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main.py
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import math
import random
from direct.interval.MetaInterval import Sequence, Parallel
from direct.showbase.ShowBase import ShowBase
from direct.showbase.ShowBaseGlobal import globalClock
from direct.filter.CommonFilters import CommonFilters
from panda3d.core import WindowProperties, Vec3, AntialiasAttrib, AmbientLight, LVector4, LPoint3, Spotlight, \
loadPrcFile, BitMask32, NodePath
from direct.gui.DirectGui import *
from panda3d.bullet import BulletWorld, BulletRigidBodyNode, BulletDebugNode, BulletTriangleMesh, \
BulletTriangleMeshShape, BulletPlaneShape, BulletConvexHullShape
from navmeshgenerator import NavMeshGenerator
from crystalobject import CrystalObject
from interactableobject import InteractableObject
from pipeline import CustomPipeline
from playercontroller import PlayerController
from billboardobject import BillBoardObject
from pausemenu import PauseMenu
from enemyspawner import EnemySpawner
from resourcepath import resource_path
from startscreen import StartScreen
from math import sin, cos, radians
loadPrcFile(resource_path('Config.prc'))
loadPrcFile(resource_path('Confauto.prc'))
DEBUG = False
GENERATE_NAVMESH = False
class MyApp(ShowBase):
def __init__(self):
ShowBase.__init__(self)
self.filters = CommonFilters(self.win, self.cam)
base.setBackgroundColor(0.04, 0.04, 0.04)
self.pipeline = CustomPipeline(manager=self.filters.manager)
self.pipeline.enable_shadows = True
# set the camera's lens to the one we just created
self.cam.node().getLens().setFov(120)
self.cam.node().getLens().setNearFar(0.1, 10000)
self.cam.setAntialias(AntialiasAttrib.MAuto)
# World
self.world = BulletWorld()
self.world.setGravity(Vec3(0, 0, -9.81))
self.worldNP = self.render.attachNewNode(BulletRigidBodyNode('World'))
if DEBUG:
debugNode = BulletDebugNode('Debug')
debugNode.showWireframe(True)
debugNode.showConstraints(True)
debugNode.showBoundingBoxes(False)
debugNode.showNormals(False)
debugNP = self.render.attachNewNode(debugNode)
debugNP.show()
self.world.setDebugNode(debugNP.node())
# Disable the camera trackball controls.
self.disableMouse()
self.player = PlayerController(self.camera, self.win)
self.player.setPos(self.camera.getPos() - Vec3(0, 20, 0))
# Load Map Mesh
mScale = 4
self.floor = self.loader.loadModel(resource_path("Assets/assets/Mapv2/Floor/floor.bam"))
self.floor.setTwoSided(False, 1)
self.floor.setScale(mScale, mScale, mScale)
self.floor.clear_model_nodes()
self.floor.flatten_strong()
self.floor.reparentTo(self.render)
self.colorPlane = self.loader.loadModel(resource_path("Assets/assets/Mapv2/ColorPlane/colorplane.bam"))
self.colorPlane.setTwoSided(False, 1)
self.colorPlane.setScale(mScale, mScale, mScale)
self.colorPlane.clear_model_nodes()
self.colorPlane.flatten_strong()
self.colorPlane.setShaderAuto()
colorRotate = self.colorPlane.hprInterval(50, LPoint3(360, 0, 0))
colorMove1 = self.colorPlane.posInterval(10, LPoint3(0, -15, 0))
colorMove2 = self.colorPlane.posInterval(10, LPoint3(-15, 0, 0))
colorMove3 = self.colorPlane.posInterval(10, LPoint3(0, 15, 0))
colorMove4 = self.colorPlane.posInterval(10, LPoint3(15, 0, 0))
colorMove5 = self.colorPlane.posInterval(10, LPoint3(0, 0, 0))
colorMovement = Sequence(colorMove1, colorMove2, colorMove3, colorMove4, colorMove5)
self.colorAnimation = Parallel(colorMovement, colorRotate)
self.colorAnimation.loop()
self.colorPlane.reparentTo(self.render)
