清华大佬耗费三个月吐血整理的几百G的资源,免费分享!....>>>
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 | # coding: utf-8 #中文注释 import direct.directbase.DirectStart from direct.showbase.DirectObject import DirectObject from direct.particles.Particles import Particles from direct.particles.ParticleEffect import ParticleEffect from direct.task import Task from direct.actor.Actor import Actor from direct.gui.OnscreenText import OnscreenText from direct.gui.DirectGui import * from direct.interval.IntervalGlobal import * from direct.fsm.FSM import FSM from panda3d.core import Fog,Material,TransparencyAttrib from panda3d.core import PandaNode,NodePath,TextNode,GeomNode from panda3d.core import GeomVertexFormat, GeomVertexData,Geom, GeomTriangles, GeomVertexWriter from panda3d.core import Vec3, Vec4, VBase4,Point3,CardMaker,BitMask32 from panda3d.core import AmbientLight,PointLight,DirectionalLight from panda3d.core import CollisionTraverser,CollisionNode from panda3d.core import CollisionHandlerQueue,CollisionRay,CollisionSphere, CollisionSegment from panda3d.ai import * from math import sin,cos,pi import random import csv floorTex = loader.loadTexture( 'textures/texture1.png' ) sandTex = loader.loadTexture( 'textures/texture3.png' ) brickTex = loader.loadTexture( 'textures/texture2.png' ) grassTex = loader.loadTexture( 'textures/texture4.png' ) waterTex = loader.loadTexture( 'textures/texture5.jpg' ) cloudTex = None sunTex = loader.loadTexture( 'textures/sun_1k_tex.jpg' ) winTex = loader.loadTexture( 'textures/youwin.jpg' ) cubePath = [ 'models/cube0.bam' , 'models/cube1.bam' , 'models/cube2.bam' , 'models/cube3.bam' , 'models/cube4.bam' , 'models/cube5.bam' , 'models/cube6.bam' ] #标题和说明设定 def addTitle(text): return OnscreenText(text = text,style = 1 , fg = ( 1 , 1 , 1 , 1 ), pos = ( 1.3 , - 0.95 ),align = TextNode.ARight, scale = . 07 ) def addInstructions(pos, msg): return OnscreenText(text = msg, style = 1 , fg = ( 1 , 1 , 1 , 1 ), mayChange = 1 , pos = ( - 1.3 , pos), align = TextNode.ALeft, scale = . 05 , shadow = ( 0 , 0 , 0 , 1 ), shadowOffset = ( 0.1 , 0.1 )) def addWords(text): return OnscreenText(text = text,style = 1 , fg = ( 0 , 0 , 1 , 1 ), bg = ( 0.6 , 0.8 , 2 , 0.5 ),pos = ( 0 , 0 ),align = TextNode.ACenter, scale = . 07 ,shadow = ( 0 , 0 , 0 , 1 )) def distance(lst,x,y): result = True for pos in lst: dist = (x - pos[ 0 ]) * * 2 + (y - pos[ 1 ]) * * 2 if dist < 50 : result = False return result #读取csv文件的 def read(name): f = open(name, 'rb' ) reader = csv.reader(f) M = [] for i in reader: M.append(i) return M #maze是个矩阵,就是我们的迷宫,从中选出eve可以活动的地方 def selectPos(maze): pos = [] w = len(maze) l = len(maze[ 0 ]) while len(pos) < 5 : x,y = random.randint( 0 ,w - 5 ),random.randint( 0 ,l - 5 ) #连续的四个都是空的 if maze[x][y] = = ' ' and maze[x][y + 1 ] = = ' ' and maze[x][y + 2 ] = = ' ' and maze[x][y + 3 ] = = ' ' : #离起点和终点还有列表中已经存在的点足够远 if x * * 2 + y * * 2 > 100 and (w - x - 5 ) * * 2 + (l - y - 5 ) * * 2 > 100 and distance(pos,x,y) : pos.append(( 2 * x - 78 , 2 * y - 78 , 1 )) while len(pos) < 10 : x,y = random.randint( 0 ,w - 5 ),random.randint( 0 ,l - 5 ) if maze[x][y] = = ' ' and maze[x + 1 ][y] = = ' ' and maze[x + 2 ][y] = = ' ' and maze[x + 3 ][y] = = ' ' : if x * * 2 + y * * 2 > 100 and (w - x - 5 ) * * 2 + (l - y - 5 ) * * 2 > 100 and distance(pos,x,y) : pos.append(( 2 * x - 78 , 2 * y - 78 , 0 )) print pos return pos def randomPos(maze): pos = [] w = len(maze) l = len(maze[ 0 ]) while len(pos) < 10 : x,y = random.randint( 0 ,w - 5 ),random.randint( 0 ,l - 5 ) if maze[x][y] = = ' ' : pos.append(( 2 * x - 78 , 2 * y - 78 )) return pos #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ class World(DirectObject): def __init__( self ): render.prepareScene(base.win.getGsg()) #base.oobe() base.setFrameRateMeter( True ) #声音 self .sound1 = base.loader.loadSfx( '/文档/小日子/python&game/bunnycraft/musicbox.ogg' ) #我们的主人公ralph self .ralph = Actor( "ralph.egg.pz" ,{ "run" : "models/ralph-run.egg.pz" , "walk" : "models/ralph-walk.egg.pz" }) self .ralph.reparentTo(render) self .ralph.setPos( - 76 , 74 , 0 ) self .ralph.setScale( 0.4 ) self .isMoving = False self .spos = None self .camZ = 2 self .moveSpeed = 20 self .rotateSpeed = 80 #悬浮框,现实位置 self .makeCardMap() #和他的小宠物panda self .panda = Actor( "models/panda-model.egg.pz" ,{ "run" : "models/panda-walk4.egg.pz" }) self .panda.reparentTo(render) self .panda.setPos( - 74 , 76 , 0 ) self .panda.setScale( 0.001 , 0.001 , 0.001 ) self .setAI() #标题什么的 self .instMouse = addInstructions( 0.5 , "click mouse to diminish a cube" ) self .instMouse1 = addInstructions( 0.4 , "double click to add a cube" ) self .instSpace = addInstructions( 0.3 , "press space to jump" ) self .instArrow = addInstructions( 0.2 , "use arrows to move Ralph" ) self .instTex = addInstructions( 0.1 , "change texture:" ) self .inst0 = addInstructions( 0.0 , "press 1:floorTex" ) self .inst1 = addInstructions( - 0.1 , '2:sandTex' ) self .inst2 = addInstructions( - 0.2 , '3:brickTex' ) self .inst3 = addInstructions( - 0.3 , '4:grassTex' ) self .inst4 = addInstructions( - 0.4 , '5:cloudTex' ) self .inst5 = addInstructions( - 0.5 , '6:waterTex' ) #摄像机,必须禁用鼠标控制才能控制摄像机 base.disableMouse() base.camera.setPos( 0 , 40 , 3 ) #按键 self .keyMap = { "left" : 0 , "right" : 0 , "forward" : 0 , "back" : 0 , "up" : 0 , "cube" : 0 , "texture" : 0 , 'mode' : 0 , 'camleft' : 0 , 'camright' : 0 , 'camera' : 0 } #所有的立方体 self .cubes = {} self .cubeNumber = 0 #地形图:(x,y)~zmax self .heightMap = {} #要处理的立方体们 self .toAdd = [] self .toRemove = [] #放装饰物的节点 self .node = [] for x in range( - 78 , 78 ): for y in range( - 78 , 78 ): if x % 6 = = 0 and y % 6 = = 0 : self .node.append((x,y)) random.shuffle( self .node) #女巫们的生成 self .maze = read( 'environm.csv' ) self .evePos = selectPos( self .maze) self .eveNumber = 0 self .eveType = [ 'startEve' , 'finalEve' , 'highEve' , 'jumpEve' ] self .eves = [] #准备好的随机位置 self .randomPos = randomPos( self .maze) #任务管理器 self .last = 0 #向下运动的 self .velocityZ = 8 self .velocityZ_ = 0 taskMgr.add( self .doAll, 'do all things' ) #一秒钟检查一下是否需要隐藏块或者显示块 taskMgr.doMethodLater( 1.0 , self .checkCube, 'checkCube' ) self .accept( 'arrow_up' , self .setKey,[ 'forward' , 1 ]) self .accept( 'arrow_down' , self .setKey,[ 'back' , 1 ]) self .accept( 'arrow_left' , self .setKey,[ 'left' , 1 ]) self .accept( 'arrow_right' , self .setKey,[ 'right' , 1 ]) self .accept( 'arrow_up-up' , self .setKey,[ 'forward' , 0 ]) self .accept( 'arrow_down-up' , self .setKey,[ 'back' , 0 ]) self .accept( 'arrow_left-up' , self .setKey,[ 'left' , 0 ]) self .accept( 'arrow_right-up' , self .setKey,[ 'right' , 0 ]) self .accept( 'mouse1' , self .setKey,[ 'cube' , - 1 ]) self .accept( 'mouse3' , self .setKey,[ 'cube' , 1 ]) self .accept( '1' , self .setKey,[ 'texture' , 0 ]) self .accept( '2' , self .setKey,[ 'texture' , 1 ]) self .accept( '3' , self .setKey,[ 'texture' , 2 ]) self .accept( '4' , self .setKey,[ 'texture' , 3 ]) self .accept( '5' , self .setKey,[ 'texture' , 4 ]) self .accept( 'space' , self .setKey,[ 'up' , 1 ]) self .accept( 'enter' , self .setKey,[ 'mode' , 1 ]) self .accept( 'f' , self .setKey,[ 'camleft' , 1 ]) self .accept( 'j' , self .setKey,[ 'camright' , 1 ]) self .accept( 'f-up' , self .setKey,[ 'camleft' , 0 ]) self .accept( 'j-up' , self .setKey,[ 'camright' , 0 ]) self .accept( 'g' , self .setKey,[ 'camera' , 1 ]) self .accept( 'h' , self .setKey,[ 'camera' , 0 ]) #碰撞检测 #创建 traverser 和 handler self .picker = CollisionTraverser() self .pq = CollisionHandlerQueue() self .pq1 = CollisionHandlerQueue() #创建鼠标检测这个node,并且添加到摄像机节点下面 self .pickerNode = CollisionNode( 'mouseRay' ) self .pickerNP = base.camera.attachNewNode( self .pickerNode) #为了区分其他东西的碰撞,碰撞(into)物体的数据格式 self .pickerNode.setFromCollideMask(BitMask32.bit( 1 )) self .pickerNode.setIntoCollideMask( 0 ) #生成碰撞物体添加 #如果要限制鼠标的点选范围,应该用CollisionLine or CollisionSegment self .pickerRay = CollisionRay() self .pickerNode.addSolid( self .pickerRay) self .picker.addCollider( self .pickerNP, self .pq) #摄像机的碰撞检测 #self.cCamNP = CollisionNode('mouseSphere') #self.cCamera = base.camera.attachNewNode(self.cCamNP) #self.cCamNP.setFromCollideMask(BitMask32.bit(1)) #self.cCamNP.setIntoCollideMask(0) #self.picker.addCollider(self.cCamera,self.pq1) #人物的碰撞 self .ralphColNP = self .ralph.attachNewNode(CollisionNode( 'ralph' )) ralphSphere = CollisionSphere( 0 , 0 , 2 , 1.5 ) self .ralphColNP.node().addSolid(ralphSphere) self .picker.addCollider( self .ralphColNP, self .pq1) self .ralphColNP.node().setFromCollideMask(BitMask32.bit( 1 ) | BitMask32.bit( 0 )) self .ralphColNP.node().setIntoCollideMask( 0 ) #环境场景设定 #启动阴影 #render.setShaderAuto() self .startCubes = render.attachNewNode( 'startCubes' ) self .env = loader.loadModel( 'models/environm.bam' ) self .env.reparentTo(render) self .env.setTag( 'environment' , '1' ) #背景光 self .envLight = AmbientLight( "ambientLight" ) self .envLight.setColor(Vec4( 0.5 , 0.5 , 0.5 , 1 )) self .envLNP = render.attachNewNode( self .envLight) render.setLight( self .envLNP) #选中背景光 self .envLight1 = AmbientLight( "ambientLight1" ) self .envLight1.setColor(Vec4( 1 , 1 , 1 , 1 )) self .envLNP1 = render.attachNewNode( self .envLight1) #太阳背景光 self .envLight2 = AmbientLight( "ambientLight2" ) self .envLight2.setColor(Vec4( 2 , 2 , 2 , 1 )) self .envLNP2 = render.attachNewNode( self .envLight2) #太阳 self .sun = loader.loadModel( "models/planet_sphere.egg.pz" ) self .sun.setTexture(sunTex) self .sun.setPos( 60 , 100 , 12 ) self .sun.setScale( 2 ) self .sun.reparentTo(render) self .sun.setLight( self .envLNP2) #太阳光 self .sunLight = DirectionalLight( 'sunLight' ) self .sunLight.setColor(Vec4( 0.8 , 0.8 , 0.4 , 1 )) self .sunLight.setShadowCaster( True , 512 , 512 ) self .sunLNP = render.attachNewNode( self .sunLight) self .sunLNP.setHpr( - 30 , 30 , - 10 ) render.setLight( self .sunLNP) #雾,实验中 self .fog = Fog( 'distanceFog' ) self .fog.setColor( 0.6 , 0.8 , 2 ) self .fog.setExpDensity(. 