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Game.py
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###############################################################################
# Name: Morgan Visnesky
# AndewID: mvisnesk
# FileName: Game.py
###############################################################################
# This file holds most of the game functionality.
# Citations:
# https://docs.panda3d.org/1.10/python/programming/collision-detection/collision-solids
# https://arsthaumaturgis.github.io/Panda3DTutorial.io/tutorial/tut_lesson06.html
# font: http://webpagepublicity.com/free-fonts-y.html#Free%20Fonts year 2000 replicant
# http://www.mygamefast.com/volume1/issue7/3/ - second camera view
from direct.showbase.ShowBase import ShowBase
from panda3d.core import WindowProperties
from panda3d.core import AmbientLight
from panda3d.core import Spotlight
from direct.actor.Actor import Actor
from panda3d.core import DirectionalLight
from panda3d.core import Vec4, Vec3
from panda3d.core import CollisionTraverser
from panda3d.core import CollisionHandlerPusher
from panda3d.core import CollisionSphere, CollisionNode, CollisionBox
from panda3d.core import CollisionTube
from direct.gui.OnscreenText import OnscreenText
from direct.gui.DirectGui import *
from panda3d.core import Point3
from panda3d.core import TextNode
from panda3d.core import NodePath
import time
import subprocess
import socket
import threading
import sys
import os
from Environment import *
class Game(ShowBase):
def __init__(self):
ShowBase.__init__(self)
properties = WindowProperties()
properties.setSize(1000, 750)
properties.setTitle('shape-boi saves his friends!')
self.win.requestProperties(properties)
base.setBackgroundColor(0.5,1.0,0.75)
self.lights()
self.env = Environment("MorgansModels/game-map3")
self.env.wallColliders()
self.env.plants()
self.proc = None
self.instanceNumber = 10
self.rescueZone = Actor('MorgansModels/rescueZone-ArmatureAction.egg',
{"spin":"MorgansModels/rescueZone-ArmatureAction"})
# holds a lot of possible locations to instance friend characters
# so they dont get stuck in colliders
self.possibleLocations = [(-30,77),(-19.7,44.2),(-29.89,26.36),(-9.72,46.73),
(29,56.54),(34.94,108.52),(24.95,88.33),(-22.3,102.55),
(-30.5,93.2),(19.48,92.78),(27.27,20.63),(-31.24,13.93),
(-36,62.3),(-36,42.37),(-36,12.9),(-9,38.7),
(6.68,21.32),(9,72),(10.11,104.51),(23.96,129.18),
(-2.65,107.01),(-11.77,85.64),(-9.53,67.89),(-9,19.68),
(3.8,24.27),(36,11),(36,53),(10.88,59.72),(-36.01,105.7)]
# onscreen UI
self.textObject = OnscreenText(text ='shape-boi', pos = (0.925,0.925), scale = 0.075,font=loader.loadFont('Fonts/Replicant.ttf'))
self.scoreUI = OnscreenText(text = "Score: 0",
pos = (-1.3, 0.825),
mayChange = True,
align = TextNode.ALeft,font=loader.loadFont('Fonts/Legion.ttf'), scale=0.05)
self.countDownUI = OnscreenText(text = "",
pos = (0.0, 0.925),
mayChange = True,
align = TextNode.ALeft,font=loader.loadFont('Fonts/Legion.ttf'), scale=0.05)
self.thread = threading.Thread(target=self.udpConnect)
self.thread2 = threading.Thread(target=self.runColorTrack)
self.mainCharacterModel = "MorgansModels/shape-boi-grab-test"
self.clientMsg = ''
self.carrying = False
self.countDownTime = 120 # in seconds
# test with more realistic character
self.tempActor = Actor("MorgansModels/mainCharacter_walking",
{"walk":"MorgansModels/mainCharacter_walking-ArmatureAction",
"lift":"MorgansModels/shape-boi-grab-test-point_level2-IcosphereAction"})
self.gameOver = True
self.keyMap = {
"up" : False,
"down" : False,
"left" : False,
"right" : False,
"shoot" : False,
"camera": False
}
self.accept("w", self.updateKeyMap, ["up", True])
self.accept("w-up", self.updateKeyMap, ["up", False])
self.accept("s", self.updateKeyMap, ["down", True])
self.accept("s-up", self.updateKeyMap, ["down", False])
self.accept("a", self.updateKeyMap, ["left", True])
self.accept("a-up", self.updateKeyMap, ["left", False])
self.accept("d", self.updateKeyMap, ["right", True])
self.accept("d-up", self.updateKeyMap, ["right", False])
self.accept("space", self.updateKeyMap, ["shoot", True])
self.accept("space-up", self.updateKeyMap, ["shoot", False])
self.accept("p", self.updateKeyMap, ["camera", True])
self.accept("p-up", self.updateKeyMap, ["camera", False])
self.updateTask = taskMgr.add(self.update, "update")
self.disableMouse()
base.disableMouse()
self.camera.setPos(self.tempActor.getPos()+ Vec3(0,6,4))
