BitMask32(0xffffffff)) collisionSphere.setPosition(bulletPos[0], bulletPos[1], bulletPos[2]) shipVel = self.getVel() bullet = { 'vel': (headingX * Ship.BULLET_SPEED + shipVel[0] / Ship.BULLET_SHIP_SPEED_CORRELATION, headingY * Ship.BULLET_SPEED + shipVel[1] / Ship.BULLET_SHIP_SPEED_CORRELATION), 'visual': bulletVisual, 'physical': collisionSphere, 'isAlive': True, 'timeToLive': Ship.BULLET_MAX_LIFE_TIME } self.bullets.append(bullet) self.shootingSound.play()
class Pallo(Collectible): def __init__(self, game, color): self.game = game self.visualNode = NodePath('Visual node') self.visualNode.reparentTo(render) model = loader.loadModel('testipalikka.egg') model.reparentTo(self.visualNode) plight = PointLight('plight') plight.setPoint( Point3(0.6, 0, 5) ) plight.setColor( color ) plight.setAttenuation( Vec3(0.5, 0.01, 0.01) ) plightNodePath = model.attachNewNode(plight) model.setLight(plightNodePath) self.body = OdeBody(game.physicsWorld) self.mass = OdeMass() self.mass.setBox(10,1,1,1) self.body.setMass(self.mass) self.body.setGravityMode(False) #self.juttu = OdeUtil() self.collGeom = OdeSphereGeom( self.game.physicsSpace, 2) self.collGeom.setBody(self.body) self.collGeom.setCategoryBits( BitMask32(0xffffffff) ) self.collGeom.setCollideBits( BitMask32(0xffffffff) ) def PowerUpEffect(self, ship): ship.mass.add(self.mass) ship.addPower(-20) print ship.SHIP_TYPE + " lost 20 power!!"
class Pallo(Collectible): # COLLECTIBLE_TYPE = 'PointBall' # VALUE = 1 # DRAIN = 20 def __init__(self, game, color, value = 1, drain = 20): self.game = game self.VALUE = value self.DRAIN = drain #self.idnumber = id self.visualNode = NodePath('Visual node') self.visualNode.reparentTo(render) model = loader.loadModel('Ball2.egg') model.setScale(2.5) model.reparentTo(self.visualNode) plight = PointLight('plight') plight.setPoint( Point3(0, 0, 3) ) plight.setColor( color ) plight.setAttenuation( Vec3(0.05, 0.01, 0.01) ) self.plightNodePath = model.attachNewNode(plight) model.setLight(self.plightNodePath) self.body = OdeBody(game.physicsWorld) self.mass = OdeMass() self.mass.setBox(10,1,1,1) self.body.setMass(self.mass) self.body.setGravityMode(True) #self.body.setGravityMode(False) #self.juttu = OdeUtil() self.collGeom = OdeSphereGeom( self.game.physicsSpace, 3.5) self.collGeom.setBody(self.body) self.collGeom.setCategoryBits( BitMask32(0xffffffff) ) self.collGeom.setCollideBits( BitMask32(0xffffffff) ) def getValue(self): return self.VALUE def hitShips(self, shipList): for ship in shipList: if OdeUtil.areConnected(ship.body, self.body) and not ship.hasBall(): self.PowerUpEffect(ship) def PowerUpEffect(self, ship): # ship.mass.add(self.mass) ship.addPower(-(self.DRAIN)) ship.gotBall(self) self.hideObject() ship.visualNode.setLight(self.plightNodePath) #print player print ship.SHIP_TYPE + " lost " + str(self.DRAIN) + " power!!" def Restore(self, ship): # ship.mass.add(self.mass) ship.addPower(self.DRAIN) self.showObject() ship.visualNode.clearLight(self.plightNodePath) #self.setPos( Vec3(random.randrange(30), random.randrange(40), 0)) #ship.dropBall() #print player print ship.getShipType() + " regained 20 power!!"