02 ) render.setFog( self .fog) base.setBackgroundColor( 0.6 , 0.8 , 2 ) self .defaultTex = 0 #生成地形图 self .makeMap() #方块 self .cloud = render.attachNewNode( 'cloud' ) self .cloud.setTransparency(TransparencyAttrib.MAlpha) self .cloud.setColor( 1 , 1 , 1 , 0.5 ) for i in range( 4 ): self .makeCube( 30 + 2 * i, 30 , 11 , self .cloud, 4 ) self .makeCube( 30 + 2 * i, 28 , 11 , self .cloud, 4 ) self .makeCube( 32 , 32 , 11 , self .cloud, 4 ) self .makeCube( 34 , 32 , 11 , self .cloud, 4 ) self .makeCube( 32 , 26 , 11 , self .cloud, 4 ) self .makeCube( 34 , 26 , 11 , self .cloud, 4 ) for i in range( 6 ): self .makeCube( - 30 + 2 * i, 40 , 15 , self .cloud, 4 ) self .makeCube( - 30 + 2 * i, 38 , 15 , self .cloud, 4 ) for i in range( 4 ): self .makeCube( - 28 + 2 * i, 42 , 15 , self .cloud, 4 ) self .makeCube( - 28 + 2 * i, 36 , 15 , self .cloud, 4 ) for i in range( 6 ): self .makeCube( 2 * i, 20 , 13 , self .cloud, 4 ) self .makeCube( 2 * i, 18 , 13 , self .cloud, 4 ) for i in range( 4 ): self .makeCube( 2 + 2 * i, 22 , 13 , self .cloud, 4 ) self .makeCube( 2 + 2 * i, 16 , 13 , self .cloud, 4 ) self .cloud.flattenStrong() self .buildFinal() #GUI self .v = [ 0 ] self .button1 = DirectRadioButton(text = 'normal mode' , variable = self .v, value = [ 0 ], scale = 0.05 , pos = ( - 0.9 , 0 , 0.8 ), command = self .changeMode) self .button2 = DirectRadioButton(text = 'maze mode' , variable = self .v, value = [ 1 ], scale = 0.05 , pos = ( - 0.5 , 0 , 0.8 ), command = self .changeMode) self .button3 = DirectCheckButton(text = 'music on/off' ,scale = 0.05 , pos = ( - 0.9 , 0 , 0.7 ), command = self .changeMusic) self .buttons = [ self .button1, self .button2] for button in self .buttons: button.setOthers( self .buttons) #----------------------------------------------------------------------------------------------- #生成cube def makeCube( self ,x,y,z,myRender,texture): if texture in range( 7 ): cube = loader.loadModel(cubePath[texture]) cube.reparentTo(myRender) cube.setTag( "myCube" ,str( self .cubeNumber)) cube.setPos(x,y,z) self .cubes[cube] = (x,y,z) self .cubeNumber + = 1 #修改地形图 if self .heightMap[(x,y)] < z + 1 : self .heightMap[(x,y)] = z + 1 return cube else : pass def makeEve( self ,x,y,bool): eve = Eve() eve.actor.setTag( 'eve' ,str( self .eveNumber)) self .eves.append([eve,random.choice( self .eveType)]) # eve.enterWalk(x,y,bool) self .eveNumber + = 1 def setSpos( self ,x,y,z): self .spos = (x,y,z) def makeMap( self ): for i in xrange( - 40 , 40 ): for j in xrange( - 40 , 40 ): self .heightMap[( 2 * i, 2 * j)] = 0 for pos in self .cubes.values(): x,y = pos[ 0 ],pos[ 1 ] z = pos[ 2 ] if (x,y) in self .heightMap : if z + 1 > self .heightMap[(x,y)]: self .heightMap[(x,y)] = z + 1 #设置键盘对应的值 def setKey( self ,key,value): self .keyMap[key] = value #if key == 'mode': # self.keyMap[key] += value #else: # self.keyMap[key] = value #print self.keyMap #移动摄像机 def moveRalph( self ,dt): cx = base.camera.getX() cx_ = cx h = self .ralph.getH() x,y,z = self .ralph.getPos() tx,ty = 2 * int(x / 2 ), 2 * int(y / 2 ) h_ = h x_,y_,z_ = x,y,z #******控制Ralph***** if self .keyMap[ "forward" ] + self .keyMap[ "back" ] + self .keyMap[ "left" ] + self .keyMap[ "right" ] > 0 : if self .isMoving is False : self .ralph.loop( "run" ) self .isMoving = True else : if self .isMoving: self .ralph.stop() self .ralph.pose( "walk" , 5 ) self .isMoving = False if self .keyMap[ 'left' ] = = 1 : h_ = h + globalClock.getDt() * self .rotateSpeed if self .keyMap[ 'right' ] = = 1 : h_ = h - globalClock.getDt() * self .rotateSpeed if self .keyMap[ 'back' ] = = 1 : x_ = x - sin(h * pi / 180 ) * globalClock.getDt() * self .moveSpeed y_ = y + cos(h * pi / 180 ) * globalClock.getDt() * self .moveSpeed if self .keyMap[ 'forward' ] = = 1 : x_ = x + sin(h * pi / 180 ) * globalClock.getDt() * self .moveSpeed y_ = y - cos(h * pi / 180 ) * globalClock.getDt() * self .moveSpeed if self .keyMap[ 'up' ] = = 1 : #禁用移动功能 if self .v = = [ 