# Tilt the camera down by setting its pitch.
self.camera.setP(-12.5)
self.startMenu()
self.possibleCharacters = ['MorgansModels/shape-boi-grab-test',"MorgansModels/shape-boi-grab_char3","MorgansModels/shape-boi-grab_char2","MorgansModels/shape-boi-grab_char4","MorgansModels/shape-boi-grab_mrSpike", "MorgansModels/shape-boi-grab_mrSquare"]
self.currIndexSelectionScreen = 0
self.savedFriends = []
self.myFriends = []
self.score = len(self.savedFriends)
self.instanceFriends()
# winning background Music
self.winSound = loader.loadSfx("sound/shapeboiSound2.ogg")
self.winSound.setLoop(True)
# normal backgroundMusic
self.backSound = loader.loadSfx("sound/shapeboiSound.ogg")
self.backSound.setLoop(True)
self.backSound.play()
def lights(self):
ambientLight = AmbientLight("ambient light")
ambientLight.setColor(Vec4(0.2, 0.2, 0.2, 1))
self.ambientLightNodePath = render.attachNewNode(ambientLight)
render.setLight(self.ambientLightNodePath)
mainLight = DirectionalLight("main light")
self.mainLightNodePath = render.attachNewNode(mainLight)
# Turn it around by 45 degrees, and tilt it down by 45 degrees
self.mainLightNodePath.setHpr(45, -45, 0)
render.setLight(self.mainLightNodePath)
def loadMainCharacter(self,mainCharModel):
# loads the main character object with specified model
self.tempActor = Actor(mainCharModel,
{"walk":"MorgansModels/shape-boi-grab-test-point_level2-ArmatureAction",
"lift":"MorgansModels/shape-boi-grab-test-point_level2-IcosphereAction"})
self.tempActor.reparentTo(render)
self.tempActor.setH(0)
self.tempActor.setPos(0,54,-3)
self.tempActor.setScale(0.5,0.5,0.5)
self.tempActor.loop("walk")
#player 1
self.cTrav = CollisionTraverser()
self.pusher = CollisionHandlerPusher()
colliderNode = CollisionNode("player")
colliderNode.addSolid(CollisionSphere(0,0,1, 1.7))
collider = self.tempActor.attachNewNode(colliderNode)
#collider.show()
base.pusher.addCollider(collider, self.tempActor)
base.cTrav.addCollider(collider, self.pusher)
self.pusher.setHorizontal(True)
def changeActor(self, newActorModel):
# got some help with this post
# https://discourse.panda3d.org/t/replacing-model-in-actor/1447/5
self.tempActor.removePart('modelRoot')
self.tempActor.loadModel(newActorModel)
def selectionScreenCharacterChange(self, currSelection):
if self.currIndexSelectionScreen < (len(self.possibleCharacters)-1):
self.currIndexSelectionScreen +=1
else:
self.currIndexSelectionScreen = 0
newModel = self.possibleCharacters[self.currIndexSelectionScreen]
self.mainCharacterModel = self.possibleCharacters[self.currIndexSelectionScreen]
currSelection.removePart('modelRoot')
currSelection.loadModel(newModel)
def characterSelectionScreen(self):
#print('select screen')
self.connectButton.hide()
self.titleMenu.hide()
self.titleMenuBackdrop.hide()
self.startButton.hide()
self.instructionsButton.hide()
self.possibleActor = Actor("MorgansModels/shape-boi-grab-test-point_level2",
{"walk":"MorgansModels/shape-boi-grab-test-point_level2-ArmatureAction",
"lift":"MorgansModels/shape-boi-grab-test-point_level2-IcosphereAction"})
'''
# test with more realistic character
self.tempActor = Actor("MorgansModels/mainCharacter_walking",
{"walk":"MorgansModels/mainCharacter_walking-ArmatureAction",
"lift":"MorgansModels/shape-boi-grab-test-point_level2-IcosphereAction"})
'''
self.possibleActor.reparentTo(render)
self.possibleActor.setH(180)
self.possibleActor.setPos(200,200,-3)
self.possibleActor.setScale(0.5,0.5,0.5)
#self.possibleActor.loop("walk")
self.camera.setPos(self.possibleActor.getPos())
self.camera.setZ(4)
self.camera.setY(self.possibleActor.getY()-20)