class Pylon(StaticObject): def __init__(self, game, power = 50.0, range = 30): self.game = game self.POWER = power self.Active = False self.RANGE = range self.collGeom = OdeSphereGeom( self.game.physicsSpace, 3) #self.collGeom.setBody(self.body) self.collGeom.setCategoryBits( BitMask32(0xffffffff) ) self.collGeom.setCollideBits( BitMask32(0xffffffff) ) self.triggerGeom = OdeSphereGeom( range ) self.triggerGeom.setCategoryBits( BitMask32(0xffffffff) ) self.triggerGeom.setCollideBits( BitMask32(0xffffffff) ) self.visualNode = NodePath('Visual node') self.visualNode.reparentTo(render) self.model = loader.loadModel('AbsorbingPylon.egg') self.model.setScale(1.5) self.model.reparentTo(self.visualNode) pow = self.getPower()*5 maxPow = self.game.MAX_PYLON_POWER if (pow > 0): self.offColor = Vec4(pow/maxPow, 0.0, 0.0, 0.0) self.onColor = Vec4(0.0, pow/maxPow, 0.0, 0.0) if (pow <= 0): self.offColor = Vec4(0.0, 0.0, -pow/maxPow, 0.0) self.onColor = Vec4(0.0, -pow/maxPow, 0.0, 0.0) self.setColor( self.offColor ) def setPos(self, pos): self.visualNode.setPos( pos ) self.collGeom.setPosition( pos ) self.triggerGeom.setPosition( pos ) def addToPylonList(self, pylonList): pylonList.append(self) def getPower(self): return self.POWER def getRange(self): return self.RANGE def setColor(self, color): plight = PointLight('plight4') plight.setPoint( Point3(0.6, 0, 5) ) plight.setColor( color ) plight.setAttenuation( Vec3(0.5, 0.01, 0.01) ) self.plight = plight self.plightNodePath = self.model.attachNewNode(self.plight) self.model.setLight(self.plightNodePath) def setActive(self, active, ship): if active == self.Active: return if active: self.whoActivated = ship self.plight.setColor(self.onColor) self.Active = active else: if ship == self.whoActivated: self.plight.setColor(self.offColor) self.Active = active def isActive(self): return self.Active #checks when ship gets inside the trigger zone of this pylon def insideTrigger(self, ship): if OdeUtil.collide(self.triggerGeom, ship.collGeom): # self.setActiveOn() #print str(ship.getShipType()) self.setActive(True, ship) self.usingTheForce( ship ) # print "moo" else: #self.setActiveOff() #print "muu" self.setActive(False, ship) #applies force to ship relative to the position of the pylon #while ship is inside trigger zone def usingTheForce(self, ship): #if (self.isActive()): #algoritmi ei toimi viela optimaalisesti pylonpos = self.getPos() shippos = ship.getPos() relativepos = [ (shippos[0] - pylonpos[0]) , (shippos[1] - pylonpos[1]) ] # if (shippos[0] - pylonpos[0]) < 0: # relativepos = [] ship.body.addForce( relativepos[0] * self.POWER, relativepos[1] * self.POWER, 0 ) # #checks if collision happens with one ship # #quite useless, but leaving it anyway # def checkCollision(self, ship): # if OdeUtil.collide(ship.collGeom, self.collGeom) and ship.hasBall(): # #ship.Ball.Restore(ship) # ship.dropBall( z = 300 ) # print str(ship.getShipType()) + " lost its balls! ONOES!!" #checks if collision happens with a ship in the list of ships #also checks if ship is inside the range of the pylon's power def checkCollisionList(self, shipList): for ship in shipList: self.insideTrigger( ship ) #self.usingTheForce( ship ) if OdeUtil.collide(ship.collGeom, self.collGeom) and ship.hasBall(): #ship.Ball.Restore(ship) self.game.collision2Sfx.play() pos = ship.getPos() ship.dropBall(x = pos[0], y = pos[1], z = 30, linX = ( (0-pos[0])/7 ), linY = ( (0-pos[1])/7 ), linZ = 2) print str(ship.getShipType()) + " lost its balls! NOOOO!"
