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space-rocks!.py
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space-rocks!.py
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from direct.showbase.ShowBase import ShowBase
from panda3d.core import Geom, GeomNode, GeomVertexFormat, \
GeomVertexData, GeomTriangles, GeomVertexWriter, GeomVertexReader
from panda3d.core import NodePath
from panda3d.core import PointLight
from panda3d.core import *
from panda3d.core import VBase4, Vec3
from direct.task import Task
import sys
import random
import math
import collections
from opensimplex import OpenSimplex as opens
import time
from direct.gui.OnscreenText import OnscreenText
from direct.interval.IntervalGlobal import *
from direct.gui.DirectGui import (
DirectFrame,
DirectLabel,
DirectButton,
DirectWaitBar)
from direct.showbase.Loader import Loader
import webbrowser
#Gameplay variables
asteroid_spawn_distance = 3000000 # How close the asteroids spawn and how far away they will fly to
asteroid_min_spawn_distance = 100000
asteroid_detail = 36
asteroid_future_distance = asteroid_min_spawn_distance * 10 # How far the asteroid will travel
asteroid_total = []
extra_smallasteroids = []
extra_mediumasteroids = []
missle_total = []
pointball_total = []
asteroid_max = 250 # The maximum number of asteroids ***** MUST BE AN EVEN NUMBER and make sur eto modify loop_test_number global variable*****
spaceship_speed_x = 0
spaceship_speed_y = 0
spaceship_speed_z = 0
colors = {"orange": (.9,.6,.05,1),
"gray": (.1,.1,.1,1),
"black": (0,0,0,1),
"white": (1,1,1,1),
"white-transparent": (1,1,1,0.4),
"red": (0.4,0,0,0.4),
"red-transparent": (0.4,0,0,0.4),
"yellow-tinge": (1,1,0.8,1),
"yellow-tinge-transparent": (1,1,0.8,0.4),
"blue": (0, 0.8,1,1),
"blue-transparent": (0,0.6,0.8,0.3),
"lightblue-transparent": (0.6,0.6,0.8,0.3)}
asteroid_test_distance = asteroid_spawn_distance * (29.0 / 30.0) #The test distance. If asteroid greater than asteroid_test_distancem then it will be moved closer
score = 0 # Initialize score
fullscreen = False
Frames = False
test_max_min = [0,0,0,0]
max_player_speed = 300000
pointball_value = 0
title_screen = None
is_living = True
resolution = (800,600)
fog_quality = 0.000002
cursor_hidden = False
# Windows settings
loadPrcFileData('', 'window-title Space Rocks!')
thunderstrike = Loader.loadFont(0, "./Fonts/thunderstrike.ttf")
thunderstrike3d = Loader.loadFont(0, "./Fonts/thunderstrike3d.ttf")
class Begin(ShowBase):
def __init__(self):
global pointball_value
global title_screen
global loading_screen
# Basics
ShowBase.__init__(self)
#Setup the window
base.disableMouse()
render.setAntialias(AntialiasAttrib.MAuto)
self.set_windowsettings()
base.camLens.setFar(asteroid_spawn_distance * 100)
base.camLens.setNear(2000)
self.setBackgroundColor(colors.get("black"))
# Create the directional and ambient lights, and apply them to the world.
ambientLight = AmbientLight("ambientLight")
ambientLight.setColor((0.8, 0.8, 0.8, 1))
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(LVector3(0, 45, -45))
directionalLight.setColor((1, 1, 1, 1))
directionalLight.setShadowCaster(True)
render.setLight(render.attachNewNode(directionalLight))
render.setLight(render.attachNewNode(ambientLight))
# Create a black fog and apply it to the world.
self.fog = Fog('distanceFog')
self.fog.setColor(0, 0, 0)
self.fog.setExpDensity(fog_quality)
render.setFog(self.fog)
# Initialize Collisions
base.cTrav = CollisionTraverser()
base.cTrav.setRespectPrevTransform(True)
self.collHandEvent = CollisionHandlerEvent()
self.collHandEvent.addInPattern("%fn-into-%in")
# Add colision sphere to player for losing state
cNode = CollisionNode("player")
cNode.addSolid(CollisionSphere(0, 0, 0, 3))
self.player_np = base.camera.attachNewNode(cNode)
base.cTrav.addCollider(self.player_np, self.collHandEvent)
# Setup initial score
self.title = OnscreenText(text="Score: {0}".format(score),
parent=base.a2dTopLeft, scale=.07,
align=TextNode.ALeft, pos=(0.1,-0.1),
fg=(1, 1, 1, 1), shadow=(0, 0, 0, 0.5),
font=thunderstrike)
# Add Occluder Culling - I will need to figure this out later
# occluder_model = self.loader.loadModel("./Models/cone_10vert.egg")
# render.setOccluder(occluder_model)
Begin.keyMap = {
"forward": False, "strafe-left": False, "backward": False, "strafe-right": False, "strafe-up": False, "strafe-down": False, "roll-left": False, "roll-right": False
} #True if coresponding key is currently held down.