self.selectButton = DirectButton(text=('Change Character'),pos=(0.0,0,-0.75), scale=0.050, command=self.selectionScreenCharacterChange, extraArgs=[self.possibleActor],frameColor=(255,255,255,0.0),text_font=loader.loadFont('Fonts/Legion.ttf'))
self.startButton2 = DirectButton(text=('StartGame'),pos=(0.0,0.0,0.75), scale=0.050, command=self.startGame, frameColor=(255,255,255,0.0),text_font=loader.loadFont('Fonts/Legion.ttf'))
# scenery for selection menu
self.shrub = loader.loadModel("MorgansModels/grass3")
self.shrub.setPos(205,207,-3)
self.shrub.setScale(4)
self.shrub.setH(180)
self.shrub.reparentTo(render)
self.shrub = loader.loadModel("MorgansModels/grass3")
self.shrub.setPos(195,207,-3)
self.shrub.setScale(4)
self.shrub.setH(180)
self.shrub.reparentTo(render)
self.shrub = loader.loadModel("MorgansModels/grass3")
self.shrub.setPos(200,210,-3)
self.shrub.setScale(6)
self.shrub.setH(270)
self.shrub.reparentTo(render)
'''
self.shrub = loader.loadModel("MorgansModels/mountains")
self.shrub.setPos(195,240,-8)
self.shrub.setScale(2.5)
self.shrub.setH(0)
self.shrub.reparentTo(render)
'''
def quitGame(self):
# exits the game , does not shut down colorTracker.py.
sys.exit()
#self.thread.exit()
#self.thread2.exit()
#self.UDPServerSocket.shutdown()
#self.UDPServerSocket.close()
def friendRoomCam(self):
# not currently is use, but is a second camera view that is displayed in the lower right hand corner, it shows a
# view of the rescue room, so you can check on your friends, is currently getting obstructed by other game objects
self.leftCam = self.makeCamera(self.win, \
displayRegion = (0.79, 0.99, 0.01, 0.21), useCamera=None)
self.leftCam.setZ(50)
self.leftCam.setX(-18)
self.leftCam.setY(118)
self.leftCam.setP(-90)
self.leftCam.reparentTo(render)
def instructions(self):
# holds all data for instructions menu
self.titleMenu.hide()
self.titleMenuBackdrop.hide()
self.startButton.hide()
self.instructionsButton.hide()
self.connectButton.hide()
self.font = loader.loadFont('Fonts/gone.ttf')
self.font2 = loader.loadFont("Fonts/Legion.ttf")
self.instructionsMenuBackdrop = DirectFrame(frameColor = (0, 0, 0, 1),
frameSize = (-1, 1, -1, 1),
parent = render2d)
self.instructionsMenu = DirectFrame(frameColor = (1, 1, 1, 0))
title = DirectLabel(text = "INSTRUCTIONS",
scale = 0.075,
pos = (0, 0, 0.9),
parent = self.instructionsMenu,
relief = None,
text_font = self.font2,
text_fg = (1, 1, 1, 1))
title2 = DirectLabel(text = "In shape-world, shape-people thrive by working together and helping one another."+ "\n" \
"When recent disaster struck many shape-people were sperated from thier friends and families" + "\n" \
"making them all very sad."+ "\n" \
"Shape-boi's mission is to find his loved ones and bring them together" + "\n" \
"before sadness eats away at them any longer."+ "\n" \
"(Find all of shape-boi's loved ones and take them to the rescue zone to win the game!)",
scale = 0.05,
pos = (-1.2, 0, 0.75),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg=(0.5,0.5,0.75,1.0))
title2 = DirectLabel(text = "Key Movement:",
scale = 0.05,
pos = (-1.2, 0, 0.4),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 1, 1))
title2 = DirectLabel(text = "W - forward",
scale = 0.05,
pos = (0.0, 0, 0.4),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 0, 1))
title2 = DirectLabel(text = "S - backward",
scale = 0.05,
pos = (0.0, 0, 0.3),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 0, 1))
title2 = DirectLabel(text = "A - left",
scale = 0.05,
pos = (0.0, 0, 0.2),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 0, 1))
title2 = DirectLabel(text = "D - right",
