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Player.py
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from pandac.PandaModules import *
import math
import datetime
from direct.gui.OnscreenText import OnscreenText
from PlayerStates import State as pState
from GameStates import State as gState
class Player( object ):
# To keep track of which keys are pressed
KeyMap = { "w":0, "a":0, "s":0, "d":0, "space":0, "r":0 }
# Player state
CurState = pState.RUNNING
# Acceleration variables
Accel = 60
AirDeaccel = 10
PassiveDeaccel = 200
ActiveDeaccel = 400
# Speed variables
CurSpeed = 0
MaxSpeed = 100
CurStrafeSpeed = 0
MaxStrafeSpeed = 40
# Jump variables
CurJumpMomentum = 0
MaxJumpMomentum = 5 # Higher value results in higher jumps
JumpMultiplier = 7 # Higher value will cause player to rise and fall faster
ReadyToDoubleJump = False
# Fall variables
FallHeight = 0
FallHeightThreshold = 5.5 # Falling from a height greater than this without rolling will cause a bad landing
# Camera variables
MouseSensitivity = 0.2 # Higher value means faster camera movement
CameraFOV = 80
PitchMax = 90 # Camera can't look up or down past this value
# For camera shaking when the player runs
CameraCurShake = 0
CameraMaxShake = 0.025 # Higher value results in wider shakes
CameraShakeDt = 0.18 # Higher value results in faster shakes
# For camera effects when the player rolls
RollDegrees = 0
RollCamDt = 800 # Higher values mean faster rolls (360 degrees)
RollCurHeight = 0
RollMaxHeight = 0.09 # Higher value means the camera will descend more
RollPosDt = 0.28 # Higher values mean faster rolls (up & down)
# For camera effects when the player lands badly
LandingCurHeight = 0
LandingMaxHeight = 0.17
LandingFastDt = 0.60 # How fast the player falls in a bad landing
LandingSlowDt = -0.01 # How fast the player gets back up from a bad landing
LandingCurDt = 0
# For camera effects when the player is stunned
StunnedCount = 0
StunnedCurHeight = 0
StunnedMaxHeight = 5 # Higher value means the camera will descend more
StunnedDt = 10.00 # Higher values mean faster shakes
# For checkPoint control
def __init__( self, gameContext ):
""" inits the player """
self.game = gameContext
self.vidas = 3
self.falling = False
self.lastCheckPoint = len(render.findAllMatches("**/waypoint*"))
self.currentCheckPoint = 0;
self.loadModel()
self.setUpCamera()
self.createCollisions()
self.attachControls()
self.savedCheckPoint = -1
self.savedPos = ( -34, 30, 3 )
self.savedTime = datetime.timedelta(seconds=0)
taskMgr.add( self.mouseUpdate, 'MouseTask' )
taskMgr.add( self.moveUpdate, 'MoveTask' )
taskMgr.add( self.jumpUpdate, 'JumpTask' )
taskMgr.add( self.fallingUpdate, 'FallingTask' )
def loadModel( self ):
""" make the nodepath for player """
self.player = NodePath( 'player' )
self.player.reparentTo( render )
self.player.setPos( 0, 0, 10 )
self.player.setScale( .05 )
def setUpCamera( self ):
""" puts camera at the players node """
pl = base.cam.node().getLens()
pl.setFov( self.CameraFOV )
base.cam.node().setLens( pl )
base.camera.reparentTo( self.player )
def createCollisions( self ):
""" create a collision solid and rays for the player """
self.playerCol = CollisionNode( 'player' )
self.playerCol.addSolid( CollisionSphere( 0, 0, 0, 3 ) )
self.playerColNp = self.player.attachNewNode( self.playerCol )
base.cTrav.addCollider( self.playerColNp, base.pusher )
base.pusher.addCollider( self.playerColNp, self.player, base.drive.node() )
# init player's floor collisions
self.groundRay = CollisionRay()
self.groundRay.setOrigin( 0, 0, -.2 )
self.groundRay.setDirection( 0, 0, -1 )