class Ship_1(Ship): POWER = 100 SHIP_TYPE = "UFO" def __init__(self, game, color): #self.POWER = 100 self.game = game self.thrust = False self.thrustLeft = False self.thrustRight = False self.thrustBack = False self.rotation = 0 self.body = OdeBody(game.physicsWorld) self.mass = OdeMass() self.mass.setBox(10,1,1,1) self.body.setMass(self.mass) #odespheregeom(... , size of hitbox sphere) self.collGeom = OdeSphereGeom( self.game.physicsSpace, 5) self.collGeom.setBody(self.body) self.collGeom.setCategoryBits( BitMask32(0xffffffff) ) self.collGeom.setCollideBits( BitMask32(0xffffffff) ) self.visualNode = NodePath('Visual node') self.visualNode.reparentTo(render) model = loader.loadModel('lautanen2.egg') model.reparentTo(self.visualNode) plight = PointLight('plight') plight.setPoint( Point3(0.6, 0, 5) ) plight.setColor( color ) plight.setAttenuation( Vec3(0.5, 0.01, 0.01) ) plightNodePath = model.attachNewNode(plight) model.setLight(plightNodePath) # setMoreKeys in ship class = BAD IDEA #def setMoreKeys(self): # base.accept('arrow_down', self.thrustBackOn) # base.accept('arrow_down-up', self.thrustBackOff) def applyForces(self): if self.thrust: heading = self.getHeading() self.body.addForce( -math.sin( math.radians(heading) ) * self.POWER, math.cos( math.radians(heading) ) * self.POWER, 0 ) if self.thrustLeft: heading = self.getHeading() self.body.addForce( -math.sin( math.radians(heading) + math.pi/2 ) * self.POWER, math.cos( math.radians(heading) + math.pi/2 ) * self.POWER, 0 ) if self.thrustRight: heading = self.getHeading() self.body.addForce( -math.sin( math.radians(heading) - math.pi/2 ) * self.POWER, math.cos( math.radians(heading) - math.pi/2 ) * self.POWER, 0 ) if self.thrustBack: heading = self.getHeading() self.body.addForce( -math.sin( math.radians(heading) + math.pi ) * self.POWER, math.cos( math.radians(heading) + math.pi ) * self.POWER, 0 )
class Ship_2(Ship): ROTATING_SPEED = 1 MAX_ROTATE_SPEED = 3.0 SHIP_TYPE = "RAKETTI" def __init__(self, game, color): self.POWER = 100 self.game = game self.thrust = False self.thrustLeft = False self.thrustRight = False self.thrustBack = False self.rotation = 0 self.body = OdeBody(game.physicsWorld) self.mass = OdeMass() self.mass.setBox(10,1,1,1) self.body.setMass(self.mass) #odespheregeom(... , size of hitbox sphere) self.collGeom = OdeSphereGeom( self.game.physicsSpace, 2) self.collGeom.setBody(self.body) self.collGeom.setCategoryBits( BitMask32(0xffffffff) ) self.collGeom.setCollideBits( BitMask32(0xffffffff) ) self.visualNode = NodePath('Visual node') self.visualNode.reparentTo(render) model = loader.loadModel('testipalikka.egg') model.reparentTo(self.visualNode) plight = PointLight('plight') plight.setPoint( Point3(0.6, 0, 5) ) plight.setColor( color ) plight.setAttenuation( Vec3(0.5, 0.01, 0.01) ) plightNodePath = model.attachNewNode(plight) model.setLight(plightNodePath) def rotating(self): if self.thrustLeft: self.setRotation(self.ROTATING_SPEED) if self.thrustRight: self.setRotation(-(self.ROTATING_SPEED)) if not self.thrustRight and not self.thrustLeft: self.setRotation(0) def applyForces(self): if self.thrust: heading = self.getHeading() #addForce (x, y, z) self.body.addForce( -math.sin( math.radians(heading) ) * self.POWER, math.cos( math.radians(heading) ) * self.POWER, 0 ) # uncomment for backwards thrust (eli siis pakki) # if self.thrustBack: # heading = self.getHeading() # self.body.addForce( # math.sin( math.radians(heading) ) * self.POWER, # -math.cos( math.radians(heading) ) * self.POWER, # 0 # ) self.rotating()
