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main.py
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#! /usr/bin/env python2
from panda3d.core import loadPrcFileData
from panda3d.core import WindowProperties, AntialiasAttrib, GeomNode, loadPrcFileData, PStatClient
import defines
defines.init_defines()
from direct.showbase.ShowBase import ShowBase
from direct.task.Task import Task
import sys
from object_loader import loadObject, add_button
from graphics import init_labels, update_graphics
from ship import init_ship
from asteroids import spawnAsteroids
from physics import init_physics, update_physics, get_contacts_list, manage_contacts
from panda3d.core import TextNode, CollisionTraverser, CollisionHandlerQueue, CollisionNode, CollisionRay
from game_logic import update_game_logic
from planet import init_planet, init_planet_logo
#####################################################
# Sounds from http://www.freesfx.co.uk
#
#
#
#####################################################
class SSS_2D(ShowBase):
def __init__(self):
ShowBase.__init__(self)
# self.setFrameRateMeter(True)
wp = WindowProperties()
wp.setSize(1280, 720)
wp.setFullscreen(False)
self.win.requestProperties(wp)
self.disableMouse()
# Load the background starfield.
self.setBackgroundColor((0, 0, 0, 1))
self.font = loader.loadFont('textures/inconsolata.egg')
self.bg = loadObject("star_field.png", scale=73, depth=200,
transparency=False)
self.bg.setTag('back_ground', '1')
self.bg.setSx(73*16/9)
# Load the ship and set its initial velocity. Create a ship entity
self.keys = { "turnLeft": 0,
"turnRight": 0,
"accel": 0,
"fire": 0,
"laser": 0,
"e_to_s": 0,
"s_to_e": 0,
"cloak": 0,
"p2turnLeft": 0,
"p2turnRight": 0,
"p2accel": 0,
"p2fire": 0,
"p2laser": 0,
"e_to_s2": 0,
"s_to_e2": 0,
"cloak2": 0,
"toggle_debug": 0,
"e_field": 0,
"e_field2": 0,
"mouse_l": 0,
}
self.accept("escape", sys.exit) # Escape quits
# Other keys events set the appropriate value in our key dictionary
self.accept("a", self.setKey, ["turnLeft", 1])
self.accept("a-up", self.setKey, ["turnLeft", 0])
self.accept("d", self.setKey, ["turnRight", 1])
self.accept("d-up", self.setKey, ["turnRight", 0])
self.accept("w", self.setKey, ["accel", 1])
self.accept("w-up", self.setKey, ["accel", 0])
self.accept("f", self.setKey, ["fire", 1])
self.accept("f-up", self.setKey, ["fire", 0])
self.accept("h", self.setKey, ["laser", 1])
self.accept("h-up", self.setKey, ["laser", 0])
self.accept("r", self.setKey, ["e_to_s", 1])
self.accept("r-up", self.setKey, ["e_to_s", 0])
self.accept("t", self.setKey, ["s_to_e", 1])
self.accept("t-up", self.setKey, ["s_to_e", 0])
self.accept("s", self.setKey, ["cloak", 1])
self.accept("s-up", self.setKey, ["cloak", 0])
self.accept("g", self.setKey, ["e_field", 1])
self.accept("g-up", self.setKey, ["e_field", 0])
self.accept("arrow_left", self.setKey, ["p2turnLeft", 1])
self.accept("arrow_left-up", self.setKey, ["p2turnLeft", 0])
self.accept("arrow_right", self.setKey, ["p2turnRight", 1])
self.accept("arrow_right-up", self.setKey, ["p2turnRight", 0])
self.accept("arrow_up", self.setKey, ["p2accel", 1])
self.accept("arrow_up-up", self.setKey, ["p2accel", 0])
# NUMPAD for p2
self.accept("1", self.setKey, ["p2fire", 1])
self.accept("1-up", self.setKey, ["p2fire", 0])
self.accept("3", self.setKey, ["p2laser", 1])
self.accept("3-up", self.setKey, ["p2laser", 0])
self.accept("4", self.setKey, ["e_to_s2", 1])
self.accept("4-up", self.setKey, ["e_to_s2", 0])
self.accept("5", self.setKey, ["s_to_e2", 1])
self.accept("5-up", self.setKey, ["s_to_e2", 0])
self.accept("2", self.setKey, ["e_field2", 1])
self.accept("2-up", self.setKey, ["e_field2", 0])
# NO NUMPAD for p2
self.accept("l", self.setKey, ["p2fire", 1])
self.accept("l-up", self.setKey, ["p2fire", 0])
self.accept("'", self.setKey, ["p2laser", 1])
