strafe left and right support

This commit is contained in:
Joe Shochet 2005-10-05 21:58:22 +00:00
parent dc8916d350
commit 71f3a958a1
3 changed files with 190 additions and 105 deletions

View File

@ -19,50 +19,38 @@ class BattleWalker(GravityWalker.GravityWalker):
self.advanceSpeed = 0
def getSpeeds(self):
#assert(self.debugPrint("getSpeeds()"))
return (self.speed, self.rotationSpeed, self.slideSpeed, self.advanceSpeed)
def handleAvatarControls(self, task):
"""
Check on the arrow keys and update the avatar.
"""
# If targetNp is not available, revert back to GravityWalker.handleAvatarControls.
# This situation occurs when the target dies, but we aren't switched out of
# battle walker control mode.
targetNp = self.avatarNodePath.currentTarget
if not BattleStrafe or targetNp == None or targetNp.isEmpty():
return GravityWalker.GravityWalker.handleAvatarControls(self, task)
# get the button states:
run = inputState.isSet("run")
forward = inputState.isSet("forward")
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
slide = inputState.isSet("slide")
slideLeft = inputState.isSet("slideLeft")
slideRight = inputState.isSet("slideRight")
jump = inputState.isSet("jump")
# Determine what the speeds are based on the buttons:
self.advanceSpeed=(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed)
if run and self.advanceSpeed>0.0:
self.advanceSpeed*=2.0 #*#
# Should fSlide be renamed slideButton?
self.slideSpeed=.15*(turnLeft and -self.avatarControlForwardSpeed or
turnRight and self.avatarControlForwardSpeed)
print 'slideSpeed: ', self.slideSpeed
self.rotationSpeed=0
self.speed=0
self.speed=(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed)
# Use reverse speed for strafe - that should be about what you want
self.slideSpeed=(slideLeft and -self.avatarControlReverseSpeed or
slideRight and self.avatarControlReverseSpeed)
self.rotationSpeed=not (slideLeft or slideRight) and (
(turnLeft and self.avatarControlRotateSpeed) or
(turnRight and -self.avatarControlRotateSpeed))
if __debug__:
debugRunning = inputState.isSet("debugRunning")
if debugRunning:
self.advanceSpeed*=4.0
self.speed*=4.0
self.slideSpeed*=4.0
self.rotationSpeed*=1.25
if self.needToDeltaPos:
self.setPriorParentVector()
self.needToDeltaPos = 0
@ -100,76 +88,174 @@ class BattleWalker(GravityWalker.GravityWalker):
self.__oldDt = ClockObject.getGlobalClock().getDt()
dt=self.__oldDt
# Before we do anything with position or orientation, make the avatar
# face it's target. Only allow rMax degrees rotation per frame, so
# we don't get an unnatural spinning effect
curH = self.avatarNodePath.getH()
self.avatarNodePath.headsUp(targetNp)
newH = self.avatarNodePath.getH()
delH = reduceAngle(newH-curH)
rMax = 10
if delH < -rMax:
self.avatarNodePath.setH(curH-rMax)
self.rotationSpeed=-self.avatarControlRotateSpeed
elif delH > rMax:
self.avatarNodePath.setH(curH+rMax)
self.rotationSpeed=self.avatarControlRotateSpeed
# 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
print 'slideDistance: ', slideDistance
rotation = dt * self.rotationSpeed
# Take a step in the direction of our previous heading.
self.vel=Vec3(Vec3.forward() * distance +
Vec3.right() * slideDistance)
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
if 1:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
step=(self.priorParent * dt) + rotMat.xform(self.vel)
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)
"""
# Check to see if we're moving at all:
self.moving = self.advanceSpeed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
if self.moving:
distance = dt * self.advanceSpeed
slideDistance = dt * self.slideSpeed
rotation = dt * self.rotationSpeed
# Prevent avatar from getting too close to target
d = self.avatarNodePath.getPos(targetNp)