#Basic camera movement on the xyz coordinate plane
self.accept("escape", sys.exit)
self.accept("w", self.setKey, ["forward", True]) # Pressing the key down sets the state to true. Tasks will function as if pressing key each frame.
self.accept("w-up", self.setKey, ["forward", False]) # Releasing the key changes the key state in begin.keyMap to False to tasks will stop looping.
self.accept("a", self.setKey, ["strafe-left", True]) # Both previous comments apply to the following 'accept self.setKey' block of code.
self.accept("a-up", self.setKey, ["strafe-left", False])
self.accept("s", self.setKey, ["backward", True])
self.accept("s-up", self.setKey, ["backward", False])
self.accept("d", self.setKey, ["strafe-right", True])
self.accept("d-up", self.setKey, ["strafe-right", False])
self.accept("space", self.setKey, ["strafe-up", True])
self.accept("space-up", self.setKey, ["strafe-up", False])
self.accept("control", self.setKey, ["strafe-down", True])
self.accept("control-up", self.setKey, ["strafe-down", False])
self.accept("shift", self.setKey, ["strafe-down", True])
self.accept("shift-up", self.setKey, ["strafe-down", False])
self.accept("q", self.setKey, ["roll-left", True])
self.accept("q-up", self.setKey, ["roll-left", False])
self.accept("e", self.setKey, ["roll-right", True])
self.accept("e-up", self.setKey, ["roll-right", False])
self.accept('mouse1', self.shoot) # Shoots the projectile
self.accept('f11', self.fullscreenToggle)
self.accept('f12', self.framesToggle)
# Development keys
self.accept('0', self.stop_moving) # Stop moving
self.accept('1', self.angle1)
self.accept('2', self.angle2)
self.accept('3', self.angle3)
self.accept('4', self.angle4)
self.accept('5', self.angle5)
self.accept('6', self.angle6)
# Create the loading bar
self.loading = DirectFrame(
frameSize = (-10, 10, -10, 10),
frameColor = (0,0,0,1)
)
self.loading_bar = DirectWaitBar(
text="Generating Asteroids . . .",
text_font=thunderstrike,
text_fg=(0,0,0,1),
text_shadow=(1,1,1,1),
#text_pos=(0.001,0.001, -1),
value=50,
range=asteroid_max + (2 * int(asteroid_max * 0.05)),
barColor=(1,1,1,1),
frameColor=(0,0,0,0),
parent=self.loading
)
loading_screen = self.loading
loading_screen.loading_bar = self.loading_bar
# Create the main menu
self.quality_name = "Low"
self.quality_num = 1
self.quality_applied = 1
self.menu = DirectFrame(
frameSize = (10,-10,10,-10),
frameColor = (0, 0, 0, 1))
self.menu_title = DirectFrame(
frameSize = (base.a2dLeft, base.a2dRight, 0.55, 0.8),
frameTexture = loader.loadTexture("./Fonts/title.png"),
parent = self.menu
)
title_asteroid = Asteroid("small")
self.menu_asteroid = DirectFrame(
geom = title_asteroid.np,
geom_scale = (0.000008,0.000008,0.000008),
pos = (1.13,0,0.56),
frameColor = (0,0,0,1),
enableEdit = 1,
parent = self.menu_title
)
title_screen = self.menu
title_screen.menu_asteroid = self.menu_asteroid
title_screen.start_btn = self.createButton("Start", self.start_game, 0.2)
title_screen.how_to_btn = self.createButton("How to Play", self.how_to_play, 0)
title_screen.exit_btn = self.createButton("Quit", sys.exit, -0.2)
title_screen.res_apply_btn = self.createButton("Apply", self.apply_res_button, -0.4, 1, (-2,2.3,-0.6,1))
title_screen.res_apply_btn.hide()
title_screen.resolution_btn = self.createButton(f"Resolution ({resolution[0]} x {resolution[1]})", self.resolution, -0.4)
title_screen.fullscreen_btn = self.createButton("Toggle Fullscreen", self.fullscreenToggle, -0.6)
title_screen.quality_btn = self.createButton(f"Qualilty ({self.quality_name})", self.quality, -0.8)
title_screen.qual_apply_btn = self.createButton("Apply", self.apply_qual_button, -0.8, 1, (-2,2.3,-0.6,1))
title_screen.qual_apply_btn.hide()
taskMgr.add(Begin.menu, "Menu")
title_screen.hide()
