mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
531 lines
20 KiB
Python
531 lines
20 KiB
Python
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from pandac.PandaModules import *
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from toontown.toonbase.ToonBaseGlobal import *
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from direct.gui.DirectGui import *
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from pandac.PandaModules import *
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from direct.gui.DirectScrolledList import *
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from direct.distributed.ClockDelta import *
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from toontown.toontowngui import TTDialog
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import math
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from direct.task.Task import Task
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from toontown.toonbase import ToontownGlobals
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from direct.distributed import DistributedObject
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import ClassicFSM
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from direct.fsm import State
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from toontown.toon import Toon
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from direct.showbase import RandomNumGen
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from toontown.toonbase import TTLocalizer
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import random
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import random
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import cPickle
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from direct.showbase import PythonUtil
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import GameSprite
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from math import pi
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import GardenProgressMeter
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class GardenDropGame(DirectObject.DirectObject):
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def __init__(self):
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self.acceptErrorDialog = None
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self.doneEvent = 'game Done'
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self.sprites = []
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self.load()
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thing = self.model.find('**/item_board')
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self.block = self.model1.find('**/minnieCircle')
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self.colorRed = (1, 0, 0, 1)
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self.colorBlue = (0, 0, 1, 1)
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self.colorGreen = (0, 1, 0, 1)
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self.colorGhostRed = (1, 0, 0, 0.5)
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self.colorGhostBlue = (0, 0, 1, 0.5)
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self.colorGhostGreen = (0, 1, 0, 0.5)
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self.colorWhite = (1, 1, 1, 1)
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self.colorBlack = (0, 0, 0, 1.0)
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self.colorShadow = (0, 0, 0, 0.5)
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self.lastTime = None
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self.running = 0
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self.massCount = 0
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self.foundCount = 0
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self.maxX = 0.47
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self.minX = -0.47
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self.maxZ = 0.65
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self.minZ = -0.1
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self.newBallX = 0.0
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self.newBallZ = 0.6
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self.rangeX = self.maxX - self.minX
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self.rangeZ = self.maxZ - self.minZ
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size = 0.085
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sizeZ = size * 0.8
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gX = int(self.rangeX / size)
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gZ = int(self.rangeZ / sizeZ)
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self.maxX = self.minX + gX * size
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self.maxZ = self.minZ + gZ * sizeZ
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self.controlOffsetX = 0.0
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self.controlOffsetZ = 0.0
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self.queExtent = 3
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print 'Grid Dimensions X%s Z%s' % (gX, gZ)
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self.grid = []
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self.gridDimX = gX
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self.gridDimZ = gZ
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self.gridBrick = False
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base.gardenGame = self
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for countX in xrange(self.gridDimX):
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newRow = []
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for countZ in xrange(self.gridDimZ):
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offset = 0
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if countZ % 2 == 0:
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offset = size / 2
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newRow.append([None, countX * size + self.minX + offset, countZ * sizeZ + self.minZ])
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self.grid.append(newRow)
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self.controlSprite = None
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self.cogSprite = self.addUnSprite(self.block, posX=0.25, posZ=0.5)
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self.cogSprite.setColor(self.colorShadow)
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for ball in xrange(0, 3):
