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New TwoDWalker controls for the controlManager. Use this for any 2D Scroller type game, if you need jump.
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@ -28,125 +28,34 @@ class TwoDWalker(GravityWalker):
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def handleAvatarControls(self, task):
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"""
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Check on the arrow keys and update the avatar.
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"""
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"""
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# get the button states:
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run = inputState.isSet("run")
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forward = inputState.isSet("forward")
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reverse = inputState.isSet("reverse")
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turnLeft = inputState.isSet("turnLeft")
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turnRight = inputState.isSet("turnRight")
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slideLeft = inputState.isSet("slideLeft")
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slideRight = inputState.isSet("slideRight")
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jump = inputState.isSet("forward")
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# Check for Auto-Run
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if 'localAvatar' in __builtins__:
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if base.localAvatar and base.localAvatar.getAutoRun():
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forward = 1
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reverse = 0
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# Determine what the speeds are based on the buttons:
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self.speed=(forward and self.avatarControlForwardSpeed or
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reverse and -self.avatarControlReverseSpeed)
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# Slide speed is a scaled down version of forward speed
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# Note: you can multiply a factor in here if you want slide to
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# be slower than normal walk/run. Let's try full speed.
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#self.slideSpeed=(slideLeft and -self.avatarControlForwardSpeed*0.75 or
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# slideRight and self.avatarControlForwardSpeed*0.75)
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self.slideSpeed=(reverse and slideLeft and -self.avatarControlReverseSpeed*0.75 or
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reverse and slideRight and self.avatarControlReverseSpeed*0.75 or
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slideLeft and -self.avatarControlForwardSpeed*0.75 or
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slideRight and self.avatarControlForwardSpeed*0.75)
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self.rotationSpeed=not (slideLeft or slideRight) and (
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnRight and -self.avatarControlRotateSpeed))
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debugRunning = inputState.isSet("debugRunning")
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if(debugRunning):
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self.speed*=base.debugRunningMultiplier
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self.slideSpeed*=base.debugRunningMultiplier
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self.rotationSpeed*=1.25
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if self.needToDeltaPos:
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self.setPriorParentVector()
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self.needToDeltaPos = 0
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if self.wantDebugIndicator:
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self.displayDebugInfo()
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jump = inputState.isSet("forward")
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if self.lifter.isOnGround():
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if self.isAirborne:
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self.isAirborne = 0
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assert self.debugPrint("isAirborne 0 due to isOnGround() true")
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impact = self.lifter.getImpactVelocity()
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if impact < -30.0:
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messenger.send("jumpHardLand")
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self.startJumpDelay(0.3)
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else:
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messenger.send("jumpLand")
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if impact < -5.0:
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self.startJumpDelay(0.2)
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# else, ignore the little potholes.
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messenger.send("jumpLand")
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if impact < -5.0:
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self.startJumpDelay(0.2)
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# else, ignore the little potholes.
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assert self.isAirborne == 0
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self.priorParent = Vec3.zero()
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if jump and self.mayJump:
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# The jump button is down and we're close
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# enough to the ground to jump.
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self.lifter.addVelocity(self.avatarControlJumpForce)
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messenger.send("jumpStart")
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self.isAirborne = 1
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assert self.debugPrint("isAirborne 1 due to jump")
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else:
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if self.isAirborne == 0:
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assert self.debugPrint("isAirborne 1 due to isOnGround() false")
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self.isAirborne = 1
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self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
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# How far did we move based on the amount of time elapsed?
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self.__oldDt = ClockObject.getGlobalClock().getDt()
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dt=self.__oldDt
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# Check to see if we're moving at all:
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self.moving = self.speed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
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'''
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if self.moving:
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distance = dt * self.speed
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slideDistance = dt * self.slideSpeed
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rotation = dt * self.rotationSpeed
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# Take a step in the direction of our previous heading.
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if distance or slideDistance or self.priorParent != Vec3.zero():
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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if self.isAirborne:
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forward = Vec3.forward()
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else:
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contact = self.lifter.getContactNormal()
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forward = contact.cross(Vec3.right())
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# Consider commenting out this normalize. If you do so
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# then going up and down slops is a touch slower and
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# steeper terrain can cut the movement in half. Without
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# the normalize the movement is slowed by the cosine of
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# the slope (i.e. it is multiplied by the sign as a
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# side effect of the cross product above).
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forward.normalize()
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self.vel=Vec3(forward * distance)
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if slideDistance:
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if self.isAirborne:
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right = Vec3.right()
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else:
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right = forward.cross(contact)
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# See note above for forward.normalize()
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right.normalize()
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self.vel=Vec3(self.vel + (right * slideDistance))
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self.vel=Vec3(rotMat.xform(self.vel))
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step=self.vel + (self.priorParent * dt)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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else:
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self.vel.set(0.0, 0.0, 0.0)
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'''
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if self.moving or jump:
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messenger.send("avatarMoving")
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return Task.cont
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return Task.cont
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def jumpPressed(self):
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"""This function should be called from TwoDDrive when the jump key is pressed."""
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if self.lifter.isOnGround():
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if self.isAirborne == 0:
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if self.mayJump:
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# The jump button is down and we're close enough to the ground to jump.
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self.lifter.addVelocity(self.avatarControlJumpForce)
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messenger.send("jumpStart")
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self.isAirborne = 1
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assert self.debugPrint("isAirborne 1 due to jump")
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