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ship.py
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import defines
from weapons import weapon
from object_loader import loadObject, new_physic_object
from panda3d.core import LVector3, TextureStage
from panda3d.core import LPoint2
def init_ship(self, ship_model_path, player2=False):
if player2 == True:
pos = LPoint2(12,-8)
category_bits = 0x0003
mask_bits = (0x0001 | 0x0002)
else:
pos = LPoint2(-12,8)
category_bits = 0x0002
mask_bits = (0x0001 | 0x0003)
new_ship = loadObject(ship_model_path, scale=0.5)
physic_debug, physic_body = new_physic_object(shape='box', scale=0.5,
angular_dampning=5, linear_dampning=0.1, pos=pos,
category_bits=category_bits, mask_bits=mask_bits)
new_ship.reparentTo(render)
new_ship.setTexRotate(TextureStage.getDefault(), 90)
new_weapon = weapon();
if player2 == True:
shipname = "ship2"
self.life_bar2 = loadObject(scale=0.5)
self.life_bar2.setPos(-0.1,0, 0.12)
self.life_bar2.reparentTo(base.a2dBottomRight)
self.life_bar2.setSz(0.005)
self.energy_bar2 = loadObject(scale=0.5)
self.energy_bar2.setPos(-0.1,0, 0.215)
self.energy_bar2.reparentTo(base.a2dBottomRight)
self.energy_bar2.setSz(0.005)
else:
shipname = "ship"
self.life_bar = loadObject(scale=0.5)
self.life_bar.setPos(-0.1,0,0.12)
self.life_bar.reparentTo(base.a2dBottomLeft)
self.life_bar.setSz(0.005)
self.energy_bar = loadObject(scale=0.5)
self.energy_bar.setPos(-1,0,0.215)
self.energy_bar.reparentTo(base.a2dBottomLeft)
self.energy_bar.setSz(0.005)
defines.ENTITIES[defines.ENTITY_ID] = {'CATEGORY':shipname,'E_FIELD_ENABLED': False, 'NODE':new_ship, 'PHYSIC_NODE':physic_debug, 'BODY':physic_body, 'SHIELD':100.0, 'ENERGY':100.0, 'WEAPON':new_weapon}
defines.ENTITY_ID += 1
def add_shield(self, entity_id):
pos = defines.ENTITIES[entity_id]['BODY'].position
if defines.ENTITIES[entity_id]['CATEGORY'] == 'ship':
category_bits = 0x0002
mask_bits = (0x0001 | 0x0003)
else:
category_bits = 0x0003
mask_bits = (0x0001 | 0x0002)
physic_debug, physic_body = new_physic_object(shape='circle', scale=1,
angular_dampning=0, linear_dampning=0, pos=pos,
category_bits=category_bits, mask_bits=mask_bits, den=0.0)
# help(defines.world)
defines.world.CreateRevoluteJoint(
bodyA=defines.ENTITIES[entity_id]['BODY'],
bodyB=physic_body
)
new_shield = loadObject('shield.png', scale=1)
new_shield.setPos(physic_body.position.x, 55, physic_body.position.y)
physic_body.linearVelocity.Set(defines.ENTITIES[entity_id]['BODY'].linearVelocity.x, defines.ENTITIES[entity_id]['BODY'].linearVelocity.y)
physic_body.angularVelocity = defines.ENTITIES[entity_id]['BODY'].angularVelocity
defines.ENTITIES[entity_id]['E_FIELD_BODY'] = physic_body
defines.ENTITIES[entity_id]['E_FIELD_DEBUG_NODE'] = physic_debug
defines.ENTITIES[entity_id]['E_FIELD_NODE'] = new_shield
# CreateFixture
# CreateFixturesFromShapes
def update_ship(self, dt):
for entity_id, entity in defines.ENTITIES.items():
if entity['CATEGORY'] == "ship":
self.life_bar.setSx(entity['SHIELD']/250)
self.life_bar.setX(0.45 + entity['SHIELD']/250)
self.energy_bar.setSx(entity['ENERGY']/250)
self.energy_bar.setX(0.45 + entity['ENERGY']/250)
if entity['ENERGY'] < 100:
entity['ENERGY'] += 0.1 * dt * defines.DT_FACTOR
if self.keys["turnRight"]:
entity['BODY'].ApplyTorque(-5, True)
