-
Notifications
You must be signed in to change notification settings - Fork 4
/
ship.py
171 lines (112 loc) · 4.78 KB
/
ship.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
# -*- coding: utf-8 -*-
# Authors: TurBoss
# Models: TurBoss
# Ship
from pid import PID
from bullet import Bullet
from direct.actor.Actor import Actor
from panda3d.core import PandaNode, NodePath
from panda3d.core import Filename
from panda3d.physics import BaseParticleEmitter, BaseParticleRenderer
from panda3d.physics import PointParticleFactory, SpriteParticleRenderer
from panda3d.physics import LinearNoiseForce, DiscEmitter
from direct.particles.Particles import Particles
from direct.particles.ParticleEffect import ParticleEffect
from direct.particles.ForceGroup import ForceGroup
class Ship:
def __init__(self, game):
self.game = game
self.shipPoint = NodePath(PandaNode("shipFloaterPoint"))
self.shipPoint.reparentTo(render)
self.x_pos = 0
self.z_pos = 0
self.x_speed = 0
self.z_speed = 0
self.x_pid = PID(3.0, 5.0, 1.0)
self.z_pid = PID(3.0, 5.0, 1.0)
self.model = Actor("data/ship.egg")
self.model.setPos(0, 0, 0)
self.model.setHpr(0, 0, 0)
self.normal_speed = 3.5
self.low_speed = 2
self.speed = self.normal_speed
self.cool_down = 0.1
self.last_shoot = 0
self.keyMap = {
"up": 0,
"down": 0,
"left": 0,
"right": 0,
"brake": 0,
"attack": 0,
}
# This list will stored fired bullets.
self.bullets = []
self.game.accept("mouse1", self.setKey, ["attack", 1])
self.game.accept("mouse1-up", self.setKey, ["attack", 0])
self.game.accept("shift-mouse1", self.setKey, ["attack", 1])
self.game.accept("shift-mouse1-up", self.setKey, ["attack", 0])
self.game.accept("x", self.setKey, ["attack", 1])
self.game.accept("x-up", self.setKey, ["attack", 0])
self.game.accept("c", self.setKey, ["brake", 1])
self.game.accept("c-up", self.setKey, ["brake", 0])
self.game.accept("arrow_up", self.setKey, ["up", 1])
self.game.accept("arrow_up-up", self.setKey, ["up", 0])
self.game.accept("arrow_down", self.setKey, ["down", 1])
self.game.accept("arrow_down-up", self.setKey, ["down", 0])
self.game.accept("arrow_left", self.setKey, ["left", 1])
self.game.accept("arrow_left-up", self.setKey, ["left", 0])
self.game.accept("arrow_right", self.setKey, ["right", 1])
self.game.accept("arrow_right-up", self.setKey, ["right", 0])
def setKey(self, key, value):
self.keyMap[key] = value
def draw(self):
self.model.reparentTo(render)
self.p = ParticleEffect()
self.p.loadConfig(Filename('data/particles/fireish.ptf'))
self.p.setR(180)
self.p.setScale(0.25)
# Sets particles to birth relative to the teapot, but to render at
# toplevel
self.p.start(self.model)
self.p.setPos(0.000, 0.000, 0.000)
def update(self, task):
dt = globalClock.getDt()
if self.model:
# Movement
if self.keyMap["brake"]:
self.speed = self.low_speed
else:
self.speed = self.normal_speed
if self.game.ship_control_type == 0:
if self.keyMap["up"]:
self.model.setZ(self.model, self.speed * dt)
elif self.keyMap["down"]:
self.model.setZ(self.model, -self.speed * dt)
if self.keyMap["left"]:
self.model.setX(self.model, -self.speed * dt)
elif self.keyMap["right"]:
self.model.setX(self.model, self.speed * dt)
elif self.game.ship_control_type == 1:
self.x_pos = self.shipPoint.getX()
self.z_pos = self.shipPoint.getZ()
self.x_pid.setPoint(self.x_pos)
self.z_pid.setPoint(self.z_pos)
pid_x = self.x_pid.update(self.model.getX())
pid_z = self.z_pid.update(self.model.getZ())
self.x_speed = pid_x
self.z_speed = pid_z
self.x_speed = min(self.speed, self.x_speed)
self.x_speed = max(-self.speed, self.x_speed)
self.z_speed = min(self.speed, self.z_speed)
self.z_speed = max(-self.speed, self.z_speed)
self.model.setX(self.model, self.x_speed * dt)
self.model.setZ(self.model, self.z_speed * dt)
self.model.setR(self.x_speed)
# Shoot
if self.keyMap["attack"]:
current_shoot_time = task.time
if current_shoot_time - self.last_shoot >= self.cool_down:
self.last_shoot = current_shoot_time
self.bullet = Bullet(self)
return task.cont