Oh I think I found the error. Its working anycase. I left some of the old code behind by mistake.
As for what I was doing, see I just wanted to control ralph (or the panda by changing the modles/actors) with in my own world instead of the one the example makes (town.x). I didnt use .egg so the old collison code was messing up… I think, or some of the code I thought I got was still calling for things that wasn’t there.
I think theres some things still mess up with in the code cus when I go forward, its a awfully slow, I change the speed, but it doesn’t seem to do much?
import direct.directbase.DirectStart
from pandac.PandaModules import CollisionTraverser,CollisionNode
from pandac.PandaModules import CollisionHandlerQueue,CollisionRay
from pandac.PandaModules import Filename
from pandac.PandaModules import PandaNode,NodePath,Camera,TextNode
from pandac.PandaModules import Vec3,Vec4,BitMask32
from direct.gui.OnscreenText import OnscreenText
from direct.actor.Actor import Actor
from direct.task.Task import Task
from direct.showbase.DirectObject import DirectObject
import random, sys, os, math
SPEED = 2
# Figure out what directory this program is in.
MYDIR=os.path.abspath(sys.path[0])
MYDIR=Filename.fromOsSpecific(MYDIR).getFullpath()
# Function to put instructions on the screen.
def addInstructions(pos, msg):
return OnscreenText(text=msg, style=1, fg=(1,1,1,1),
pos=(-1.3, pos), align=TextNode.ALeft, scale = .05)
# Function to put title on the screen.
def addTitle(text):
return OnscreenText(text=text, style=1, fg=(1,1,1,1),
pos=(1.3,-0.95), align=TextNode.ARight, scale = .07)
class World(DirectObject):
def __init__(self):
self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0}
base.win.setClearColor(Vec4(0,0,0,1))
# Post the instructions
self.title = addTitle("Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
self.inst1 = addInstructions(0.95, "[ESC]: Quit")
self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")
# Set up the environment
self.environ = loader.loadModel("town.x")
self.environ.reparentTo(render)
self.environ.setScale(0.25,0.25,0.25)
self.environ.setPos(-8,0,0)
# Create the main character, Ralph
# ralphStartPos = self.environ.find("0,0,0").getPos()
self.ralph = Actor("models/panda-model",{"run":"models/panda-walk4",
"walk":"models/panda-walk4"})
self.ralph.reparentTo(render)
self.ralph.setScale(.001)
self.ralph.setPos(0,0,0)
# Create a floater object. We use the "floater" as a temporary
# variable in a variety of calculations.
self.floater = NodePath(PandaNode("floater"))
self.floater.reparentTo(render)
# Accept the control keys for movement and rotation
self.accept("escape", sys.exit)
self.accept("arrow_left", self.setKey, ["left",1])
self.accept("arrow_right", self.setKey, ["right",1])
self.accept("arrow_up", self.setKey, ["forward",1])
self.accept("a", self.setKey, ["cam-left",1])
self.accept("s", self.setKey, ["cam-right",1])
self.accept("arrow_left-up", self.setKey, ["left",0])
self.accept("arrow_right-up", self.setKey, ["right",0])
self.accept("arrow_up-up", self.setKey, ["forward",0])
self.accept("a-up", self.setKey, ["cam-left",0])
self.accept("s-up", self.setKey, ["cam-right",0])
taskMgr.add(self.move,"moveTask")
# Game state variables
self.prevtime = 0
self.isMoving = False
# Set up the camera
base.disableMouse()
#Records the state of the arrow keys
def setKey(self, key, value):
self.keyMap[key] = value
# Accepts arrow keys to move either the player or the menu cursor,
# Also deals with grid checking and collision detection
def move(self, task):
elapsed = task.time - self.prevtime
# If the camera-left key is pressed, move camera left.
# If the camera-right key is pressed, move camera right.
base.camera.lookAt(self.ralph)
camright = base.camera.getNetTransform().getMat().getRow3(0)
camright.normalize()
if (self.keyMap["cam-left"]!=0):
base.camera.setPos(base.camera.getPos() - camright*(elapsed*20))
if (self.keyMap["cam-right"]!=0):
base.camera.setPos(base.camera.getPos() + camright*(elapsed*20))
# save ralph's initial position so that we can restore it,
# in case he falls off the map or runs into something.
startpos = self.ralph.getPos()
# If a move-key is pressed, move ralph in the specified direction.
if (self.keyMap["left"]!=0):
self.ralph.setH(self.ralph.getH() + elapsed*300)
if (self.keyMap["right"]!=0):
self.ralph.setH(self.ralph.getH() - elapsed*300)
if (self.keyMap["forward"]!=0):
backward = self.ralph.getNetTransform().getMat().getRow3(1)
backward.setZ(0)
backward.normalize()
self.ralph.setPos(self.ralph.getPos() - backward*(elapsed*5))
# If ralph is moving, loop the run animation.
# If he is standing still, stop the animation.
if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0):
if self.isMoving is False:
self.ralph.loop("run")
self.isMoving = True
else:
if self.isMoving:
self.ralph.stop()
self.ralph.pose("walk",5)
self.isMoving = False
# If the camera is too far from ralph, move it closer.
# If the camera is too close to ralph, move it farther.
camvec = self.ralph.getPos() - base.camera.getPos()
camvec.setZ(0)
camdist = camvec.length()
camvec.normalize()
if (camdist > 10.0):
base.camera.setPos(base.camera.getPos() + camvec*(camdist-10))
camdist = 10.0
if (camdist < 5.0):
base.camera.setPos(base.camera.getPos() - camvec*(5-camdist))
camdist = 5.0
# The camera should look in ralph's direction,
# but it should also try to stay horizontal, so look at
# a floater which hovers above ralph's head.
self.floater.setPos(self.ralph.getPos())
self.floater.setZ(self.ralph.getZ() + 2.0)
base.camera.lookAt(self.floater)
# Store the task time and continue.
self.prevtime = task.time
return Task.cont
World()
run()
lmao actully I think I jsut did what you said just I took the code out. o.O