# Setup game tasks and create the 3d asteroids.
taskMgr.add(Begin.createAsteroids, "Generate asteroids")
def createAsteroids(self):
global asteroid_max
global asteroid_total
global loading_screen
global title_screen
global base
if len(asteroid_total) < asteroid_max:
asteroid = Asteroid()
asteroid_total.insert(0,asteroid)
base.cTrav.addCollider(asteroid.c_np, base.collHandEvent)
asteroid.add_togame()
loading_screen.loading_bar["value"] += 1
return Task.cont
# Extra asteroids to be instantly available when asteroids break
if len(extra_smallasteroids) < int(asteroid_max * 0.05):
extra_smallasteroids.insert(0,Asteroid("small"))
extra_mediumasteroids.insert(0,Asteroid("medium"))
loading_screen.loading_bar["value"] += 1
return Task.cont
if len(extra_mediumasteroids) < int(asteroid_max * 0.05):
extra_mediumasteroids.insert(0,Asteroid("medium"))
loading_screen.loading_bar["value"] += 1
return Task.cont
print("did not return")
loading_screen.hide()
title_screen.show()
taskMgr.remove("Generate asteroids")
def start_game(self):
global pointball_value
global cursor_hidden
global is_living
self.accept("player-into-asteroid", self.end_game)
self.accept("player-into-pointball", self.score)
self.accept(f"missle-into-asteroid", self.shot_asteroid)
# Set mouse and display settings
self.lastMouseX, self.lastMouseY = 0, 0
cursor_hidden = True
self.set_windowsettings()
self.startTasks()
for asteroid in asteroid_total:
asteroid.asteroid_lerp.resume()
# Hide the main Menu
if not(is_living):
#taskMgr.add(self.score, "Score")
self.accept('mouse1', self.shoot)
base.camera.setPos(0,0,0)
taskMgr.remove("Death Spin")
title_screen.start_btn["text"] = ("Resume","Resume"," Resume!","Resume")
base.setBackgroundColor(0,0,0,1)
self.fog.setColor(0,0,0)
is_living = True
title_screen.hide()
# Change what the escape key does
self.accept("escape", self.pause)
pointball_value = int(time.time())
def pause(self):
global is_living
global score
global cursor_hidden
global spaceship_speed_x
global spaceship_speed_y
global spaceship_speed_z
pause_pointball_value = pointball_value
for asteroid in asteroid_total:
asteroid.asteroid_lerp.pause()
# Show + relase the mouse
title_screen.show()
cursor_hidden = False
self.set_windowsettings()
taskMgr.remove("Rotate player in hpr")
self.acceptOnce("escape", sys.exit)
# Change start button text relative to living state + remove death text if died
if is_living:
title_screen.start_btn["text"] = ("Resume","Resume"," Resume!","Resume")
else:
aspect2d.find("**/-TextNode").removeNode()
title_screen.start_btn["text"] = ("Retry","Retry"," Retry!","Retry")
spaceship_speed_x = 0
spaceship_speed_y = 0
spaceship_speed_z = 0
base.camera.setPos(0,0,0)
while len(asteroid_total) > asteroid_max:
del asteroid_total[0]
for asteroid in asteroid_total:
asteroid.asteroid_lerp.finish()
asteroid.add_togame()
score = 0
self.title = OnscreenText(text="Score: {0}".format(score),
parent=base.a2dTopLeft, scale=.07,
align=TextNode.ALeft, pos=(0.1,-0.1),
fg=(1, 1, 1, 1), shadow=(0, 0, 0, 0.5),
font=thunderstrike)
def quality(self):
qual_dict = {
# asteroid_number is chosen by 300 was found to be a good number when testing on a low spec machine. The larger ones keep the same density of asteroids as volume increases
1: {"quality": "Low", "asteroid_detail": 36, "fog_quality": 0.000001, "asteroid_spawn_distance": 3000000, "asteroid_number": 300},
2: {"quality": "Medium", "asteroid_detail": 30, "fog_quality": 0.0000008, "asteroid_spawn_distance": 4000000, "asteroid_number": 711},
3: {"quality": "High", "asteroid_detail": 20, "fog_quality": 0.0000006, "asteroid_spawn_distance": 5000000, "asteroid_number": 1389},
}
self.quality_num = self.quality_num + 1 if self.quality_num != 3 else 1
self.game_quality = qual_dict[self.quality_num]
self.quality_name = self.game_quality["quality"]
text = f"Quality ({self.quality_name})"
title_screen.quality_btn["text"] = (text, text, f" {text}!", text)
if self.quality_num != self.quality_applied:
title_screen.qual_apply_btn.show()
else:
title_screen.qual_apply_btn.hide()
def apply_qual_button(self):
global asteroid_detail
global fog_quality
global asteroid_future_distance
global asteroid_test_distance
global asteroid_max
global asteroid_total
global extra_smallasteroids
global extra_mediumasteroids
asteroid_detail = self.game_quality["asteroid_detail"]
fog_quality = self.game_quality["fog_quality"]
asteroid_spawn_distance = self.game_quality["asteroid_spawn_distance"]
asteroid_test_distance = asteroid_spawn_distance * (29.0 / 30.0)
asteroid_max = self.game_quality["asteroid_number"]
self.fog.setExpDensity(fog_quality)
self.quality_applied = self.quality_num
title_screen.qual_apply_btn.hide()
asteroid_total = []
extra_mediumasteroids = []
extra_smallasteroids = []
title_screen.hide()
loading_screen.loading_bar["value"] = 0
loading_screen.loading_bar["range"] = asteroid_max + (2 * int(asteroid_max * 0.05))
loading_screen.show()
