|
|
@@ -19,50 +19,38 @@ class BattleWalker(GravityWalker.GravityWalker):
|
|
|
self.advanceSpeed = 0
|
|
|
|
|
|
def getSpeeds(self):
|
|
|
- #assert(self.debugPrint("getSpeeds()"))
|
|
|
return (self.speed, self.rotationSpeed, self.slideSpeed, self.advanceSpeed)
|
|
|
|
|
|
-
|
|
|
def handleAvatarControls(self, task):
|
|
|
"""
|
|
|
Check on the arrow keys and update the avatar.
|
|
|
"""
|
|
|
-
|
|
|
- # If targetNp is not available, revert back to GravityWalker.handleAvatarControls.
|
|
|
- # This situation occurs when the target dies, but we aren't switched out of
|
|
|
- # battle walker control mode.
|
|
|
-
|
|
|
- targetNp = self.avatarNodePath.currentTarget
|
|
|
- if not BattleStrafe or targetNp == None or targetNp.isEmpty():
|
|
|
- return GravityWalker.GravityWalker.handleAvatarControls(self, task)
|
|
|
-
|
|
|
# get the button states:
|
|
|
run = inputState.isSet("run")
|
|
|
forward = inputState.isSet("forward")
|
|
|
reverse = inputState.isSet("reverse")
|
|
|
turnLeft = inputState.isSet("turnLeft")
|
|
|
turnRight = inputState.isSet("turnRight")
|
|
|
- slide = inputState.isSet("slide")
|
|
|
+ slideLeft = inputState.isSet("slideLeft")
|
|
|
+ slideRight = inputState.isSet("slideRight")
|
|
|
jump = inputState.isSet("jump")
|
|
|
# Determine what the speeds are based on the buttons:
|
|
|
- self.advanceSpeed=(forward and self.avatarControlForwardSpeed or
|
|
|
- reverse and -self.avatarControlReverseSpeed)
|
|
|
- if run and self.advanceSpeed>0.0:
|
|
|
- self.advanceSpeed*=2.0 #*#
|
|
|
- # Should fSlide be renamed slideButton?
|
|
|
- self.slideSpeed=.15*(turnLeft and -self.avatarControlForwardSpeed or
|
|
|
- turnRight and self.avatarControlForwardSpeed)
|
|
|
- print 'slideSpeed: ', self.slideSpeed
|
|
|
- self.rotationSpeed=0
|
|
|
- self.speed=0
|
|
|
-
|
|
|
+ self.speed=(forward and self.avatarControlForwardSpeed or
|
|
|
+ reverse and -self.avatarControlReverseSpeed)
|
|
|
+ # Use reverse speed for strafe - that should be about what you want
|
|
|
+ self.slideSpeed=(slideLeft and -self.avatarControlReverseSpeed or
|
|
|
+ slideRight and self.avatarControlReverseSpeed)
|
|
|
+ self.rotationSpeed=not (slideLeft or slideRight) and (
|
|
|
+ (turnLeft and self.avatarControlRotateSpeed) or
|
|
|
+ (turnRight and -self.avatarControlRotateSpeed))
|
|
|
+
|
|
|
if __debug__:
|
|
|
debugRunning = inputState.isSet("debugRunning")
|
|
|
if debugRunning:
|
|
|
- self.advanceSpeed*=4.0
|
|
|
+ self.speed*=4.0
|
|
|
self.slideSpeed*=4.0
|
|
|
self.rotationSpeed*=1.25
|
|
|
-
|
|
|
+
|
|
|
if self.needToDeltaPos:
|
|
|
self.setPriorParentVector()
|
|
|
self.needToDeltaPos = 0
|
|
|
@@ -100,76 +88,174 @@ class BattleWalker(GravityWalker.GravityWalker):
|
|
|
self.__oldDt = ClockObject.getGlobalClock().getDt()
|
|
|
dt=self.__oldDt
|
|
|
|
|
|
- # Before we do anything with position or orientation, make the avatar
|
|
|
- # face it's target. Only allow rMax degrees rotation per frame, so
|
|
|
- # we don't get an unnatural spinning effect
|
|
|
