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@@ -0,0 +1,113 @@
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+
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+from direct.showbase.ShowBaseGlobal import *
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+import GravityWalker
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+
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+class BattleWalker(GravityWalker.GravityWalker):
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+ def __init__(self):
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+ GravityWalker.GravityWalker.__init__(self)
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+ self.targetNp = None
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+
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+ def setTarget(self, nodepath):
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+ # Set target that movement will be relative to
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+ self.targetNp = nodepath
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+
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+ def getSpeeds(self):
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+ #assert(self.debugPrint("getSpeeds()"))
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+ return (self.speed+self.slideSpeed, self.rotationSpeed)
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+
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+
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+ def handleAvatarControls(self, task):
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+ """
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+ Check on the arrow keys and update the avatar.
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+ """
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+ # get the button states:
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+ run = inputState.isSet("run")
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+ forward = inputState.isSet("forward")
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+ reverse = inputState.isSet("reverse")
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+ turnLeft = inputState.isSet("turnLeft")
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+ turnRight = inputState.isSet("turnRight")
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+ slide = 0 #hack -- was: inputState.isSet("slide")
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+ jump = inputState.isSet("jump")
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+ # Determine what the speeds are based on the buttons:
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+ self.speed=(forward and self.avatarControlForwardSpeed or
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+ reverse and -self.avatarControlReverseSpeed)
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+ if run and self.speed>0.0:
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+ self.speed*=2.0 #*#
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+ # Should fSlide be renamed slideButton?
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+ self.slideSpeed=(turnLeft and -self.avatarControlForwardSpeed or
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+ turnRight and self.avatarControlForwardSpeed)
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+ self.rotationSpeed=0
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+
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+ if __debug__:
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+ debugRunning = inputState.isSet("debugRunning")
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+ if debugRunning:
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+ self.speed*=4.0
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+ self.slideSpeed*=4.0
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+ self.rotationSpeed*=1.25
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+
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+ if self.needToDeltaPos:
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+ self.setPriorParentVector()
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+ self.needToDeltaPos = 0
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+ if self.wantDebugIndicator:
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+ self.displayDebugInfo()
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+ if self.lifter.isOnGround():
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+ if self.isAirborne:
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+ self.isAirborne = 0
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+ assert(self.debugPrint("isAirborne 0 due to isOnGround() true"))
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+ impact = self.lifter.getImpactVelocity()
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+ if impact < -30.0:
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+ messenger.send("jumpHardLand")
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+ self.startJumpDelay(0.3)
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+ else:
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+ messenger.send("jumpLand")
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+ if impact < -5.0:
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+ self.startJumpDelay(0.2)
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+ # else, ignore the little potholes.
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+ assert(self.isAirborne == 0)
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+ self.priorParent = Vec3.zero()
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+ if jump and self.mayJump:
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+ # ...the jump button is down and we're close
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+ # enough to the ground to jump.
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+ self.lifter.addVelocity(self.avatarControlJumpForce)
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+ messenger.send("jumpStart")
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+ self.isAirborne = 1
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+ assert(self.debugPrint("isAirborne 1 due to jump"))
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+ else:
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+ if self.isAirborne == 0:
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+ assert(self.debugPrint("isAirborne 1 due to isOnGround() false"))
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+ self.isAirborne = 1
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+
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+ self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
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+ # How far did we move based on the amount of time elapsed?
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+ self.__oldDt = ClockObject.getGlobalClock().getDt()
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+ dt=self.__oldDt
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+
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+ # Check to see if we're moving at all:
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+ self.moving = self.speed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
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+ if self.moving:
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+ distance = dt * self.speed
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+ slideDistance = dt * self.slideSpeed
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+ rotation = dt * self.rotationSpeed
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+
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+ # Before we do anything with position or orientation, make the avatar
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+ # face it's target
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+ self.avatarNodePath.headsUp(self.targetNp)
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+
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+ # Take a step in the direction of our previous heading.
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+ self.vel=Vec3(Vec3.forward() * distance +
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+ Vec3.right() * slideDistance)
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+ if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
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+ # rotMat is the rotation matrix corresponding to
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+ # our previous heading.
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+ rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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+ step=rotMat.xform(self.vel) + (self.priorParent * dt)
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+ self.avatarNodePath.setFluidPos(Point3(
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+ self.avatarNodePath.getPos()+step))
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+ self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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+ else:
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+ self.vel.set(0.0, 0.0, 0.0)
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+ if self.moving or jump:
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+ messenger.send("avatarMoving")
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+ return Task.cont
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+
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+
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