taskMgr.add(Begin.createAsteroids, "Generate asteroids")
def resolution(self):
global resolution
res_list = [
# 4:3
(800,600),
(1024,768),
(1920,1440),
(4096,3071),
# 5:4
(1280,1024),
# 16:9
(1280,720),
(1366,768),
(1600,900),
(1920,1080),
(2560,1440),
(3840,2160),
(4096,2304),
#16:10
(1440,900),
(1680,1050),
(2304,1440),
(4096,2560),
# 21:9
(2160,1080),
(3440,1440)
]
index = res_list.index(resolution)
resolution = res_list[index + 1] if index < len(res_list) - 1 else res_list[0]
if base.getSize() == resolution:
title_screen.res_apply_btn.hide()
else:
title_screen.res_apply_btn.show()
text = f"Resolution ({resolution[0]} x {resolution[1]})"
title_screen.resolution_btn["text"] = (text, text, f" {text}!", text)
def apply_res_button(self):
title_screen.res_apply_btn.hide()
self.set_windowsettings()
def how_to_play(self):
webbrowser.open('https://github.com/13r0ck/3d-Space-Rocks-Simulator-2020')
def createButton(self, text, command, verticalPos, horisontalPos=0, frame_size=(-8,8,-0.6,1)):
btn = DirectButton(
text=(text, text, f" {text}!", text),
text_fg=(1,1,1,1),
pad=(0.7,0.3),
frameSize=frame_size,
frameTexture="./Images/Button_Frame.png",
relief=1,
text_font=thunderstrike,
text_scale=0.9,
scale = 0.1,
command = command,
pos = (horisontalPos,0, verticalPos),
textMayChange = 1
)
btn.reparentTo(self.menu)
return btn
def startTasks(self):
#The tasks below are the functions run every frame so the game will work
taskMgr.add(Begin.test_distance, "Test Distance")
taskMgr.add(self.mouseTask, "Rotate player in hpr")
taskMgr.add(Begin.spaceship_movement, "Move the Player in xyz")
taskMgr.add(Begin.remove_old_missles, "Remove old missles")
taskMgr.add(Begin.pointballManager, "Pointballs Manager")
def menu(self):
h,p,r = title_screen.menu_asteroid["geom_hpr"]
dt = globalClock.getDt()
title_screen.menu_asteroid["geom_hpr"] = LVecBase3f(h + 45 * dt, 0,0)
return Task.cont
##### // Key Press Functions \\ #####
def spaceship_movement(self):
global spaceship_speed_x
global spaceship_speed_y
global spaceship_speed_z
global max_player_speed
dt = globalClock.getDt()
# Move the player on the global axis. This is how momentum is not interupted
cam_pos_init = base.camera.getPos()
base.camera.setPos(cam_pos_init[0] + spaceship_speed_x * dt, # Spaceship X change per frame
cam_pos_init[1] + spaceship_speed_y * dt, # Spaceship Y change per frame
cam_pos_init[2] + spaceship_speed_z * dt) # " Z " " "
# Ff a key is pressed, then we will need to do other calulations this frame.
if Begin.keyMap["forward"] or Begin.keyMap["backward"] or Begin.keyMap["strafe-left"] or Begin.keyMap["strafe-right"] or Begin.keyMap["strafe-up"] or Begin.keyMap["strafe-down"]:
local_x, local_y, local_z = 0, 0, 0
cam_pos1 = base.camera.getPos()
# Add aribitraty movement on the local axis relative to the key pressed.
if Begin.keyMap["forward"]:
local_x += 3000 * dt
if Begin.keyMap["backward"]:
local_x -= 3000 * dt
if Begin.keyMap["strafe-right"]:
local_y += 3000 * dt
if Begin.keyMap["strafe-left"]:
local_y -= 3000 * dt
if Begin.keyMap["strafe-up"]:
local_z += 3000 * dt
if Begin.keyMap["strafe-down"]:
local_z -= 3000 * dt
base.camera.setPos(base.camera, local_y, local_x, local_z)
cam_pos2 = base.camera.getPos()
#Calculate the global velocity change from the local change
# Note: dv_xyz delta velocity xyz
dv_xyz = []
dv_xyz = [(cam_pos2[i] - cam_pos1[i]) / dt for i in range(0,3)]
# Calcualte the magnitude to limit player speed
mag = math.sqrt((spaceship_speed_x)**2 + (spaceship_speed_y)**2 + (spaceship_speed_z)**2)
if mag < max_player_speed:
spaceship_speed_x += dv_xyz[0]
spaceship_speed_y += dv_xyz[1]
spaceship_speed_z += dv_xyz[2]
else:
possible_x, possible_y, possible_z = spaceship_speed_x, spaceship_speed_y, spaceship_speed_z
possible_x += dv_xyz[0]
possible_y += dv_xyz[1]
possible_z += dv_xyz[2]
possible_mag = math.sqrt((possible_x)**2 + (possible_y)**2 + (possible_z)**2)
if possible_mag < mag:
spaceship_speed_x += dv_xyz[0]
spaceship_speed_y += dv_xyz[1]
spaceship_speed_z += dv_xyz[2]
# Separate from the top movement. Allow for camera rotation
if Begin.keyMap["roll-left"]:
camera_r = base.camera.getR()
base.camera.setR(camera_r - 1)
if Begin.keyMap["roll-right"]:
camera_r = base.camera.getR()
base.camera.setR((camera_r + 1))
return Task.cont
def shoot(self):
missle = Missle()
base.cTrav.addCollider(missle.c_np, self.collHandEvent)
def do_null(self):
# Redefine the accept key to this to ignore key
pass
##### // Tasks \\ #####
def score(self, collision_entry):
global score
global thunderstrike
pointball = collision_entry.getIntoNodePath().parent
score += int(pointball.getTag("value"))
render.clearLight(pointball.find("**/plight"))
pointball.removeNode()
self.title.clearText()
self.title = OnscreenText(text="Score: {0}".format(score),
parent=base.a2dTopLeft, scale=.07,
align=TextNode.ALeft, pos=(0.1,-0.1),
fg=(1, 1, 1, 1), shadow=(0, 0, 0, 0.5),
font=thunderstrike)