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place = random.random() * self.rangeX
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newSprite = self.addSprite(self.block, size=0.5, posX=self.minX + place, posZ=0.0, found=1)
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self.stickInGrid(newSprite, 1)
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self.queBall = self.addSprite(self.block, posX=0.25, posZ=0.5, found=0)
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self.queBall.setColor(self.colorWhite)
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self.queBall.isQue = 1
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self.matchList = []
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self.newBallTime = 1.0
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self.newBallCountUp = 0.0
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self.cogX = 0
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self.cogZ = 0
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self.__run()
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return
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def findGrid(self, x, z, force = 0):
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currentClosest = None
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currentDist = 10000000
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for countX in xrange(self.gridDimX):
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for countZ in xrange(self.gridDimZ):
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testDist = self.testPointDistanceSquare(x, z, self.grid[countX][countZ][1], self.grid[countX][countZ][2])
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if self.grid[countX][countZ][0] == None and testDist < currentDist and (force or self.hasNeighbor(countX, countZ)):
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currentClosest = self.grid[countX][countZ]
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self.closestX = countX
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self.closestZ = countZ
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currentDist = testDist
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return currentClosest
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def hasNeighbor(self, cellX, cellZ):
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gotNeighbor = 0
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if cellZ % 2 == 0:
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if self.testGridfull(self.getValidGrid(cellX - 1, cellZ)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX, cellZ + 1)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ + 1)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX, cellZ - 1)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ - 1)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX, cellZ + 1)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ + 1)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX, cellZ - 1)):
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gotNeighbor = 1
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elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ - 1)):
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gotNeighbor = 1
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return gotNeighbor
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def clearMatchList(self):
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for entry in self.matchList:
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gridEntry = self.grid[entry[0]][entry[1]]
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sprite = gridEntry[0]
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gridEntry[0] = None
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sprite.markedForDeath = 1
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return
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def createMatchList(self, x, z):
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self.matchList = []
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self.fillMatchList(x, z)
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def fillMatchList(self, cellX, cellZ):
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if (cellX, cellZ) in self.matchList:
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return
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self.matchList.append((cellX, cellZ))
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colorType = self.grid[cellX][cellZ][0].colorType
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if cellZ % 2 == 0:
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if self.getColorType(cellX - 1, cellZ) == colorType:
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self.fillMatchList(cellX - 1, cellZ)
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if self.getColorType(cellX + 1, cellZ) == colorType:
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self.fillMatchList(cellX + 1, cellZ)
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if self.getColorType(cellX, cellZ + 1) == colorType:
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self.fillMatchList(cellX, cellZ + 1)
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if self.getColorType(cellX + 1, cellZ + 1) == colorType:
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self.fillMatchList(cellX + 1, cellZ + 1)
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if self.getColorType(cellX, cellZ - 1) == colorType:
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self.fillMatchList(cellX, cellZ - 1)
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if self.getColorType(cellX + 1, cellZ - 1) == colorType:
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self.fillMatchList(cellX + 1, cellZ - 1)
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else:
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if self.getColorType(cellX - 1, cellZ) == colorType:
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self.fillMatchList(cellX - 1, cellZ)
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if self.getColorType(cellX + 1, cellZ) == colorType:
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self.fillMatchList(cellX + 1, cellZ)
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if self.getColorType(cellX, cellZ + 1) == colorType:
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self.fillMatchList(cellX, cellZ + 1)
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if self.getColorType(cellX - 1, cellZ + 1) == colorType:
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self.fillMatchList(cellX - 1, cellZ + 1)
