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added walker for when in battle

Samir Naik 21 years ago
parent
commit
7cbf1e0bb7
1 changed files with 113 additions and 0 deletions
  1. 113 0
      direct/src/controls/BattleWalker.py

+ 113 - 0
direct/src/controls/BattleWalker.py

@@ -0,0 +1,113 @@
+
+from direct.showbase.ShowBaseGlobal import *
+import GravityWalker
+
+class BattleWalker(GravityWalker.GravityWalker):
+    def __init__(self):
+        GravityWalker.GravityWalker.__init__(self)
+        self.targetNp = None
+        
+    def setTarget(self, nodepath):
+        # Set target that movement will be relative to
+        self.targetNp = nodepath
+
+    def getSpeeds(self):
+        #assert(self.debugPrint("getSpeeds()"))
+        return (self.speed+self.slideSpeed, self.rotationSpeed)
+
+
+    def handleAvatarControls(self, task):
+        """
+        Check on the arrow keys and update the avatar.
+        """
+        # 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 = 0 #hack -- was: inputState.isSet("slide")
+        jump = inputState.isSet("jump")
+        # Determine what the speeds are based on the buttons:
+        self.speed=(forward and self.avatarControlForwardSpeed or 
+                    reverse and -self.avatarControlReverseSpeed)
+        if run and self.speed>0.0:
+            self.speed*=2.0 #*#
+        # Should fSlide be renamed slideButton?
+        self.slideSpeed=(turnLeft and -self.avatarControlForwardSpeed or 
+                         turnRight and self.avatarControlForwardSpeed)
+        self.rotationSpeed=0
+        
+        if __debug__:
+            debugRunning = inputState.isSet("debugRunning")
+            if debugRunning:
+                self.speed*=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
+
+        # 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
+            rotation = dt * self.rotationSpeed
+
+            # Before we do anything with position or orientation, make the avatar
+            # face it's target
+            self.avatarNodePath.headsUp(self.targetNp)
+
+            # 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
+    
+