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- New Ship Movement model
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cf7d53c470
commit
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@ -27,8 +27,9 @@ class ShipPilot(PhysicsWalker):
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wantDebugIndicator = base.config.GetBool(
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wantDebugIndicator = base.config.GetBool(
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'want-avatar-physics-indicator', 0)
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'want-avatar-physics-indicator', 0)
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MAX_STRAIGHT_SAIL_BONUS = 1.25
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MAX_STRAIGHT_SAIL_BONUS = 1.5 # 1.25 Old
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STRAIGHT_SAIL_BONUS_TIME = 10.0
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STRAIGHT_SAIL_BONUS_TIME = 16.0
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TURNING_BONUS_REDUCTION = 3.0
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# special methods
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# special methods
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def __init__(self,
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def __init__(self,
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@ -49,7 +50,7 @@ class ShipPilot(PhysicsWalker):
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self.ship = None
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self.ship = None
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self.pusher = None
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self.pusher = None
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# Keeps track of the ship sailing in a straight heading
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# Keeps track of the ship sailing in a straight heading
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# for long periods of time. We slowly up the ship's max
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# for long periods of time. We slowly up the ship's max
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# acceleration as this increases.
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# acceleration as this increases.
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@ -367,7 +368,7 @@ class ShipPilot(PhysicsWalker):
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slideRight = 0
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slideRight = 0
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jump = inputState.isSet("jump")
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jump = inputState.isSet("jump")
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# Determine what the speeds are based on the buttons:
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# Determine what the speeds are based on the buttons:
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# Check for Auto-Sailing
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# Check for Auto-Sailing
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if self.ship.getIsAutoSailing():
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if self.ship.getIsAutoSailing():
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forward = 1
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forward = 1
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@ -378,26 +379,32 @@ class ShipPilot(PhysicsWalker):
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# How far did we move based on the amount of time elapsed?
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# How far did we move based on the amount of time elapsed?
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dt = ClockObject.getGlobalClock().getDt()
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dt = ClockObject.getGlobalClock().getDt()
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if reverse or turnLeft or turnRight or not forward:
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if reverse:
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# Reset Straight Sailing Bonus
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# Reverse kills Travel Speed totally
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self.straightHeading = 0
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self.straightHeading = 0
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elif self.ship.threatCounter:
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# If ship is recently damaged, do not increase Travel Speed
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pass
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elif turnLeft or turnRight or not forward:
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# Reset Straight Sailing Bonus
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self.straightHeading -= dt * self.TURNING_BONUS_REDUCTION
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else:
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else:
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# Add in the Straight Sailing Time
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# Add in the Straight Sailing Time
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self.straightHeading += dt
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self.straightHeading += dt
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self.straightHeading = max(0, min(self.STRAIGHT_SAIL_BONUS_TIME, self.straightHeading))
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# Straight Sailing Acceleration Bonus
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# Straight Sailing Acceleration Bonus
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straightSailBonus = 0.0
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straightSailBonus = 0.0
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#if self.straightHeading > self.STRAIGHT_SAIL_BONUS_TIME * 0.333:
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#if self.straightHeading > self.STRAIGHT_SAIL_BONUS_TIME * 0.333:
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# straightSailBonus = (self.straightHeading - (self.STRAIGHT_SAIL_BONUS_TIME * 0.333)) / self.STRAIGHT_SAIL_BONUS_TIME * 0.666
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# straightSailBonus = (self.straightHeading - (self.STRAIGHT_SAIL_BONUS_TIME * 0.333)) / self.STRAIGHT_SAIL_BONUS_TIME * 0.666
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if self.straightHeading > (self.STRAIGHT_SAIL_BONUS_TIME * 0.5):
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straightSailBonus = self.straightHeading / self.STRAIGHT_SAIL_BONUS_TIME
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straightSailBonus = (self.straightHeading - (self.STRAIGHT_SAIL_BONUS_TIME * 0.5)) / self.STRAIGHT_SAIL_BONUS_TIME * 0.5
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straightSailBonus = min(self.MAX_STRAIGHT_SAIL_BONUS, straightSailBonus * self.MAX_STRAIGHT_SAIL_BONUS)
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straightSailBonus = min(self.MAX_STRAIGHT_SAIL_BONUS, straightSailBonus * self.MAX_STRAIGHT_SAIL_BONUS)
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straightSailBonus += 1.0
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straightSailBonus += 1.0
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self.__speed=(forward and self.ship.acceleration * straightSailBonus) or \
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self.__speed=(forward and self.ship.acceleration) or \
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(reverse and -self.ship.reverseAcceleration)
