# -*- indent-tabs-mode: t -*- #! /usr/bin/python -O # Game Skeleton # Copyright (C) 2003-2004 Jean-Baptiste LAMY # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA # Soya gaming tutorial, lesson 5 # Adding jumping # New stuff is in the Controler and Character class # A bunch of import import sys, os, os.path, math import soya import soya.widget as widget import soya.sdlconst as sdlconst import soya.pudding as pudding import soya.pudding.ext.fpslabel import soya.pudding.ext.meter # Inits Soya soya.init() soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) pudding.init() class Level(soya.World): """A game level. Level is a subclass of soya.World.""" class Action: """An action that the character can do.""" def __init__(self, action): self.action = action # The available actions ACTION_WAIT = 0 ACTION_ADVANCE = 1 ACTION_ADVANCE_LEFT = 2 ACTION_ADVANCE_RIGHT = 3 ACTION_TURN_LEFT = 4 ACTION_TURN_RIGHT = 5 ACTION_GO_BACK = 6 ACTION_GO_BACK_LEFT = 7 ACTION_GO_BACK_RIGHT = 8 ACTION_JUMP = 9 class KeyboardControler: """A controler is an object that gives orders to a character. Here, we define a keyboard based controler, but there may be mouse-based or IA-based controlers. Notice that the unique method is called "next", which allows to use Python generator as controller.""" def __init__(self): self.left_key_down = self.right_key_down = self.up_key_down = self.down_key_down = 0 def next(self): """Returns the next action""" jump = 0 # get the events that have not been captured by pudding for event in soya.MAIN_LOOP.events: if event[0] == sdlconst.KEYDOWN: if (event[1] == sdlconst.K_q) or (event[1] == sdlconst.K_ESCAPE): sys.exit() # Quit the game elif event[1] == sdlconst.K_LSHIFT: # Shift key is for jumping # Contrary to other action, jump is only performed once, at the beginning of # the jump. jump = 1 elif event[1] == sdlconst.K_LEFT: self.left_key_down = 1 elif event[1] == sdlconst.K_RIGHT: self.right_key_down = 1 elif event[1] == sdlconst.K_UP: self.up_key_down = 1 elif event[1] == sdlconst.K_DOWN: self.down_key_down = 1 elif event[0] == sdlconst.KEYUP: if event[1] == sdlconst.K_LEFT: self.left_key_down = 0 elif event[1] == sdlconst.K_RIGHT: self.right_key_down = 0 elif event[1] == sdlconst.K_UP: self.up_key_down = 0 elif event[1] == sdlconst.K_DOWN: self.down_key_down = 0 if jump: return Action(ACTION_JUMP) # People saying that Python doesn't have switch/select case are wrong... # Remember this if you are coding a fighting game ! return Action({ (0, 0, 1, 0) : ACTION_ADVANCE, (1, 0, 1, 0) : ACTION_ADVANCE_LEFT, (0, 1, 1, 0) : ACTION_ADVANCE_RIGHT, (1, 0, 0, 0) : ACTION_TURN_LEFT, (0, 1, 0, 0) : ACTION_TURN_RIGHT, (0, 0, 0, 1) : ACTION_GO_BACK, (1, 0, 0, 1) : ACTION_GO_BACK_LEFT, (0, 1, 0, 1) : ACTION_GO_BACK_RIGHT, }.get((self.left_key_down, self.right_key_down, self.up_key_down, self.down_key_down), ACTION_WAIT)) class Character(soya.World): """A character in the game.""" def __init__(self, parent, controler): soya.World.__init__(self, parent) # Loads a Cal3D model (=model) balazar = soya.AnimatedModel.get("balazar") # Creates a Cal3D body displaying the "balazar" model # (NB Balazar is the name of a wizard). self.perso = soya.Body(self, balazar) # Starts playing the idling animation in loop self.perso.animate_blend_cycle("attente") # The current animation self.current_animation = "attente" # Disable raypicking on the character itself !!! self.solid = 0 self.controler = controler self.speed = soya.Vector(self) self.rotation_speed = 0.0 # We need radius * sqrt(2)/2 < max speed (here, 0.35) self.radius = 0.5 self.radius_y = 1.0 self.center = soya.Point(self, 0.0, self.radius_y, 0.0) self.left = soya.Vector(self, -1.0, 0.0, 0.0) self.right = soya.Vector(self, 1.0, 0.0, 0.0) self.down = soya.Vector(self, 0.0, -1.0, 0.0) self.up = soya.Vector(self, 0.0, 1.0, 0.0) self.front = soya.Vector(self, 0.0, 0.0, -1.0) self.back = soya.Vector(self, 0.0, 0.0, 1.0) # True is the character is jumping, i.e. speed.y > 0.0 self.jumping = 0 def play_animation(self, animation): if self.current_animation != animation: # Stops previous animation self.perso.animate_clear_cycle(self.current_animation, 0.2) # Starts the new one self.perso.animate_blend_cycle(animation, 1.0, 0.2) self.current_animation = animation def begin_round(self): self.begin_action(self.controler.next()) soya.World.begin_round(self) def