1 ]: x_ = x y_ = y if z > = self .heightMap[(tx,ty)] - 0.2 : z_ = z + dt * self .velocityZ self .velocityZ = - dt * 10 + self .velocityZ if z < self .heightMap[(tx,ty)] and z > = self .heightMap[(tx,ty)] - 1 : z_ = self .heightMap[(tx,ty)] self .setKey( 'up' , 0 ) self .velocityZ = 8 if self .goDown() and self .keyMap[ 'up' ] = = 0 : z_ = z + dt * self .velocityZ_ self .velocityZ_ = - dt * 10 + self .velocityZ_ if z < self .heightMap[(tx,ty)] + 0.1 : z_ = self .heightMap[(tx,ty)] self .velocityZ_ = 0 if abs(x) > 80 or (abs(y) > 80 or z < - 1 ): self .spos = ( 0 , 20 , 0 ) #最后更新位置 self .ralph.setH(h_) self .ralph.setPos(x_,y_,z_) #先看是不是要到什么特别的位置,如果有的话要去 if self .ralphCollide() and self .spos = = None : self .ralph.setPos(x,y,z) elif self .spos ! = None : xs,ys,zs = self .spos self .ralph.setPos(xs,ys,zs) self .spos = None #*****控制照相机******f if self .keyMap[ 'camera' ] = = 0 : base.camera.lookAt( self .ralph) if self .keyMap[ 'camleft' ] = = 1 : cx_ = cx + globalClock.getDt() * self .moveSpeed if self .keyMap[ 'camright' ] = = 1 : cx_ = cx - globalClock.getDt() * self .moveSpeed base.camera.setX(cx_) base.camera.lookAt( self .ralph) base.camera.setZ( self .ralph.getZ() + self .camZ) #这个模式中着摄像机的运动是保持和ralph相距不远的 camvec = self .ralph.getPos() - base.camera.getPos() camvec.setZ( 0 ) camdist = camvec.length() camvec.normalize() if (camdist > 10.0 ): base.camera.setPos(base.camera.getPos() + camvec * (camdist - 10 )) camdist = 10.0 if (camdist < 5.0 ): base.camera.setPos(base.camera.getPos() - camvec * ( 5 - camdist)) camdist = 5.0 elif self .keyMap[ 'camera' ] = = 1 : base.camera.setPos( 0 , 0 , 400 ) base.camera.setP( - 90 ) render.clearFog() #改变默认的纹理样式 def handleTex( self ): if self .keyMap[ 'texture' ] = = 0 : self .defaultTex = 0 if self .keyMap[ 'texture' ] = = 1 : self .defaultTex = 1 if self .keyMap[ 'texture' ] = = 2 : self .defaultTex = 2 if self .keyMap[ 'texture' ] = = 3 : self .defaultTex = 3 if self .keyMap[ 'texture' ] = = 4 : self .defaultTex = 4 if self .keyMap[ 'texture' ] = = 5 : self .defaultTex = 5 def handleCube( self ): #鼠标点击一个就删除这个方块,彻底删除 if base.mouseWatcherNode.hasMouse(): mx = base.mouseWatcherNode.getMouseX() my = base.mouseWatcherNode.getMouseY() for cube in self .cubes: cube.clearLight() self .pickerRay.setFromLens(base.camNode,mx,my) self .picker.traverse(render) if self .pq.getNumEntries() > 0 : #队列中由远及近排序 self .pq.sortEntries() pickerObj = self .pq.getEntry( 0 ).getIntoNodePath() pickerObj = pickerObj.findNetTag( 'myCube' ) if pickerObj in self .cubes: pickerObj.setLight( self .envLNP1) if self .keyMap[ 'cube' ] = = - 1 : #del self.cubes[pickerObj] #pickerObj.remove() self .toRemove.append(pickerObj) self .setKey( 'cube' , 0 ) elif self .keyMap[ 'cube' ] = = 1 : #self.addCube(pickerObj) self .toAdd.append(pickerObj) self .setKey( 'cube' , 0 ) #鼠标点选增加一个方块,在空的位置上随机增加 def addCube( self ,cube): if len( self .blankCube(cube)) > = 1 : pos = random.choice( self .blankCube(cube)) self .makeCube(pos[ 0 ],pos[ 1 ],pos[ 2 ],render, self .defaultTex) else : pass #优化任务处理的,为了保证帧率 def _handleCube( self ): for obj in self .toRemove: if obj in self .cubes: self .checkHeight(obj) self .cubeNumber - = 1 obj.remove() for obj in self .toAdd: self .cubeNumber + = 1 self .addCube(obj) self .toRemove = [] self .toAdd = [] def setAI( self ): self .AIworld = AIWorld(render) self .AIchar = AICharacter( "ralph's pat" , self .panda, 500 , 0.05 , 5 ) self .AIworld.addAiChar( self .AIchar) self .AIbehaviors = self .AIchar.getAiBehaviors() self .AIbehaviors.pursue( self .ralph) self .panda.loop( "run" ) #查看一个方块附近的空位置 def blankCube( self ,cube): x,y,z = self .cubes[cube] blank = [(x + 2 ,y,z),(x - 2 ,y,z),(x,y + 2 ,z),(x,y - 2 ,z),(x,y,z + 2 ),(x,y,z - 2 )] blank_ = [] for pos in blank: if not pos in self .cubes.values() and self .inMap(pos): blank_.append(pos) return blank_ #在删除方块的时候判断是不是需要更改高度图并且从self.cubes中删除了这个东东 def checkHeight( self ,obj): pos = self .cubes[obj] del self .cubes[obj] if self .heightMap[(pos[ 0 ],pos[ 1 ])] = = pos[ 2 ] + 1 : self .heightMap[(pos[ 0 ],pos[ 1 ])] = 0 for z in range( 1 ,pos[ 2 ], 2 )[:: - 1 ]: if [pos[ 0 ],pos[ 1 ],z] in self .cubes.values(): self .heightMap[(pos[ 0 ],pos[ 1 ])] = z + 1 break #查看一个块是不是可见的 def checkCube( self ,task): for cube in self .cubes: if len( self .blankCube(cube)) = = 0 : cube.hide(BitMask32.allOn()) else : cube.show(BitMask32.allOn()) return task.again #检测一个位置是不是在地图里面 def inMap( self ,pos): if abs(pos[ 0 ]) < 77 and (abs(pos[ 1 ]) < 77 and pos[ 2 ] > 0 ): return True else : return False #检测摄像机是不是该下去 def goDown( self ): x,y,z = self .ralph.getPos() tx,ty = 2 * int(x / 2 ), 2 * int(y / 2 ) if z > self .heightMap[(tx,ty)]: return True else : return False #控制移动范围的碰撞检测,还有检测ralph的碰撞会不会引发什么别的 def ralphCollide( self ): self .picker.traverse(render) if self .pq1.getNumEntries() > 0 : self .pq1.sortEntries() Obj = self .pq1.getEntry( 0 ).getIntoNodePath() if Obj.node().getIntoCollideMask() = = BitMask32.bit( 0 ): Obj = Obj.findNetTag( 'eve' ) n = int(Obj.getTag( 'eve' )) Obj = self .eves[n][ 0 ] type = self .eves[n][ 1 ] self .eveAct(Obj,type) return True else : return False def check( self ): if self .cubeNumber > 500 : return False else : return True #是不是到达终点了 def final( self ): x,y,z = self .ralph.getPos() if x > 73 and x < 77 and y > 75 and y < 79 : self .winSphere = loader.loadModel( "models/planet_sphere.egg.pz" ) self .winSphere.setScale( 0.5 ) self .winSphere.setTexture(winTex) self .winSphere.reparentTo(render) self .winSphere.setPos( 74 , 75 , 3 ) return True def delete( self ,nodePath): nodePath.remove() #女巫的行为 def eveAct( self ,eve,type): eve.exitWalk() eve.request( "Magic" ) if type = = 'startEve' : self .words = addWords( 'Go Back To The Start ! HaHa !' ) Sequence(Wait( 2.0 ),Func( self .setSpos, - 76 , - 74 , 2 ),Func( self .delete, self .words)).start() if type = = 'finalEve' : self .words = addWords( 'Do Not Appeciate me!' ) Sequence(Wait( 2.0 ),Func( self .setSpos, 74 , 76 , 2 ),Func( self .delete, self .words)).start() if type = = 'highEve' : self .words = addWords( 'Where Do You Think You Will Go?' ) random.shuffle( self .randomPos) x,y = self .randomPos[ 0 ] Sequence(Wait( 2.0 ),Func( self .setSpos,x,y, 20 ),Func( self .delete, self .words)).start() if type = = 'jumpEve' : self .words = addWords( 'I Do Not Add Any Thing! ' ) Sequence(Wait( 2.0 ),Func( self .delete, self .words)).start() def movepRalph( self ): x,y,z = self .ralph.getPos() x_ = 0.3 * x / 160 z_ = 0.3 * y / 160 y_ = 0 self .pralph.setPos(x_,y_,z_) #集中处理所有需要每帧检查的东东 def doAll( self ,task): dt = task.time - self .last self .last = task.time self .handleTex() self .moveRalph(dt) self .movepRalph() self ._handleCube() self .handleCube() self .AIworld.update() self .final() return task.cont def changeMode( self ,status = None ): if self .v = = [ 0 ]: self .env.remove() self .env = loader.loadModel( 'models/environ.bam' ) self .env.reparentTo(render) self .ralph.setPos( 