scale = 0.05,
pos = (0.0, 0, 0.1),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 0, 1))
title3 = DirectLabel(text = "Color-Tracking Movement:",
scale = 0.05,
pos = (-1.2, 0, 0.0),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 1, 1))
title3 = DirectLabel(text = "To enable color-tracking, click the color track button" + "\n" +"near the bottom of the window on the start page",
scale = 0.05,
pos = (-1.2, 0, -0.1),
parent = self.instructionsMenu,
relief = None,
text_font = loader.loadFont('Fonts/gone.ttf'),
text_align = TextNode.ALeft,
text_fg = (0, 1, 0, 1))
title3 = DirectLabel(text = "Actions:",
scale = 0.05,
pos = (-1.2, 0, -0.3),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 1, 1))
title2 = DirectLabel(text = "Spacebar - pick-up object (hold down to carry)",
scale = 0.05,
pos = (0.0, 0, -0.4),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 0, 1))
title2 = DirectLabel(text = "P - change camera view",
scale = 0.05,
pos = (0.0, 0, -0.5),
parent = self.instructionsMenu,
relief = None,
text_font = self.font,
text_align = TextNode.ALeft,
text_fg = (1, 1, 0, 1))
self.returnToMenuButton = DirectButton(text=('BACK TO MENU'),pos=(0.0,0,-0.9), scale=0.090, command=self.showStartMenuHideInstructions, frameColor=(200,155,155,0.0), text_font=self.font2, text_fg=(0.5,0.5,0.75,1.0))
#self.instructionsButton = DirectButton(text=('Instructions'),pos=(-0.5,0,0), scale=0.090, frameColor=(255,255,255,0.5), text_font=loader.loadFont('Fonts/Replicant.ttf'))
def showStartMenuHideInstructions(self):
self.titleMenu.show()
self.titleMenuBackdrop.show()
self.startButton.show()
self.instructionsButton.show()
self.connectButton.show()
self.instructionsMenuBackdrop.hide()
self.instructionsMenu.hide()
self.returnToMenuButton.hide()
def startMenu(self):
self.font = loader.loadFont("Fonts/Gone.ttf")
self.titleMenuBackdrop = DirectFrame(frameColor = (0, 0, 0, 1),
frameSize = (-1, 1, -1, 1),
parent = render2d)
self.titleMenu = DirectFrame(frameColor = (1, 1, 1, 0))
title = DirectLabel(text = "shape-boi",
scale = 0.1,
pos = (0, 0, 0.6),
parent = self.titleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
title2 = DirectLabel(text = "saves his",
scale = 0.1,
pos = (0, 0, 0.4),
parent = self.titleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
title3 = DirectLabel(text = "friends",
scale = 0.125,
pos = (0, 0, 0.2),
parent = self.titleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
self.startButton = DirectButton(text=('StartGame'),pos=(0.5,0,0), scale=0.050, command=self.characterSelectionScreen, frameColor=(255,255,255,0.0), text_font=loader.loadFont('Fonts/Legion.ttf'),text_fg=(0.5,0.5,0.75,1.0))
self.instructionsButton = DirectButton(text=('Instructions'),pos=(-0.5,0,0), scale=0.050, command=self.instructions,frameColor=(255,255,255,0.0), text_font=loader.loadFont('Fonts/Legion.ttf'),text_fg=(0.5,0.5,0.75,1.0))
self.connectButton = DirectButton(text=('Color Track'),pos=(0.0,0,-0.7), scale=0.090, command=self.openConnection, frameColor=(255,255,255,0.0),text_font=loader.loadFont('Fonts/genotype.ttf'), text_fg=(255,255,255,1.0))
#self.trackButton = DirectButton(text=('Color Track'),pos=(-1,0,-0.98), scale=0.090, command=self.thread2.start,frameColor=(255,255,255,0.0),state=0,text_font=loader.loadFont('Fonts/genotype.ttf'))
def playAgainWin(self):
# hides loosing screen and takes you to main menu
self.cleanup()
self.tempActor = Actor("MorgansModels/mainCharacter_walking",
{"walk":"MorgansModels/mainCharacter_walking-ArmatureAction",
"lift":"MorgansModels/shape-boi-grab-test-point_level2-IcosphereAction"})