class Pylon(StaticObject): def __init__(self, game, power = 10): self.game = game self.POWER = power self.Active = False self.collGeom = OdeSphereGeom( self.game.physicsSpace, 3) #self.collGeom.setBody(self.body) self.collGeom.setCategoryBits( BitMask32(0xffffffff) ) self.collGeom.setCollideBits( BitMask32(0xffffffff) ) self.visualNode = NodePath('Visual node') self.visualNode.reparentTo(render) self.model = loader.loadModel('AbsorbingPylon.egg') self.model.setScale(2) self.model.reparentTo(self.visualNode) #TODO: trigger geom #self.effectGeom = OdeSphereGeom( ) if (self.getPower() > 0): self.setColor( Vec4(1.0, 0.0, 0.0, 0.0) ) if (self.getPower() <= 0): self.setColor( Vec4(0.0, 0.0, 1.0, 0.0) ) def addToPylonList(self, pylonList): pylonList.append(self) def getPower(self): return self.POWER def setColor(self, color): plight = PointLight('plight') plight.setPoint( Point3(0.6, 0, 5) ) plight.setColor( color ) plight.setAttenuation( Vec3(0.5, 0.01, 0.01) ) plightNodePath = self.model.attachNewNode(plight) self.model.setLight(plightNodePath) def setActiveOn(self): self.Active = True def setActiveOff(self): self.Active = False def isActive(self): return self.Active #checks when ship gets inside the trigger zone of this pylon def insideTrigger(self, ship): pass # if OdeUtil.collide(ship.collGeom, self.effectGeom) # self.setActiveOn() #applies force to ship relative to the position of the pylon #while ship is inside trigger zone def usingTheForce(self, ship): if (self.isActive()): pass #checks if collision happens with one ship #quite useless, but leaving it anyway def checkCollision(self, ship): if OdeUtil.collide(ship.collGeom, self.collGeom) and ship.hasBall(): #ship.Ball.Restore(ship) ship.dropBall( z = 300 ) print str(ship.getShipType()) + " lost its balls! ONOES!!" #checks if collision happens with a ship in the list of ships def checkCollisionList(self, shipList): for ship in shipList: if OdeUtil.collide(ship.collGeom, self.collGeom) and ship.hasBall(): #ship.Ball.Restore(ship) ship.dropBall() print str(ship.getShipType()) + " lost its balls! NOOOO!"
class Ship: NAME_DEFAULT = "unnamed" POS_DEFAULT = (0, 30) VEL_DEFAULT = (0, 0) ACC_DEFAULT = 0.0 # 0.0 - 1.0 HEADING_DEFAULT = -90.0 ACC_COEFFICIENT = 35.0 # This is how much acceleration affects speed ROTATION_SPEED = 200 MODEL_ROTATION_OFFSET = (0.0, 0.0, -5.0) HEALTH = 10.0 BULLET_OFFSET = 5.0 # This is how far ahead the bullet spawns at BULLET_SPEED = 200 BULLET_SHIP_SPEED_CORRELATION = 40.0 BULLET_MAX_LIFE_TIME = 100 BULLET_DAMAGE = 1.0 PLANET_DAMAGE = 0.5 SPEED_MAX = 50.0 def __init__( self, name=NAME_DEFAULT, pos=POS_DEFAULT, heading=HEADING_DEFAULT, vel=VEL_DEFAULT, acc=ACC_DEFAULT # player controlled acceleration. Can be 0.0 - 1.0 ): """@param name string""" self.name = name self.pos = pos self.vel = vel self.acc = acc self.heading = heading self.rotateLeft = False self.rotateRight = False self.visualNode = self.createVisualNode(self.pos) self.bullets = [] self.collisionHandler = colHandler self.collisions = [] self.collisionSphere = OdeSphereGeom(4) self.collisionSphere.setCategoryBits(BitMask32(0xffffffff)) self.collisionSphere.setCollideBits(BitMask32(0xffffffff)) self.collisionSphere.setPosition(pos[0], pos[1], 