return Task.cont
# Test the distance of all asteroids. If the asteroid is too far away turn it around.
def test_distance(self):
global asteroid_max
global asteroid_test_distance
for asteroid in asteroid_total:
if asteroid.ttl > 0:
asteroid.ttl -= globalClock.getDt()
else:
asteroid_xyz = asteroid.np.getPos()
camera_xyz = base.camera.getPos()
distance = math.sqrt((asteroid_xyz[0] - camera_xyz[0])**2 + (asteroid_xyz[1] - camera_xyz[1])**2 + (asteroid_xyz[2] - camera_xyz[2])**2) # Distance formula
if distance > asteroid_test_distance:
start_point = asteroid.get_sphere_points(asteroid_spawn_distance, base.camera)
asteroid.asteroid_lerp.finish()
asteroid.asteroid_path(start_point) #move to sphere relative to camera
asteroid.ttl = 1
#asteroid.c_np.show()
return Task.cont
def mouseTask(self, task):
global test_max_min
dt = globalClock.getDt()
# h_max : h_min , p_max : p_min
mw = self.mouseWatcherNode
if mw.hasMouse():
# get the window manager's idea of the mouse position
x, y = mw.getMouseX(), mw.getMouseY()
if self.lastMouseX is not None:
dx, dy = x - self.lastMouseX, y - self.lastMouseY
else:
# no data to compare with yet
dx, dy = 0, 0
self.lastMouseX, self.lastMouseY = x, y
else:
x, y, dx, dy = 0, 0, 0, 0
self.win.movePointer(0,
int(self.win.getProperties().getXSize() / 2),
int(self.win.getProperties().getYSize() / 2))
self.lastMouseX, self.lastMouseY = 0, 0
# scale position and delta to pixels for user
w, h = self.win.getSize()
# rotate camera by delta
base.camera.setH(base.camera, dx * -800 * dt)
base.camera.setP(base.camera, dy * 800 * dt)
return Task.cont
def remove_old_missles(self):
global missle_total
dt = globalClock.getDt() # delta t per frame
for missle in missle_total:
if missle.ttl <= 0:
render.clearLight(missle.plnp)
missle.core.removeNode()
else:
missle.ttl -= dt
return Task.cont
def pointballManager(self):
global pointball_total
dt = globalClock.getDt() # delta t per frame
for pointball in pointball_total:
# Animate the size
scale_xyz = pointball.one.getScale()
time = pointball.ttl_max - pointball.ttl
dampened_cos = pointball.max_size * math.exp(0.36 * -time) * math.cos(0.5 * math.pi * time)
dampened_sin = pointball.max_size * math.exp(0.36 * -time) * math.sin(0.5 * math.pi * time)
pointball.one.setScale(dampened_cos, dampened_cos, dampened_cos)
pointball.two.setScale(dampened_sin, dampened_sin, dampened_sin)
# Move towards player if in range
try:
if pointball.center.getDistance(base.camera) < pointball.attraction_distance:
cam_2_ball = pointball.center.getPos(base.camera)
total = cam_2_ball[0] + cam_2_ball[1] + cam_2_ball[2]
percent_xyz = [cam_2_ball[i] / total for i in range(0, 3)]
pointball.center.setPos(base.camera,
cam_2_ball[0] - 20000 * percent_xyz[0],
cam_2_ball[1] - 20000 * percent_xyz[1],
cam_2_ball[2] - 20000 * percent_xyz[2])
except:
pass
# Remove Old PointBalls
if pointball.ttl <= 0:
render.clearLight(pointball.plnp)
pointball.center.removeNode()
else:
pointball.ttl -= dt
#for index in range(0,len(pointball_total)- 1):
# if pointball_total[index].ttl <= 0:
# del pointball_total[index]
return Task.cont
def death_task(self):
camera_hpr = base.camera.getHpr()
dt = globalClock.getDt()
h_speed = float(base.camera.getTag("h_speed"))
p_speed = float(base.camera.getTag("p_speed"))
r_speed = float(base.camera.getTag("r_speed"))
base.camera.setHpr(camera_hpr[0] + h_speed *dt, camera_hpr[1] + p_speed *dt, camera_hpr[2] + r_speed *dt)
base.camera.setX(base.camera.getX() + 4000 *dt)
return Task.cont
##### // Colision Functions \\ #####
def shot_asteroid(self, collision_entry):
global score_list
global pointball_total
global pointball_value
#Remove the missle
missle = collision_entry.getFromNodePath()
try:
render.clearLight(missle.parent.find("**/plight"))
except:
pass
missle.removeNode()
# Gather large asteroid info so still accesable after deleted
# Note: na is short for "new_asteroid", has is "hit_asteroid_size"
hit_asteroid = collision_entry.getIntoNodePath()
hap = hit_asteroid.parent.getPos()
has = hit_asteroid.parent.getTag("size")
# Remove asteroid from list
for index in range(0,len(asteroid_total) -1):
if asteroid_total[index].name == hit_asteroid.name:
del asteroid_total[index]
break
# Delete before smaller asteoids are created to allow for asteroid-into-asteroid collisions
hit_asteroid.parent.removeNode()