- curH = self.avatarNodePath.getH()
|
|
|
- self.avatarNodePath.headsUp(targetNp)
|
|
|
- newH = self.avatarNodePath.getH()
|
|
|
- delH = reduceAngle(newH-curH)
|
|
|
- rMax = 10
|
|
|
- if delH < -rMax:
|
|
|
- self.avatarNodePath.setH(curH-rMax)
|
|
|
- self.rotationSpeed=-self.avatarControlRotateSpeed
|
|
|
- elif delH > rMax:
|
|
|
- self.avatarNodePath.setH(curH+rMax)
|
|
|
- self.rotationSpeed=self.avatarControlRotateSpeed
|
|
|
-
|
|
|
# Check to see if we're moving at all:
|
|
|
self.moving = self.speed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
|
|
|
if self.moving:
|
|
|
distance = dt * self.speed
|
|
|
slideDistance = dt * self.slideSpeed
|
|
|
- print 'slideDistance: ', slideDistance
|
|
|
rotation = dt * self.rotationSpeed
|
|
|
|
|
|
# Take a step in the direction of our previous heading.
|
|
|
self.vel=Vec3(Vec3.forward() * distance +
|
|
|
Vec3.right() * slideDistance)
|
|
|
- if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
|
|
|
- if 1:
|
|
|
- # rotMat is the rotation matrix corresponding to
|
|
|
- # our previous heading.
|
|
|
- rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
|
- step=(self.priorParent * dt) + rotMat.xform(self.vel)
|
|
|
- self.avatarNodePath.setFluidPos(Point3(
|
|
|
- self.avatarNodePath.getPos()+step))
|
|
|
- self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
|
|
|
- else:
|
|
|
- self.vel.set(0.0, 0.0, 0.0)
|
|
|
-
|
|
|
- """
|
|
|
- # Check to see if we're moving at all:
|
|
|
- self.moving = self.advanceSpeed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
|
|
|
- if self.moving:
|
|
|
- distance = dt * self.advanceSpeed
|
|
|
- slideDistance = dt * self.slideSpeed
|
|
|
- rotation = dt * self.rotationSpeed
|
|
|
-
|
|
|
- # Prevent avatar from getting too close to target
|
|
|
- d = self.avatarNodePath.getPos(targetNp)
|
|
|
- # TODO: make min distance adjust for current weapon
|
|
|
- if (d[0]*d[0]+d[1]*d[1] < 6.0 and distance > 0):
|
|
|
- # move the avatar sideways instead of forward
|
|
|
- slideDistance += .2
|
|
|
- distance = 0
|
|
|
-
|
|
|
- # Take a step in the direction of our previous heading.
|
|
|
- self.vel=Vec3(Vec3.forward() * distance +
|
|
|
- Vec3.right() * slideDistance)
|
|
|
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
|
|
|
# rotMat is the rotation matrix corresponding to
|
|
|
# our previous heading.
|
|
|
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
|
- step=rotMat.xform(self.vel) + (self.priorParent * dt)
|
|
|
+ step=(self.priorParent * dt) + rotMat.xform(self.vel)
|
|
|
self.avatarNodePath.setFluidPos(Point3(
|
|
|
self.avatarNodePath.getPos()+step))
|
|
|
self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
|
|
|
else:
|
|
|
self.vel.set(0.0, 0.0, 0.0)
|
|
|
- """
|
|
|
if self.moving or jump:
|
|
|
messenger.send("avatarMoving")
|
|
|
return Task.cont
|
|
|
-
|
|
|
-
|
|
|
+
|
|
|
+ if 0:
|
|
|
+ def handleAvatarControls(self, task):
|
|
|
+ # If targetNp is not available, revert back to GravityWalker.handleAvatarControls.
