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level.py
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356 lines (301 loc) · 15.3 KB
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from ursina import *
from direct.actor.Actor import Actor
from ursina.shaders import colored_lights_shader
from ursina.prefabs.health_bar import HealthBar
from mob import Mob
from player import Player
from enemy import Enemy
class MainScene(Entity):#Entity built in Ursina method for objects in self created __init__ method
def __init__(self):
super().__init__(self)
#__init__ method load scene and define level objects attributes, and ghost entity
self.level = load_blender_scene(path=application.asset_folder,#built in method
name='worldBridge')#file in assets
self.level.Cube.texture="cobblestone_floor_07_diff_1k"
self.level.Cube.collider = 'mesh'
self.level.Cube.texture_scale = (2, 2) # adjust texture size
self.level.start_point.visible = False
self.level.grass.color = color.green
self.level.grass.double_sided = True
self.level.water.color = color.blue
self.level.terrain.texture="coast_sand_rocks_02_diff_1k"
self.level.terrain.double_sided = True
self.level.mesh_collider.collider = 'mesh'
self.level.mesh_collider.visible = False
self.level.bridge1.texture = "cracked_concrete_wall_diff_1k"
self.level.bridge1.double_sided = True
self.level.bridge1.texture_scale = (5, 5)
self.level.bridge1.collider = 'mesh'
self.level.bridge.texture_scale = (40, 40)
self.level.bridge.double_sided = True
self.level.bridge.texture = "cracked_concrete_wall_diff_1k"
self.level.bridge.collider = 'mesh'
self.level.deathzone.texture = "rust_coarse_01_diff_1k"
self.level.deathzone.collider = 'mesh'
self.level.handrail1.texture = "cracked_concrete_wall_diff_1k"
self.level.handrail1.collider = 'mesh'
self.level.handrail2.texture = "cracked_concrete_wall_diff_1k"
self.level.handrail2.collider = 'mesh'
self.level.handrail3.texture = "cracked_concrete_wall_diff_1k"
self.level.handrail3.collider = 'mesh'
self.level.handrail4.texture = "cracked_concrete_wall_diff_1k"
self.level.handrail4.collider = 'mesh'
self.level.border.collider = 'mesh'
self.level.waterborder.collider = 'mesh'
self.level.waterborder.visible = False
self.level.border.visible = False
self.level.Circle.visible = False
self.level.pillars.collider = 'mesh'
#self.level.pillars.color = color.black
self.level.pillars.texture = 'wood_table_001_diff_1k'
self.level.pillars.texture_scale = (10, 10) # adjust texture size
self.level.roof.collider = 'mesh'
self.level.roof.color = color.red
self.level.roof.texture = 'roof_tiles_14_diff_1k'
self.level.roof.texture_scale = (10, 10) # adjust texture size
self.level.lightHouse1.collider = 'mesh'
self.level.lightHouse1.texture = 'cobblestone_floor_07_diff_1k'
self.level.lightHouse1.texture_scale = (5, 5) # adjust texture size
self.level.lightHouse1.double_sided = True
self.level.lightHouse2.collider = 'mesh'
self.level.lightHouse2.texture = 'rust_coarse_01_diff_1k'
self.level.lightHouse2.double_sided = True
self.level.lightHouse2.rotation_z = 360#I know it makes no sense
self.level.lightHouse3.collider = 'mesh'
self.level.lightHouse3.texture = 'rust_coarse_01_diff_1k'
self.level.lightHouse3.rotation_z = 360
self.level.lightHouse3.double_sided = True
self.level.lightHouse4.collider = 'mesh'
self.level.lightHouse4.texture = 'rust_coarse_01_diff_1k'
self.level.lightHouse4.rotation_z = 360
self.level.lightHouse4.double_sided = True
self.level.bow.parent = camera
self.level.bow.position = (.5,0,1)
self.level.bow.enabled = False
#self.level.bow.color = color.brown
self.level.bow.shader = colored_lights_shader
self.level.arrow.position = (.5,0,1)
self.level.enemy.collider = 'mesh'
self.textEnemy1 = Text('Shoot, here!', origin=(0, 0), position=(0, 10, 0),
parent=self.level.enemy, color=color.red, scale=90, rotation_y = 90)
self.textEnemy1.enabled = True
self.level.enemy2.collider = 'mesh'
self.level.enemy2.enabled = False
self.textEnemy2 = Text('Hit "c" to create an enemy!',
origin=(0, 0), position=(0, 3, 0),
parent=self.level.Cube, color=color.red, scale=20)