0) self.forces = [] self.mass = 1.0 self.health = Ship.HEALTH self.isAlive = True self.shootingSound = loader.loadSfx('anti_tank_gun_single_shot.mp3') self.destroySound = loader.loadSfx('large_explosion.mp3') self.bulletHitSound = loader.loadSfx( 'explosion_loud_internal_explosion_very_reverberant.mp3') self.collisionSound = loader.loadSfx('car_door_close.mp3') self.bulletParent = NodePath("Bullet Parent") self.bulletParent.reparentTo(render) self.bulletAmbientLight = AmbientLight('Bullet Light') self.bulletAmbientLight.setColor(Vec4(.0, .1, .2, .0)) lightnode = render.attachNewNode(self.bulletAmbientLight) self.bulletParent.setLight(lightnode) def createVisualNode(self, pos=(0, 0)): # modelNode is the actualy ship model modelNode = loader.loadModel("indicator.bam") # visualNode is the node we operate on to move and rotate the ship visualNode = NodePath('Ship: ' + self.name) visualNode.setPos(tupleToVec3(pos)) visualNode.setHpr(Vec3(0, -90, 90)) # TODO: add scale parameter to this or some other aggregator class visualNode.setScale(1) # Reparent the actual modelNode to the visualNode modelNode.reparentTo(visualNode) # Offset the model node relative to the parent modelNode.setPos(tripleToVec3(Ship.MODEL_ROTATION_OFFSET)) visualNode.reparentTo(render) return visualNode def applyForce(self, force): self.forces.append(force) def setCollisionHandler(self, handler): self.collisionHandler = handler def addCollision(self, col): self.collisions.append(col) self.collisionSound.play() def getCollisions(self): return self.collisions def getVisualNode(self): return self.visualNode def getMass(self): return self.mass def isVisible(self): result = False visualNode = self.getVisualNode() # To be visible the ship has to be not hidden and has to have render as # the master parent (aka getTop). result = (not visualNode.isHidden()) and (visualNode.getTop() == render) return result def setPos(self, pos): self.pos = pos def getPos(self): return self.pos def setVel(self, vel): self.vel = vel self.momentum = vel def getVel(self): return self.vel def getAcc(self): return self.acc def getHeading(self): return self.heading def shoot(self): # TODO: add proper unit tests! angle = self.heading * math.pi / 180.0 headingX = math.cos(angle) headingY = math.sin(angle) offset = Vec3(headingX, headingY, 0) * Ship.BULLET_OFFSET shipPos = self.getPos() bulletPos = (offset[0] + shipPos[0], offset[1] + shipPos[1], offset[2]) bulletVisual = loader.loadModel("bullet.bam") bulletVisual.setPos(tupleToVec3(bulletPos)) bulletVisual.setHpr(tupleToVec3((self.heading + 90, 180))) bulletVisual.setScale(1.5) bulletVisual.reparentTo(self.bulletParent) # Create physics for bullet collisionSphere = OdeSphereGeom(1.5) collisionSphere.setCategoryBits(BitMask32(0xffffffff)) collisionSphere.setCollideBits(BitMask32(0xffffffff)) collisionSphere.setPosition(bulletPos[0], bulletPos[1], bulletPos[2]) shipVel = self.getVel() bullet = { 'vel': (headingX * Ship.BULLET_SPEED + shipVel[0] / Ship.BULLET_SHIP_SPEED_CORRELATION, headingY * Ship.BULLET_SPEED + shipVel[1] / Ship.BULLET_SHIP_SPEED_CORRELATION), 'visual': bulletVisual, 'physical': collisionSphere, 'isAlive': True, 'timeToLive': Ship.BULLET_MAX_LIFE_TIME } self.bullets.append(bullet) self.shootingSound.play() def bulletHit(self): self.health -= Ship.BULLET_DAMAGE if self.health <= 0: self.destroy() self.bulletHitSound.play() def