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# -*- indent-tabs-mode: t -*-
#! /usr/bin/python -O
# Game Skeleton
# Copyright (C) 2003-2005 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 6
# Network gaming with Tofu !
# This tutorial is the same than game_skel-5.py, but with networking support.
# Tofu also save players automatically, so if you play, then disconnect, and then connect
# again, you'll restart at the same position you were when you disconnected.
# WARNING! Tofu and Tofu4Soya are still in very alpha and unstable stage. The API
# as well as the implementation may change radically.
# To run it:
# 1 - Execute tofudemo_create_level.py, in order to create and save the level
# (this script is very similar to game_skel-1.py)
# 2 - Run:
# python ./run_demo.py --single <login> for single player game
# python ./run_demo.py --server for server
# python ./run_demo.py --client <host> <login> for client
# A bunch of import
import sys, os, os.path, math
import soya
import soya.widget as widget
import soya.sdlconst as sdlconst
import tofu, soya.tofu4soya
# Tofu provide some base classes that you must extend.
# To use Tofu with Soya, soya.tofu4soya provides these base classes with already Soya-ish
# support.
# The first class is the Level class. soya.tofu4soya. Level already inherits from
# soya.World.
class Level(soya.tofu4soya.Level):
"""A game level."""
# A Player represent a human player.
class Player(soya.tofu4soya.Player):
# Player.__init__ is called when a NEW player is created (NOT when an existent player
# logon !).
# filename and password are the player's login and password. An additional string data
# can be passed by the client, here we ignore them.
# Player.__init__ must create at least one mobile for the player, then add this mobile
# in a level and finally add the mobile in the player. Mobiles are a generic concept
# that includes characters (see below).
def __init__(self, filename, password, client_side_data = ""):
soya.tofu4soya.Player.__init__(self, filename, password)
level = tofu.Level.get("level_tofudemo")
character = Character()
character.set_xyz(216.160568237, -3.0, 213.817764282)
level.add_mobile(character)
self .add_mobile(character)
# An Action is an action a mobile can accomplish.
# Here, we identify actions with the following constants:
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
import struct
class Action(soya.tofu4soya.Action):
"""An action that the character can do."""
def __init__(self, action):
self.action = action
# Optimized version, optional (default to serialization)
#def dump (self): return struct.pack("B", self.action)
#def undump(data): return Action(struct.unpack("B", data)[0])
#undump = staticmethod(undump)
# A state is the state of a mobile, e.g. values for the set of the attributes of the mobile
# that evolve over the time.
# soya.tofu4soya.CoordSystState provide a state object for CoordSyst, which include
# the position, rotation and scaling attributes. as it extend CoordSyst, CoordSystState
# have all CoordSyst method like set_xyz, add_vector, rotate_*, scale,...
# Here, we also add an animation attribute, since the character's animation evolves
# over time.
class State(soya.tofu4soya.CoordSystState):
"""A state of the character position."""
def __init__(self, mobile = None):
soya.tofu4soya.CoordSystState.__init__(self, mobile)
self.animation = "attente"
# is_crucial must returns true if the state is crucial.
# Non-crucial states can be dropped, either for optimization purpose or because of
# network protocol (currently we use TCP, but in the future we may use UDP to send
# non-crucial states).
# Here we have no crucial state.
def is_crucial(self): return 0
# Optimized version, optional (default to serialization)
#def dump (self): return struct.pack("i10p19f", self.round, self.animation, *self.matrix)
#def undump(data):
# self = State()
# data = struct.unpack("i10p19f", data)
# self.round = data[0]
# self.animation = data[1]
# self.matrix = data[2:]
# return self
#undump = staticmethod(undump)
