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player.py
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player.py
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from direct.showbase import DirectObject
from direct.actor import Actor
from direct.interval.IntervalGlobal import *
from pandac.PandaModules import *
from util import WalkAnimFSM
PLAYER_SPEED = 50
PLAYER_REVERSE_RATIO = .5
PLAYER_TURN_SPEED = 100
WALK_ANIM_FACTOR = .03
TURN_ANIM_FACTOR = .005
PLAYER_HEAVEN_SPEED = .03
PLAYER_COLLIDE_FROM_MASK = 0x1
PLAYER_COLLIDE_INTO_MASK = 0
BUNNY_NAB_DIST = 3
PLAYER_MAX_HEALTH = 3
INVINCIBLE_DURATION = 5.0
#-----------------------------------------------------
# Manages the player and the actor associated with it.
class Player(DirectObject.DirectObject):
#--------------------
# Creates the player.
def __init__(self, game, input, pos):
self.__game = game
self.__input = input
self.bunny = None
self.__health = PLAYER_MAX_HEALTH
self.__invincible = False
self.__ghost = False
# Create the hearts.
self.__hearts = []
heartMaker = CardMaker("HeartMaker")
heartTex = loader.loadTexture("textures/heart.png")
HEART_WIDTH = .2
HEART_HEIGHT = .2
HEART_BOTTOM = -1
HEART_TOP = HEART_BOTTOM + HEART_HEIGHT
TOTAL_HEART_WIDTH = HEART_WIDTH * PLAYER_MAX_HEALTH
for i in range(0, PLAYER_MAX_HEALTH):
heartLeft = -TOTAL_HEART_WIDTH/2 + i*HEART_WIDTH
heartRight = heartLeft + HEART_WIDTH
heartMaker.setFrame(heartLeft, heartRight, HEART_BOTTOM, HEART_TOP)
heart = NodePath(heartMaker.generate())
heart.setTexture(heartTex)
heart.setTransparency(TransparencyAttrib.MAlpha)
self.__hearts.append(heart)
##end for
# Setup actor.
self.__actor = Actor.Actor("models/bvw-f2004--eve/eve.bam",
{"walk":"models/bvw-f2004--eve/eve-run.bam",
"jump":"models/bvw-f2004--eve/eve-jump.bam"})
self.__actor.setScale(1)
self.__actor.setPos(pos)
self.__actor.setBlend(frameBlend = True)
self.__actor.setTransparency(TransparencyAttrib.MAlpha)
# Setup walking animation.
walkRate = PLAYER_SPEED * WALK_ANIM_FACTOR
reverseWalkRate = walkRate * PLAYER_REVERSE_RATIO
turnWalkRate = PLAYER_TURN_SPEED * TURN_ANIM_FACTOR
self.__animFSM = WalkAnimFSM(self.__actor, walkRate, reverseWalkRate, turnWalkRate)
# Setup collision.
collisionSphere = CollisionSphere(0, 0, 2.3, 2)
self.__collider = self.__actor.attachNewNode(CollisionNode("Player_CollisionSphere_" + str(id(self))))
self.__collider.node().addSolid(collisionSphere)
self.__collider.node().setFromCollideMask(PLAYER_COLLIDE_FROM_MASK)
self.__collider.setCollideMask(PLAYER_COLLIDE_INTO_MASK)
pusher = CollisionHandlerPusher()
pusher.addCollider(self.__collider, self.__actor)
pusher.addInPattern("player-into-%in")
self.__game.cTrav.addCollider(self.__collider, pusher)
# Load sounds.
self.__hurtSound = loader.loadSfx("sounds/player_hurt.wav")
self.__deathSound = loader.loadSfx("sounds/player_death.wav")
self.__heartbeatSound = loader.loadSfx("sounds/player_heartbeat.wav")
##end def
#-------------------
# Starts the player.
def start(self):
# Show hearts.
for heart in self.__hearts:
heart.reparentTo(self.__game.node2d)
# Show actor.
self.__actor.reparentTo(self.__game.node)
# Setup tasks.
self.__updateTaskName = "Player_UpdateTask_" + str(id(self))
taskMgr.add(self.__updateTask, self.__updateTaskName)
# Set initial animation.
self.__animFSM.request("Still")
# Listen for input events.
self.accept("do_action", self.__doAction)
def onPlayerIntoMonster(entry): self.damage()
self.accept("player-into-monster", onPlayerIntoMonster)
##end def
#------------------
# Stops the player.
def stop(self):
self.ignoreAll()
self.__animFSM.request("Still")
taskMgr.remove(self.__updateTaskName)
self.__actor.detachNode()
for heart in self.__hearts:
heart.detachNode()
##end def
#---------------------------------------------
# Cleans up all resources used by this player.
def cleanup(self):
self.__game.cTrav.removeCollider(self.__collider)
self.__actor.cleanup()
self.__actor.removeNode()
for heart in self.__hearts:
heart.removeNode()
##end def
#------------------------------------------
# Moves the player according to user input.
def __updateTask(self, task):
shouldAnimStill = True
if self.bunny != None:
self.bunny.model.setX(0)
self.bunny.model.setY(0)