|
|
|
+ # This situation occurs when the target dies, but we aren't switched out of
|
|
|
+ # battle walker control mode.
|
|
|
+
|
|
|
+ targetNp = self.avatarNodePath.currentTarget
|
|
|
+ if not BattleStrafe or targetNp == None or targetNp.isEmpty():
|
|
|
+ return GravityWalker.GravityWalker.handleAvatarControls(self, task)
|
|
|
+
|
|
|
+ # get the button states:
|
|
|
+ run = inputState.isSet("run")
|
|
|
+ forward = inputState.isSet("forward")
|
|
|
+ reverse = inputState.isSet("reverse")
|
|
|
+ turnLeft = inputState.isSet("turnLeft")
|
|
|
+ turnRight = inputState.isSet("turnRight")
|
|
|
+ slide = inputState.isSet("slide")
|
|
|
+ jump = inputState.isSet("jump")
|
|
|
+ # Determine what the speeds are based on the buttons:
|
|
|
+ self.advanceSpeed=(forward and self.avatarControlForwardSpeed or
|
|
|
+ reverse and -self.avatarControlReverseSpeed)
|
|
|
+ if run and self.advanceSpeed>0.0:
|
|
|
+ self.advanceSpeed*=2.0 #*#
|
|
|
+ # Should fSlide be renamed slideButton?
|
|
|
+ self.slideSpeed=.15*(turnLeft and -self.avatarControlForwardSpeed or
|
|
|
+ turnRight and self.avatarControlForwardSpeed)
|
|
|
+ print 'slideSpeed: ', self.slideSpeed
|
|
|
+ self.rotationSpeed=0
|
|
|
+ self.speed=0
|
|
|
+
|
|
|
+ if __debug__:
|
|
|
+ debugRunning = inputState.isSet("debugRunning")
|
|
|
+ if debugRunning:
|
|
|
+ self.advanceSpeed*=4.0
|
|
|
+ self.slideSpeed*=4.0
|
|
|
+ self.rotationSpeed*=1.25
|
|
|
+
|
|
|
+ if self.needToDeltaPos:
|
|
|
+ self.setPriorParentVector()
|
|
|
+ self.needToDeltaPos = 0
|
|
|
+ if self.wantDebugIndicator:
|
|
|
+ self.displayDebugInfo()
|
|
|
+ if self.lifter.isOnGround():
|
|
|
+ if self.isAirborne:
|
|
|
+ self.isAirborne = 0
|
|
|
+ assert(self.debugPrint("isAirborne 0 due to isOnGround() true"))
|
|
|
+ impact = self.lifter.getImpactVelocity()
|
|
|
+ if impact < -30.0:
|
|
|
+ messenger.send("jumpHardLand")
|
|
|
+ self.startJumpDelay(0.3)
|
|
|
+ else:
|
|
|
+ messenger.send("jumpLand")
|
|
|
+ if impact < -5.0:
|
|
|
+ self.startJumpDelay(0.2)
|
|
|
+ # else, ignore the little potholes.
|
|
|
+ assert(self.isAirborne == 0)
|
|
|
+ self.priorParent = Vec3.zero()
|
|
|
+ if jump and self.mayJump:
|
|
|
+ # The jump button is down and we're close
|
|
|
+ # enough to the ground to jump.
|
|
|
+ self.lifter.addVelocity(self.avatarControlJumpForce)
|
|
|
+ messenger.send("jumpStart")
|
|
|
+ self.isAirborne = 1
|
|
|
+ assert(self.debugPrint("isAirborne 1 due to jump"))
|
|
|
+ else:
|
|
|
+ if self.isAirborne == 0:
|
|
|
+ assert(self.debugPrint("isAirborne 1 due to isOnGround() false"))
|
|
|
+ self.isAirborne = 1
|
|
|
+
|
|
|
+ self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
|
|
|
+ # How far did we move based on the amount of time elapsed?
