-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.py
146 lines (100 loc) · 4.03 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
from panda3d.core import *
from direct.showbase.ShowBase import ShowBase
import random, sys
class Game(ShowBase):
def __init__(self):
ShowBase.__init__(self)
props = WindowProperties()
props.setCursorHidden(True)
props.setMouseMode(WindowProperties.M_confined)
base.win.requestProperties(props)
self.setupCollision()
self.pitch = loader.loadModel("models/pitch.egg")
self.pitch.find("**/GoalLineCollision").setTag("name", "goal")
self.pitch.reparentTo(render)
self.hands = loader.loadModel("models/hands.egg")
self.hands.setTag("name", "hands")
self.hands.reparentTo(render)
self.hands.setPos(0, -26.2, 0.8)
self.hands.setScale(0.5)
self.hands.lookAt(base.camera)
self.ball = Ball()
self.accept("escape", sys.exit)
self.accept("1", base.oobe)
base.camera.setPos(0, -31, 1)
base.disableMouse()
base.taskMgr.add(self.handsMoveTask, "move hands")
self.al = AmbientLight("al")
self.al.setColor((0.6, 0.6, 0.6, 1))
self.alnp = render.attachNewNode(self.al)
render.setLight(self.alnp)
self.dl = DirectionalLight("dl")
self.dl.setShadowCaster(True, 4096, 4096)
self.dlnp = render.attachNewNode(self.dl)
self.dlnp.lookAt(0, 0.2, -1)
render.setLight(self.dlnp)
base.setBackgroundColor(0.2, 0.3, 0.5)
self.mx, self.my = 0, 0
self.accept("ball-into-goal", self.handleGoal)
self.accept("ball-into-hands", self.handleSave)
self.elapsedFrames = 0
self.saved = False
self.score = 0
self.totalShots = 0.00000000000001
def handsMoveTask(self, task):
if base.mouseWatcherNode.hasMouse():
self.mx = base.mouseWatcherNode.getMouseX()
self.my = base.mouseWatcherNode.getMouseY()
posX = self.mx
self.hands.setX(posX)
posZ = self.my
#if posZ > 0:
self.hands.setZ(posZ)
self.hands.setR(self.hands.getX() * 20)
return task.cont
def setupCollision(self):
base.cTrav = CollisionTraverser()
base.pusher = CollisionHandlerEvent()
base.pusher.addInPattern('%(name)ft-into-%(name)it')
def handleSave(self, e):
self.ball.saved = True
self.ball.reverse()
taskMgr.doMethodLater(0.3, self.ball.reset, 'Reset Ball')
print("Saved!!")
self.score += 1
print(self.score / self.totalShots)
self.totalShots += 1
def handleGoal(self, e):
taskMgr.doMethodLater(0.3, self.ball.reset, 'Reset Ball')
print("Goal!!")
self.score -= 1
print(self.score / self.totalShots)
self.totalShots += 1
class Ball(object):
def __init__(self):
self.ball = loader.loadModel("models/ball.egg")
self.ball.reparentTo(render)
self.reset()
base.taskMgr.add(self.ballMoveTask, "move ball")
self.setupCollision()
def reset(self, task = None):
self.ball.setPos(0, -20, 0.2)
self.dx, self.dy, self.dz = random.uniform(-1.1, 1.1), -10, random.uniform(0.05, 1)
def ballMoveTask(self, task):
dt = globalClock.getDt()
self.ball.setPos(self.ball, self.dx * dt, self.dy * dt, self.dz* dt)
return task.cont
def reverse(self, event = None):
self.dx = -self.dx
self.dy = -self.dy
self.saved = True
def setupCollision(self):
cs = CollisionSphere(0, 0, 0, 0.1)
cnodePath = self.ball.attachNewNode(CollisionNode('cnode'))
cnodePath.setTag("name", "ball")
cnodePath.show()
cnodePath.node().addSolid(cs)
base.cTrav.addCollider(cnodePath, base.pusher)
#base.pusher.addCollider(cnodePath, self.ball)
g = Game()
g.run()