self.textEnemy3 = Text('Shoot the cobble to move the gates',
origin=(0, 0), position=(0, 6, 0),
parent=self.level.Cube, color=color.red, scale=20)
#self.level.lid.color = color.brown
self.level.lid.collider = 'box'
self.level.lid.texture = 'wood_floor_deck_diff_1k'
self.level.lid.double_sided = True
self.level.chest.texture = 'wood_floor_deck_diff_1k'
#self.level.chest.color = color.brown
self.level.chest.double_sided = True
self.level.chest.collider = 'mesh'
self.level.chest.on_click = self.combinedChestLidClick
self.level.lid.on_click = self.combinedChestLidClick
self.turnoffShader = True
self.textChest = Text('Click, here!', origin=(0, 0), position=(0, 4, 0),
parent=self.level.chest, color=color.red, scale=30)
self.level.gate1.texture = 'metal_plate_diff_1k'
self.level.gate1.texture_scale = (10, 10)
self.level.gate1.collider = 'mesh'
self.level.gate2.texture = 'metal_plate_diff_1k'
self.level.gate2.texture_scale = (10, 10)
self.level.gate2.collider = 'mesh'
self.enemyPlayer = Enemy()
self.enemyPlayer.enabled = False
self.pivot_point = Entity(parent=self.level.chest.parent,#ghost entity
position=(0, -0.5, 3.7))#never change these numbers
self.animeGirl = Entity(position=(4, 4, 4),
scale=(9, 9, 9),
double_sided=True,
animation_speed=0.2)
self.HB1 = HealthBar(bar_color=color.red.tint(-.25), roundness=.5,)
self.HB1.enabled = False#don't enable the health bar until the scene loads
self.timer = time.time() + 3 # set initial timer for 5 seconds
self.startEnemyProgram = False
self.mob = Mob()
self.mob.enabled = False
self.player = None
def load_scene(self):
self.turnOffShader = False
#FirstPersonController built in Ursina method
self.HB1.enabled = True#enable the health bar when the scene loads
self.player = Player()#call Player class in player file
print('firstpersoncroller in load_scene -=====================================')
self.target = self.player
self.player.original_speed = self.player.speed
#next line is not needed in a game this small but it clips with in the
#view frustrum to create a render distance
camera.clip_plane_far = 600
Sky(texture='castaway_sky', scale=camera.clip_plane_far-1)
def combinedChestLidClick(self):
if distance_xz(self.player.position, self.level.chest.position) < 30:
self.on_chest_click()
self.turnOffChestLights()
def on_chest_click(self):
if distance_xz(self.player.position, self.level.chest.position) < 30:
self.level.lid.parent = self.pivot_point#Set the ghost pivot point as the parent of the lid
self.level.lid.animate('rotation_x', self.level.lid.rotation_x + 120, duration=.2)
invoke(setattr, self.level.bow, 'enabled', True, delay=.25)
self.level.chest.on_click = None
self.level.lid.on_click = None
self.textChest.enabled = False
#mechaninc key inputs and support
def input(self, key):#registers key inputs new parameter (key)
if key == 'shift':
self.player.doubleSpeed()#double speed from class Player
elif key == 'shift up':
self.player.speed = self.player.original_speed
if held_keys['control'] and key == 'r':#if you fall through mesh go back to starting point
self.player.position = self.level.start_point.position
if key == 'u':#go under the world
self.player.position = (-4, -4, -4)
if self.level.bow.enabled and key == 'left mouse down':
self.player.arrow = duplicate(self.level.arrow, world_parent=self.level.bow, position=Vec3(-.2, 0, 0), rotation=Vec3(0, 0, 0))
self.player.arrow.animate('position', self.player.arrow.position + Vec3(0, 0, -2), duration=.2, curve=curve.linear)
self.player.arrow.shader = colored_lights_shader
if self.level.bow.enabled and key == 'left mouse up':
if mouse.hovered_entity and mouse.hovered_entity.visible:
self.player.arrow.world_parent = scene
self.player.arrow.animate('position', Vec3(*mouse.world_point), mouse.collision.distance / 500, curve=curve.linear, interrupt='kill')
if mouse.hovered_entity == self.level.enemy:
invoke(self.destroyEnemy, delay=.3)
destroy(self.player.arrow, delay=.1)
return
destroy(self.player.arrow, delay=10)
if mouse.hovered_entity == self.level.enemy2:
invoke(self.destroyEnemy2, delay=.3)
destroy(self.player.arrow, delay=.1)
return
destroy(self.player.arrow, delay=10)
