mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
111 lines
3.4 KiB
Python
111 lines
3.4 KiB
Python
"""
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ObserverWalker.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.ShowBaseGlobal import *
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from pandac.PandaModules import *
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from direct.directnotify import DirectNotifyGlobal
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import NonPhysicsWalker
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class ObserverWalker(NonPhysicsWalker.NonPhysicsWalker):
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notify = DirectNotifyGlobal.directNotify.newCategory("ObserverWalker")
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# Ghosts slide instead of jump:
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slideName = "jump"
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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"""
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Set up the avatar for collisions
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"""
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"""
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Set up the avatar for collisions
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"""
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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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# Set up the collision sphere
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# This is a sphere on the ground to detect barrier collisions
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self.cSphere = CollisionSphere(0.0, 0.0, 0.0, avatarRadius)
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cSphereNode = CollisionNode('Observer.cSphereNode')
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cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
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cSphereNode.setFromCollideMask(self.cSphereBitMask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# set up wall collision mechanism
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self.pusher = CollisionHandlerPusher()
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self.pusher.setInPattern("enter%in")
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self.pusher.setOutPattern("exit%in")
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self.pusher.addCollider(self.cSphereNodePath, avatarNodePath)
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# activate the collider with the traverser and pusher
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self.setCollisionsActive(1)
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class Foo:
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def hasContact(self):
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return 1
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self.lifter = Foo()
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def deleteCollisions(self):
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del self.cTrav
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del self.cSphere
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self.cSphereNodePath.removeNode()
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del self.cSphereNodePath
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del self.pusher
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def setCollisionsActive(self, active = 1):
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assert self.debugPrint("setCollisionsActive(active%s)"%(active,))
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if self.collisionsActive != active:
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self.collisionsActive = active
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if active:
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self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
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else:
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self.cTrav.removeCollider(self.cSphereNodePath)
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# Now that we have disabled collisions, make one more pass
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# right now to ensure we aren't standing in a wall.
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self.oneTimeCollide()
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def oneTimeCollide(self):
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"""
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Makes one quick collision pass for the avatar, for instance as
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a one-time straighten-things-up operation after collisions
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have been disabled.
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"""
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tempCTrav = CollisionTraverser("oneTimeCollide")
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tempCTrav.addCollider(self.cSphereNodePath, self.pusher)
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tempCTrav.traverse(render)
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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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pass
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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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pass
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