# The controller is responsible for reading inputs and generating Actions on the client
# side.
# We extend soya.tofu4soya.LocalController; "local" means that the player is controlled
# locally, contrary to the RemoteController.
class KeyboardController(soya.tofu4soya.LocalController):
def __init__(self, mobile):
soya.tofu4soya.LocalController.__init__(self, mobile)
self.left_key_down = self.right_key_down = self.up_key_down = self.down_key_down = 0
self.current_action = ACTION_WAIT
def begin_round(self):
"""Returns the next action"""
jump = 0
for event in soya.process_event():
if event[0] == sdlconst.KEYDOWN:
if (event[1] == sdlconst.K_q) or (event[1] == sdlconst.K_ESCAPE):
tofu.GAME_INTERFACE.end_game() # 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: action = ACTION_JUMP
else:
# People saying that Python doesn't have switch/select case are wrong...
# Remember this if you are coding a fighting game !
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)
if action != self.current_action:
self.current_action = action
self.mobile.doer.do_action(Action(action))
else:
self.mobile.doer.do_action(None)
# A mobile is anything that can move and evolve in a level. This include player characters
# but also computer-controlled objects (also named bots).
# Here we have a single class of Mobile: character.
# soya.tofu4soya.Mobile already inherits from World.
class Character(soya.tofu4soya.Mobile):
"""A character in the game."""
def __init__(self):
soya.tofu4soya.Mobile.__init__(self)
# Loads a Cal3D shape (=model)
balazar = soya.Cal3dShape.get("balazar")
# Creates a Cal3D volume displaying the "balazar" shape
# (NB Balazar is the name of a wizard).
self.perso = soya.Cal3dVolume(self, balazar)
# Starts playing the idling animation in loop
self.perso.animate_blend_cycle("attente")
# The current animation
self.current_animation = ""
self.current_action = ACTION_WAIT
# Disable raypicking on the character itself !!!
self.solid = 0
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
# loaded is called when the mobile is loaded from a file.
# Here, we reset the current animation, because currently Soya doesn't save Cal3DVolume
# current's animation yet.
def loaded(self):
soya.tofu4soya.Mobile.loaded(self)
self.current_animation = ""
# do_action is called when the mobile executes the given action. It is usually called
# on the server side.
# It must return the new State of the Mobile, after the action is executed.
def do_action(self, action):
# Create a new State for self. By default, the state is at the same position,
# orientation and scaling that self.
state = State(self)
# If an action is given, we interpret it by moving the state according to the action.
# We also set the state's animation.
if action:
self.current_action = action.action
# May reduce the lag.
state.droppable = 0
if self.current_action in (ACTION_TURN_LEFT, ACTION_ADVANCE_LEFT, ACTION_GO_BACK_LEFT):
state.rotate_y( 4.0)
state.animation = "tourneG"
elif self.current_action in (ACTION_TURN_RIGHT, ACTION_ADVANCE_RIGHT, ACTION_GO_BACK_RIGHT):
state.rotate_y(-4.0)
state.animation = "tourneD"
if self.current_action in (ACTION_ADVANCE, ACTION_ADVANCE_LEFT, ACTION_ADVANCE_RIGHT):
state.shift(0.0, 0.0, -0.25)
state.animation = "marche"
elif self.current_action in (ACTION_GO_BACK, ACTION_GO_BACK_LEFT, ACTION_GO_BACK_RIGHT):
state.shift(0.0, 0.0, 0.06)
state.animation = "recule"
# Now, we perform collision detection.
# state_center is roughly the center of the character at the new state's position.
# Then we create a raypicking context.
# Detection collision is similar to the previous game_skel, except that "state"
# replaces "new_center"
state_center = soya.Point(state, 0.0, self.radius_y, 0.0)
context = scene.RaypickContext(state_center, max(self.radius, 0.1 + self.radius_y))
# Gets the ground, and check if the character is falling
r = context.raypick(state_center, self.down, 0.1 + self.radius_y, 1, 1)
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 and (action.action == ACTION_JUMP):
self.jumping = 1
self.speed.y = 0.5
else:
# No ground => start falling
self.speed.y = max(self.speed.y - 0.02, -0.25)
state.animation = "chute"
if self.speed.y < 0.0: self.jumping = 0
# Add the current vertical speed to the state.
state.y += self.speed.y
# Check for walls.
for vec in (self.left, self.right, self.front, self.back, self.up):
r = context.raypick(state_center, vec, self.radius, 1, 1)
if r:
# The ray encounters a wall => the character cannot perform the planned movement.
# We compute a correction vector, and add it to the state.
collision, wall_normal = r
hypo = vec.length() * self.radius - (state_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)
state.add_vector(correction)
# Returns the resulting state.
self.doer.action_done(state)
# set_state is called when the mobile's state change, due to the execution of an
# action. It is called BOTH server-side and client-side.
def set_state(self, state):
# The super implementation take care of the position, rotation and scaling stuff.
soya.tofu4soya.Mobile.set_state(self, state)
# Play the new animation.
if self.current_animation != state.animation:
# Stops previous animation
if self.current_animation: self.perso.animate_clear_cycle(self.current_animation, 0.2)
# Starts the new one
self.perso.animate_blend_cycle(state.animation, 1.0, 0.2)
self.current_animation = state.animation
# control_owned is called on the client-side when the player gets the control of the
# mobile (i.e. the mobile is not a bot).
def control_owned(self):
soya.tofu4soya.Mobile.control_owned(self)
# Use our KeyboardController instead of Tofu's default LocalController.
self.controller = KeyboardController(self)
# Create a camera traveling, in order to make the camera look toward this character.
traveling = soya.ThirdPersonTraveling(self)
traveling.distance = 5.0
tofu.GAME_INTERFACE.camera.add_traveling(traveling)
tofu.GAME_INTERFACE.camera.zap()
# GameInterface is the interface of the game.
class GameInterface(soya.tofu4soya.GameInterface):
def __init__(self):
soya.tofu4soya.GameInterface.__init__(self)
soya.init()
self.player_character = None
# Creates a traveling camera in the scene, with a default look-toward-nothing
# traveling.
self.camera = soya.TravelingCamera(scene)
self.camera.back = 70.0
self.camera.add_traveling(soya.FixTraveling(soya.Point(), soya.Vector(None, 0.0, 0.0, -1.0)))
soya.set_root_widget(soya.widget.Group())
soya.root_widget.add(self.camera)
# ready is called when the client has contacted the server and anything is ready.
# In particular, we can now call self.notifier.login_player to logon the server.
# Additional arguments to self.notifier.login_player will be pickled and sent to the
# server, and then made available to the player (see client_side_data above).
def ready(self, notifier):
soya.tofu4soya.GameInterface.ready(self, notifier)
login, password = sys.argv[-1], "test"
self.notifier.login_player(login, password)
# Define data path (=where to find models, textures, ...)
HERE = os.path.dirname(sys.argv[0])
soya.path.append(os.path.join(HERE, "data"))
tofu.path.append(os.path.join(HERE, "data"))
# Create the scene (a world with no parent)
scene = soya.World()
# Inits Tofu with our classes.
soya.tofu4soya.init(GameInterface, Player, Level, Action, State, Character)
# Use cPickle for serializing local file (faster), and Cerealizer for network.
tofu.enable_pickle (1, 0)
tofu.enable_cerealizer(0, 1)
# Make our classes safe for Cerealizer
import cerealizer, soya.cerealizer4soya
cerealizer.register(Action)
cerealizer.register(State)
cerealizer.register(KeyboardController)
cerealizer.register(Character)
cerealizer.register(Level)
# For security reason, there is a maximum to the size of the transmitted serialized
# object, which default to 99999. You may need to increase this value, e.g. up to
# 1MB (this is not needed for the demo, thus the following code is commented).
#import tofu.client
#tofu.client.MAX_LENGTH = 1000000
if __name__ == "__main__":
print """Don't run me, run run_tofudemo.py instead !!!"""
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