planetHit(self): self.health -= Ship.PLANET_DAMAGE if self.health <= 0.0: self.destroy() self.bulletHitSound.play() def destroyBullet(self, bullet): bullet['visual'].removeNode() #bullet['physical'].destroy() bullet['physical'].disable() # If the "bullet['physical'].destroy()" line is giving errors use the # following one instead: #bullet['physical'].disable() self.bullets.remove(bullet) bullet = None def destroy(self): self.isAlive = False self.visualNode.hide() self.destroySound.play() def thrustOn(self): self.acc = 1.0 def thrustOff(self): self.acc = 0.0 def rotateLeftOn(self): self.rotateLeft = True def rotateLeftOff(self): self.rotateLeft = False def isRotatingLeft(self): return self.rotateLeft def rotateRightOn(self): self.rotateRight = True def rotateRightOff(self): self.rotateRight = False def isRotatingRight(self): return self.rotateRight def update(self, deltaTime): """@param deltaTime float, how many seconds have passed since last tick""" # TODO: refactor the updating code into different methods # Update the bullets # TODO: Add test for this in testUpdate! for bullet in self.bullets: bullet['timeToLive'] -= 1 if bullet['timeToLive'] <= 0: bullet['isAlive'] = False if not bullet['isAlive']: self.destroyBullet(bullet) continue pos = bullet['visual'].getPos() bulletPos = Vec3(bullet['vel'][0] * deltaTime + pos[0], bullet['vel'][1] * deltaTime + pos[1], 0) bullet['visual'].setPos(bulletPos) bullet['physical'].setPosition(bulletPos) # If the ship is not alive anymore, we don't move it if not self.isAlive: return # update the heading. Must be done before position updating! if self.rotateLeft: self.heading = self.heading + Ship.ROTATION_SPEED * deltaTime elif self.rotateRight: self.heading = self.heading - Ship.ROTATION_SPEED * deltaTime for c in self.collisions: self.collisionHandler(self, c) # update position gainedSpeedScalar = self.acc * deltaTime * Ship.ACC_COEFFICIENT # convert degrees to radians angle = self.heading * math.pi / 180.0 #correction = math.pi / 2 deltaVelX = gainedSpeedScalar * math.cos(angle) deltaVelY = gainedSpeedScalar * math.sin(angle) for f in self.forces: deltaVelX += f[0] deltaVelY += f[1] self.forces = [] self.vel = (self.vel[0] + deltaVelX, self.vel[1] + deltaVelY) # Limit the ship's speed to Ship.SPEED_MAX self.limitVelocity() deltaPosX = deltaTime * self.vel[0] deltaPosY = deltaTime * self.vel[1] newPosX = self.pos[0] + deltaPosX newPosY = self.pos[1] + deltaPosY self.pos = (newPosX, newPosY) # Rotate the visual representation of the ship self.visualNode.setH(self.heading) # Move the actual visual representation self.visualNode.setPos(tupleToVec3(self.pos)) self.collisionSphere.setPosition(self.pos[0], self.pos[1], 0) def limitVelocity(self): shipVel = self.getVel() newVelScalar = tupleLength(shipVel) if newVelScalar > Ship.SPEED_MAX: newVelScale = Ship.SPEED_MAX / newVelScalar newVel = scaleTuple(shipVel, newVelScale) self.setVel(newVel)