# TODO: make min distance adjust for current weapon
if (d[0]*d[0]+d[1]*d[1] < 6.0 and distance > 0):
# move the avatar sideways instead of forward
slideDistance += .2
distance = 0
# Take a step in the direction of our previous heading.
self.vel=Vec3(Vec3.forward() * distance +
Vec3.right() * slideDistance)
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
step=rotMat.xform(self.vel) + (self.priorParent * dt)
step=(self.priorParent * dt) + rotMat.xform(self.vel)
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
if 0:
def handleAvatarControls(self, task):
# If targetNp is not available, revert back to GravityWalker.handleAvatarControls.
# This situation occurs when the target dies, but we aren't switched out of
# battle walker control mode.
targetNp = self.avatarNodePath.currentTarget
if not BattleStrafe or targetNp == None or targetNp.isEmpty():
return GravityWalker.GravityWalker.handleAvatarControls(self, task)
# get the button states:
run = inputState.isSet("run")
forward = inputState.isSet("forward")
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
slide = inputState.isSet("slide")
jump = inputState.isSet("jump")
# Determine what the speeds are based on the buttons:
self.advanceSpeed=(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed)
if run and self.advanceSpeed>0.0:
self.advanceSpeed*=2.0 #*#
# Should fSlide be renamed slideButton?
self.slideSpeed=.15*(turnLeft and -self.avatarControlForwardSpeed or
turnRight and self.avatarControlForwardSpeed)
print 'slideSpeed: ', self.slideSpeed
self.rotationSpeed=0
self.speed=0
if __debug__:
debugRunning = inputState.isSet("debugRunning")
if debugRunning:
self.advanceSpeed*=4.0
self.slideSpeed*=4.0
self.rotationSpeed*=1.25
if self.needToDeltaPos:
self.setPriorParentVector()
self.needToDeltaPos = 0
if self.wantDebugIndicator:
self.displayDebugInfo()
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.
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
# Before we do anything with position or orientation, make the avatar
# face it's target. Only allow rMax degrees rotation per frame, so
# we don't get an unnatural spinning effect
curH = self.avatarNodePath.getH()
self.avatarNodePath.headsUp(targetNp)
newH = self.avatarNodePath.getH()
delH = reduceAngle(newH-curH)
rMax = 10
if delH < -rMax:
self.avatarNodePath.setH(curH-rMax)
self.rotationSpeed=-self.avatarControlRotateSpeed
elif delH > rMax:
self.avatarNodePath.setH(curH+rMax)
self.rotationSpeed=self.avatarControlRotateSpeed
# 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
print 'slideDistance: ', slideDistance
rotation = dt * self.rotationSpeed
# Take a step in the direction of our previous heading.
self.vel=Vec3(Vec3.forward() * distance +
Vec3.right() * slideDistance)
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
if 1:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
step=(self.priorParent * dt) + rotMat.xform(self.vel)
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)
"""
# Check to see if we're moving at all:
self.moving = self.advanceSpeed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
if self.moving:
distance = dt * self.advanceSpeed
slideDistance = dt * self.slideSpeed
rotation = dt * self.rotationSpeed
# Prevent avatar from getting too close to target
d = self.avatarNodePath.getPos(targetNp)
# TODO: make min distance adjust for current weapon
if (d[0]*d[0]+d[1]*d[1] < 6.0 and distance > 0):
# move the avatar sideways instead of forward
slideDistance += .2
distance = 0
# Take a step in the direction of our previous heading.
self.vel=Vec3(Vec3.forward() * distance +
Vec3.right() * slideDistance)
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
step=rotMat.xform(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