self.groundCol = CollisionNode( 'playerGroundRay' )
self.groundCol.addSolid( self.groundRay )
self.groundCol.setFromCollideMask( BitMask32.bit(0) )
self.groundCol.setIntoCollideMask( BitMask32.allOff() )
self.groundColNp = self.player.attachNewNode( self.groundCol )
self.groundHandler = CollisionHandlerQueue()
base.cTrav.addCollider( self.groundColNp, self.groundHandler )
# init player's forward collisions
self.forwardRay = CollisionRay()
self.forwardRay.setOrigin( 0, 0, -.2 )
self.forwardRay.setDirection( 0, 1, 0 )
self.forwardCol = CollisionNode( 'playerForwardRay' )
self.forwardCol.addSolid( self.forwardRay )
self.forwardCol.setFromCollideMask( BitMask32.bit(0) )
self.forwardCol.setIntoCollideMask( BitMask32.allOff() )
self.forwardColNp = self.player.attachNewNode( self.forwardCol )
self.forwardHandler = CollisionHandlerQueue()
base.cTrav.addCollider( self.forwardColNp, self.forwardHandler )
# Uncomment this line to see the collision rays
#self.groundColNp.show()
#self.forwardColNp.show()
# Uncomment this line to show a visual representation of the
# collisions occuring
#base.cTrav.showCollisions(render)
def attachControls( self ):
""" attach key events """
base.accept( "space", self.setKey, [ "space", 1 ] )
base.accept( "space-up", self.setKey, [ "space", 0 ] )
base.accept( "w", self.setKey, [ "w", 1 ] )
base.accept( "w-up", self.setKey, [ "w", 0 ] )
base.accept( "s", self.setKey, [ "s", 1 ] )
base.accept( "s-up", self.setKey, [ "s", 0 ] )
base.accept( "a", self.setKey, [ "a", 1 ] )
base.accept( "a-up", self.setKey, [ "a", 0 ] )
base.accept( "d", self.setKey, [ "d", 1 ] )
base.accept( "d-up", self.setKey, [ "d", 0 ] )
base.accept( "r", self.setKey, [ "r", 1 ] )
base.accept( "r-up", self.setKey, [ "r", 0 ] )
base.accept( "l", self.game.checkForRecord )
#base.accept( "l" , self.reloadLastCheckPoint)
def setKey( self, key, value ):
if key == "space" and value == 0 and self.CurState == pState.JUMPING:
self.ReadyToDoubleJump = True
self.KeyMap[ key ] = value
def roll( self ):
if self.CurState != pState.ROLLING:
self.CurState = pState.ROLLING
if ( self.CurSpeed >= 0 ): self.CurSpeed = 10
elif( self.CurSpeed < 0 ): self.CurSpeed = -5
self.CurStrafeSpeed = 0
self.RollDegrees = -base.camera.getP()
self.RollCurHeight = 0
base.camera.setZ(0)
def bad_landing( self ):
if self.CurState != pState.BAD_LANDING:
self.CurState = pState.BAD_LANDING
self.CurSpeed = 0
self.CurStrafeSpeed = 0
self.LandingCurHeight = 0
self.LandingCurDt = self.LandingFastDt
base.camera.setZ(0)
def stunned( self ):
if self.CurState != pState.STUNNED:
self.CurState = pState.STUNNED
self.CurSpeed = -5
self.CurStrafeSpeed = 0
self.StunnedCount = 0
self.StunnedCurHeight = 0
base.camera.setZ(0)
def verifyGroundCollisions( self ):
#print self.player.getPos()
# Get the highest Z from the down casting ray
highestZ = -1000
for i in range( self.groundHandler.getNumEntries() ):
entry = self.groundHandler.getEntry( i )
z = entry.getSurfacePoint( render ).getZ()
if z > highestZ and ("platform" in entry.getIntoNode().getName() or "waypoint" in entry.getIntoNode().getName()):
highestZ = z
# cehck if the player have touched the last checkpoint in game
if self.currentCheckPoint == self.lastCheckPoint:
self.game.checkForRecord()
if "waypoint"+str(self.currentCheckPoint) in entry.getIntoNode().getName():
#print "z " + str(z)
#print "player " + str(self.player.getZ())
dz = abs(z - self.player.getZ())
#print "dz " + str(dz)
if dz < 0.3:
if self.savedCheckPoint != self.currentCheckPoint:
self.saveCheckPoint()
self.currentCheckPoint+= 1
