mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
191 lines
6.1 KiB
Python
191 lines
6.1 KiB
Python
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"""
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DevWalker.py is for avatars.
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A walker control such as this one provides:
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- creation of the collision nodes
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- handling the keyboard and mouse input for avatar movement
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- moving the avatar
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it does not:
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- play sounds
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- play animations
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although it does send messeges that allow a listener to play sounds or
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animations based on walker events.
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"""
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from direct.showbase.InputStateGlobal import inputState
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from direct.directnotify import DirectNotifyGlobal
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from direct.showbase import DirectObject
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from direct.task.Task import Task
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from pandac.PandaModules import *
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class DevWalker(DirectObject.DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory("DevWalker")
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wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
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runMultiplier = base.config.GetFloat('dev-run-multiplier', 4.0)
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# Ghost mode overrides this:
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slideName = "slide-is-disabled"
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# special methods
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def __init__(self):
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DirectObject.DirectObject.__init__(self)
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self.speed=0.0
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self.rotationSpeed=0.0
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self.slideSpeed=0.0
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self.vel=Vec3(0.0, 0.0, 0.0)
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self.task = None
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def setWalkSpeed(self, forward, jump, reverse, rotate):
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assert self.debugPrint("setWalkSpeed()")
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self.avatarControlForwardSpeed=forward
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#self.avatarControlJumpForce=jump
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self.avatarControlReverseSpeed=reverse
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self.avatarControlRotateSpeed=rotate
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def getSpeeds(self):
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#assert self.debugPrint("getSpeeds()")
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return (self.speed, self.rotationSpeed, self.slideSpeed)
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def setAvatar(self, avatar):
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self.avatar = avatar
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if avatar is not None:
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pass # setup the avatar
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def setWallBitMask(self, bitMask):
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pass
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def setFloorBitMask(self, bitMask):
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pass
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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wallCollideMask, floorCollideMask,
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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assert not avatarNodePath.isEmpty()
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self.cTrav = collisionTraverser
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self.avatarNodePath = avatarNodePath
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def setAirborneHeightFunc(self, getAirborneHeight):
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pass
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def deleteCollisions(self):
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pass
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def setTag(self, key, value):
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pass
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def setCollisionsActive(self, active = 1):
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pass
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def placeOnFloor(self):
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pass
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def oneTimeCollide(self):
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pass
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def addBlastForce(self, vector):
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pass
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def displayDebugInfo(self):
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"""
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For debug use.
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"""
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onScreenDebug.add("w controls", "DevWalker")
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def handleAvatarControls(self, task):
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"""
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Check on the arrow keys and update the avatar.
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"""
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# get the button states:
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forward = inputState.isSet("forward")
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reverse = inputState.isSet("reverse")
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turnLeft = inputState.isSet("turnLeft")
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turnRight = inputState.isSet("turnRight")
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slideLeft = inputState.isSet("slideLeft")
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slideRight = inputState.isSet("slideRight")
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levitateUp = inputState.isSet("levitateUp")
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levitateDown = inputState.isSet("levitateDown")
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run = inputState.isSet("run") and self.runMultiplier or 1.0
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# Check for Auto-Run
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if base.localAvatar.getAutoRun():
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forward = 1
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reverse = 0
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# Determine what the speeds are based on the buttons:
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self.speed=(
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(forward and self.avatarControlForwardSpeed or
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reverse and -self.avatarControlReverseSpeed))
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self.liftSpeed=(
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(levitateUp and self.avatarControlForwardSpeed or
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levitateDown and -self.avatarControlReverseSpeed))
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self.slideSpeed=(
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(slideLeft and -self.avatarControlForwardSpeed) or
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(slideRight and self.avatarControlForwardSpeed))
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self.rotationSpeed=(
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnRight and -self.avatarControlRotateSpeed))
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if self.wantDebugIndicator:
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self.displayDebugInfo()
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# Check to see if we're moving at all:
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if self.speed or self.liftSpeed or self.slideSpeed or self.rotationSpeed:
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# How far did we move based on the amount of time elapsed?
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dt=ClockObject.getGlobalClock().getDt()
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distance = dt * self.speed * run
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lift = dt * self.liftSpeed * run
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slideDistance = dt * self.slideSpeed * run
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rotation = dt * self.rotationSpeed
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# Take a step in the direction of our previous heading.
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self.vel=Vec3(Vec3.forward() * distance +
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Vec3.up() * lift +
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Vec3.right() * slideDistance)
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if self.vel != Vec3.zero():
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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step=rotMat.xform(self.vel)
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self.avatarNodePath.setFluidPos(Point3(self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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messenger.send("avatarMoving")
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else:
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self.vel.set(0.0, 0.0, 0.0)
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return Task.cont
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def enableAvatarControls(self):
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"""
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Activate the arrow keys, etc.
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"""
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assert self.debugPrint("enableAvatarControls")
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if self.task:
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# remove any old
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self.task.remove(self.task)
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# spawn the new task
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self.task = taskMgr.add(
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self.handleAvatarControls, "AvatarControls-dev-%s"%(id(self),))
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def disableAvatarControls(self):
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"""
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Ignore the arrow keys, etc.
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"""
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assert self.debugPrint("disableAvatarControls")
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if self.task:
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self.task.remove()
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self.task = None
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def flushEventHandlers(self):
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pass
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if __debug__:
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def debugPrint(self, message):
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"""for debugging"""
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return self.notify.debug(
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str(id(self))+' '+message)
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