self.walls = self.loader.loadModel(resource_path("Assets/assets/Mapv2/Walls/wall.bam"))
self.walls.setTwoSided(False, 1)
self.walls.setScale(mScale, mScale, mScale)
self.walls.clear_model_nodes()
self.walls.flatten_strong()
geom = self.walls.findAllMatches('**/+GeomNode')[0].node().getGeom(0)
mesh = BulletTriangleMesh()
mesh.addGeom(geom)
shape = BulletTriangleMeshShape(mesh, dynamic=False)
node = BulletRigidBodyNode('Walls')
node.addShape(shape)
self.np = self.render.attachNewNode(node)
self.world.attachRigidBody(node)
self.walls.reparentTo(self.np)
self.pillar_model = self.loader.loadModel(resource_path("Assets/assets/Mapv2/Pillar/pillar.bam"))
self.pillar_model.setTwoSided(False, 1)
self.pillar_model.setScale(mScale, mScale, mScale)
self.pillar_model.clear_model_nodes()
self.pillar_model.flatten_strong()
geom = self.pillar_model.findAllMatches('**/+GeomNode')[0].node().getGeom(0)
shape = BulletConvexHullShape()
shape.addGeom(geom)
node = BulletRigidBodyNode('Pillar')
node.addShape(shape)
self.pillars = []
pillar_offset = Vec3(-26, 28.33, 2.1)
# pillar 1
rb = node.make_copy()
self.pillars.append(self.render.attachNewNode(rb))
self.pillars[-1].setPos(0, 0, 0)
self.world.attachRigidBody(rb)
self.pillar_model.copyTo(self.pillars[-1])
# pillar 2
rb = node.make_copy()
self.pillars.append(self.render.attachNewNode(rb))
self.pillars[-1].setPos(Vec3(26, 28.33, 2.1) - pillar_offset)
self.world.attachRigidBody(rb)
self.pillar_model.copyTo(self.pillars[-1])
# pillar 3
rb = node.make_copy()
self.pillars.append(self.render.attachNewNode(rb))
self.pillars[-1].setPos(Vec3(26, -28.33, 2.1) - pillar_offset)
self.world.attachRigidBody(rb)
self.pillar_model.copyTo(self.pillars[-1])
# pillar 4
rb = node.make_copy()
self.pillars.append(self.render.attachNewNode(rb))
self.pillars[-1].setPos(Vec3(-26, -28.33, 2.1) - pillar_offset)
self.world.attachRigidBody(rb)
self.pillar_model.copyTo(self.pillars[-1])
# pillar 5
rb = node.make_copy()
self.pillars.append(self.render.attachNewNode(rb))
self.pillars[-1].setPos(Vec3(0, 0, 2.1) - pillar_offset)
self.world.attachRigidBody(rb)
self.pillar_model.copyTo(self.pillars[-1])
# Plane (should keep things from falling through)
if not GENERATE_NAVMESH:
shape = BulletPlaneShape(Vec3(0, 0, 1), 1)
node = BulletRigidBodyNode('Ground')
node.addShape(shape)
np = self.render.attachNewNode(node)
np.setPos(0, 0, -0.4)
self.world.attachRigidBody(node)
# Add Billboard Enemies
self.enemiesLimit = 10
self.enemies = []
self.enemySpawners = []
self.enemySpawners.append(EnemySpawner(Vec3(-36.5, -35.4, 2.1), "random", 2))
self.enemySpawners.append(EnemySpawner(Vec3(36.5, -35.4, 2.1), "random", 2))
self.enemySpawners.append(EnemySpawner(Vec3(-36.5, 35.4, 2.1), "random", 2))
self.enemySpawners.append(EnemySpawner(Vec3(36.5, 35.4, 2.1), "random", 2))
self.enemySpawners.append(EnemySpawner(Vec3(43, 0, 2.1), "random", 2))
self.enemySpawners.append(EnemySpawner(Vec3(-43, 0, 2.1), "random", 2))
self.light = self.render.attachNewNode(Spotlight("Sun"))
self.light.node().setScene(self.render)
self.light.node().setShadowCaster(True, 4096, 4096)
self.light.node().setColor((1, 1, 1, 1))
# self.light.node().showFrustum()
self.light.node().getLens().setFov(90)
self.light.node().getLens().setNearFar(1, 10000)
self.light.setPos(-15, -15, 100)
self.light.lookAt(0, 15, 0)
self.render.setLight(self.light)
self.alight = self.render.attachNewNode(AmbientLight("Ambient"))
self.alight.node().setColor(LVector4(0.2, 0.2, 0.2, 1))
self.render.setLight(self.alight)