0 , 20 , 0 ) self .fire.remove() self .pandaGNP.remove() self .cardMap.remove() self .moveSpeed = 20 self .rotateSpeed = 80 self .camZ = 2 for i in range(len( self .eves)): self .eves[i][ 0 ].clean() self .eves = [] self .eveNumber = 0 for cube in self .cubes: self .toRemove.append(cube) self .buildStart() if self .v = = [ 1 ]: self .env.remove() self .env = loader.loadModel( 'models/environm.bam' ) self .env.reparentTo(render) self .fountain.remove() self .makeCardMap() self .ralph.setPos( - 76 , - 74 , 0 ) self .moveSpeed = 10 self .rotateSpeed = 60 self .camZ = 4 for cube in self .cubes: self .toRemove.append(cube) self .buildFinal() def changeMusic( self ,status): if status and self .sound1.status() ! = self .sound1.PLAYING: self .sound1.setLoop( True ) self .sound1.play() else : self .sound1.stop() def makeCardMap( self ): cm = CardMaker('') cm.setFrame( - 0.2 , 0.2 , - 0.2 , 0.2 ) self .cardMap = base.camera.attachNewNode(cm.generate()) self .pralph = loader.loadModel( "models/planet_sphere.egg.pz" ) self .pralph.reparentTo( self .cardMap) self .pralph.setScale( 0.01 ) self .pralph.setColor( 0 , 0 , 1 , 1 ) self .startP = loader.loadModel( "models/planet_sphere.egg.pz" ) self .startP.reparentTo( self .cardMap) self .startP.setScale( 0.015 ) self .startP.setColor( 0 , 1 , 0 , 1 ) self .startP.setPos( - 0.17 , 0 , - 0.17 ) self .finalP = loader.loadModel( "models/planet_sphere.egg.pz" ) self .finalP.reparentTo( self .cardMap) self .finalP.setScale( 0.015 ) self .finalP.setColor( 1 , 0 , 0 , 1 ) self .finalP.setPos( 0.17 , 0 , 0.17 ) self .cardMap.setTransparency(TransparencyAttrib.MAlpha) self .cardMap.setPos( 0.8 , 3 , 0.6 ) self .cardMap.setColor( 1 , 0.6 , 0.6 , 0.5 ) def buildFinal( self ): base.enableParticles() self .fire = ParticleEffect() self .fire.loadConfig( 'fireish.ptf' ) self .fire.setPos( 74 , 75 , 0 ) self .fire.start(render) self .fire.setScale( 0.5 ) self .pandaGNP = render.attachNewNode( 'pandaGNP' ) self .pandaGNP.setPos( 74 , 75 , 0 ) self .pandaG = Actor( "models/panda-model.egg.pz" ,{ "run" : "models/panda-walk4.egg.pz" }) self .pandaG.loop( 'run' ) self .pandaG.reparentTo( self .pandaGNP) self .pandaG.setPos( 1 , 0 , 0 ) self .pandaG.setScale( 0.001 , 0.001 , 0.001 ) self .pandaGMove = self .pandaGNP.hprInterval( 20.0 ,Point3( - 360 , 0 , 0 ),startHpr = Point3( 0 , 0 , 0 )) self .pandaGMove.loop() for pos in self .evePos: x,y,bool = pos self .makeEve(x,y,bool) for i in range( 25 ): x,y = self .node[i] self .makeCube(x,y, 3 ,render, 6 ) def buildStart( self ): for i in range( 4 ): self .makeCube( 4 , 2 * i - 4 , 1 , self .startCubes, 2 ) self .makeCube( 4 , 2 * i - 4 , 3 , self .startCubes, 2 ) self .makeCube( - 6 , 2 * i - 4 , 1 , self .startCubes, 2 ) self .makeCube( - 6 , 2 * i - 4 , 3 , self .startCubes, 2 ) self .makeCube( 2 * i - 4 , 4 , 1 , self .startCubes, 2 ) self .makeCube( 2 * i - 4 , 4 , 3 , self .startCubes, 2 ) self .makeCube( 2 * i - 4 , - 6 , 1 , self .startCubes, 2 ) self .makeCube( 2 * i - 4 , - 6 , 3 , self .startCubes, 2 ) self .makeCube( 2 , 2 , 1 , self .startCubes, 2 ) self .makeCube( 2 , 2 , 3 , self .startCubes, 2 ) self .makeCube( 2 , - 4 , 1 , self .startCubes, 2 ) self .makeCube( 2 , - 4 , 3 , self .startCubes, 2 ) self .makeCube( - 4 , 2 , 1 , self .startCubes, 2 ) self .makeCube( - 4 , 2 , 3 , self .startCubes, 2 ) self .makeCube( - 4 , - 4 , 1 , self .startCubes, 2 ) self .makeCube( - 4 , - 4 , 3 , self .startCubes, 2 ) for i in range( 