self.myFriends = []
self.titleMenu.show()
self.titleMenuBackdrop.show()
self.startButton.show()
self.instructionsButton.show()
self.connectButton.show()
self.restartButton.hide()
self.quitButton.hide()
self.winTitleMenu.hide()
self.winSound.stop()
self.backSound.play()
def playAgainLose(self):
# hides winning screen and takes you to main menu
self.cleanup()
self.tempActor = Actor("MorgansModels/mainCharacter_walking",
{"walk":"MorgansModels/mainCharacter_walking-ArmatureAction",
"lift":"MorgansModels/shape-boi-grab-test-point_level2-IcosphereAction"})
self.myFriends = []
self.titleMenu.show()
self.titleMenuBackdrop.show()
self.startButton.show()
self.instructionsButton.show()
self.connectButton.show()
self.restartButton.hide()
self.quitButton.hide()
self.loseTitleMenu.hide()
self.loseTitleMenuBackdrop.hide()
#self.winSound.stop()
#self.backSound.play()
def cleanup(self):
# used to destroy game objects and reset them when 'Play Agian' is selected
self.gameOver = True
for friend in self.savedFriends:
friend.cleanup()
self.savedFriends = []
for friend in self.myFriends:
friend.cleanup()
self.myFriends = []
self.possibleActor.cleanup()
if self.tempActor is not None:
self.tempActor.cleanup()
#self.tempActor = None
self.rescueZone.cleanup()
self.score = 0
self.countDownTime = 120
scoreString = str(self.score)
self.scoreUI.setText('Score: ' +scoreString)
self.countDownUI.setText('')
def instanceFriends(self):
# used to instance friends in a semi random location based on predermined coordinates that dont contain colliders
for i in range(self.instanceNumber):
# this loop adds friends
(x,y) = random.choice(self.possibleLocations)
character = random.choice(self.possibleCharacters)
self.tempActor2 = Actor(character,
{"walk":"MorgansModels/shape-boi-grab-test-ArmatureAction"})
self.tempActor2.reparentTo(render)
self.tempActor2.setH(180)
self.tempActor2.setPos(x,y,-3)
self.tempActor2.setScale(0.5,0.5,0.5)
self.tempActor2.loop("walk")
self.myFriends.append(self.tempActor2)
#print(self.myFriends)
def startGame(self):
# initializes game play
self.cleanup()
self.gameOver = False
self.updateTask2 = taskMgr.add(self.updateScore, "updateScore")
self.trackUpdate = taskMgr.add(self.handleMessage, 'handleMessage')
#self.trackUpdate = taskMgr.add(self.changeBackgroundColor, 'changeBackgroundColor')
self.instanceFriends()
self.loadMainCharacter(self.mainCharacterModel)
self.startButton2.hide()
self.selectButton.hide()
self.connectButton.hide()
self.cameraSet()
self.titleMenu.hide()
self.titleMenuBackdrop.hide()
self.startButton.hide()
self.instructionsButton.hide()
if self.connectButton.isHidden():
self.connectButton.hide()
self.rescueZone = Actor('MorgansModels/rescueZone',
{"walk":"MorgansModels/rescueZone-ArmatureAction"})
self.rescueZone.reparentTo(render)
self.rescueZone.setH(0)
self.rescueZone.setPos(-17,120,3)
self.rescueZone.setScale(2.5,2.5,2.5)
self.rescueZone.loop("walk")
#if self.trackButton.isHidden():
# self.trackButton.show()
#self.restartButton = DirectButton(text=('Play Again'),pos=(0.0,0,-0.9), scale=0.090,command=self.playAgain,frameColor=(255,255,255,0.5),text_font=self.font)
self.timerUpdate = taskMgr.doMethodLater(1.0, self.clockUpdate, 'handleMessage')
def circularMovement(self, object):
# can call on an object to give it cirular motion
circle_center = render.attach_new_node('circle_center')
circle_center.hprInterval(2, (-360,0,0)).loop()
object.reparent_to(circle_center)
def selectionLight(self, selection):
# highlights objects close to main character
vectorToObject = selection.getPos()-self.tempActor.getPos()
