added walker for when in battle

This commit is contained in:
Samir Naik 2004-10-14 23:34:30 +00:00
parent 47ed14c01c
commit 7cbf1e0bb7

View File

@ -0,0 +1,113 @@
from direct.showbase.ShowBaseGlobal import *
import GravityWalker
class BattleWalker(GravityWalker.GravityWalker):
def __init__(self):
GravityWalker.GravityWalker.__init__(self)
self.targetNp = None
def setTarget(self, nodepath):
# Set target that movement will be relative to
self.targetNp = nodepath
def getSpeeds(self):
#assert(self.debugPrint("getSpeeds()"))
return (self.speed+self.slideSpeed, self.rotationSpeed)
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")
slide = 0 #hack -- was: inputState.isSet("slide")
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=(turnLeft and -self.avatarControlForwardSpeed or
turnRight and self.avatarControlForwardSpeed)
self.rotationSpeed=0
if __debug__:
debugRunning = inputState.isSet("debugRunning")
if debugRunning:
self.speed*=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
# 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
# Before we do anything with position or orientation, make the avatar
# face it's target
self.avatarNodePath.headsUp(self.targetNp)
# 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