10 ): for j in range( 10 ): pos = ( 2 * i - 10 , 2 * j - 10 , 1 ) if pos not in self .cubes.values(): self .makeCube( 2 * i - 10 , 2 * j - 10 , 1 , self .startCubes, 3 ) for i in range( 4 ): self .makeCube( 2 * i - 4 , 0 , 3 , self .startCubes, 5 ) self .makeCube( 2 * i - 4 , - 2 , 3 , self .startCubes, 5 ) self .makeCube( 0 , 2 , 3 , self .startCubes, 5 ) self .makeCube( - 2 , 2 , 3 , self .startCubes, 5 ) self .makeCube( - 2 , - 4 , 3 , self .startCubes, 5 ) self .makeCube( 0 , - 4 , 3 , self .startCubes, 5 ) #喷泉 base.enableParticles() self .fountain = ParticleEffect() self .fountain.loadConfig( 'fountain.ptf' ) self .fountain.setPos( - 1 , 0 , 4 ) self .fountain.start(render) self .fountain.setScale( 5 ) for i in range( 3 ): for j in range( 7 - 2 * i): for k in range( 7 - 2 * i): self .makeCube( 30 + 2 * j, 30 + 2 * k, 1 + 2 * i, self .startCubes, 1 ) for i in range( 3 ): for j in range( 7 - 2 * i): for k in range( 7 - 2 * i): self .makeCube( - 30 + 2 * j, 30 + 2 * k, 1 + 2 * i, self .startCubes, 2 ) for i in range( 3 ): for j in range( 7 - 2 * i): for k in range( 7 - 2 * i): self .makeCube( 30 + 2 * j, - 30 + 2 * k, 1 + 2 * i, self .startCubes, 3 ) for i in range( 3 ): for j in range( 7 - 2 * i): for k in range( 7 - 2 * i): self .makeCube( - 30 + 2 * j, - 30 + 2 * k, 1 + 2 * i, self .startCubes, 0 ) class Eve(FSM): def __init__( self ): FSM.__init__( self , 'Eve' ) self .actor = Actor( 'models/eve.egg.pz' ,{ 'walk' : 'models/eve_walk.egg.pz' }) self .actor.setScale( 0.4 ) self .actor.reparentTo(render) self .interval = self .actor.actorInterval( "walk" , playRate = 2 ) self .ColNP = self .actor.attachNewNode(CollisionNode( 'eve' )) self .Sphere = CollisionSphere( 0 , 0 , 2 , 1.5 ) self .ColNP.node().addSolid( self .Sphere) self .ColNP.node().setFromCollideMask( 0 ) def enterWalk( self ,x,y,bool): self .x = x self .y = y self .bool = bool self .ColNP.node().setIntoCollideMask(BitMask32.bit( 0 )) self .interval.loop() if bool = = 0 : self .PosInterval1 = self .actor.posInterval( 8 ,Point3(x,y, 0 ),startPos = Point3(x + 8 ,y, 0 )) self .PosInterval2 = self .actor.posInterval( 8 ,Point3(x + 8 ,y, 0 ),startPos = Point3(x,y, 0 )) self .HprInterval1 = self .actor.hprInterval( 3 ,Point3( 90 , 0 , 0 ),startHpr = Point3( - 90 , 0 , 0 )) self .HprInterval2 = self .actor.hprInterval( 3 ,Point3( - 90 , 0 , 0 ),startHpr = Point3( 90 , 0 , 0 )) elif bool = = 1 : self .PosInterval1 = self .actor.posInterval( 8 ,Point3(x,y, 0 ),startPos = Point3(x,y + 8 , 0 )) self .PosInterval2 = self .actor.posInterval( 8 ,Point3(x,y + 8 , 0 ),startPos = Point3(x,y, 0 )) self .HprInterval1 = self .actor.hprInterval( 3 ,Point3( 180 , 0 , 0 ),startHpr = Point3( 0 , 0 , 0 )) self .HprInterval2 = self .actor.hprInterval( 3 ,Point3( 0 , 0 , 0 ),startHpr = Point3( 180 , 0 , 0 )) self .Pace = Sequence( self .PosInterval1, self .HprInterval1, self .PosInterval2, self .HprInterval2) #没有名字,不知道碍不碍事 self .Pace.loop() def exitWalk( self ): self .interval.pause() self .Pace.pause() def enterMagic( self ): self .actor.setZ( 1 ) self .magicInterval = self .actor.hprInterval( 1 ,Point3( 90 , 0 , 0 ),startHpr = Point3( 450 , 0 , 0 )) self .magicPace = Sequence(Wait( 1.0 ), self .magicInterval,Func( self .exitMagic),Func( self .enterWalk, self .x, self .y, self .bool)) self .magicPace.start() self .ColNP.node().setIntoCollideMask( 0 ) def exitMagic( self ): self .magicPace.pause() def clean( self ): self .actor.delete() w = World() run() |