begin_action(self, action): # Reset self.speed.x = self.speed.z = self.rotation_speed = 0.0 # If the haracter is jumping, we don't want to reset speed.y to 0.0 !!! if (not self.jumping) and self.speed.y > 0.0: self.speed.y = 0.0 animation = "attente" # Determine the character rotation if action.action in (ACTION_TURN_LEFT, ACTION_ADVANCE_LEFT, ACTION_GO_BACK_LEFT): self.rotation_speed = 4.0 animation = "tourneG" elif action.action in (ACTION_TURN_RIGHT, ACTION_ADVANCE_RIGHT, ACTION_GO_BACK_RIGHT): self.rotation_speed = -4.0 animation = "tourneD" # Determine the character speed if action.action in (ACTION_ADVANCE, ACTION_ADVANCE_LEFT, ACTION_ADVANCE_RIGHT): self.speed.z = -0.25 animation = "marche" elif action.action in (ACTION_GO_BACK, ACTION_GO_BACK_LEFT, ACTION_GO_BACK_RIGHT): self.speed.z = 0.06 animation = "recule" new_center = self.center + self.speed context = scene.RaypickContext(new_center, max(self.radius, 0.1 + self.radius_y)) # Gets the ground, and check if the character is falling r = context.raypick(new_center, self.down, 0.1 + self.radius_y, 3) if r and not self.jumping: # Puts the character on the ground # If the character is jumping, we do not put him on the ground ! ground, ground_normal = r ground.convert_to(self) self.speed.y = ground.y # Jumping is only possible if we are on ground if action.action == ACTION_JUMP: self.jumping = 1 self.speed.y = 0.5 else: # No ground => start falling # Test the fall with the pit behind the second house self.speed.y = max(self.speed.y - 0.02, -0.25) animation = "chute" # If the vertical speed is negative, the jump is over if self.speed.y < 0.0: self.jumping = 0 new_center = self.center + self.speed # The movement (defined by the speed vector) may be impossible if the character # would encounter a wall. for vec in (self.left, self.right, self.front, self.back, self.up): r = context.raypick(new_center, vec, self.radius, 3) if r: # The ray encounters a wall => the character cannot perform the planned movement. # We compute a correction vector, and add it to the speed vector, as well as to # new_center (for the following raypicks ; remember that # new_center = self.center + self.speed, so if speed has changed, we must update # it). collision, wall_normal = r hypo = vec.length() * self.radius - (new_center >> collision).length() correction = wall_normal * hypo # Theorical formula, but more complex and identical result #angle = (180.0 - vec.angle_to(wall_normal)) / 180.0 * math.pi #correction = wall_normal * hypo * math.cos(angle) self.speed.add_vector(correction) new_center.add_vector(correction) self.play_animation(animation) def advance_time(self, proportion): soya.World.advance_time(self, proportion) self.add_mul_vector(proportion, self.speed) self.rotate_y(proportion * self.rotation_speed) # Create the scene (a world with no parent) scene = soya.World() # Loads the level, and put it in the scene level = soya.World.get("level_demo") scene.add(level) # Creates a character in the level, with a keyboard controler character = Character(level, KeyboardControler()) character.set_xyz(216.160568237, -7.93332195282, 213.817764282) # Creates a Tomb Raider-like camera in the scene camera = soya.TravelingCamera(scene) traveling = soya.ThirdPersonTraveling(character) traveling.distance = 5.0 camera.add_traveling(traveling) camera.zap() camera.back = 70.0 # Creates a widget group, containing the camera and a label showing the FPS. soya.set_root_widget(pudding.core.RootWidget()) soya.root_widget.add_child(camera) pudding.ext.fpslabel.FPSLabel(soya.root_widget, position = pudding.TOP_RIGHT) health_bar = pudding.ext.meter.MeterValueLabel(soya.root_widget, "health:", left = 10, top = 10, width = 200, height = 20) health_bar.anchors = pudding.ANCHOR_TOP_LEFT health_bar.meter.user_change = False health_bar.meter.border_color = (0, 0, 0, 1) health_bar.label.color = health_bar.meter.border_color logo = pudding.control.Logo(soya.root_widget, 'little-dunk.png') button = pudding.control.Button(soya.root_widget, 'Quit', left = 10, width = 50, height = 40) button.set_pos_bottom_right(bottom = 10) button.anchors = pudding.ANCHOR_BOTTOM | pudding.ANCHOR_LEFT button.on_click = sys.exit # Creates and run an "main_loop" (=an object that manage time and regulate FPS) # By default, FPS is locked at 40. pudding.main_loop.MainLoop(scene).main_loop()