#obj = render.find("**/waypoint"+str(self.currentCheckPoint))
#print obj.getMaterial()
#obj.setMaterial(self.myMaterial)
#print obj.getMaterial()
return highestZ
def verifyForwardCollisions( self ):
# Get the closest obstacle from the forward ray
px = self.player.getX()
py = self.player.getY()
lowestDist = 1000
for i in range( self.forwardHandler.getNumEntries() ):
entry = self.forwardHandler.getEntry( i )
if "platform" in entry.getIntoNode().getName():
point = entry.getSurfacePoint( render )
x = point.getX()
y = point.getY()
dist = math.sqrt( (px-x)*(px-x) + (py-y)*(py-y) )
if dist < lowestDist:
lowestDist = dist
return lowestDist
def applyAcceleration( self ):
lowestDist = self.verifyForwardCollisions()
# Only let player alter his course if not jumping (he can still alter it by moving the camera, though)
if pState.canAccelerate( self.CurState ) == True:
# Accelerate forward
if self.KeyMap["w"] == 1:
# Can't accelerate into a brick wall
if lowestDist > 0.24:
if self.CurSpeed < 0:
self.CurSpeed += self.ActiveDeaccel * globalClock.getDt()
else:
self.CurSpeed += self.Accel * globalClock.getDt()
if self.CurSpeed > self.MaxSpeed:
self.CurSpeed = self.MaxSpeed
elif self.CurSpeed > 30:
self.stunned()
else:
self.CurSpeed = 0
# Accelerate backward
elif self.KeyMap["s"] == 1:
if self.CurSpeed > 0:
self.CurSpeed -= self.ActiveDeaccel * globalClock.getDt()
else:
self.CurSpeed -= self.Accel * globalClock.getDt()
if self.CurSpeed < -self.MaxSpeed/2:
self.CurSpeed = -self.MaxSpeed/2
# If not going forward or backward, slow down until speed is 0
else:
if self.CurSpeed > 0:
self.CurSpeed -= self.PassiveDeaccel * globalClock.getDt()
if self.CurSpeed < 0:
self.CurSpeed = 0
elif self.CurSpeed < 0:
self.CurSpeed += self.PassiveDeaccel * globalClock.getDt()
if self.CurSpeed > 0:
self.CurSpeed = 0
# Accelerate right
if self.KeyMap["d"] == 1:
if self.CurStrafeSpeed < 0:
self.CurStrafeSpeed += self.ActiveDeaccel * globalClock.getDt()
else:
self.CurStrafeSpeed += self.Accel * globalClock.getDt()
if self.CurStrafeSpeed > self.MaxStrafeSpeed:
self.CurStrafeSpeed = self.MaxStrafeSpeed
# Accelerate left
elif self.KeyMap["a"] == 1:
if self.CurStrafeSpeed > 0:
self.CurStrafeSpeed -= self.ActiveDeaccel * globalClock.getDt()
else:
self.CurStrafeSpeed -= self.Accel * globalClock.getDt()
if self.CurStrafeSpeed < -self.MaxStrafeSpeed:
self.CurStrafeSpeed = -self.MaxStrafeSpeed
# If not going right or left, slow down until speed is 0
else:
if self.CurStrafeSpeed > 0:
self.CurStrafeSpeed -= self.PassiveDeaccel * globalClock.getDt()
if self.CurStrafeSpeed < 0:
self.CurStrafeSpeed = 0
elif self.CurStrafeSpeed < 0:
self.CurStrafeSpeed += self.PassiveDeaccel * globalClock.getDt()
if self.CurStrafeSpeed > 0:
self.CurStrafeSpeed = 0
# Slowly deaccelerate all speeds while in mid-air
elif pState.inMidAir( self.CurState ) == True:
if self.CurSpeed > 0:
self.CurSpeed -= self.AirDeaccel * globalClock.getDt()
if self.CurSpeed < 0:
self.CurSpeed = 0
elif self.CurSpeed < 0:
self.CurSpeed += self.AirDeaccel * globalClock.getDt()
if self.CurSpeed > 0:
self.CurSpeed = 0
if self.CurStrafeSpeed > 0:
self.CurStrafeSpeed -= self.AirDeaccel * globalClock.getDt()
if self.CurStrafeSpeed < 0:
self.CurStrafeSpeed = 0
elif self.CurStrafeSpeed < 0:
self.CurStrafeSpeed += self.AirDeaccel * globalClock.getDt()
if self.CurStrafeSpeed > 0:
self.CurStrafeSpeed = 0
if self.CurSpeed > 0 and self.CurState == pState.RUNNING:
self.game.skyRunnerInstance.soundManager.soundWalking.setVolume(1)
else:
self.game.skyRunnerInstance.soundManager.soundWalking.setVolume(0)