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if self.getColorType(cellX, cellZ - 1) == colorType:
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self.fillMatchList(cellX, cellZ - 1)
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if self.getColorType(cellX - 1, cellZ - 1) == colorType:
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self.fillMatchList(cellX - 1, cellZ - 1)
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def testGridfull(self, cell):
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if not cell:
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return 0
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elif cell[0] != None:
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return 1
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else:
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return 0
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return
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def getValidGrid(self, x, z):
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if x < 0 or x >= self.gridDimX:
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return None
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elif z < 0 or z >= self.gridDimZ:
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return None
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else:
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return self.grid[x][z]
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return None
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def getColorType(self, x, z):
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if x < 0 or x >= self.gridDimX:
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return -1
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elif z < 0 or z >= self.gridDimZ:
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return -1
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elif self.grid[x][z][0] == None:
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return -1
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else:
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return self.grid[x][z][0].colorType
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return
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def findGridCog(self):
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self.cogX = 0
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self.cogZ = 0
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self.massCount = 0
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for row in self.grid:
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for cell in row:
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if cell[0] != None:
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self.cogX += cell[1]
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self.cogZ += cell[2]
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self.massCount += 1
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if self.massCount > 0:
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self.cogX = self.cogX / self.massCount
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self.cogZ = self.cogZ / self.massCount
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self.cogSprite.setX(self.cogX)
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self.cogSprite.setZ(self.cogZ)
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else:
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self.doOnClearGrid()
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return
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def doOnClearGrid(self):
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secondSprite = self.addSprite(self.block, posX=self.newBallX, posZ=0.0, found=1)
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secondSprite.addForce(0, 1.55 * pi)
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self.stickInGrid(secondSprite, 1)
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def findGrid2(self, x, z):
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rangeX = self.maxX - self.minX
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rangeZ = self.maxZ - self.minZ
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framedX = x - self.minX
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framedZ = z - self.minZ
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tileDimX = rangeX / self.gridDimX
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tileDimZ = rangeZ / self.gridDimZ
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tileX = int(framedX / tileDimX)
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tileZ = int(framedZ / tileDimZ)
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print 'find Grid tileX%s tileZ%s' % (tileX, tileZ)
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return (tileX, tileZ)
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def findPos(self, x, z):
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rangeX = self.maxX - self.minX
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rangeZ = self.maxZ - self.minZ
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tileDimX = rangeX / self.gridDimX
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tileDimZ = rangeZ / self.gridDimZ
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posX = tileDimX * x + self.minX
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posZ = tileDimZ * z + self.minZ
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print 'find Pos X%s Z%s' % (posX, posZ)
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return (posX, posZ)
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def placeIntoGrid(self, sprite, x, z):
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if self.grid[x][z][0] == None:
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self.grid[x][z][0] = sprite
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sprite.setActive(0)
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newX, newZ = self.findPos(x, z)
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sprite.setX(newX)
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sprite.setZ(newZ)
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print 'Setting Final Pos X%s Z%s' % (newX, newZ)
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else:
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self.placeIntoGrid(sprite, x + 1, z - 1)
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return
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def stickInGrid(self, sprite, force = 0):