|
|
|
+ self.__oldDt = ClockObject.getGlobalClock().getDt()
|
|
|
+ dt=self.__oldDt
|
|
|
+
|
|
|
+ # Before we do anything with position or orientation, make the avatar
|
|
|
+ # face it's target. Only allow rMax degrees rotation per frame, so
|
|
|
+ # we don't get an unnatural spinning effect
|
|
|
+ curH = self.avatarNodePath.getH()
|
|
|
+ self.avatarNodePath.headsUp(targetNp)
|
|
|
+ newH = self.avatarNodePath.getH()
|
|
|
+ delH = reduceAngle(newH-curH)
|
|
|
+ rMax = 10
|
|
|
+ if delH < -rMax:
|
|
|
+ self.avatarNodePath.setH(curH-rMax)
|
|
|
+ self.rotationSpeed=-self.avatarControlRotateSpeed
|
|
|
+ elif delH > rMax:
|
|
|
+ self.avatarNodePath.setH(curH+rMax)
|
|
|
+ self.rotationSpeed=self.avatarControlRotateSpeed
|
|
|
+
|
|
|
+ # Check to see if we're moving at all:
|
|
|
+ self.moving = self.speed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
|
|
|
+ if self.moving:
|
|
|
+ distance = dt * self.speed
|
|
|
+ slideDistance = dt * self.slideSpeed
|
|
|
+ print 'slideDistance: ', slideDistance
|
|
|
+ rotation = dt * self.rotationSpeed
|
|
|
+
|
|
|
+ # Take a step in the direction of our previous heading.
|
|
|
+ self.vel=Vec3(Vec3.forward() * distance +
|
|
|
+ Vec3.right() * slideDistance)
|
|
|
+ if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
|
|
|
+ if 1:
|
|
|
+ # rotMat is the rotation matrix corresponding to
|
|
|
+ # our previous heading.
|
|
|
+ rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
|
+ step=(self.priorParent * dt) + rotMat.xform(self.vel)
|
|
|
+ self.avatarNodePath.setFluidPos(Point3(
|
|
|
+ self.avatarNodePath.getPos()+step))
|
|
|
+ self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
|
|
|
+ else:
|
|
|
+ self.vel.set(0.0, 0.0, 0.0)
|
|
|
+
|
|
|
+ """
|
|
|
+ # Check to see if we're moving at all:
|
|
|
+ self.moving = self.advanceSpeed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
|
|
|
+ if self.moving:
|
|
|
+ distance = dt * self.advanceSpeed
|
|
|
+ slideDistance = dt * self.slideSpeed
|
|
|
+ rotation = dt * self.rotationSpeed
|
|
|
+
|
|
|
+ # Prevent avatar from getting too close to target
|
|
|
+ d = self.avatarNodePath.getPos(targetNp)
|
|
|
+ # TODO: make min distance adjust for current weapon
|
|
|
+ if (d[0]*d[0]+d[1]*d[1] < 6.0 and distance > 0):
|
|
|
+ # move the avatar sideways instead of forward
|
|
|
+ slideDistance += .2
|
|
|
+ distance = 0
|
|
|
+
|
|
|
+ # Take a step in the direction of our previous heading.
|
|
|
+ self.vel=Vec3(Vec3.forward() * distance +
|
|
|
+ Vec3.right() * slideDistance)
|
|
|
+ if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
|
|
|
+ # rotMat is the rotation matrix corresponding to
|
|
|
+ # our previous heading.
|
|
|
+ rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
|
+ step=rotMat.xform(self.vel) + (self.priorParent * dt)
|
|
|
+ self.avatarNodePath.setFluidPos(Point3(
|
|
|
+ self.avatarNodePath.getPos()+step))
|
|
|
+ self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
|
|
|
+ else:
|
|
|
+ self.vel.set(0.0, 0.0, 0.0)
|
|
|
+ """
|
|
|
+ if self.moving or jump:
|
|
|
+ messenger.send("avatarMoving")
|
|
|
+ return Task.cont
|
|
|
+
|
|
|
+
|