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(reverse and -self.ship.reverseAcceleration)
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avatarSlideSpeed=self.ship.acceleration *0.5 * straightSailBonus
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avatarSlideSpeed=self.ship.acceleration * 0.5 * straightSailBonus
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#self.__slideSpeed=slide and (
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#self.__slideSpeed=slide and (
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# (turnLeft and -avatarSlideSpeed) or
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# (turnLeft and -avatarSlideSpeed) or
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# (turnRight and avatarSlideSpeed))
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# (turnRight and avatarSlideSpeed))
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@ -410,8 +417,10 @@ class ShipPilot(PhysicsWalker):
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# Add in Straight Sailing Multiplier
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# Add in Straight Sailing Multiplier
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self.__speed *= straightSailBonus
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self.__speed *= straightSailBonus
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self.__speed += self.ship.speedboost
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# self.__speed *= straightSailBonus
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self.__slideSpeed *= straightSailBonus
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self.__slideSpeed *= straightSailBonus
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maxSpeed = self.ship.maxSpeed * straightSailBonus
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maxSpeed = self.ship.maxSpeed
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# Enable debug turbo modec
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# Enable debug turbo modec
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debugRunning = inputState.isSet("debugRunning")
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debugRunning = inputState.isSet("debugRunning")
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@ -420,7 +429,7 @@ class ShipPilot(PhysicsWalker):
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self.__slideSpeed*=base.debugRunningMultiplier
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self.__slideSpeed*=base.debugRunningMultiplier
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self.__rotationSpeed*=1.25
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self.__rotationSpeed*=1.25
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maxSpeed = self.ship.maxSpeed * base.debugRunningMultiplier
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maxSpeed = self.ship.maxSpeed * base.debugRunningMultiplier
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#*#
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#*#
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self.currentTurning += self.__rotationSpeed
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self.currentTurning += self.__rotationSpeed
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if self.currentTurning > self.ship.maxTurn:
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if self.currentTurning > self.ship.maxTurn:
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@ -437,14 +446,24 @@ class ShipPilot(PhysicsWalker):
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if self.currentTurning < 0.001 and self.currentTurning > -0.001:
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if self.currentTurning < 0.001 and self.currentTurning > -0.001:
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self.currentTurning = 0.0
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self.currentTurning = 0.0
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self.__rotationSpeed = self.currentTurning
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self.__rotationSpeed = self.currentTurning
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#print "########################"
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#print self.__speed
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#print self.ship.acceleration
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#print self.ship.speedboost
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#print straightSailBonus
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# Broadcast Event to Handlers (ShipStatusMeter)
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# messenger.send("setShipSpeed-%s" % (self.ship.getDoId()), [self.__speed, self.ship.acceleration * (1+self.MAX_STRAIGHT_SAIL_BONUS) * (1+self.MAX_STRAIGHT_SAIL_BONUS)])
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messenger.send("setShipSpeed-%s" % (self.ship.getDoId()), [self.__speed, self.ship.acceleration * (1+self.MAX_STRAIGHT_SAIL_BONUS) + self.ship.speedboost])
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if self.wantDebugIndicator:
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if self.wantDebugIndicator:
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self.displayDebugInfo()
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self.displayDebugInfo()
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if self.needToDeltaPos:
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if self.needToDeltaPos:
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self.setPriorParentVector()
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self.setPriorParentVector()
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self.needToDeltaPos = 0
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self.needToDeltaPos = 0
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#------------------------------
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#------------------------------
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#debugTempH=self.shipNodePath.getH()
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#debugTempH=self.shipNodePath.getH()
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if __debug__:
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if __debug__:
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@ -490,10 +509,8 @@ class ShipPilot(PhysicsWalker):
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newVector = Vec3(step)
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newVector = Vec3(step)
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#newVector=Vec3(rotMat.xform(newVector))
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#newVector=Vec3(rotMat.xform(newVector))
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#maxLen = maxSpeed
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#maxLen = maxSpeed
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if (goForward):
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maxLen = self.ship.acceleration * straightSailBonus
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maxLen = self.__speed
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else:
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maxLen = self.ship.reverseAcceleration
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if newVector.length() > maxLen and \
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if newVector.length() > maxLen and \
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not (debugRunning or base.localAvatar.getTurbo()):
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not (debugRunning or base.localAvatar.getTurbo()):
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