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didn't need PirateSwimmer
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"""
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PirateSwimmer.py
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Derived from NonPhysicsWalker.py. Only difference is that it doesn't have a lifter.
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This is set up so we can swim without a floor on the surface of the ocean, like Toontown
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did.
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"""
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from direct.showbase.ShowBaseGlobal import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.showbase import DirectObject
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import NonPhysicsWalker
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class PirateSwimmer(NonPhysicsWalker.NonPhysicsWalker):
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def __init__(self):
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NonPhysicsWalker.NonPhysicsWalker.__init__(self)
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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wallCollideMask, floorCollideMask,
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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"""
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Set up the avatar for collisions
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"""
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assert not avatarNodePath.isEmpty()
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self.cTrav = collisionTraverser
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self.avatarNodePath = avatarNodePath
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# Set up the collision sphere
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# This is a sphere on the ground to detect barrier collisions
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self.cSphere = CollisionSphere(0.0, 0.0, 0.0, avatarRadius)
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cSphereNode = CollisionNode('NPW.cSphereNode')
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cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
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self.cSphereBitMask = wallCollideMask
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cSphereNode.setFromCollideMask(self.cSphereBitMask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# Set up the collison ray
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# This is a ray cast from your head down to detect floor polygons.
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# This ray start is arbitrarily high in the air. Feel free to use
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# a higher or lower value depending on whether you want an avatar
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# that is outside of the world to step up to the floor when they
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# get under valid floor:
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self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('NPW.cRayNode')
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = avatarNodePath.attachNewNode(cRayNode)
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self.cRayBitMask = floorCollideMask
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cRayNode.setFromCollideMask(self.cRayBitMask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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# set up wall collision mechanism
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self.pusher = CollisionHandlerPusher()
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self.pusher.setInPattern("enter%in")
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self.pusher.setOutPattern("exit%in")
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self.pusher.addCollider(self.cSphereNodePath, avatarNodePath)
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# activate the collider with the traverser and pusher
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self.setCollisionsActive(1)
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def deleteCollisions(self):
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del self.cTrav
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del self.cSphere
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self.cSphereNodePath.removeNode()
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del self.cSphereNodePath
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del self.cRay
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self.cRayNodePath.removeNode()
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del self.cRayNodePath
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del self.pusher
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def setCollisionsActive(self, active = 1):
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assert(self.debugPrint("setCollisionsActive(active%s)"%(active,)))
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if self.collisionsActive != active:
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self.collisionsActive = active
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if active:
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self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
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else:
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self.cTrav.removeCollider(self.cSphereNodePath)
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# Now that we have disabled collisions, make one more pass
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# right now to ensure we aren't standing in a wall.
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self.oneTimeCollide()
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def oneTimeCollide(self):
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"""
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Makes one quick collision pass for the avatar, for instance as
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a one-time straighten-things-up operation after collisions
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have been disabled.
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"""
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tempCTrav = CollisionTraverser("oneTimeCollide")
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tempCTrav.addCollider(self.cSphereNodePath, self.pusher)
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tempCTrav.traverse(render)
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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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# get the button states:
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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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slide = inputState.isSet(self.slideName) or 0
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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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self.speed=(forward and self.avatarControlForwardSpeed or
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reverse and -self.avatarControlReverseSpeed)
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# Should fSlide be renamed slideButton?
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self.slideSpeed=slide and (
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(turnLeft and -self.avatarControlForwardSpeed) or
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(turnRight and self.avatarControlForwardSpeed))
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self.rotationSpeed=not slide and (
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnRight and -self.avatarControlRotateSpeed))
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if self.wantDebugIndicator:
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self.displayDebugInfo()
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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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# Check to see if we're moving at all:
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if self.speed or self.slideSpeed or self.rotationSpeed:
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if self.stopThisFrame:
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distance = 0.0
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slideDistance = 0.0
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rotation = 0.0
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self.stopThisFrame = 0
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else:
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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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self.vel=Vec3(Vec3.forward() * distance +
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Vec3.right() * slideDistance)
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if self.vel != 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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step=rotMat.xform(self.vel)
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self.avatarNodePath.setFluidPos(Point3(self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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messenger.send("avatarMoving")
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else:
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self.vel.set(0.0, 0.0, 0.0)
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return Task.cont
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