mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-25 04:32:33 -06:00
199 lines
9.1 KiB
Python
199 lines
9.1 KiB
Python
#!/usr/bin/env python
|
|
|
|
# Author: Shao Zhang, Phil Saltzman, and Eddie Caanan
|
|
# Last Updated: 2015-03-13
|
|
#
|
|
# This tutorial shows how to play animations on models aka "actors".
|
|
# It is based on the popular game of "Rock 'em Sock 'em Robots".
|
|
|
|
from direct.showbase.ShowBase import ShowBase
|
|
from panda3d.core import AmbientLight, DirectionalLight
|
|
from panda3d.core import TextNode
|
|
from panda3d.core import LVector3
|
|
from direct.gui.OnscreenText import OnscreenText
|
|
from direct.interval.MetaInterval import Sequence
|
|
from direct.interval.FunctionInterval import Func, Wait
|
|
from direct.actor import Actor
|
|
from random import random
|
|
import sys
|
|
|
|
|
|
class BoxingRobotDemo(ShowBase):
|
|
# Macro-like function used to reduce the amount to code needed to create the
|
|
# on screen instructions
|
|
|
|
def genLabelText(self, text, i):
|
|
return OnscreenText(text=text, parent=base.a2dTopLeft, scale=.05,
|
|
pos=(0.1, - 0.1 -.07 * i), fg=(1, 1, 1, 1),
|
|
align=TextNode.ALeft)
|
|
|
|
def __init__(self):
|
|
# Initialize the ShowBase class from which we inherit, which will
|
|
# create a window and set up everything we need for rendering into it.
|
|
ShowBase.__init__(self)
|
|
|
|
# This code puts the standard title and instruction text on screen
|
|
self.title = OnscreenText(text="Panda3D: Tutorial - Actors",
|
|
parent=base.a2dBottomRight, style=1,
|
|
fg=(0, 0, 0, 1), pos=(-0.2, 0.1),
|
|
align=TextNode.ARight, scale=.09)
|
|
|
|
self.escapeEventText = self.genLabelText("ESC: Quit", 0)
|
|
self.akeyEventText = self.genLabelText("[A]: Robot 1 Left Punch", 1)
|
|
self.skeyEventText = self.genLabelText("[S]: Robot 1 Right Punch", 2)
|
|
self.kkeyEventText = self.genLabelText("[K]: Robot 2 Left Punch", 3)
|
|
self.lkeyEventText = self.genLabelText("[L]: Robot 2 Right Punch", 4)
|
|
|
|
# Set the camera in a fixed position
|
|
self.disableMouse()
|
|
camera.setPosHpr(14.5, -15.4, 14, 45, -14, 0)
|
|
self.setBackgroundColor(0, 0, 0)
|
|
|
|
# Add lighting so that the objects are not drawn flat
|
|
self.setupLights()
|
|
|
|
# Load the ring
|
|
self.ring = loader.loadModel('models/ring')
|
|
self.ring.reparentTo(render)
|
|
|
|
# Models that use skeletal animation are known as Actors instead of models
|
|
# Instead of just one file, the have one file for the main model, and an
|
|
# additional file for each playable animation.
|
|
# They are loaded using Actor.Actor instead of loader.LoadModel.
|
|
# The constructor takes the location of the main object as with a normal model
|
|
# and a dictionary (A fancy python structure that is like a lookup table)
|
|
# that contains names for animations, and paths to the appropriate
|
|
# files
|
|
self.robot1 = Actor.Actor('models/robot',
|
|
{'leftPunch': 'models/robot_left_punch',
|
|
'rightPunch': 'models/robot_right_punch',
|
|
'headUp': 'models/robot_head_up',
|
|
'headDown': 'models/robot_head_down'})
|
|
|
|
# Actors need to be positioned and parented like normal objects
|
|
self.robot1.setPosHprScale(-1, -2.5, 4, 45, 0, 0, 1.25, 1.25, 1.25)
|
|
self.robot1.reparentTo(render)
|
|
|
|
# We'll repeat the process for the second robot. The only thing that changes
|
|
# here is the robot's color and position
|
|
self.robot2 = Actor.Actor('models/robot',
|
|
{'leftPunch': 'models/robot_left_punch',
|
|
'rightPunch': 'models/robot_right_punch',
|
|
'headUp': 'models/robot_head_up',
|
|
'headDown': 'models/robot_head_down'})
|
|
|
|
# Set the properties of this robot
|
|
self.robot2.setPosHprScale(1, 1.5, 4, 225, 0, 0, 1.25, 1.25, 1.25)
|
|
self.robot2.setColor((.7, 0, 0, 1))
|
|
self.robot2.reparentTo(render)
|
|
|
|
# Now we define how the animated models will move. Animations are played
|
|
# through special intervals. In this case we use actor intervals in a
|
|
# sequence to play the part of the punch animation where the arm extends,
|
|
# call a function to check if the punch landed, and then play the part of the
|
|
# animation where the arm retracts
|
|
|
|
# Punch sequence for robot 1's left arm
|
|
self.robot1.punchLeft = Sequence(