vector2d = vectorToObject.getXy()
distanceToObject = vector2d.length()
ambient = AmbientLight('ambient')
ambient.setColor((0.75, 0.75, 0.5, 1))
ambientNP = selection.attachNewNode(ambient)
if (distanceToObject < 0.65):
#print(distanceToObject, "selectionLight")
selection.setLightOff()
selection.setLight(ambientNP)
else:
#selection.getChildren().detach()
selection.clearLight()
selection.setLight(self.ambientLightNodePath)
def pickUpObject(self):
# used to pick up friend object
for object in self.myFriends:
vectorToObject = object.getPos()-self.tempActor.getPos()
vector2d = vectorToObject.getXy()
distanceToObject = vector2d.length()
if distanceToObject < 1.25:
object.setX(self.tempActor.getX() + 0.0)
object.setY(self.tempActor.getY() + 0.25)
object.setZ(self.tempActor.getZ() + 0.25)
def setObjectDown(self):
# places friend object on ground if they are currently being held
for object in self.myFriends:
vectorToObject = object.getPos()-self.tempActor.getPos()
vector2d = vectorToObject.getXy()
distanceToObject = vector2d.length()
if distanceToObject < 1.25:
object.setZ(-3)
#self.carrying = False
def cameraFollow(self):
# sets camera to overheadview, follows main character
base.disableMouse()
self.camera.setPos(self.tempActor.getPos()+ Vec3(0,0,60))
self.camera.setP(-90)
def cameraSet(self):
# sets camera to 3rd person view, follows main character
base.disableMouse()
self.camera.setPos(self.tempActor.getPos()+ Vec3(0,-100,20))
self.camera.setP(-12.5)
def updateKeyMap(self, controlName, controlState):
self.keyMap[controlName] = controlState
#print (controlName, "set to", controlState)
def openConnection(self):
self.thread.start()
#self.trackButton['state'] = 1 # used to disable track button until UDPconnect button is pressed
self.thread2.start()
def handleMessage(self,task):
# handles message from colorTracker.py
dt = globalClock.getDt()
msg = self.clientMsg
(currX, currY) = (self.tempActor.getX(), self.tempActor.getY())
# models movement instead of mirroring tracked objects (x,y)
if msg == 'move_forward':
self.tempActor.setH(0)
self.tempActor.setY(currY + 9*dt)
elif msg == 'move_back':
self.tempActor.setH(180)
self.tempActor.setY(currY - 9*dt)
elif msg == 'move_left':
self.tempActor.setH(90)
self.tempActor.setX(currX - 9*dt)
elif msg == 'move_right':
self.tempActor.setH(270)
self.tempActor.setX(currX + 9*dt)
elif msg == 'move_forward_right':
self.tempActor.setH(315)
self.tempActor.setX(currX + 9*dt)
self.tempActor.setY(currY + 9*dt)
elif msg == 'move_forward_left':
self.tempActor.setH(45)
self.tempActor.setX(currX - 9*dt)
self.tempActor.setY(currY + 9*dt)
elif msg == 'move_back_right':
self.tempActor.setH(225)
self.tempActor.setX(currX + 9*dt)
self.tempActor.setY(currY - 9*dt)
elif msg == 'move_back_left':
self.tempActor.setH(135)
self.tempActor.setX(currX - 9*dt)
self.tempActor.setY(currY - 9*dt)
else:
self.tempActor.setX(currX)
return task.cont
def udpConnect(self):
# UDP code from here https://pythontic.com/modules/socket/udp-client-server-example
# message is converted to a meaningful movement command in the colorTracker.py script
localIP = "127.0.0.1"
localPort = 20001
bufferSize = 1024
msgFromServer = "Hello UDP Client"
bytesToSend = str.encode(msgFromServer)
self.UDPServerSocket = socket.socket(family=socket.AF_INET, type=socket.SOCK_DGRAM)
self.UDPServerSocket.bind((localIP, localPort))
print("UDP server up and listening")
while(True):
bytesAddressPair = self.UDPServerSocket.recvfrom(bufferSize)
message = bytesAddressPair[0]
address = bytesAddressPair[1]
self.clientMsg = message.decode()
clientIP = "Client IP Address:{}".format(address)