elif self.keys["turnLeft"]:
entity['BODY'].ApplyTorque(5, True)
if self.keys["accel"]:
f = entity['BODY'].GetWorldVector(localVector=(5.0, 0.0))
p = entity['BODY'].GetWorldPoint(localPoint=(0.0, 0))
entity['BODY'].ApplyForce(f, p, True)
if self.keys["fire"] and entity['ENERGY'] >= 20:
entity['WEAPON'].fire(self, entity_id)
if self.keys["laser"] and entity['ENERGY'] >= 10:
entity['WEAPON'].fire_laser(self, entity_id)
if self.keys["e_to_s"] and entity['ENERGY'] >= 5 and entity['SHIELD'] < 100:
entity['ENERGY'] -= 2 * dt * defines.DT_FACTOR
entity['SHIELD'] += 1 * dt * defines.DT_FACTOR
if self.keys["s_to_e"] and entity['SHIELD'] >= 5 and entity['ENERGY'] < 100:
entity['ENERGY'] += 2 * dt * defines.DT_FACTOR
entity['SHIELD'] -= 1 * dt * defines.DT_FACTOR
if self.keys["cloak"] and entity['ENERGY'] > 5 :
entity['NODE'].detachNode()
entity['ENERGY'] -= 0.2 * dt * defines.DT_FACTOR
else:
entity['NODE'].reparentTo(render)
if self.keys["e_field"] == 1 and ((entity['ENERGY'] > 5 and entity['E_FIELD_ENABLED'] == True) or (entity['ENERGY'] > 20)):
if entity['E_FIELD_ENABLED'] == False:
entity['ENERGY'] -= 3 * dt * defines.DT_FACTOR
add_shield(self, entity_id)
entity['E_FIELD_ENABLED'] = True
entity['ENERGY'] -= 0.3 * dt * defines.DT_FACTOR
elif entity['E_FIELD_ENABLED'] == True:
defines.world.DestroyBody(entity['E_FIELD_BODY'])
entity['E_FIELD_DEBUG_NODE'].removeNode()
entity['E_FIELD_NODE'].removeNode()
entity['E_FIELD_ENABLED'] = False
if entity['CATEGORY'] == "ship2":
self.life_bar2.setSx(entity['SHIELD']/250)
self.life_bar2.setX(-0.95 + entity['SHIELD']/250 )
self.energy_bar2.setSx(entity['ENERGY']/250)
self.energy_bar2.setX(-0.95 + entity['ENERGY']/250)
if entity['ENERGY'] < 100:
entity['ENERGY'] += 0.1 * dt * defines.DT_FACTOR
if self.keys["p2turnRight"]:
entity['BODY'].ApplyTorque(-5, True)
elif self.keys["p2turnLeft"]:
entity['BODY'].ApplyTorque(5, True)
if self.keys["p2accel"]:
f = entity['BODY'].GetWorldVector(localVector=(5.0, 0.0))
p = entity['BODY'].GetWorldPoint(localPoint=(0.0, 0))
entity['BODY'].ApplyForce(f, p, True)
if self.keys["p2fire"] and entity['ENERGY'] >= 20:
entity['WEAPON'].fire(self, entity_id)
if self.keys["p2laser"] and entity['ENERGY'] >= 5:
entity['WEAPON'].fire_laser(self, entity_id)
if self.keys["e_to_s2"] and entity['ENERGY'] >= 5 and entity['SHIELD'] < 100:
entity['ENERGY'] -= 2 * dt * defines.DT_FACTOR
entity['SHIELD'] += 1 * dt * defines.DT_FACTOR
if self.keys["s_to_e2"] and entity['SHIELD'] >= 5 and entity['ENERGY'] < 100:
entity['ENERGY'] += 2 * dt * defines.DT_FACTOR
entity['SHIELD'] -= 1 * dt * defines.DT_FACTOR
if self.keys["cloak2"] and entity['ENERGY'] > 5 :
entity['NODE'].detachNode()
entity['ENERGY'] -= 0.2 * dt * defines.DT_FACTOR
else:
entity['NODE'].reparentTo(render)
if self.keys["e_field2"] == 1 and ((entity['ENERGY'] > 5 and entity['E_FIELD_ENABLED'] == True) or (entity['ENERGY'] > 20)):
if entity['E_FIELD_ENABLED'] == False:
entity['ENERGY'] -= 3 * dt * defines.DT_FACTOR
add_shield(self, entity_id)
entity['E_FIELD_ENABLED'] = True
entity['ENERGY'] -= 0.3 * dt * defines.DT_FACTOR
elif entity['E_FIELD_ENABLED'] == True:
defines.world.DestroyBody(entity['E_FIELD_BODY'])
entity['E_FIELD_DEBUG_NODE'].removeNode()
entity['E_FIELD_NODE'].removeNode()
entity['E_FIELD_ENABLED'] = False