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weapons.py
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#======================================================================#
#
# Team:
# Hunter Quant
# Edward Pryor
# Nick marasco
# Shane Peterson
# Brandon Williams
# Jeremy Rose
#
# Last modification: 12/8/14 by: Brandon
#
# Description: weapon class to have projectiles parented to.
#
#======================================================================#
#Python imports
import os, sys, time
#Panda3d imports
from direct.gui.OnscreenImage import OnscreenImage
from panda3d.core import CollisionNode, CollisionSphere, CollisionRay, CollisionHandlerGravity
from panda3d.core import NodePath, BitMask32, TransparencyAttrib, Filename
from direct.showbase.ShowBase import ShowBase
from direct.showbase.Audio3DManager import Audio3DManager
#Our class imports
from projectile import *
#boss weapon
class ChargeCannon(object):
#Gets path for boss projectiles
def __init__(self, camera, spawnNodePoint):
self.audio3d = Audio3DManager(base.sfxManagerList[0], base.camera)
self.spawnNode = spawnNodePoint
self.targetNode = camera
#Fires boss projectiles
def fire(self, task):
#Spawn projectile and play sfx
proj = ChargeProjectile(self.spawnNode, self.targetNode, len(base.projectileList))
base.taskMgr.add(proj.moveTask, "move projectile")
base.projectileList.append(proj)
shotSfx = self.audio3d.loadSfx("./resources/sounds/charge_cannon.wav")
shotSfx.play()
#ScrubCannon - the thing the enemies shoot at us
class ScrubCannon(object):
#Gets path for enemy projectiles
def __init__(self, camera, spawnNodePoint):
self.audio3d = Audio3DManager(base.sfxManagerList[0], base.camera)
self.spawnNode = spawnNodePoint
self.targetNode = camera
#Fires enemy projectiles
def fire(self, task):
#Spawn projectile and play sfx
proj = ScrubProjectile(self.spawnNode, self.targetNode, len(base.projectileList))
base.taskMgr.add(proj.moveTask, "move projectile")
base.projectileList.append(proj)
shotSfx = self.audio3d.loadSfx("./resources/sounds/scrub_cannon.wav")
shotSfx.play()
#Recursion Rifle
class RecursionRifle(object):
#Amout overheat increases by
weaponOverHeat = 10
#For calculating delta time
time = 0
#Flag for animation
step = False
#Current animation scale
curScale = .025
#Delta for shot delay
delayShot = 0
def __init__(self, camera, id):
self.audio3d = Audio3DManager(base.sfxManagerList[0], base.camera)
#Get projectile path and gun model
self.gunPath = NodePath("gun")
self.gunPath.reparentTo(base.camera)
self.gunPath.setPos(1,10,-3.5)
self.gunModel = loader.loadModel("./resources/rr")
self.gunModel.reparentTo(self.gunPath)
self.gunModel.setPos(camera,.7,4,-2)
self.gunModel.setHpr(90,0,0)
self.gunModel.setColor(0, 255, 0)
#Set gun reticle
self.reticle = OnscreenImage("./resources/reticle.png")
self.reticle.setTransparency(True)
self.reticle.setScale(self.curScale)
base.taskMgr.add(self.animate, "rrReticle")
#Hides all visable enlements of the gun
def hide(self):
self.reticle.setScale(0)
self.gunModel.hide()
self.gunPath.hide()
#Hides all visable elements of the gun
def show(self):
self.gunModel.show()
self.gunPath.show()
#Fires recursion rifle
def fire(self, task):
#Spawn projectile, add it to taskMgr and play sfx
proj = RRProjectile(self.gunPath, base.camera, len(base.projectileList))
base.taskMgr.add(proj.moveTask, "move projectile")
base.projectileList.append(proj)
shotSfx = self.audio3d.loadSfx("./resources/sounds/recursion_rifle.wav")
self.audio3d.attachSoundToObject(shotSfx, base.camera)
shotSfx.play()
base.player.overHeat += self.weaponOverHeat
self.delayShot = task.time + .5
base.taskMgr.add(self.contTask, "weaponDelay")
#Handles animation of recursion rifle reticle
def animate(self, task):
#If delta has been long enough
if task.time - self.time > .05:
#Update scale
self.reticle.setScale(self.curScale)
if self.curScale < .03 and self.step:
self.curScale += .001
self.reticle.setScale(self.curScale)
self.time = task.time
if self.curScale >= .03:
self.step = False
elif self.curScale > .01:
self.curScale -= .001
self.reticle.setScale(self.curScale)
self.time = task.time
if self.curScale <= .01:
self.step = True
return task.cont
#Used to calculate delta for shot delay
def contTask(self, task):
return task.cont
#You can shoot if the delay has been met
def canShoot(self):
taskList = base.taskMgr.getTasksNamed("weaponDelay")
if taskList[0].time >= self.delayShot:
return True
else:
return False
#Resets delay
def resetWeapon(self):
delayShot = 0
#Max Heao Blunderbuss
#Comments for this same as recursion rifle for the most part
class MHB(object):
weaponOverHeat = 33
time = 0
step = False
curScale = 0
hbcount = 0
delayShot = 0
def __init__(self, camera, id):
self.audio3d = Audio3DManager(base.sfxManagerList[0], base.camera)
#Set model and projectile paths
self.gunPath = NodePath("gun2")
self.gunPath.reparentTo(base.camera)
self.gunPath.setPos(1.5,10.5,-3.8)