def createTire(self, tireIndex): """Create one physics tire. Returns a (nodePath, OdeBody, OdeGeom) tuple""" if (tireIndex < 0) or (tireIndex >= len(self.tireMasks)): self.notify.error('invalid tireIndex %s' % tireIndex) self.notify.debug("create tireindex %s" % (tireIndex)) zOffset = 0 # for now the tires are spheres body = OdeBody(self.world) mass = OdeMass() mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius) body.setMass(mass) body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0], IceGameGlobals.StartingPositions[tireIndex][1], IceGameGlobals.StartingPositions[tireIndex][2]) #body.setAutoDisableFlag(1) #body.setAutoDisableLinearThreshold(1.01 * MetersToFeet) # skipping AutoDisableAngularThreshold as that is radians per second #body.setAutoDisableAngularThreshold(0.1) body.setAutoDisableDefaults() geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius) self.space.setSurfaceType(geom, self.tireSurfaceType) self.space.setCollideId(geom, self.tireCollideIds[tireIndex]) self.massList.append(mass) self.geomList.append(geom) # a tire collides against other tires, the wall and the floor geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask | self.obstacleMask) geom.setCategoryBits(self.tireMasks[tireIndex]) geom.setBody(body) if self.notify.getDebug(): self.notify.debug('tire geom id') geom.write() self.notify.debug(' -') if self.canRender: testTire = render.attachNewNode("tire holder %d" % tireIndex) smileyModel = NodePath( ) # loader.loadModel('models/misc/smiley') # smiley! if not smileyModel.isEmpty(): smileyModel.setScale(IceGameGlobals.TireRadius) smileyModel.reparentTo(testTire) smileyModel.setAlphaScale(0.5) smileyModel.setTransparency(1) testTire.setPos(IceGameGlobals.StartingPositions[tireIndex]) #debugAxis = loader.loadModel('models/misc/xyzAxis') if 0: #not debugAxis.isEmpty(): debugAxis.reparentTo(testTire) debugAxis.setScale(IceGameGlobals.TireRadius / 10.0) debugAxis2 = loader.loadModel('models/misc/xyzAxis') debugAxis2.reparentTo(testTire) debugAxis2.setScale(-IceGameGlobals.TireRadius / 10.0) # lets create a black tire #tireModel = loader.loadModel('phase_3/models/misc/sphere') tireModel = loader.loadModel( "phase_4/models/minigames/ice_game_tire") # assuming it has a radius of 1 tireHeight = 1 #tireModel.setScale(IceGameGlobals.TireRadius, IceGameGlobals.TireRadius, 1) #tireModel.setZ( 0 - IceGameGlobals.TireRadius + (tireHeight /2.0)) #tireModel.setColor(0,0,0) tireModel.setZ(-IceGameGlobals.TireRadius + 0.01) tireModel.reparentTo(testTire) #tireModel.setAlphaScale(0.5) #tireModel.setTransparency(1) self.odePandaRelationList.append((testTire, body)) else: testTire = None self.bodyList.append((None, body)) return testTire, body, geom
for i in range(15): # Setup the geometry ballNP = ball.copyTo(render) ballNP.setPos(randint(-7, 7), randint(-7, 7), 10 + random() * 5.0) ballNP.setColor(random(), random(), random(), 1) ballNP.setHpr(randint(-45, 45), randint(-45, 45), randint(-45, 45)) # Create the body and set the mass ballBody = OdeBody(world) M = OdeMass() M.setSphere(50, 1) ballBody.setMass(M) ballBody.setPosition(ballNP.getPos(render)) ballBody.setQuaternion(ballNP.getQuat(render)) # Create a ballGeom ballGeom = OdeSphereGeom(space, 1) ballGeom.setCollideBits(BitMask32(0x00000001)) ballGeom.setCategoryBits(BitMask32(0x00000001)) ballGeom.setBody(ballBody) # Create the sound ballSound = loader.loadSfx("audio/sfx/GUI_rollover.wav") balls.append((ballNP, ballGeom, ballSound)) # Add a plane to collide with cm = CardMaker("ground") cm.setFrame(-20, 20, -20, 20) cm.setUvRange((0, 1), (1, 0)) ground = render.attachNewNode(cm.generate()) ground.setPos(0, 0, 0); ground.lookAt(0, 0, -1) groundGeom = OdePlaneGeom(space, (0, 0, 1, 0)) groundGeom.setCollideBits(BitMask32(0x00000001)) groundGeom.setCategoryBits(BitMask32(0x00000001))