Source code for direct.controls.BattleWalker


from direct.showbase.InputStateGlobal import inputState
from direct.showbase.MessengerGlobal import messenger
from direct.task.Task import Task
from panda3d.core import *
from . import GravityWalker

BattleStrafe = 0

[docs]def ToggleStrafe(): global BattleStrafe BattleStrafe = not BattleStrafe
[docs]def SetStrafe(status): global BattleStrafe BattleStrafe = status
[docs]class BattleWalker(GravityWalker.GravityWalker):
[docs] def __init__(self): GravityWalker.GravityWalker.__init__(self) self.slideSpeed = 0 self.advanceSpeed = 0
[docs] def getSpeeds(self): return (self.speed, self.rotationSpeed, self.slideSpeed, self.advanceSpeed)
[docs] def handleAvatarControls(self, task): """ Check on the arrow keys and update the avatar. """ # get the button states: run = inputState.isSet("run") forward = inputState.isSet("forward") reverse = inputState.isSet("reverse") turnLeft = inputState.isSet("turnLeft") turnRight = inputState.isSet("turnRight") slideLeft = inputState.isSet("slideLeft") slideRight = inputState.isSet("slideRight") jump = inputState.isSet("jump") # Check for Auto-Run if base.localAvatar.getAutoRun(): forward = 1 reverse = 0 # Determine what the speeds are based on the buttons: self.speed=(forward and self.avatarControlForwardSpeed or reverse and -self.avatarControlReverseSpeed) # Slide speed is a scaled down version of forward speed self.slideSpeed=(slideLeft and -self.avatarControlForwardSpeed or slideRight and self.avatarControlForwardSpeed) * 0.5 self.rotationSpeed=not (slideLeft or slideRight) and ( (turnLeft and self.avatarControlRotateSpeed) or (turnRight and -self.avatarControlRotateSpeed)) debugRunning = inputState.isSet("debugRunning") if debugRunning: self.speed*=base.debugRunningMultiplier self.slideSpeed*=base.debugRunningMultiplier self.rotationSpeed*=1.25 if self.needToDeltaPos: self.setPriorParentVector() self.needToDeltaPos = 0 if self.wantDebugIndicator: self.displayDebugInfo() if self.lifter.isOnGround(): if self.isAirborne: self.isAirborne = 0 assert self.debugPrint("isAirborne 0 due to isOnGround() true") impact = self.lifter.getImpactVelocity() if impact < -30.0: messenger.send("jumpHardLand") self.startJumpDelay(0.3) else: messenger.send("jumpLand") if impact < -5.0: self.startJumpDelay(0.2) # else, ignore the little potholes. assert self.isAirborne == 0 self.priorParent = Vec3.zero() if jump and self.mayJump: # The jump button is down and we're close # enough to the ground to jump. self.lifter.addVelocity(self.avatarControlJumpForce) messenger.send("jumpStart") self.isAirborne = 1 assert self.debugPrint("isAirborne 1 due to jump") else: if self.isAirborne == 0: assert self.debugPrint("isAirborne 1 due to isOnGround() false") self.isAirborne = 1 self.__oldPosDelta = self.avatarNodePath.getPosDelta(render) # How far did we move based on the amount of time elapsed? self.__oldDt = ClockObject.getGlobalClock().getDt() dt=self.__oldDt # Check to see if we're moving at all: self.moving = self.speed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero()) if self.moving: distance = dt * self.speed slideDistance = dt * self.slideSpeed rotation = dt * self.rotationSpeed # Take a step in the direction of our previous heading. if distance or slideDistance or self.priorParent != Vec3.zero(): # rotMat is the rotation matrix corresponding to # our previous heading. rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up()) if self.isAirborne: forward = Vec3.forward() else: contact = self.lifter.getContactNormal() forward = contact.cross(Vec3.right()) # Consider commenting out this normalize. If you do so # then going up and down slops is a touch slower and # steeper terrain can cut the movement in half. Without # the normalize the movement is slowed by the cosine of # the slope (i.e. it is multiplied by the sign as a # side effect of the cross product above). forward.normalize() self.vel=Vec3(forward * distance) if slideDistance: if self.isAirborne: right = Vec3.right() else: right = forward.cross(contact) # See note above for forward.normalize() right.normalize() self.vel=Vec3(self.vel + (right * slideDistance)) self.vel=Vec3(rotMat.xform(self.vel)) step=self.vel + (self.priorParent * dt) self.avatarNodePath.setFluidPos(Point3( self.avatarNodePath.getPos()+step)) self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation) else: self.vel.set(0.0, 0.0, 0.0) if self.moving or jump: messenger.send("avatarMoving") return Task.cont