if mouse.hovered_entity == self.level.Cube:
invoke(self.openGate, delay=.3)
destroy(self.player.arrow, delay=.1)
return
destroy(self.player.arrow, delay=10)
#destroy arrows on enemy player
if mouse.hovered_entity == self.enemyPlayer:
self.enemyPlayer.enabled = False
destroy(self.player.arrow, delay=.1)
self.startEnemyProgram = False
self.enemyPlayer.enabled = False
return
destroy(self.player.arrow, delay=10)
#destroy arrows on mob
if mouse.hovered_entity == self.mob:
self.mob.enabled = False
destroy(self.player.arrow, delay=.1)
return
destroy(self.player.arrow, delay=10)
else:
self.player.arrow.world_parent = scene
self.player.arrow.animate('position', self.player.arrow.world_position + (self.player.arrow.forward * 100), .5, curve=curve.linear, interrupt='kill')
destroy(self.player.arrow, delay=1)
#cheats
if key == 'z':
self.level.bow.enabled = True
if key == 'x':
self.level.bow.enabled = False
if key == 'c':
invoke(self.createEnemy, delay=.3)
if key == 'p':
invoke(self.circlingMob)
if key == 'g':
invoke(self.openGate)
if key == 'e':
invoke(self.Enemy_Player)
if key == 'm':
invoke(self.load_mob_function)
if key == "escape":
sys.exit()
if key == '-' or key == '- hold':
self.damage(10)
if key == '+' or key == '+ hold':
self.heal(10)
def damage(self, value):
self.HB1.value -= value
self.player.health -= value
def heal(self, value):
self.HB1.value += value
self.player.health += value
def destroyEnemy(self):
self.level.enemy.enabled = False
def destroyEnemy2(self):
self.level.enemy2.enabled = False
self.textEnemy2.enabled = False
self.textEnemy3.enabled = False
def createEnemy(self):
self.level.enemy2.enabled = True
self.level.enemy2.collider = 'mesh'
self.level.enemy2.color = color.blue
def circlingMob(self):
self.actor = Actor("mobModel.glb") # change filename to the GLB file
self.actor.reparent_to(self.animeGirl)
self.actor.play("moveForward")
def turnOffChestLights(self):
self.turnOffShader = True
def update(self):
#handle mob ai
if self.player:
self.mob.look_at(self.player)
self.mob.rotation = Vec3(0,self.mob.rotation.y+180,0)
self.enemyPlayer.look_at(self.player)
self.enemyPlayer.rotation = Vec3(0,self.mob.rotation.y+180,0)
self.animeGirl.look_at(self.player)
self.animeGirl.rotation = Vec3(0,self.mob.rotation.y,0)
original_chest_texture = self.level.chest.texture
if not self.level.bow.enabled and mouse.hovered_entity in (self.level.chest, self.level.lid):
if self.turnOffShader == False:
self.level.chest.color = color.color(60, .4, .8)
self.level.chest.shader = colored_lights_shader
self.level.lid.color = color.color(60, .4, .8)
self.level.lid.shader = colored_lights_shader
else:
self.level.chest.texture = original_chest_texture
self.level.lid.texture = original_chest_texture
self.level.chest.shader = None
self.level.lid.shader = None
if self.startEnemyProgram == True:
if time.time() >= self.timer:
print(f"Enemy attacked player for {self.damage} damage!")
self.player.health -= 10
self.HB1.value -= 10#decrease the health bar
self.enemyPlayer.arrow = duplicate(self.level.arrow, world_parent=self.enemyPlayer, position=(0,1,0), rotation=Vec3(0, 0, 0))
self.enemyPlayer.arrow.shader = colored_lights_shader
self.enemyPlayer.arrow.world_parent = scene
self.enemyPlayer.arrow.animate('position', self.player.position,(self.player.position - self.enemyPlayer.position).length() / 50,
curve=curve.linear, interrupt='kill')
if self.target.health <= 0:
print("Game Over")
application.quit()
else:
self.timer = time.time() + 3
def openGate(self):
self.level.gate1.animate_position(self.level.gate1.position+(self.level.gate1.left)*10,
duration=5,
curve=curve.linear)
self.level.gate2.animate_position(self.level.gate2.position+(self.level.gate2.right)*10,
duration=5,
curve=curve.linear)
def Enemy_Player(self):
self.startEnemyProgram = True
self.enemyPlayer.enabled = True
self.enemyPlayer.add_script(SmoothFollow(target=self.target,
offset = [0,3,0],
speed =0.5)
)
def load_mob_function(self):
self.mob.enabled = True
self.mob.action()
self.mob.add_script(SmoothFollow(target=self.target,
speed =0.5)
)
if __name__ == '__main__':
app = Ursina()
main_scene = MainScene()
app.run()