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- #!/usr/bin/env python
- import sys
- from direct.showbase.ShowBase import ShowBase
- from direct.showbase.InputStateGlobal import inputState
- from direct.interval.MetaInterval import Sequence
- from direct.interval.MetaInterval import Parallel
- from direct.interval.LerpInterval import LerpFunc
- from direct.interval.FunctionInterval import Func
- from direct.interval.FunctionInterval import Wait
- from panda3d.core import AmbientLight
- from panda3d.core import DirectionalLight
- from panda3d.core import Material
- from panda3d.bullet import BulletWorld
- from panda3d.bullet import BulletRigidBodyNode
- from panda3d.bullet import BulletGhostNode
- from panda3d.bullet import BulletDebugNode
- from panda3d.bullet import BulletHelper
- class Game(ShowBase):
- def __init__(self):
- ShowBase.__init__(self)
- base.set_background_color(0.1, 0.1, 0.8, 1)
- base.set_frame_rate_meter(True)
- base.cam.set_pos_hpr(0, 0, 25, 0, -90, 0)
- base.disable_mouse()
- # Input
- self.accept('escape', self.exitGame)
- self.accept('f1', base.toggle_wireframe)
- self.accept('f2', base.toggle_texture)
- self.accept('f3', self.toggle_debug)
- self.accept('f5', self.do_screenshot)
- # Setup scene 1: World
- self.debugNP = render.attach_new_node(BulletDebugNode('Debug'))
- self.debugNP.node().show_wireframe(True)
- self.debugNP.node().show_constraints(True)
- self.debugNP.node().show_bounding_boxes(True)
- self.debugNP.node().show_normals(True)
- self.debugNP.show()
- self.world = BulletWorld()
- self.world.set_gravity((0, 0, -9.81))
- self.world.set_debug_node(self.debugNP.node())
- # Setup scene 2: Ball
- #visNP = loader.load_model('models/ball.egg')
- visNP = loader.load_model('../ball-in-maze/models/ball.egg.pz')
- visNP.clear_model_nodes()
- bodyNPs = BulletHelper.from_collision_solids(visNP, True)
- self.ballNP = bodyNPs[0]
- self.ballNP.reparent_to(render)
- self.ballNP.node().set_mass(1.0)
- self.ballNP.set_pos(4, -4, 1)
- self.ballNP.node().set_deactivation_enabled(False)
- visNP.reparent_to(self.ballNP)
- # Setup scene 3: Maze
- visNP = loader.load_model('models/maze.egg')
- #visNP = loader.load_model('samples/ball-in-maze/models/maze.egg.pz')
- visNP.clear_model_nodes()
- visNP.reparent_to(render)
- self.holes = []
- self.maze = []
- self.mazeNP = visNP
- bodyNPs = BulletHelper.from_collision_solids(visNP, True);
- for bodyNP in bodyNPs:
- bodyNP.reparent_to(render)
- if isinstance(bodyNP.node(), BulletRigidBodyNode):
- bodyNP.node().set_mass(0.0)
- bodyNP.node().set_kinematic(True)
- self.maze.append(bodyNP)
- elif isinstance(bodyNP.node(), BulletGhostNode):
- self.holes.append(bodyNP)
- # Lighting and material for the ball
- ambientLight = AmbientLight('ambientLight')
- ambientLight.set_color((0.55, 0.55, 0.55, 1))
- directionalLight = DirectionalLight('directionalLight')
- directionalLight.set_direction((0, 0, -1))
- directionalLight.set_color((0.375, 0.375, 0.375, 1))
- directionalLight.set_specular_color((1, 1, 1, 1))
- self.ballNP.set_light(render.attach_new_node(ambientLight))
- self.ballNP.set_light(render.attach_new_node(directionalLight))
- m = Material()
- m.set_specular((1,1,1,1))
- m.set_shininess(96)
- self.ballNP.set_material(m, 1)
- # Startup
- self.start_game()
- def exitGame(self):
- sys.exit()
- def toggle_debug(self):
- if self.debugNP.is_hidden():
- self.debugNP.show()
- else:
- self.debugNP.hide()
- def do_screenshot(self):
- base.screenshot('Bullet')
- def start_game(self):
- self.ballNP.set_pos(4, -4, 1)
- self.ballNP.node().set_linear_velocity((0, 0, 0))
- self.ballNP.node().set_angular_velocity((0, 0, 0))
- # Mouse
- p = base.win.get_properties()
- base.win.move_pointer(0, int(p.get_x_size()/2), int(p.get_y_size()/2))
- # Add bodies and ghosts
- self.world.attach(self.ballNP.node())
- for bodyNP in self.maze:
- self.world.attach(bodyNP.node())
- for ghostNP in self.holes:
- self.world.attach(ghostNP.node())
- # Simulation task
- taskMgr.add(self.update_game, 'updateGame')
- def stop_game(self):
- # Remove bodies and ghosts
- self.world.remove(self.ballNP.node())
- for bodyNP in self.maze:
- self.world.remove(bodyNP.node())
- for ghostNP in self.holes:
- self.world.remove(ghostNP.node())
- # Simulation task
- taskMgr.remove('updateGame')
- def update_game(self, task):
- dt = globalClock.get_dt()
- # Get mouse position and tilt maze
- if base.mouseWatcherNode.hasMouse():
- mpos = base.mouseWatcherNode.get_mouse()
- hpr = (0, mpos.y * -10, mpos.x * 10)
- # Maze visual node
- self.mazeNP.set_hpr(hpr)
- # Maze body nodes
- for bodyNP in self.maze:
- bodyNP.set_hpr(hpr)
- # Update simulation
- self.world.do_physics(dt)
- # Check if ball is touching a hole
- for holeNP in self.holes:
- if holeNP.node().get_num_overlapping_nodes() > 2:
- if self.ballNP.node() in holeNP.node().get_overlapping_nodes():
- self.lose_game(holeNP)
- return task.cont
- def lose_game(self, holeNP):
- toPos = holeNP.node().get_shape_pos(0)
- self.stop_game()
- Sequence(
- Parallel(
- LerpFunc(self.ballNP.set_x, fromData = self.ballNP.get_x(),
- toData = toPos.get_x(), duration = .1),
- LerpFunc(self.ballNP.set_y, fromData = self.ballNP.get_y(),
- toData = toPos.get_y(), duration = .1),
- LerpFunc(self.ballNP.set_z, fromData = self.ballNP.get_z(),
- toData = self.ballNP.get_z() - .9, duration = .2)),
- Wait(1),
- Func(self.start_game)).start()
- game = Game()
- game.run()
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