# If small asteroid, just delete, if not create two of smaller size
if not(has == "small"):
# Generate 2 asteroids at oposite poistions (shimmy) within the larger asteoid, and oposite directions
for index in range(0,2):
na = extra_smallasteroids.pop() if has == "medium" else extra_mediumasteroids.pop()
# First asteroid can be random pos & direction
if index == 0:
shimmy = [na.radius * random.randrange(-1,2,2), na.radius * random.randrange(-1,2,2), na.radius * random.randrange(-1,2,2)]
spawn_point = [hap[0] + shimmy[0], hap[1] + shimmy[1], hap[2] + shimmy[2]]
future_location = False
# Second asteroid should be oposite pos & direction of asteroid 1
else:
spawn_point = [hap[0] + shimmy[0] * -1, hap[1] + shimmy[1] * -1, hap[2] + shimmy[2] * -1]
future_location = LPoint3(future_location[0] * -1, future_location[1] * -1, future_location[2] * -1)
# Add asteroid to the game. This code is the same for both asteroids
pl3_spawn = LPoint3(spawn_point[0], spawn_point[1], spawn_point[2])
na.add_togame(pl3_spawn, future_location)
na.np.setTag("Created", "True")
future_location = na.future_location
base.cTrav.addCollider(na.c_np, self.collHandEvent)
asteroid_total.append(na)
# Create more asteroid for the ones we just deleted
for i in range(0,2):
if na.size == "small":
extra_smallasteroids.insert(0,Asteroid("small"))
else:
extra_mediumasteroids.insert(0,Asteroid("medium"))
else:
# Create the point ball
current_time = int(time.time())
new_pointball_value = max(100 - (current_time - pointball_value), 20)
pointball = PointBall(hap, new_pointball_value)
pointball_total.append(pointball)
pointball_value = current_time
base.cTrav.addCollider(pointball.c_np, self.collHandEvent)
# Add a new asteroid to the scene to
asteroid = Asteroid()
asteroid_total.insert(0, asteroid)
base.cTrav.addCollider(asteroid.c_np, self.collHandEvent)
asteroid.add_togame(asteroid.get_sphere_points(asteroid_spawn_distance, base.camera))
def end_game(self, collision_entry):
global is_living
global fog_quality
is_living = False
asteroid = collision_entry.getIntoNodePath()
# Make the world red
self.fog.setColor(0.5,0,0)
self.fog.setExpDensity(fog_quality)
self.setBackgroundColor(0.5,0,0,1)
# Set random spin upon death. This is called in the death_task
base.camera.setTag("h_speed", str(random.randrange(0,10)))
base.camera.setTag("p_speed", str(random.randrange(0,10)))
base.camera.setTag("r_speed", str(random.uniform(0,5)))
# Stop unused tasks in death
taskMgr.remove("Rotate player in hpr")
taskMgr.remove("Score")
taskMgr.remove("Move the Player in xyz")
self.accept('mouse1', self.do_null)
# Move player and look so player gets to see their killer
base.camera.setX(base.camera.getX() + int(asteroid.parent.getTag("radius")) * 2)
base.camera.lookAt(asteroid)
# Start the death spiral + death text
taskMgr.add(Begin.death_task, "Death Spin")
self.death_text = OnscreenText(text="Your Spaceship has Crashed !\nPress [Escape]",
font=thunderstrike,
parent=base.aspect2d, scale=0.1,
align=TextNode.ACenter, pos=(0,0),
fg=(1, 1, 1, 1), shadow=(0, 0, 0, 0.5))
self.death_text.reparentTo(aspect2d)
##### // Developement Functions \\ #####
def stop_moving(self):
global spaceship_speed_x
global spaceship_speed_y
global spaceship_speed_z
spaceship_speed_x = 0
spaceship_speed_y = 0
spaceship_speed_z = 0
print(f"camera hpr {base.camera.getHpr()}")
print(f"camera pos {base.camera.getPos()}")
def angle1(self):
print("0,0,0")
base.camera.setHpr(0,0,0)
def angle2(self):
print("90,0,0")
base.camera.setHpr(90,0,0)
def angle3(self):
print("180,0,0")
base.camera.setHpr(180,0,0)
def angle4(self):
print("270,0,0")
base.camera.setHpr(270,0,0)
def angle5(self):
print("0,-90,0")
base.camera.setHpr(0,90,0)
def angle6(self):
print("0,90,0")
print(base.camera.getHpr())
base.camera.setHpr(0,-90,0)
##### // Misc Functions \\ #####
def setKey(self, key, value):
self.keyMap[key] = value
def fullscreenToggle(self):
global fullscreen
global Frames
if (not(fullscreen)):
fullscreen = True
self.set_windowsettings()
else:
fullscreen = False
self.set_windowsettings()
def set_windowsettings(self, reset_window=False):
global fullscreen
global cursor_hidden
wp = WindowProperties()
wp.setCursorHidden(cursor_hidden)
base.setFrameRateMeter(Frames)
wp.setFullscreen(fullscreen)
wp.setSize(resolution)