# Important! Enable the shader generator.
self.filters.setSrgbEncode()
self.filters.setHighDynamicRange()
self.filters.setGammaAdjust(1.4)
self.filters.setExposureAdjust(0.5)
self.filters.setBloom((0.4, 0.4, 0.8, 0.2), desat=0.1, mintrigger=0.01, intensity=0.5, size='medium')
# loading and playing music
mysteryMusic = base.loader.loadSfx(resource_path("Assets/assets/Sound/Music/mystery.mp3"))
mysteryMusic.setLoop(True)
mysteryMusic.setVolume(0.1)
mysteryMusic.play()
self.add_task(self.update, 'update')
if GENERATE_NAVMESH:
navMesh = NavMeshGenerator()
navMesh.gridSize = 100
navMesh.xstep = 1
navMesh.ystep = 1
navMesh.bottomLeftCorner = Vec3(-50, -50, 3)
navMesh.bitMask = BitMask32().allOn()
navMesh.scene = self.world
navMesh.generate()
self.userExit()
# Start Screen
self.pauseMenu = PauseMenu(self)
self.pauseMenu.lock_keys_mouse()
self.game_started = False
self.start_screen = StartScreen(self.aspect2d, self.start_game)
self.taskMgr.add(self.rotate_wait_screen_camera, "rotate_wait_screen_camera")
def reset(self):
self.player.playerRBNode.setPos(random.uniform(-10, 10), random.uniform(-10, 10), 2)
self.player.r = 0.5
self.player.g = 0.5
self.player.b = 0.5
self.player.score = 0
self.player.scoreLabel.setText('Score: 0')
for crystal in self.render.findAllMatches("**/*CrystalClass"):
crystal.removeCrystal()
self.player.bullets.clear()
for enemy in self.enemies:
enemy.removeEnemy()
self.enemies.clear()
# Update
def update(self, task):
if self.pauseMenu.paused or not self.game_started:
return task.cont
if self.player.r < 0:
self.pauseMenu.display_score(self.player.score)
self.reset()
return task.cont
dt = globalClock.getDt()
self.world.doPhysics(dt)
''' This a neat effect but idk if we want it
colorMag = Vec3(self.player.r, self.player.g, self.player.b).length()
amount = self.interpolate(0.9, 0, colorMag/1.8)
amount = min(max(0, amount), 1)
self.filters.setCartoonInk(amount, color=[1, 1, 1, 1])
'''
# self.updateColors(self.colorPlane, [-3, -5, -1.5], [1, 1, 1]) # use with directional
self.updateColors(self.colorPlane, [0, 0, 0], [1, 1, 1]) # use with spotlight
self.updateColors(self.walls, [-140, -110, -90], [1, 1, 1])
self.updateColors(self.player.gun, [-6, -6, -6], [256, 256, 256])
for pillar in self.pillars:
self.updateColors(pillar, [-6, -6, -6], [1, 1, 1])
self.player.shield.setColorScale(self.player.r, self.player.g, self.player.b, 1.0)
self.updateEnemies()
for enemySpawner in self.enemySpawners:
if len(self.enemies) < int(self.enemiesLimit + (self.player.score/2)):
enemy = enemySpawner.update(dt)
if enemy is not None:
self.enemies.append(enemy)
return task.cont
def updateEnemies(self):
# Making enemies go to player
new_enemies = []
playerPos = self.player.playerRBNode.getPos()
for enemy in self.enemies:
if enemy.health > 0:
new_enemies.append(enemy)
else:
self.player.score += 1
self.player.scoreLabel.setText('Score: ' + str(self.player.score))
self.enemies = new_enemies
def updateColors(self, model, start, end):
model.setColorScale(self.interpolate(start[0], end[0], min(max(0, self.player.r), 1)),
self.interpolate(start[1], end[1], min(max(0, self.player.g), 1)),
self.interpolate(start[2], end[2], min(max(0, self.player.b), 1)),
1.0)
def interpolate(self, start, end, percent):
return ((end - start) * percent) + start
def start_game(self):
self.crosshair = OnscreenText(text='+', pos=(0, 0), scale=0.1, fg=(1, 1, 1, 1))
self.player.set_player_view()
self.game_started = True
self.start_screen.hide()
self.start_screen.__KillImage__()
self.pauseMenu.release_keys_mouse()
self.player.r = 0.5
self.player.g = 0.5
self.player.b = 0.5
self.player.redMeter.show()
self.player.greenMeter.show()
self.player.blueMeter.show()
self.player.scoreLabel.setText('Score: 0')
def rotate_wait_screen_camera(self, task):
if not self.game_started:
orbit_radius = 45
orbit_center = LPoint3(0, 20, 0)
orbit_speed = 10
eval_angle = 30
# Compute the new angle in degrees
angle_deg = (task.time * orbit_speed) % 360
angle_rad = radians(angle_deg)
eval_rad = radians(eval_angle)
# Convert polar coordinates to Cartesian coordinates
x = orbit_center.x + orbit_radius * cos(angle_rad) * cos(eval_rad)
y = orbit_center.y + orbit_radius * sin(angle_rad) * cos(eval_rad)
z = orbit_center.z + orbit_radius * sin(eval_rad)
# Update the wait screen camera's position and orientation
self.camera.setPos(x, y, z)
self.camera.lookAt(orbit_center)
return task.cont
else:
return task.done
app = MyApp()
props = WindowProperties()
app.win.requestProperties(props)
app.run()