self.game.skyRunnerInstance.soundManager.soundWalking.setPlayRate(self.CurSpeed*0.025)
def cameraEffects( self ):
if self.CurState == pState.RUNNING:
# Shake camera when player is running
if self.CurSpeed != 0:
# The camera will shake most when MaxSpeed is reached
relSpeed = abs( self.CurSpeed / self.MaxSpeed )
base.camera.setX( base.camera.getX() + self.CameraCurShake )
base.camera.setR( base.camera.getR() + self.CameraCurShake )
self.CameraCurShake += self.CameraShakeDt * relSpeed * globalClock.getDt()
if self.CameraCurShake > self.CameraMaxShake * relSpeed:
self.CameraCurShake = self.CameraMaxShake * relSpeed
self.CameraShakeDt *= -1
elif self.CameraCurShake < -self.CameraMaxShake * relSpeed:
self.CameraCurShake = -self.CameraMaxShake * relSpeed
self.CameraShakeDt *= -1
# Don't shake camera when player is in mid-air
elif pState.inMidAir( self.CurState ) == True:
self.CameraCurShake = 0
base.camera.setX(0)
base.camera.setR(0)
elif self.CurState == pState.ROLLING:
if self.RollDegrees < 360:
self.RollDegrees += self.RollCamDt * globalClock.getDt()
if self.RollDegrees > 360: self.RollDegrees = 360
if self.CurSpeed >= 0:
base.camera.setP( -self.RollDegrees )
else:
base.camera.setP( self.RollDegrees )
if self.RollDegrees > 210:
base.camera.setZ( base.camera.getZ() - self.RollCurHeight )
self.RollCurHeight += self.RollPosDt * globalClock.getDt()
if self.RollCurHeight > self.RollMaxHeight:
self.RollCurHeight = -self.RollMaxHeight
if base.camera.getZ() > 0:
self.CurState = pState.RUNNING
base.camera.setP(0)
base.camera.setZ(0)
elif self.CurState == pState.BAD_LANDING:
base.camera.setZ( base.camera.getZ() - self.LandingCurHeight )
base.camera.setR( base.camera.getR() - self.LandingCurHeight )
base.camera.setP( base.camera.getP() - self.LandingCurHeight * 8 )
self.LandingCurHeight += self.LandingCurDt * globalClock.getDt()
if self.LandingCurHeight > self.LandingMaxHeight:
self.LandingCurHeight = 0
self.LandingCurDt = self.LandingSlowDt
if base.camera.getZ() > 0:
self.CurState = pState.RUNNING
base.camera.setZ(0)
base.camera.setR(0)
elif self.CurState == pState.STUNNED:
base.camera.setP( base.camera.getP() - self.StunnedCurHeight )
self.StunnedCurHeight += self.StunnedDt * globalClock.getDt()
increment = False
if base.camera.getP() > self.StunnedMaxHeight:
base.camera.setP( self.StunnedMaxHeight )
increment = True
elif base.camera.getP() < -self.StunnedMaxHeight:
base.camera.setP( -self.StunnedMaxHeight )
increment = True
if increment == True:
self.StunnedCount += 1
self.StunnedCurHeight = 0
self.StunnedDt *= -1
if self.StunnedCount > 3:
self.CurState = pState.RUNNING
def applyJump( self ):
# Player wants to jump
if self.KeyMap["space"] == 1:
if self.CurState == pState.RUNNING:
self.CurJumpMomentum = self.MaxJumpMomentum
self.CurState = pState.JUMPING
self.game.skyRunnerInstance.soundManager.soundWalking.setVolume(0.0)
self.game.skyRunnerInstance.soundManager.soundJump.play()
# Jumping in a certain direction can give you horizontal momentum, at the price of vertical momentum
if self.KeyMap["w"] == 0:
if self.KeyMap["s"] == 1:
self.CurJumpMomentum *= 0.8
self.CurStrafeSpeed *= 0.1
if self.CurSpeed > 0:
self.CurSpeed = - self.MaxSpeed / 2 + self.CurSpeed * 0.25
else:
self.CurSpeed = - self.MaxSpeed / 2
elif self.KeyMap["d"] == 1:
self.CurJumpMomentum *= 0.8
self.CurSpeed *= 0.1
self.CurStrafeSpeed = self.MaxStrafeSpeed * 1.5
elif self.KeyMap["a"] == 1:
self.CurJumpMomentum *= 0.8
self.CurSpeed *= 0.1
self.CurStrafeSpeed = -self.MaxStrafeSpeed * 1.5
elif self.ReadyToDoubleJump == True:
self.game.skyRunnerInstance.soundManager.soundJump.play()