View File

@ -71,28 +71,29 @@ class ControlManager:
inputState.watch("turnRight", "force-turnRight", "force-turnRight-stop")
inputState.watch("jump", "control", "control-up")
if __dev__:
inputState.watch("slideLeft", "home", "home-up")
inputState.watch("slideRight", "end", "end-up")
inputState.watch("levitateUp", "page_up", "page_up-up")
inputState.watch("levitateDown", "page_down", "page_down-up")
inputState.watch("run", "shift", "shift-up")
inputState.watch("slideLeft", "home", "home-up")
inputState.watch("slideRight", "end", "end-up")
inputState.watch("levitateUp", "page_up", "page_up-up")
inputState.watch("levitateDown", "page_down", "page_down-up")
inputState.watch("run", "shift", "shift-up")
# FYI, ghost mode uses jump for slide.
# inputState.watch("slide", "slide-is-disabled", "slide-is-disabled")
inputState.watch("slide", "mouse3", "mouse3-up")
# FYI, ghost mode uses jump for slide.
#inputState.watch("slide", "slide-is-disabled", "slide-is-disabled")
inputState.watch("slide", "mouse3", "mouse3-up")
#inputState.watch("slideLeft", "shift-arrow_left", "shift-arrow_left-up")
#inputState.watch("slideLeft", "control-arrow_left", "control-arrow_left-up")
#inputState.watch("slideLeft", "alt-arrow_left", "alt-arrow_left-up")
#inputState.watch("slideLeft", "shift-arrow_left", "shift-arrow_left-up")
#inputState.watch("slideLeft", "slide-is-disabled", "slide-is-disabled")
#inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
#inputState.watch("slideRight", "control-arrow_right", "control-arrow_right-up")
#inputState.watch("slideRight", "alt-arrow_right", "alt-arrow_right-up")
#inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
#inputState.watch("slideRight", "slide-is-disabled", "slide-is-disabled")
# inputState.watch("slideLeft", "shift-arrow_left", "shift-arrow_left-up")
# inputState.watch("slideLeft", "control-arrow_left", "control-arrow_left-up")
# inputState.watch("slideLeft", "alt-arrow_left", "alt-arrow_left-up")
# inputState.watch("slideLeft", "shift-arrow_left", "shift-arrow_left-up")
# inputState.watch("slideLeft", "slide-is-disabled", "slide-is-disabled")
# inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
# inputState.watch("slideRight", "control-arrow_right", "control-arrow_right-up")
# inputState.watch("slideRight", "alt-arrow_right", "alt-arrow_right-up")
# inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
# inputState.watch("slideRight", "slide-is-disabled", "slide-is-disabled")
if self.wantWASD:
inputState.watch("forward", "w", "w-up")

View File

@ -165,7 +165,7 @@ class GravityWalker(DirectObject.DirectObject):
def getSpeeds(self):
#assert(self.debugPrint("getSpeeds()"))
return (self.speed, self.rotationSpeed)
return (self.speed, self.rotationSpeed, self.slideSpeed)
def setAvatar(self, avatar):
self.avatar = avatar
@ -448,18 +448,16 @@ class GravityWalker(DirectObject.DirectObject):
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
slide = 0 #hack -- was: inputState.isSet("slide")
slideLeft = inputState.isSet("slideLeft")
slideRight = inputState.isSet("slideRight")
jump = inputState.isSet("jump")
# Determine what the speeds are based on the buttons:
self.speed=(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed)
#if run and self.speed>0.0:
# self.speed*=2.0 #*#
# Should fSlide be renamed slideButton?
self.slideSpeed=slide and (
(turnLeft and -self.avatarControlForwardSpeed) or
(turnRight and self.avatarControlForwardSpeed))
self.rotationSpeed=not slide and (
# Use reverse speed for strafe - that should be about what you want
self.slideSpeed=(slideLeft and -self.avatarControlReverseSpeed or
slideRight and self.avatarControlReverseSpeed)
self.rotationSpeed=not (slideLeft or slideRight) and (
(turnLeft and self.avatarControlRotateSpeed) or
(turnRight and -self.avatarControlRotateSpeed))