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if sprite.isActive and not sprite.isQue:
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gridCell = self.findGrid(sprite.getX(), sprite.getZ(), force)
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if gridCell:
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gridCell[0] = sprite
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sprite.setActive(0)
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sprite.setX(gridCell[1])
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sprite.setZ(gridCell[2])
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self.createMatchList(self.closestX, self.closestZ)
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if len(self.matchList) >= 3:
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self.clearMatchList()
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self.findGridCog()
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def stickInGrid2(self, sprite):
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if sprite.isActive and not sprite.isQue:
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tileX, tileZ = self.findGrid(sprite.getX(), sprite.getZ())
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self.placeIntoGrid(sprite, tileX, tileZ)
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sprite.isActive = 0
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def load(self):
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model = loader.loadModel('phase_5.5/models/gui/package_delivery_panel')
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model1 = loader.loadModel('phase_3.5/models/gui/matching_game_gui')
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self.model = model
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self.model1 = model1
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background = model.find('**/bg')
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itemBoard = model.find('**/item_board')
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self.frame = DirectFrame(scale=1.1, relief=DGG.FLAT, frameSize=(-0.5,
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0.5,
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-0.45,
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-0.05), frameColor=(0.737, 0.573, 0.345, 1.0))
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self.background = DirectFrame(self.frame, image=background, image_scale=0.05, relief=None, pos=(0, 1, 0))
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self.itemBoard = DirectFrame(parent=self.frame, image=itemBoard, image_scale=0.05, image_color=(0.922, 0.922, 0.753, 1), relief=None, pos=(0, 1, 0))
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gui2 = loader.loadModel('phase_3/models/gui/quit_button')
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self.quitButton = DirectButton(parent=self.frame, relief=None, image=(gui2.find('**/QuitBtn_UP'), gui2.find('**/QuitBtn_DN'), gui2.find('**/QuitBtn_RLVR')), pos=(0.5, 1.0, -0.42), scale=0.9, text='Exit Mini Game', text_font=ToontownGlobals.getSignFont(), text0_fg=(1, 1, 1, 1), text1_fg=(1, 1, 1, 1), text2_fg=(1, 1, 1, 1), text_scale=0.045, text_pos=(0, -0.01), command=self.__handleExit)
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return
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def unload(self):
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self.frame.destroy()
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del self.frame
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if self.acceptErrorDialog:
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self.acceptErrorDialog.cleanup()
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self.acceptErrorDialog = None
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taskMgr.remove('gameTask')
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self.ignoreAll()
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return
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def show(self):
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self.frame.show()
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def hide(self):
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self.frame.hide()
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def __handleExit(self):
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self.__acceptExit()
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def __acceptExit(self, buttonValue = None):
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if hasattr(self, 'frame'):
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self.hide()
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self.unload()
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messenger.send(self.doneEvent)
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def addSprite(self, image, size = 0.5, posX = 0, posZ = 0, found = 0):
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nodeObj = DirectLabel(parent=self.frame, relief=None, image=image, pos=(posX, 0.0, posZ), scale=size, image_color=(1.0, 1.0, 1.0, 1))
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colorChoice = random.choice(range(0, 3))
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newSprite = GameSprite.GameSprite(nodeObj, colorChoice, found)
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self.sprites.append(newSprite)
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if found:
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self.foundCount += 1
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return newSprite
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def addUnSprite(self, image, size = 0.5, posX = 0, posZ = 0):
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nodeObj = DirectLabel(parent=self.frame, relief=None, image=image, pos=(posX, 0.0, posZ), scale=size, image_color=(1.0, 1.0, 1.0, 1))
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newSprite = GameSprite.GameSprite(nodeObj)
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newSprite = GameSprite.GameSprite(nodeObj)
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return newSprite
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def __run(self, cont = 1):
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if self.lastTime == None:
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self.lastTime = globalClock.getRealTime()
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timeDelta = globalClock.getRealTime() - self.lastTime
