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towercrash.py
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towercrash.py
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import sys
from enum import Enum, auto
from direct.gui.DirectGui import OnscreenText, Plain
from direct.showbase.ShowBaseGlobal import globalClock
from direct.showbase.ShowBase import ShowBase
from panda3d.bullet import BulletWorld, BulletDebugNode
from panda3d.core import NodePath, TextNode
from panda3d.core import load_prc_file_data
from panda3d.core import Vec3, BitMask32, Point3
from balls import ColorBall
from lights import BasicAmbientLight, BasicDayLight
from scene import Scene
from start_screen import StartScreen
from tower import towers
load_prc_file_data("", """
textures-power-2 none
gl-coordinate-system default
window-title Panda3D Tower Crash
filled-wireframe-apply-shader true
stm-max-views 8
stm-max-chunk-count 2048""")
class Game(Enum):
READY = auto()
START = auto()
PLAY = auto()
THROW = auto()
HIT = auto()
JUDGE = auto()
GAMEOVER = auto()
class BallNumberDisplay(OnscreenText):
def __init__(self):
super().__init__(
style=Plain,
pos=(-0.02, -0.98),
align=TextNode.ACenter,
scale=0.1,
mayChange=True
)
class TowerCrash(ShowBase):
def __init__(self):
super().__init__()
self.disable_mouse()
self.camera_lowest_z = 2.5
self.wait_count = 5
self.tower_num = 0
self.world = BulletWorld()
self.world.set_gravity(Vec3(0, 0, -9.81))
self.debug = self.render.attach_new_node(BulletDebugNode('debug'))
self.world.set_debug_node(self.debug.node())
self.ambient_light = BasicAmbientLight()
self.directional_light = BasicDayLight()
self.scene = Scene(self.world)
self.scene.reparent_to(self.render)
self.navigator = NodePath('navigator')
self.navigator.reparent_to(self.render)
self.camera.reparent_to(self.navigator)
self.ball = ColorBall(self.world)
self.ball_number_display = BallNumberDisplay()
self.start_screen = StartScreen()
self.start_screen.set_up()
self.start_new_game()
self.accept('escape', sys.exit)
self.accept('d', self.toggle_debug)
self.accept('mouse1', self.mouse_click)
self.accept('mouse1-up', self.mouse_release)
self.taskMgr.add(self.update, 'update')
def toggle_debug(self):
if self.debug.is_hidden():
self.debug.show()
else:
self.debug.hide()
def initialize_game(self):
self.state = None
self.click = False
self.dragging = False
self.before_mouse_x = None
if self.tower_num >= len(towers):
self.tower_num = 0
tower = towers[self.tower_num]
self.tower = tower(24, self.scene.foundation, self.world)
self.tower.build()
self.camera_highest_z = self.tower.floater.get_z(self.render)
self.navigator.set_pos_hpr(Point3(0, 0, self.camera_lowest_z), Vec3(0, 0, 0))
self.camera.set_pos(0, -70, 0) # -64 70
self.camera.look_at(0, 0, self.camera_lowest_z + 4 * 2.5)
self.ball.initialize(self.tower)
self.ball_cnt = self.tower.level
def setup_ball(self):
start_pos = Point3(0, -60, -0.8)
self.ball.setup(start_pos, self.navigator)
# show the number of throwing a ball.
self.ball_number_display.reparent_to(self.aspect2d)
self.ball_number_display.setText(str(self.ball_cnt))
def moveup_camera(self, dt):
angle = dt * 100
vertical_distance = 15 * dt
if (h := self.navigator.get_h()) < 360:
self.navigator.set_h(h + angle)
elif h > 360:
self.navigator.set_h(360)
if (z := self.navigator.get_z()) < self.camera_highest_z:
self.navigator.set_z(z + vertical_distance)
elif z > self.camera_highest_z:
self.navigator.set_z(self.camera_highest_z)
if h == 360 and z == self.camera_highest_z:
return False
return True
def choose_block(self, mouse_pos):
near_pos = Point3()
far_pos = Point3()
self.camLens.extrude(mouse_pos, near_pos, far_pos)
from_pos = self.render.get_relative_point(self.cam, near_pos)
to_pos = self.render.get_relative_point(self.cam, far_pos)
result = self.world.ray_test_closest(from_pos, to_pos, BitMask32.bit(1))
if result.hasHit():
if (nd := result.get_node()).is_active():
clicked_pt = result.get_hit_pos()
block = NodePath(nd)
self.ball.aim_at(clicked_pt, block)
return True
def mouse_click(self):
self.dragging = True
self.dragging_start_time = globalClock.get_frame_time()
def mouse_release(self):
if globalClock.get_frame_time() - self.dragging_start_time < 0.2:
self.click = True
self.dragging = False
self.before_mouse_x = None
def rotate_camera(self, mouse_x, dt):
if self.before_mouse_x is None:
self.before_mouse_x = mouse_x
angle = 0
if (delta := mouse_x - self.before_mouse_x) < 0:
angle += 90 # rotate leftward
elif delta > 0:
angle -= 90 # rotate rightward
angle *= dt
self.navigator.set_h(self.navigator.get_h() + angle)
self.before_mouse_x = mouse_x
def move_down_camera(self, dt):
if self.navigator.get_z() > self.camera_lowest_z:
distance = 10 * dt
self.navigator.set_z(self.navigator.get_z() - distance)
def _start(self, task):
self.state = Game.READY
return task.done
def start_new_game(self):
self.initialize_game()
self.taskMgr.do_method_later(3, self._start, 'start')
def clean_sea_bottom(self):
for con in self.world.contact_test(self.scene.bottom.node()).get_contacts():
block = NodePath(con.get_node0())
self.tower.clean_up(block)
def update(self, task):
dt = globalClock.getDt()
self.scene.water_camera.setMat(
self.cam.getMat(self.render) * self.scene.clip_plane.getReflectionMat())
match self.state:
case Game.READY:
if self.start_screen.disappear(dt):
self.start_screen.tear_down()
self.state = Game.START
case Game.START:
if not self.moveup_camera(dt):
self.setup_ball()
self.state = Game.PLAY
case Game.GAMEOVER:
if self.start_screen.appear(dt):
if self.tower.tower_top <= 1:
self.tower_num += 1
self.tower.remove_all_blocks()
self.start_new_game()
case Game.PLAY:
if self.mouseWatcherNode.has_mouse():
mouse_pos = self.mouseWatcherNode.get_mouse()
if self.click:
if self.choose_block(mouse_pos):
self.ball_number_display.detach_node()
self.ball_cnt -= 1
self.state = Game.THROW
self.click = False
if self.dragging:
if globalClock.get_frame_time() - self.dragging_start_time >= 0.2:
self.rotate_camera(mouse_pos.x, dt)
case Game.THROW:
if not self.ball.move(dt):
self.state = Game.HIT
case Game.HIT:
self.ball.hit()
self.state = Game.JUDGE
case Game.JUDGE:
if self.ball_cnt > 0 and self.tower.tower_top > 1:
self.setup_ball()
self.state = Game.PLAY
else:
self.start_screen.set_up()
self.state = Game.GAMEOVER
self.tower.update()
self.clean_sea_bottom()
if self.navigator.get_z() > self.tower.floater.get_z(self.render):
self.move_down_camera(dt)
self.world.do_physics(dt)
return task.cont
if __name__ == '__main__':
game = TowerCrash()
game.run()