File: game_skel-3.py

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# -*- indent-tabs-mode: t -*-

#! /usr/bin/python -O

# Game Skeleton
# Copyright (C) 2003-2004 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 3
# Adding character-level interaction (collision, ...)

# New stuff is in the Character class


# A bunch of import
import sys, os, os.path, math
import soya
import soya.widget as widget
import soya.sdlconst as sdlconst

# Inits Soya
soya.init()

# Define data path (=where to find models, textures, ...)
HERE = os.path.dirname(sys.argv[0])
soya.path.append(os.path.join(HERE, "data"))

class Level(soya.World):
	"""A game level.
Level is a subclass of soya.World."""


class Action:
	"""An action that the character can do."""
	def __init__(self, action):
		self.action = action

# The available actions
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


class KeyboardController:
	"""A controller is an object that gives orders to a character.
Here, we define a keyboard based controller, but there may be mouse-based or IA-based
controllers.
Notice that the unique method is called "next", which allows to use Python generator
as controller."""
	def __init__(self):
		self.left_key_down = self.right_key_down = self.up_key_down = self.down_key_down = 0
		
	def next(self):
		"""Returns the next action"""
		for event in soya.process_event():
			if   event[0] == sdlconst.KEYDOWN:
				if   (event[1] == sdlconst.K_q) or (event[1] == sdlconst.K_ESCAPE):
					sys.exit() # Quit the game

				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
		
		# People saying that Python doesn't have switch/select case are wrong...
		# Remember this if you are coding a fighting game !
		return 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))

	print "foo"
class Character(soya.World):
	print "foo"
	"""A character in the game."""
	def __init__(self, parent, controller):
		soya.World.__init__(self, parent)
		self.set_model(soya.Model.get("cube"))
		
		# Disable raypicking on the character itself !!!
		self.solid = 0
		
		self.controller     = controller
		self.speed          = soya.Vector(self)
		self.rotation_speed = 0.0

		# This variable are used for collision detection.
		# radius is the radius of an approximative bounding sphere around the character,
		# and radius_y is the same but in Y (vertical) direction only (a character is
		# usually higher that large ;-).
		# We need radius * sqrt(2)/2 < max speed (here, 0.35)
		self.radius         = 0.5
		self.radius_y       = 1.0
		
		# Center is a center point of the character (center of the previously mentioned
		# bounding sphere)
		self.center         = soya.Point(self, 0.0, self.radius_y, 0.0)
		
		# These vectors are the -X, X, -Y, Y, -Z, Z direction of the character.
		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)
		
	def begin_round(self):
		self.begin_action(self.controller.next())
		soya.World.begin_round(self)
		
	def begin_action(self, action):
		"""This method begins the action ACTION. It DOES NOT perform the action
(see advance_time for that). But it does "decode" the action, and NOW it check for any
character-level collision that may occur. It also check if the character is on the
ground, and if not it make him stat falling."""
		# Reset
		self.rotation_speed = self.speed.x = self.speed.z = 0.0
		if self.speed.y > 0.0: self.speed.y = 0.0
		# If self.speed.y < 0.0, the character is falling, and we want him to continue
		# to fall, and even fall faster and faster, so we don't reset self.speed.y to 0.0.
		
		# Determine the character rotation
		if   action.action in (ACTION_TURN_LEFT, ACTION_ADVANCE_LEFT, ACTION_GO_BACK_LEFT):
			self.rotation_speed = 5.0
		elif action.action in (ACTION_TURN_RIGHT, ACTION_ADVANCE_RIGHT, ACTION_GO_BACK_RIGHT):
			self.rotation_speed = -5.0
			
		# Determine the character speed
		if   action.action in (ACTION_ADVANCE, ACTION_ADVANCE_LEFT, ACTION_ADVANCE_RIGHT):
			self.speed.z = -0.35
		elif action.action in (ACTION_GO_BACK, ACTION_GO_BACK_LEFT, ACTION_GO_BACK_RIGHT):
			self.speed.z = 0.2

		# Computes the new center of the character, after the move
		# (this is a Point + Vector addition, i.e. a translation)
		new_center = self.center + self.speed
		
		# Creates a raypicking context, from a center and a radius.
		# Raypicking contexts allows faster raypicking if you perform several raypicking
		# in the same region, by selecting in advance all the objects susceptible to
		# collide with the ray.
		context = scene.RaypickContext(new_center, max(self.radius, 0.1 + self.radius_y))
		
		# Gets the ground, and check if the character is falling
		# To do so, we perform a raypicking in the down direction.
		# If successful, the raypick method returns a
		# (collision point, collision normal) tuple.
		r = context.raypick(new_center, self.down, 0.1 + self.radius_y, 1, 1)
		if r:
			# Character's feet are on or below the ground, so we puts the character
			# on the ground.
			ground, ground_normal = r
			ground.convert_to(self)
			self.speed.y = ground.y
		else:
			# No ground => start falling
			# Test the fall with the pit behind the second house
			# We increase self.speed.y from 0.0 to -0.5 with a step of -0.05
			self.speed.y = max(self.speed.y - 0.05, -0.5)
			
		# The movement (defined by the speed vector) may be impossible if the character
		# would encounter a wall.
		
		# Character-level collision
		for vec in (self.left, self.right, self.front, self.back, self.up):
			r = context.raypick(new_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 speed vector, as well as to
				# new_center (for the following raypicks ; remember that
				# new_center = self.center + self.speed, so if speed has changed, we must update
				# it).
				
				collision, wall_normal = r
				hypo = vec.length() * self.radius - new_center.distance_to(collision)
				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)

				# Adds the correction vector to the speed vector and to new_center
				# (Point + Vector addition, i.e. translation)
				self.speed += correction
				new_center += correction
				
	def advance_time(self, proportion):
		soya.World.advance_time(self, proportion)
		
		self.add_mul_vector(proportion, self.speed)
		self.rotate_y(proportion * self.rotation_speed)
		
		
# Create the scene (a world with no parent)
scene = soya.World()

# Loads the level, and put it in the scene
try:
	level = soya.World.get("level_demo")
except ValueError:
	print>>sys.stderr, 'the level of this demo is not yet generated, please run the game_skel-1.py tutorial'
	sys.exit(1)
scene.add(level)

# Creates a character in the level, with a keyboard controller
character = Character(level, KeyboardController())
character.set_xyz(216.160568237, -7.93332195282, 213.817764282)

# Creates a Tomb Raider-like camera in the scene
camera = soya.TravelingCamera(scene)
traveling = soya.ThirdPersonTraveling(character)
traveling.distance = 5.0
camera.add_traveling(traveling)
camera.zap()
camera.back = 70.0

# Creates a widget group, containing the camera and a label showing the FPS.
soya.set_root_widget(widget.Group())
soya.root_widget.add(camera)
soya.root_widget.add(widget.FPSLabel())

# Creates and run an "main_loop" (=an object that manage time and regulate FPS)
# By default, FPS is locked at 40.
soya.MainLoop(scene).main_loop()