self.win.requestProperties(wp)
if cursor_hidden:
wp.setMouseMode(WindowProperties.M_relative)
else:
wp.setMouseMode(0)
if reset_window:
base.openMainWindow()
base.graphicsEngine.openWindows()
def framesToggle(self):
global Frames
if(Frames):
base.setFrameRateMeter(False)
Frames = False
else:
base.setFrameRateMeter(True)
Frames = True
def translate(self, value, leftMin, leftMax, rightMin, rightMax):
# Scale value from input range to output range
leftSpan = leftMax - leftMin
rightSpan = rightMax - rightMin
valueScaled = float(value - leftMin) / float(leftSpan)
return rightMin + (valueScaled * rightSpan)
class Asteroid(object):
def __init__(self, size=False):
global asteroid_detail
types = {"large": {"radius": 50000, "darkest_gray": 0.5, "lightest_gray": 0.8, "speed": 9000, "speed_percent": 5},
"medium": {"radius": 30000, "darkest_gray": 0.6, "lightest_gray": 0.8, "speed": 180, "speed_percent": 10},
"small": {"radius": 10000, "darkest_gray": 0.6, "lightest_gray": 0.8, "speed": 90, "speed_percent": 20}}
# Variables needed for the size given
self.size = random.choice(["small","medium","large"]) if not(size) else size
self.radius = types[self.size]["radius"]
self.darkest_gray = types[self.size]["darkest_gray"]
self.lightest_gray = types[self.size]["lightest_gray"]
self.speed = types[self.size]["speed"]
self.speed_percent = types[self.size]["speed_percent"]
self.step = asteroid_detail
self.seed = int(time.time() * 10000000)
self.ttl = 1 # time to live before getting distance tested
self.asteroid_min = self.radius
self.asteroid_max = self.radius + (self.radius / 2)
self.name = f"{self.size}_{self.seed}"
# Procedurally generate the asteroid
self.map = self.create_map(self.radius)
geom = self.create_geom(self.radius)
self.np = NodePath(geom)
# NodePath tags used later, particulary in the collision functions
self.np.setTag("size", self.size)
self.np.setTag("radius", str(self.radius))
self.np.setTag("Created", "False")
self.np.setTag("Name", self.name)
# Create and add the colision mesh to the asteroid
cNode = CollisionNode("asteroid")
cNode.addSolid(CollisionSphere(0,0,0,self.radius + (self.radius / 4)))
self.c_np = self.np.attachNewNode(cNode)
def add_togame(self, spawn_location=False, future_location=False):
# Set spawn location + final location + animation between the two
if spawn_location:
self.asteroid_path(spawn_location, future_location)
else:
spawn_distance = self.translate((random.random() ** 0.5),0,1,asteroid_min_spawn_distance, asteroid_spawn_distance)
self.asteroid_path(self.get_sphere_points(spawn_distance), future_location)
# Show the asteorid to the player
self.np.reparent_to(render)
def create_geom(self, sidelength):
# Set up the vertex arrays
vformat = GeomVertexFormat.getV3n3c4()
vdata = GeomVertexData("Data", vformat, Geom.UHDynamic)
vertex = GeomVertexWriter(vdata, 'vertex')
normal = GeomVertexWriter(vdata, 'normal')
color = GeomVertexWriter(vdata, 'color')
geom = Geom(vdata)
# Write vertex data
# Vertex data for the poles needs to be different
for key , value in self.map.items():
v_x, v_y, v_z, asteroid_color = value
n_x, n_y, n_z = 1,1,1
#c_r, c_g, c_b, c_a = asteroid_color, asteroid_color, asteroid_color, 1
c_r, c_g, c_b, c_a = asteroid_color, asteroid_color, asteroid_color, 1
vertex.addData3f(v_x, v_y, v_z)
normal.addData3f(n_x, n_y, n_z)
color.addData4f(c_r, c_g, c_b, c_a)
#Create triangles
#top of sphere
verts_per_row = int(360 / self.step) + 1
for vert in range(1,verts_per_row + 1):
tris = GeomTriangles(Geom.UHStatic)
tris.addVertices(vert + 1, 0, vert)
tris.closePrimitive()
geom.addPrimitive(tris)
#middle of shpere
for row in range(1, int(180 / self.step) - 1):
for vert_iir in range(0, verts_per_row - 1): # vert_iir = vertex index in row, not vertex number
vert_number = verts_per_row * row + vert_iir + 1
vert_up_row = vert_number - verts_per_row
#Bottom Triangle in the sphere
tris = GeomTriangles(Geom.UHStatic)
tris.add_vertices(vert_up_row, vert_number, vert_up_row + 1)
tris.close_primitive()
geom.addPrimitive(tris)
#Top triangle of square
tris = GeomTriangles(Geom.UHStatic)
tris.add_vertices(vert_number + 1, vert_up_row + 1, vert_number)
tris.close_primitive()
geom.addPrimitive(tris)
#bottom of sphere
last_vert = len(self.map) - 1
for vert in range(last_vert - verts_per_row, last_vert):