|
|
# Interval for the outstreched animation
|
|
self.robot1.actorInterval('leftPunch', startFrame=1, endFrame=10),
|
|
# Function to check if the punch was successful
|
|
Func(self.checkPunch, 2),
|
|
# Interval for the retract animation
|
|
self.robot1.actorInterval('leftPunch', startFrame=11, endFrame=32))
|
|
|
|
# Punch sequence for robot 1's right arm
|
|
self.robot1.punchRight = Sequence(
|
|
self.robot1.actorInterval('rightPunch', startFrame=1, endFrame=10),
|
|
Func(self.checkPunch, 2),
|
|
self.robot1.actorInterval('rightPunch', startFrame=11, endFrame=32))
|
|
|
|
# Punch sequence for robot 2's left arm
|
|
self.robot2.punchLeft = Sequence(
|
|
self.robot2.actorInterval('leftPunch', startFrame=1, endFrame=10),
|
|
Func(self.checkPunch, 1),
|
|
self.robot2.actorInterval('leftPunch', startFrame=11, endFrame=32))
|
|
|
|
# Punch sequence for robot 2's right arm
|
|
self.robot2.punchRight = Sequence(
|
|
self.robot2.actorInterval('rightPunch', startFrame=1, endFrame=10),
|
|
Func(self.checkPunch, 1),
|
|
self.robot2.actorInterval('rightPunch', startFrame=11, endFrame=32))
|
|
|
|
# We use the same techinique to create a sequence for when a robot is knocked
|
|
# out where the head pops up, waits a while, and then resets
|
|
|
|
# Head animation for robot 1
|
|
self.robot1.resetHead = Sequence(
|
|
# Interval for the head going up. Since no start or end frames were given,
|
|
# the entire animation is played.
|
|
self.robot1.actorInterval('headUp'),
|
|
Wait(1.5),
|
|
# The head down animation was animated a little too quickly, so this will
|
|
# play it at 75% of it's normal speed
|
|
self.robot1.actorInterval('headDown', playRate=.75))
|
|
|
|
# Head animation for robot 2
|
|
self.robot2.resetHead = Sequence(
|
|
self.robot2.actorInterval('headUp'),
|
|
Wait(1.5),
|
|
self.robot2.actorInterval('headDown', playRate=.75))
|
|
|
|
# Now that we have defined the motion, we can define our key input.
|
|
# Each fist is bound to a key. When a key is pressed, self.tryPunch checks to
|
|
# make sure that the both robots have their heads down, and if they do it
|
|
# plays the given interval
|
|
self.accept('escape', sys.exit)
|
|
self.accept('a', self.tryPunch, [self.robot1.punchLeft])
|
|
self.accept('s', self.tryPunch, [self.robot1.punchRight])
|
|
self.accept('k', self.tryPunch, [self.robot2.punchLeft])
|
|
self.accept('l', self.tryPunch, [self.robot2.punchRight])
|
|
|
|
# tryPunch will play the interval passed to it only if
|
|
# neither robot has 'resetHead' playing (a head is up) AND
|
|
# the punch interval passed to it is not already playing
|
|
def tryPunch(self, interval):
|
|
if (not self.robot1.resetHead.isPlaying() and
|
|
not self.robot2.resetHead.isPlaying() and
|
|
not interval.isPlaying()):
|
|
interval.start()
|
|
|
|
# checkPunch will determine if a successful punch has been thrown
|
|
def checkPunch(self, robot):
|
|
if robot == 1:
|
|
# punch is directed to robot 1
|
|
# if robot 1 is playing'resetHead', do nothing
|
|
if self.robot1.resetHead.isPlaying():
|
|
return
|
|
# if robot 1 is not punching...
|
|
if (not self.robot1.punchLeft.isPlaying() and
|
|
not self.robot1.punchRight.isPlaying()):
|
|
# ...15% chance of successful hit
|
|
if random() > .85:
|
|
self.robot1.resetHead.start()
|
|
# Otherwise, only 5% chance of sucessful hit
|
|
elif random() > .95:
|
|
self.robot1.resetHead.start()
|
|
else:
|
|
# punch is directed to robot 2, same as above
|
|
if self.robot2.resetHead.isPlaying():
|
|
return
|
|
if (not self.robot2.punchLeft.isPlaying() and
|
|
not self.robot2.punchRight.isPlaying()):
|
|
if random() > .85:
|
|
self.robot2.resetHead.start()
|
|
elif random() > .95:
|
|
self.robot2.resetHead.start()
|
|
|
|
# This function sets up the lighting
|
|
def setupLights(self):
|
|
ambientLight = AmbientLight("ambientLight")
|
|
ambientLight.setColor((.8, .8, .75, 1))
|
|
directionalLight = DirectionalLight("directionalLight")
|
|
directionalLight.setDirection(LVector3(0, 0, -2.5))
|
|
directionalLight.setColor((0.9, 0.8, 0.9, 1))
|
|
render.setLight(render.attachNewNode(ambientLight))
|
|
render.setLight(render.attachNewNode(directionalLight))
|
|
|
|
demo = BoxingRobotDemo()
|
|
demo.run()
|