self.gunModel = loader.loadModel("./resources/mhb")
self.gunModel.reparentTo(self.gunPath)
self.gunModel.setPos(camera, .7,3,-1.4)
self.gunModel.setHpr(-90,0,0)
self.reticle = OnscreenImage("./resources/mhbReticle.png")
self.reticle.setTransparency(True)
self.reticle.setScale(0)
base.taskMgr.add(self.animate, "mhbReticle")
self.gunModel.setColor(0, 0, 0)
def hide(self):
self.reticle.setScale(0)
self.gunModel.hide()
self.gunPath.hide()
def show(self):
self.gunModel.show()
self.gunPath.show()
def fire(self, task):
#Spawn 20 projectiles, add them to taskMgr and play sfx
for i in range(1,20):
proj = MHBProjectile(self.gunPath, base.camera, len(base.projectileList)+self.hbcount, i)
base.taskMgr.add(proj.moveTask, "move projectile")
base.projectileList.append(proj)
self.hbcount+=1
shotSfx = self.audio3d.loadSfx("./resources/sounds/blunderbuss.wav")
self.audio3d.attachSoundToObject(shotSfx, base.camera)
shotSfx.play()
base.player.overHeat += self.weaponOverHeat
self.delayShot = task.time + 1.2
base.taskMgr.add(self.contTask, "weaponDelay")
def contTask(self, task):
return task.cont
def animate(self, task):
if task.time - self.time > .025:
if self.curScale < .08 and self.step:
self.curScale += .001
self.reticle.setScale(self.curScale)
self.time = task.time
if self.curScale == .08:
self.step = False
elif self.curScale > .04:
self.curScale -= .001
self.reticle.setScale(self.curScale)
self.time = task.time
if self.curScale <= .04:
self.step = True
return task.cont
def canShoot(self):
taskList = base.taskMgr.getTasksNamed("weaponDelay")
if taskList[0].time >= self.delayShot:
return True
else:
return False
def getOverHeat(self):
return self.overheat
def resetWeapon(self):
time = 0
step = False
hbcount = 0
delayShot = 0
#Comments mostly the same as the recursion rifles, but for 2 models.
class KeyValue(object):
weaponOverHeat = 5
time = 0
step = False
curScale = 0
fireRight = True
fireLeft = False
delayShot = 0
def __init__(self, camera, id):
self.audio3d = Audio3DManager(base.sfxManagerList[0], base.camera)
#load the other keyValue texture
keyTexRed = base.loader.loadTexture("resources/tex/keyValueRed.png")
#Set model and projectile paths
self.gunPath1 = NodePath("gun")
self.gunPath1.reparentTo(base.camera)
self.gunPath1.setPos(1.2 ,10,-3.5)
self.gunModel1 = loader.loadModel("./resources/keyValue")
self.gunModel1.setTexture(keyTexRed,1)
self.gunModel1.reparentTo(self.gunPath1)
self.gunModel1.setPos(camera,1.2,4.5,-1.7)
self.gunModel1.setHpr(-90,0,0)
self.gunPath2 = NodePath("gun")
self.gunPath2.reparentTo(base.camera)
self.gunPath2.setPos(-1.2,10,-3.5)
self.gunModel2 = loader.loadModel("./resources/keyValue")
self.gunModel2.reparentTo(self.gunPath2)
self.gunModel2.setPos(camera,-1.2,4.5,-1.7)
self.gunModel2.setHpr(-90,0,0)
self.reticle = OnscreenImage("./resources/kvReticle.png")
self.reticle.setTransparency(True)
self.reticle.setScale(0)
base.taskMgr.add(self.animate, "kvReticle")
def hide(self):
self.reticle.setScale(0)
self.gunModel1.hide()
self.gunPath1.hide()
self.gunModel2.hide()
self.gunPath2.hide()
def show(self):
self.gunModel1.show()
self.gunPath1.show()
self.gunModel2.show()
self.gunPath2.show()
def fire(self, task):
#Fires left or right
if self.fireRight:
#Spawn projectile, add it to taskMgr and play sfx
proj = KVProjectile(self.gunPath1, base.camera, len(base.projectileList))
proj.projectileModel.setColor(0, 0, 255)
base.taskMgr.add(proj.moveTask, "move projectile")
base.projectileList.append(proj)
shotSfx = self.audio3d.loadSfx("./resources/sounds/key_value.wav")
self.audio3d.attachSoundToObject(shotSfx, base.camera)
shotSfx.play()
self.fireRight = False
self.fireLeft = True
else:
#Spawn projectile, add it to taskMgr and play sfx
proj = KVProjectile(self.gunPath2, base.camera, len(base.projectileList))
proj.projectileModel.setColor(255, 0, 0)
base.taskMgr.add(proj.moveTask, "move projectile")
base.projectileList.append(proj)
shotSfx = self.audio3d.loadSfx("./resources/sounds/key_value.wav")
self.audio3d.attachSoundToObject(shotSfx, base.camera)
shotSfx.play()
self.fireRight = True
self.fireLeft = False
base.player.overHeat += self.weaponOverHeat
self.delayShot = task.time + .1
base.taskMgr.add(self.contTask, "weaponDelay")
def contTask(self, task):
return task.cont
def animate(self, task):
if task.time - self.time > .05:
self.reticle.setScale(self.curScale)
if self.curScale < .03 and self.step:
self.curScale += .001
self.reticle.setScale(self.curScale)
self.time = task.time
if self.curScale >= .03:
self.step = False
elif self.curScale > .01:
self.curScale -= .001
self.reticle.setScale(self.curScale)
self.time = task.time
if self.curScale <= .01:
self.step = True
return task.cont
def canShoot(self):
taskList = base.taskMgr.getTasksNamed("weaponDelay")
if taskList[0].time >= self.delayShot:
return True
else:
return False
def getOverHeat(self):
return self.overheat
def resetWeapon(self):
delayShot = 0