print('server listened message from client: ', self.clientMsg)
#self.handleMessage(clientMsg, currX, currY)
'''
# using (x,y) to control characters movement
print(clientMsg[:].split(',')[0])
#print(clientIP)
cx = int(clientMsg[:].split(',')[0])
self.shape.setX(-cx//2)
cy = int(clientMsg[:].split(',')[1])
self.shape.setY(-cy//2)
'''
# Sending a reply to client
self.UDPServerSocket.sendto(bytesToSend, address)
def runColorTrack(self):
# runs the color-tracking script that corresponds to this game
print('Running colorTracker.py...')
self.proc = subprocess.Popen('python3 colorTracker.py', shell=True)
def killColorTrack(self):
# not currently working, but supposed to help with terminating openCV subprocess
self.proc.kill()
self.proc.kill()
def gameOverWin(self):
# UI that is displayed when a win occurs
self.connectButton.hide()
#self.trackButton.hide()
self.font = loader.loadFont("Fonts/Gone.ttf")
#self.titleMenuBackdrop = DirectFrame(frameColor = (0, 0, 0, 1),
#frameSize = (-1, 1, -1, 1),
#parent = render2d)
self.winTitleMenu = DirectFrame(frameColor = (1, 1, 1, 0))
title = DirectLabel(text = "You Won!",
scale = 0.1,
pos = (0, 0, 0.6),
parent = self.winTitleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
title2 = DirectLabel(text = "Thanks for helping SHAPE BOI!",
scale = 0.1,
pos = (0, 0, 0.4),
parent = self.winTitleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
'''
title3 = DirectLabel(text = "Play Again?",
scale = 0.125,
pos = (0, 0, 0.2),
parent = self.winTitleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
'''
self.restartButton = DirectButton(text=('Play Again'),pos=(0.5,0,0), scale=0.090,command=self.playAgainWin,frameColor=(255,255,255,0.5),text_font=self.font)
self.quitButton = DirectButton(text=('Quit Game'),pos=(-0.5,0,0), scale=0.090, command=self.quitGame,frameColor=(255,255,255,0.5),text_font=self.font)
#self.titleMenuBackdrop.hide()
#self.titleMenu.hide()
#self.restartButton.hide()
#self.quitButton.hide()
#self.WintitleMenu.show()
self.backSound.stop()
self.winSound.play()
def gameOverLose(self):
# UI that is displayed when a win occurs
self.connectButton.hide()
#self.trackButton.hide()
self.font = loader.loadFont("Fonts/gone.ttf")
self.loseTitleMenuBackdrop = DirectFrame(frameColor = (1, 0, 0, 0.5),
frameSize = (-1, 1, -1, 1),
parent = render2d)
self.loseTitleMenu = DirectFrame(frameColor = (1, 1, 1, 0))
title = DirectLabel(text = "GAME OVER",
scale = 0.1,
pos = (0, 0, 0.6),
parent = self.loseTitleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
if len(self.myFriends) > 1:
title2 = DirectLabel(text = str(len(self.myFriends)) + " friends are still sad",
scale = 0.1,
pos = (0, 0, 0.4),
parent = self.loseTitleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
else:
title2 = DirectLabel(text = str(len(self.myFriends)) + " friend is still sad",
scale = 0.1,
pos = (0, 0, 0.4),
parent = self.loseTitleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
'''
title3 = DirectLabel(text = "Play Again?",
scale = 0.125,
pos = (0, 0, 0.2),
parent = self.loseTitleMenu,
relief = None,
text_font = self.font,
text_fg = (1, 1, 1, 1))
'''
self.restartButton = DirectButton(text=('Play Again'),pos=(0.5,0,0), scale=0.090,command=self.playAgainLose, frameColor=(255,255,255,0.5),text_font=self.font)
self.quitButton = DirectButton(text=('Quit Game'),pos=(-0.5,0,0), scale=0.090, command=self.quitGame, frameColor=(255,255,255,0.5),text_font=self.font)
#self.titleMenuBackdrop.hide()
#self.titleMenu.hide()
#self.restartButton.hide()
#self.quitButton.hide()
def updateScore(self, task):
