New TwoDWalker controls for the controlManager. Use this for any 2D Scroller type game, if you need jump.

This commit is contained in:
Samik Bhowal 2008-05-14 00:49:58 +00:00
parent 976e367e52
commit 003a3bf2f5

View File

@ -28,125 +28,34 @@ class TwoDWalker(GravityWalker):
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("forward")
# Check for Auto-Run
if 'localAvatar' in __builtins__:
if base.localAvatar and 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
# Note: you can multiply a factor in here if you want slide to
# be slower than normal walk/run. Let's try full speed.
#self.slideSpeed=(slideLeft and -self.avatarControlForwardSpeed*0.75 or
# slideRight and self.avatarControlForwardSpeed*0.75)
self.slideSpeed=(reverse and slideLeft and -self.avatarControlReverseSpeed*0.75 or
reverse and slideRight and self.avatarControlReverseSpeed*0.75 or
slideLeft and -self.avatarControlForwardSpeed*0.75 or
slideRight and self.avatarControlForwardSpeed*0.75)
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()
jump = inputState.isSet("forward")
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.
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
return Task.cont
def jumpPressed(self):
"""This function should be called from TwoDDrive when the jump key is pressed."""
if self.lifter.isOnGround():
if self.isAirborne == 0:
if 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")