tris = GeomTriangles(Geom.UHStatic)
tris.add_vertices(vert - 1, last_vert, vert)
tris.close_primitive()
geom.addPrimitive(tris)
# Create the actual node
node = GeomNode('geom_node')
node.addGeom(geom)
return node
def translate(self, value, leftMin, leftMax, rightMin, rightMax):
# Scale value from input range to output range
leftSpan = leftMax - leftMin
rightSpan = rightMax - rightMin
valueScaled = float(value - leftMin) / float(leftSpan)
return rightMin + (valueScaled * rightSpan)
def simplex_radius(self, radius, seed, xoff, yoff, zoff):
noise = opens(seed=seed)
return self.translate(noise.noise3d(xoff,yoff,zoff),0,1,self.asteroid_min, self.asteroid_max)
#return radius
#map for most of the sphere
def create_map(self, radius):
map = collections.OrderedDict()
for x in range(0, 181, self.step):
#Top/Bottom of sphere need to be single points
if x == 0:
point_radius = self.simplex_radius(radius, self.seed, 0, 0, 1)
map[(0,0)] = (0,0,point_radius, (self.translate(point_radius, self.asteroid_min, self.asteroid_max, self.darkest_gray, self.lightest_gray)))
elif x == 180:
point_radius = -(self.simplex_radius(radius, self.seed, 0, 0, -1))
map[(180,0)] = (0,0,point_radius, (self.translate(point_radius, -self.asteroid_min, -self.asteroid_max, self.darkest_gray, self.lightest_gray)))
#The rest of the sphere
else:
for y in range(0, 361, self.step):
phi = x * (math.pi / 180.)
theta = y * (math.pi / 180.)
xoff = math.sin(phi) * math.cos(theta)
yoff = math.sin(phi) * math.sin(theta)
zoff = math.cos(phi)
point_radius = self.simplex_radius(radius, self.seed, xoff, yoff, zoff)
v_x = point_radius * xoff
v_y = point_radius * yoff
v_z = point_radius * zoff
map[(x ,y)] = (v_x, v_y, v_z, (self.translate(point_radius, self.asteroid_min, self.asteroid_max, self.darkest_gray, self.lightest_gray)))
return map
def asteroid_path(self, start_point, future_location=False): #takes starting location (start_point must be a LPoint3)
# Create and run the asteroid animation
if not(future_location):
self.future_location = self.get_sphere_points(asteroid_future_distance, base.camera)
else:
self.future_location = future_location
self.asteroid_lerp = LerpPosInterval(self.np, # Object being manipulated. The asteroid in this case.
self.speed * random.randrange(1, self.speed_percent, 1), # How fast the asteroid will move in seconds
self.future_location, # future location at end of lerp
start_point, # The start position of the asteroid
fluid=1)
self.asteroid_lerp.start()
def get_sphere_points(self, radius, relative_to=False): #returns a LPoint3 in sphere. relative_to will return global LPoint3 realtive to given object.
phi = random.uniform(math.pi / 4,2*math.pi)
theta = random.uniform(math.pi / 4,2*math.pi)
if relative_to:
rel_xyz = relative_to.getPos()
x = radius * math.cos(phi) * math.sin(theta) + rel_xyz[0]
y = radius * math.sin(phi) * math.sin(theta) + rel_xyz[1]
z = radius * math.cos(theta) + rel_xyz[2]
else:
x = radius * math.cos(phi) * math.sin(theta)
y = radius * math.sin(phi) * math.sin(theta)
z = radius * math.cos(theta)
return LPoint3(x,y,z)
class Location(object): # Create child of asteroid to find the future position the asteroid will fly to
def __init__(self, asteroid_parent, distance=asteroid_future_distance):
self.obj = loader.loadModel("./Models/sphere.egg")
#dt = globalClock.getDt()
self.obj.setPos(asteroid_parent, 0,distance,0)
#self.obj.setPos(asteroid_parent, spaceship_speed_x *dt, spaceship_speed_y *dt + distance, spaceship_speed_z * dt)
class Missle(object):
def __init__(self):
camera_hpr = base.camera.getHpr()
self.name = "missle"
self.core = loader.loadModel("./Models/sphere.egg")
self.ttl = 2 # Time to live in seconds
self.core.setPos(base.camera, (0,0,0))
self.core.setHpr(camera_hpr)
self.core.setScale(600,600,600)
self.glow = loader.loadModel("./Models/sphere.egg")
self.core.setTransparency(TransparencyAttrib.MAlpha)
self.glow.setScale(2,2,2)
self.glow.reparentTo(self.core)
self.core.setColor(colors.get("white"))
self.glow.setColor(colors.get("white-transparent"))
self.glow.setPos(0,0,0) #relative to parent
self.core.setLightOff() # remove all other lights from missle so it is a bright white
missle_total.append(self)
#Create the light so the missle glows
plight = PointLight('plight')
plight.setColor(colors.get("white"))