##end if
# Are we alive?
if self.__health > 0:
base.camera.setFluidPos(self.__game.cameraPos)
if self.__input.moveForeward:
self.__actor.setFluidY(self.__actor, -PLAYER_SPEED * globalClock.getDt())
self.__animFSM.request("Walk")
shouldAnimStill = False
elif self.__input.moveReverse:
self.__actor.setFluidY(self.__actor, PLAYER_SPEED * PLAYER_REVERSE_RATIO * globalClock.getDt())
self.__animFSM.request("ReverseWalk")
shouldAnimStill = False
if self.__input.turnLeft:
self.__actor.setH(self.__actor, PLAYER_TURN_SPEED * globalClock.getDt())
if shouldAnimStill:
self.__animFSM.request("TurnWalk")
shouldAnimStill = False
elif self.__input.turnRight:
self.__actor.setH(self.__actor, -PLAYER_TURN_SPEED * globalClock.getDt())
if shouldAnimStill:
self.__animFSM.request("TurnWalk")
shouldAnimStill = False
# Try to catch a bunny if jumping.
if self.bunny == None and self.__actor.getCurrentAnim() == "jump":
# Search all bunnies and pick up one if found.
for bunny in self.__game.bunnies:
if bunny.state != "Hopping": continue
bunnyX = bunny.model.getX()
bunnyY = bunny.model.getY()
playerX = self.__actor.getX()
playerY = self.__actor.getY()
xDiff = bunnyX - playerX
yDiff = bunnyY - playerY
distSquared = xDiff*xDiff + yDiff*yDiff
if distSquared <= BUNNY_NAB_DIST*BUNNY_NAB_DIST:
self.bunny = bunny
bunny.model.reparentTo(self.__actor)
bunny.model.setPos(0, 0, 3.5)
bunny.model.setH(self.__actor, 0)
bunny.request("Carried")
break
##end if
##end for
##end if
elif self.__ghost:
# Since we're dead, need to rise up to heaven.
self.__actor.setY(self.__actor, -PLAYER_HEAVEN_SPEED)
# Make camera look at ghost, but no until ghost has risen high enough.
oldHpr = base.camera.getHpr()
base.camera.lookAt(self.__actor)
if base.camera.getP() < 0:
base.camera.setHpr(oldHpr)
##end if
if shouldAnimStill:
self.__animFSM.request("Still")
return task.cont
##end def
# Performs a context-sensitive action when the user presses the action key.
def __doAction(self):
# Are we not carrying a bunny?
if self.bunny == None and self.__health > 0 and self.__actor.getCurrentAnim() != "jump":
self.__actor.play("jump")
# If we're carrying a bunny, then release it.
elif self.bunny != None:
bunny = self.bunny
self.bunny = None
bunny.model.wrtReparentTo(self.__game.node)
bunny.request("MadHopping")
##end if
##end def
#-------------------------
# Hides all of the hearts.
# Also stops any heartbeat sound effect.
def hideHearts(self):
self.__heartbeatSound.stop()
for heart in self.__hearts:
heart.hide()
##end def
#-------------------------
# Takes a point of damage.
def damage(self):
if not self.__invincible and self.__health > 0:
# If more than 1 health left, take a point of damage.
if self.__health > 1:
self.__health -= 1
self.__hearts[self.__health].hide()
LerpColorScaleInterval(self.__actor, .5, VBase4(1,1,1,.3), VBase4(1,0,0,1)).start()
self.__hurtSound.play()
# Start heartbeat if almost dead.
if self.__health == 1:
self.__heartbeatSound.setLoop(True)
self.__heartbeatSound.play()
# Make momentarily invincible.
self.__invincible = True
def makeNotInvincible(): self.__invincible = False
Sequence(
Wait(INVINCIBLE_DURATION),
Func(makeNotInvincible),
LerpColorScaleInterval(self.__actor, .5, VBase4(1,1,1,1))
).start()
# Otherwise, die and lose the game.
else:
self.__health = 0
self.__hearts[0].hide()
LerpColorScaleInterval(self.__actor, .5, VBase4(1,1,1,1), VBase4(1,0,0,1)).start()
self.__game.stopMusic()
self.__game.monster.stopAttackSequence()
self.__deathSound.play()
base.camera.wrtReparentTo(self.__game.node)
self.__collider.node().setFromCollideMask(0)
def doDefeat():
self.__game.doDefeat()
# Make ghost
self.__ghost = True
self.__actor.setColorScale(VBase4(0,0,1,.3))
# Spawn body.
body = Actor.Actor("models/bvw-f2004--eve/eve")
body.setScale(1)
body.setPos(self.__actor.getPos())
body.setHpr(self.__actor.getHpr())
body.reparentTo(self.__game.node)
##end def
Sequence(
LerpFunc(self.__actor.setP, toData=-90.0, duration=.51),
Func(doDefeat)).start()
##end if
##end if
##end def
def getActor(self): return self.__actor
actor = property(getActor)
def getPointLightNP(self): return self.__plnp
pointLightNP = property(getPointLightNP)
def getHealth(self): return self.__health
health = property(getHealth)
##end class