self.accept("'-up", self.setKey, ["p2laser", 0])
self.accept("o", self.setKey, ["e_to_s2", 1])
self.accept("o-up", self.setKey, ["e_to_s2", 0])
self.accept("p", self.setKey, ["s_to_e2", 1])
self.accept("p-up", self.setKey, ["s_to_e2", 0])
self.accept(";", self.setKey, ["e_field2", 1])
self.accept(";-up", self.setKey, ["e_field2", 0])
self.accept("arrow_down", self.setKey, ["cloak2", 1])
self.accept("arrow_down-up", self.setKey, ["cloak2", 0])
self.accept("f1", self.setKey, ["toggle_debug", 1])
self.accept("mouse1", self.setKey, ["mouse_l", 1])
self.accept("mouse1-up", self.setKey, ["mouse_l", 0])
init_menu(self)
self.gameTask = taskMgr.add(self.menuLoop, "gameLoop")
def init_game(self, player1, player2, asteroids, planets):
init_labels(self)
init_physics()
if player1 == True:
init_ship(self, "ship.png")
if player2 == True:
init_ship(self, "ship2.png", player2=True)
if planets == 1:
init_planet(self, pos=(2,2))
if asteroids == 1:
asteroids = 10
else:
asteroids = 0
# init_planet(self, pos=(2,2))
# init_planet(self, pos=(-2,-2))
# init_planet(self, pos=(12,8))
# init_planet(self, pos=(-12,-8))
spawnAsteroids(self, asteroids)
def setKey(self, key, val):
self.keys[key] = val
def reset_game(self, task):
defines.GAME_ONGOING = 0
for entity_id, entity in defines.ENTITIES.items():
if (entity['CATEGORY'] == 'ship' or entity['CATEGORY'] == 'ship2') and entity['E_FIELD_ENABLED'] == True:
defines.world.DestroyBody(entity['E_FIELD_BODY'])
entity['E_FIELD_DEBUG_NODE'].removeNode()
entity['E_FIELD_NODE'].removeNode()
try:
taskMgr.remove(entity['TASK'])
except:
print "No task"
try:
defines.ENTITIES[entity_id]['NODE'].removeNode()
except:
print "No node"
try:
defines.ENTITIES[entity_id]['PHYSIC_NODE'].removeNode()
except:
print "No physic node"
try:
defines.world.DestroyBody(defines.ENTITIES[entity_id]['BODY'])
except:
print "No body"
del defines.ENTITIES[entity_id]
self.energy1.removeNode()
self.shield1.removeNode()
self.energy2.removeNode()
self.shield2.removeNode()
self.life_bar2.removeNode()
self.life_bar.removeNode()
self.energy_bar.removeNode()
self.energy_bar2.removeNode()
self.winner.removeNode()
init_menu(self)
self.gameTask = taskMgr.add(self.menuLoop, "gameLoop")
return Task.done
def gameLoop(self, task):
if defines.GAME_ONGOING == 0:
return Task.done
dt = globalClock.getDt()
update_game_logic(self, dt)
manage_contacts(dt)
update_physics(dt)
update_graphics(self)
get_contacts_list()
return Task.cont
def menuLoop(self, task):
for entity_id, entity in defines.ENTITIES.items():
if entity['CATEGORY'] == 'button':
if entity['LABEL'] == 'planet':
if entity['STATUS'] == 1:
defines.PLANET_ON = 1
else:
defines.PLANET_ON = 0
if entity['LABEL'] == 'asteroids':
if entity['STATUS'] == 1:
defines.ASTEROIDS_ON = 1
else:
defines.ASTEROIDS_ON = 0
if entity['LABEL'] == 'exit' and entity['STATUS'] == 1:
sys.exit()
if entity['LABEL'] == 'new_game' and entity['STATUS'] == 1:
for entity_id, entity in defines.ENTITIES.items():
if entity['CATEGORY'] == 'button':
entity['BUTTON'].destroy()
elif entity['CATEGORY'] == 'menu_planet':
taskMgr.remove(entity['TASK'])
entity['NODE'].removeNode()
del defines.ENTITIES[entity_id]
self.init_game(player1=True, player2=True, planets=defines.PLANET_ON, asteroids=defines.ASTEROIDS_ON)
defines.GAME_ONGOING = 1
defines.GAME_WON = 0
self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
return Task.done
return Task.cont
def init_menu(self):
init_planet_logo(self, pos=(22,12))
add_button(self, "New Game", 'new_game', 0,0.5, width=0.5) # self, text, posx, posy, width, hight
add_button(self, "Asteroids", 'asteroids', 0,0.3, width=0.5) # self, text, posx, posy, width, hight
add_button(self, "Planet", 'planet', 0,0.1, width=0.5) # self, text, posx, posy, width, hight
add_button(self, "Exit", 'exit', 0,-0.1, width=0.5) # self, text, posx, posy, width, hight
game = SSS_2D()
game.run()