# updates the score by checking to see if any of the friend objects in the myFriends list are within the bounds
# of the rescue zone.
#self.scoreUI.setText('0')
if self.countDownTime <= 0:
self.gameOverLose()
return task.done
if len(self.myFriends) > 0:
for friend in self.myFriends:
if (friend.getX() > -37 and friend.getX() < -10) \
and (friend.getY() > 110 and friend.getY() < 132):
print('scored')
self.savedFriends.append(friend)
self.score = len(self.savedFriends)
scoreString = str(self.score)
self.scoreUI.setText('Score: ' +scoreString)
self.myFriends.remove(friend)
return task.cont
elif self.score == self.instanceNumber:
self.gameOverWin()
else:
return task.done
def clockUpdate(self, task):
# updates countdown timer
if self.score == self.instanceNumber:
return task.done
if self.countDownTime >= 0:
minutes = self.countDownTime // 60
seconds = self.countDownTime % 60
if seconds < 10:
seconds = "0"+ str(seconds)
self.countDownUI.setText(str(minutes)+ ' : ' + str(seconds))
self.countDownTime -=1
return task.again
else:
return task.done
def changeCameraAngle(self):
if self.angle == 'camFollow':
self.cameraSet()
if self.angle == 'camSet':
self.cameraFollow()
def update(self, task):
# got tons of help with task manager here:
# https://arsthaumaturgis.github.io/Panda3DTutorial.io/tutorial/tut_lesson05.html
# Get the amount of time since the last update
dt = globalClock.getDt()
# iterates over friends list to check if they need a selection light applied
for i in range(len(self.myFriends)):
self.selectionLight(self.myFriends[i])
for i in range(len(self.savedFriends)):
self.savedFriends[i].clearLight()
self.savedFriends[i].setLight(self.ambientLightNodePath)
# If any movement keys are pressed, use the above time
# to calculate how far to move the character, and apply that.
if self.keyMap["up"]:
self.tempActor.setH(0) # changes to face direction of movement
self.tempActor.setPos(self.tempActor.getPos() + Vec3(0, 13.0*dt, 0))
if self.keyMap["down"]:
self.tempActor.setH(180) # changes to face direction of movement
self.tempActor.setPos(self.tempActor.getPos() + Vec3(0, -13.0*dt, 0))
if self.keyMap["left"]:
self.tempActor.setH(90) # changes to face direction of movement
self.tempActor.setPos(self.tempActor.getPos() + Vec3(-13.0*dt, 0, 0))
if self.keyMap["right"]:
self.tempActor.setH(270) # changes to face direction of movement
self.tempActor.setPos(self.tempActor.getPos() + Vec3(13.0*dt, 0, 0))
if self.keyMap["shoot"] and self.gameOver == False:
#self.cameraFollow()
self.pickUpObject()
#self.changeActor("MorgansModels/mainCharacter_walking")
if self.keyMap["shoot"] == False and self.gameOver == False:
self.setObjectDown()
#self.cameraSet()
if self.keyMap["camera"]:
#self.setObjectDown()
self.cameraFollow()
#self.changeCameraAngle()
if self.keyMap["camera"] == False and self.gameOver == False:
#self.setObjectDown()
self.cameraSet()
#self.changeCameraAngle()
#print(self.tempActor.getX(), self.tempActor.getY())
return task.cont
game = Game()
game.run()