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self.lastTime = globalClock.getRealTime()
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self.newBallCountUp += timeDelta
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if base.mouseWatcherNode.hasMouse():
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x = base.mouseWatcherNode.getMouseX()
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y = base.mouseWatcherNode.getMouseY()
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self.queBall.setX(x)
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self.queBall.setZ(y)
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for sprite in self.sprites:
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sprite.run(timeDelta)
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if sprite.getX() > self.maxX:
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sprite.setX(self.maxX)
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sprite.velX = -sprite.velX
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if sprite.getX() < self.minX:
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sprite.setX(self.minX)
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sprite.velX = -sprite.velX
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if sprite.getZ() > self.maxZ:
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sprite.setZ(self.maxZ)
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sprite.velZ = -sprite.velZ
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if sprite.getZ() < self.minZ:
|
||
|
self.stickInGrid(sprite, 1)
|
||
|
if sprite.isActive:
|
||
|
sprite.addForce(timeDelta * 0.9, pi * 1.5)
|
||
|
|
||
|
self.queBall.velX = (self.queBall.getX() - self.queBall.prevX) / timeDelta
|
||
|
self.queBall.velZ = (self.queBall.getZ() - self.queBall.prevZ) / timeDelta
|
||
|
self.__colTest()
|
||
|
for sprite in self.sprites:
|
||
|
if sprite.markedForDeath:
|
||
|
if sprite.foundation:
|
||
|
self.foundCount -= 1
|
||
|
self.sprites.remove(sprite)
|
||
|
sprite.delete()
|
||
|
|
||
|
if self.controlSprite == None:
|
||
|
self.addControlSprite(self.newBallX, self.newBallZ)
|
||
|
self.newBallCountUp = 0.0
|
||
|
if self.newBallCountUp >= self.newBallTime:
|
||
|
self.addControlSprite(self.newBallX, self.newBallZ)
|
||
|
self.newBallCountUp = 0.0
|
||
|
if not self.controlSprite.isActive:
|
||
|
self.controlSprite = None
|
||
|
if self.foundCount <= 0:
|
||
|
self.__handleWin()
|
||
|
if cont and not self.running:
|
||
|
taskMgr.add(self.__run, 'gameTask')
|
||
|
self.running = 1
|
||
|
return Task.cont
|
||
|
|
||
|
def __handleWin(self):
|
||
|
GardenProgressMeter.GardenProgressMeter()
|
||
|
self.__handleExit()
|
||
|
|
||
|
def addControlSprite(self, x = 0.0, z = 0.0):
|
||
|
newSprite = self.addSprite(self.block, posX=x, posZ=z)
|
||
|
self.controlSprite = newSprite
|
||
|
|
||
|
def __colTest(self):
|
||
|
if not hasattr(self, 'tick'):
|
||
|
self.tick = 0
|
||
|
self.tick += 1
|
||
|
if self.tick > 5:
|
||
|
self.tick = 0
|
||
|
sizeSprites = len(self.sprites)
|
||
|
for movingSpriteIndex in xrange(len(self.sprites)):
|
||
|
for testSpriteIndex in xrange(movingSpriteIndex, len(self.sprites)):
|
||
|
movingSprite = self.getSprite(movingSpriteIndex)
|
||
|
testSprite = self.getSprite(testSpriteIndex)
|
||
|
if testSprite and movingSprite:
|
||
|
if movingSpriteIndex != testSpriteIndex and (movingSprite.isActive or testSprite.isActive):
|
||
|
if movingSprite.isQue or testSprite.isQue:
|
||
|
if self.testDistance(movingSprite.nodeObj, testSprite.nodeObj) < self.queExtent * (movingSprite.size + testSprite.size):
|
||
|
self.push(movingSprite, testSprite)
|
||
|
elif self.testDistance(movingSprite.nodeObj, testSprite.nodeObj) < movingSprite.size + testSprite.size:
|
||
|
if not (movingSprite.isActive and testSprite.isActive):
|
||
|
self.__collide(movingSprite, testSprite)
|
||
|
if self.tick == 5:
|
||
|
pass
|
||
|
|
||
|
def getSprite(self, spriteIndex):
|
||
|
if spriteIndex >= len(self.sprites) or self.sprites[spriteIndex].markedForDeath:
|
||
|
return None
|
||
|
else:
|
||
|
return self.sprites[spriteIndex]
|
||
|
return None
|
||
|
|
||
|
def testDistance(self, nodeA, nodeB):
|
||
|
distX = nodeA.getX() - nodeB.getX()
|
||
|
distZ = nodeA.getZ() - nodeB.getZ()
|
||
|
distC = distX * distX + distZ * distZ
|
||
|
dist = math.sqrt(distC)
|
||
|
return dist
|
||
|
|
||
|
def testPointDistance(self, x1, z1, x2, z2):
|
||
|
distX = x1 - x2
|
||
|
distZ = z1 - z2
|
||
|
distC = distX * distX + distZ * distZ
|
||
|
dist = math.sqrt(distC)
|
||
|
if dist == 0:
|
||
|
dist = 1e-10
|
||
|
return dist
|
||
|
|
||
|
def testPointDistanceSquare(self, x1, z1, x2, z2):
|
||
|
distX = x1 - x2
|
||
|
distZ = z1 - z2
|
||
|
distC = distX * distX + distZ * distZ
|
||
|
if distC == 0:
|
||
|
distC = 1e-10
|
||
|
return distC
|
||
|
|
||
|
def angleTwoSprites(self, sprite1, sprite2):
|
||
|
x1 = sprite1.getX()
|
||
|
z1 = sprite1.getZ()
|
||
|
x2 = sprite2.getX()
|
||
|
z2 = sprite2.getZ()
|
||
|
x = x2 - x1
|
||
|
z = z2 - z1
|
||
|
angle = math.atan2(-x, z)
|
||
|
return angle + pi * 0.5
|
||
|
|
||
|
def angleTwoPoints(self, x1, z1, x2, z2):
|
||
|
x = x2 - x1
|
||
|
z = z2 - z1
|
||
|
angle = math.atan2(-x, z)
|
||
|
return angle + pi * 0.5
|
||
|
|
||
|
def __collide(self, move, test):
|
||
|
queHit = 0
|
||
|
if move.isQue:
|
||
|
que = move
|
||
|
hit = test
|
||
|
queHit = 1
|
||
|
elif test.isQue:
|
||
|
que = test
|
||
|
hit = move
|
||
|
queHit = 1
|
||
|
else:
|
||
|
test.velX = 0
|
||
|
test.velZ = 0
|
||
|
move.velX = 0
|
||
|
move.velZ = 0
|
||
|
test.collide()
|
||
|
move.collide()
|
||
|
self.stickInGrid(move)
|
||
|
self.stickInGrid(test)
|
||
|
if queHit:
|
||
|
forceM = 0.1
|
||
|
distX = que.getX() - hit.getX()
|
||
|
distZ = que.getZ() - hit.getZ()
|
||
|
|
||
|
def push(self, move, test):
|
||
|
queHit = 0
|
||
|
if move.isQue:
|
||
|
que = move
|
||
|
hit = test
|
||
|
queHit = 1
|
||
|
elif test.isQue:
|
||
|
que = test
|
||
|
hit = move
|
||
|
queHit = 1
|
||
|
if queHit:
|
||
|
forceM = 0.1
|
||
|
dist = self.testDistance(move.nodeObj, test.nodeObj)
|
||
|
if abs(dist) < self.queExtent * que.size and abs(dist) > 0:
|
||
|
scaleSize = self.queExtent * que.size * 0.5
|
||
|
distFromPara = abs(abs(dist) - scaleSize)
|
||
|
force = (scaleSize - distFromPara) / scaleSize * (dist / abs(dist))
|
||
|
angle = self.angleTwoSprites(que, hit)
|
||
|
if angle < 0:
|
||
|
angle = angle + 2 * pi
|
||
|
if angle > pi * 2.0:
|
||
|
angle = angle - 2 * pi
|
||
|
newAngle = pi * 1.0
|
||
|
if angle > pi * 1.5 or angle < pi * 0.5:
|
||
|
newAngle = pi * 0.0
|
||
|
hit.addForce(forceM * force, newAngle)
|