self.ReadyToDoubleJump = False
self.CurJumpMomentum = self.MaxJumpMomentum
self.CurState = pState.DOUBLE_JUMPING
#self.FallHeight = 0
def mouseUpdate( self, task ):
md = base.win.getPointer(0)
x = md.getX()
y = md.getY()
if base.win.movePointer( 0, base.win.getXSize()/2, base.win.getYSize()/2 ):
if pState.canMoveCamera( self.CurState ) == True:
self.player.setH( self.player.getH() - ( x - base.win.getXSize() / 2 ) * self.MouseSensitivity )
pitch = base.camera.getP() - ( y - base.win.getYSize() / 2 ) * self.MouseSensitivity
if pitch < -self.PitchMax: pitch = -self.PitchMax
elif pitch > self.PitchMax: pitch = self.PitchMax
base.camera.setP( pitch )
return task.cont
def moveUpdate( self, task ):
# Update player speed
self.applyAcceleration()
# Update player position
self.player.setY( self.player, self.CurSpeed * globalClock.getDt() )
self.player.setX( self.player, self.CurStrafeSpeed * globalClock.getDt() )
# Apply camera shake effects
self.cameraEffects()
return task.cont
def jumpUpdate( self, task ):
# Gravity effects and jumps
if self.CurJumpMomentum < 0:
self.FallHeight -= self.CurJumpMomentum * globalClock.getDt()
self.player.setZ( self.player.getZ() + self.CurJumpMomentum * globalClock.getDt() )
self.CurJumpMomentum -= self.JumpMultiplier * globalClock.getDt()
highestZ = self.verifyGroundCollisions()
zdif = self.player.getZ() - highestZ
# Detecting a fall
if zdif >= 0.333 and self.CurState == pState.RUNNING:
self.CurState = pState.FALLING
# Detecting the end of a fall/jump, or preventing a really small one
elif zdif < 0.3 or ( zdif < 0.333 and self.CurState == pState.RUNNING ):
self.player.setZ( highestZ + 0.3 )
self.CurJumpMomentum = 0
if pState.inMidAir( self.CurState ) == True:
if self.KeyMap["r"] == 1:
self.roll()
elif self.FallHeight > self.FallHeightThreshold:
self.bad_landing()
else:
self.CurState = pState.RUNNING
self.game.skyRunnerInstance.soundManager.soundWalking.setVolume(1)
self.ReadyToDoubleJump = False
self.FallHeight = 0
# If the player wants to jump and meets the requirements, apply it
self.applyJump()
return task.cont
def fallingUpdate(self, task):
if self.player.getZ() < -4:
print "a"
if self.falling == False:
print "b"
self.falling = True
self.game.skyRunnerInstance.soundManager.screamSound.play()
else:
print "c"
if self.game.skyRunnerInstance.soundManager.screamSound.getTime() >= 3:
print "d"
self.falling = False
self.respawn()
return task.cont
def saveCheckPoint( self ):
self.savedCheckPoint = self.currentCheckPoint
self.savedPos = self.player.getPos()
self.savedTime = self.game.displayTime
def reloadLastCheckPoint( self ):
self.currentCheckPoint = self.savedCheckPoint+1
self.player.setPos(self.savedPos)
self.game.startTime = datetime.datetime.today()
self.game.lastTimeStop = self.savedTime
self.resetPlayerVariables()
def respawn( self ):
self.game.skyRunnerInstance.soundManager.screamSound.stop()
if self.vidas > 1:
self.vidas = self.vidas - 1
self.game.vVidasOn[self.vidas].hide()
self.game.vVidasOff[self.vidas].show()
self.reloadLastCheckPoint()
else:
self.game.vVidasOn[self.vidas-1].hide()
self.game.vVidasOff[self.vidas-1].hide()
# OnscreenText(text = "GAME OVER", style = 1, fg = ( 1, 0, 0, 1 ),
# pos = ( -1.33, .25 ), align = TextNode.ALeft, scale = .8 )
def resetPlayerVariables( self ):
self.CurSpeed = 0
self.CurStrafeSpeed = 0
self.CurJumpMomentum = 0
self.FallHeight = 0
self.CameraCurShake = 0
self.RollDegrees = 0
self.RollCurHeight = 0
self.LandingCurHeight = 0
self.LandingCurDt = 0
self.StunnedCount = 0
self.StunnedCurHeight = 0
self.CurState = pState.RUNNING