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Vizard Game

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  1. import viz
  2. import vizact
  3. import viztask
  4. import vizshape
  5. import vizcam
  6. import vizinput
  7. import vizinfo
  8. import math
  9.  
  10.  
  11. viz.setMultiSample(4)
  12. viz.fov(60)
  13. viz.phys.enable()
  14.  
  15. ######HARDWARE SETUP######
  16. choice = vizinput.choose('Select a 3D display type:', ['None', 'Stereo Horizontal', 'Stereo Vertical', 'Anagyphic', 'Interlaced Horizontal', 'Interlaced Vertical'])
  17. fullscreen = vizinput.ask('Fullscreen?')
  18. name = vizinput.input('What is your name?')
  19. viz.message('Please put the sensors in the following order from left to right (with the port openings facing you) for the game to function correctly. Force, rotation, slider, magnetic.')
  20.  
  21. if name == '': #If no name is supplied
  22.     name = 'Player' #Make name = 'Player'
  23.  
  24. ###LEVEL INSTRUCTIONS###
  25. INSTRUCTIONS = """
  26. Hi {} !
  27. You should stay in this area for as long as you want to.
  28. Play around with materials to get an understanding of their physical properties!
  29. Click on an object to select it and use the rotation sensor to move the camera around it.
  30. You can scroll the mouse wheel to change its material. This effects how the forces work on it!
  31. To get into the game, click the GREEN button!
  32. You can reset the objects by clicking the BLUE button!
  33. You can click to get rid of this message!""".format(name)
  34.  
  35. INSTRUCTIONS1 = """
  36. Hi {} !
  37. The if the colour of a switch matches the colour of a door, that's the door it will open when it activates!
  38. A RED switch means activating that switch will take you to the next level!""".format(name)
  39.  
  40. INSTRUCTIONS2 = """
  41. Hi {} !
  42. If you're having trouble getting through a gap, you can use the slider to make you cube bigger or smaller!
  43. If you're stuck somewhere. Click the BLUE button to reset your cubes.""".format(name)
  44.  
  45. INSTRUCTIONS3 = """
  46. Hi {} !
  47. Some switches are HOLD switches.
  48. You'll have to keep a heavy cube on them, otherwise the door will close again!""".format(name)
  49.  
  50. ##SENSOR INDEX###
  51. sensorTouch = 0
  52. sensorMagnetic = 3
  53. sensorSlider = 2
  54. sensorRotate = 1
  55.  
  56. ###GLOBALS###
  57. global currentLevel
  58. global totalLevels
  59. global ground
  60. global levelEnvironment
  61. global count
  62. count = 0
  63. ground = viz.addChild('ground.osgb')
  64. levelEnvironment = viz.addChild('ground.osgb')
  65. currentLevel = 0
  66. totalLevels = 4
  67. debug = False
  68.  
  69. mouseState = viz.mouse.getState()
  70.  
  71. forceBox = viz.addChild('box.wrl') #The force box is an invisible box at the end of the arrow, used to get a directional vector from it, to an object
  72. forceBox.visible(viz.OFF)
  73. forceBox.disable(viz.PHYSICS)
  74.  
  75. arrow = viz.addChild('arrow.fbx')
  76. arrow.setEuler([0, -90, 0])
  77. arrow.disable(viz.PHYSICS)
  78. arrow.visible(viz.OFF)
  79.  
  80. viz.cam.setHandler(vizcam.KeyboardCamera(forward='w',backward='s', left='a',right='d',turnRight='e',turnLeft='q'))
  81.  
  82. ####################Classes####################
  83. class MaterialObject:
  84.     def __init__(self, position, material):
  85.         self.material = material #Bind its material
  86.         self.selected = False
  87.        
  88.         self.initPosition = position
  89.        
  90.         self.object = viz.add('box.wrl')
  91.         self.object.color(255,255,255)
  92.         self.object.setPosition(position)
  93.         self.object.texture(self.material.texture)
  94.         self.object_shape = self.object.collideBox()
  95.        
  96.         objectsCreated.append(self) #Add to our list of objects.
  97.        
  98.     def GetName(self):
  99.         return self.material.name
  100.        
  101.     def GetPosition(self):
  102.         return [self.object.getPosition()[0], self.object.getPosition()[1], self.object.getPosition()[2]]
  103.        
  104.     def SetPosition(self, position):
  105.         self.object.setPosition(position)
  106.        
  107.     def DoPhysics(self):
  108.         if (phidgetSensor.getIndex() == sensorTouch) and phidgetSensor.getValue() > 100.0: #If this is the correct sensor and it has a decent force on it
  109.            
  110.             if debug == True: #Print the velocity magnitude for debug reasons
  111.                 objectMagnitude = self.object.getVelocity()[0] + self.object.getVelocity()[1] + self.object.getVelocity()[2]
  112.                 if objectMagnitude > 0:
  113.                     objectMagnitude = math.fabs(math.sqrt(objectMagnitude))
  114.                     print objectMagnitude
  115.                
  116.             Finalforce = phidgetSensor.getValue() / self.material.density   #Take the sensor value and divide by the material density
  117.             direction = viz.Vector(self.object.getPosition(mode = viz.ABS_GLOBAL)) - viz.Vector(forceBox.getPosition(mode = viz.ABS_GLOBAL)) #Set the directional vector from the force box to the object
  118.             direction *= Finalforce #Times this directional vector by the force to get our velocity vector
  119.    
  120.             self.object.applyForce(direction, 0) #Apply this velocity
  121.            
  122.         elif (phidgetSensor.getIndex() == sensorMagnetic) and phidgetSensor.getValue() != 500:
  123.             if self.material.magnetic == True:
  124.                 view = viz.MainView
  125.                
  126.                 #Phidget magnet sensor gives a lower or higher value dependant on the magnetic pole of the magnet.
  127.                 #We want the game to respond in the same way no matter which side of the magnet is near the sensor. The sensor rests at 500, so we get the absolute value of the difference, which will give us a range of 0-500.
  128.                 magnetValue = math.fabs(500 - phidgetSensor.getValue())
  129.                 Finalforce = magnetValue / self.material.density
  130.                 direction = viz.Vector(self.object.getPosition(mode = viz.ABS_GLOBAL)) - viz.Vector(forceBox.getPosition(mode = viz.ABS_GLOBAL))
  131.                 direction *= Finalforce
  132.                
  133.                 self.object.applyForce(-direction, 0) #Make the object come towards the arrow. i.e. Negative direction- the opposite of the force sensor
  134.            
  135.     def SetScale(self):
  136.         if phidgetSensor.getIndex() == sensorSlider:
  137.             newValue = (phidgetSensor.getValue() * 0.001) + 0.5 #Clamp the value between 0.5 (50% size) and 1.5 (150% size)Make the centre of the slider be the original size of the box.
  138.             self.object.setScale(newValue, newValue, newValue)  
  139.            
  140.     def RotateCamera(self):
  141.         if phidgetSensor.getIndex() == sensorRotate:
  142.             view = viz.MainView
  143.             newValue = (phidgetSensor.getValue() /2.777777) #Clamp the rotation to 0-360 degrees
  144.             view.setEuler([newValue, 0, 0]) #Set the camera rotation to match the new value
  145.             view.setPosition([self.object.getPosition()[0], self.object.getPosition()[1], self.object.getPosition()[2]]) #Move the camera to the objects position
  146.             view.move(0, 15, -7) #Raise it above and away from the object
  147.             arrow.visible(viz.ON) #Turn the arrow on
  148.             arrow.setPosition([self.object.getPosition()[0], self.object.getPosition()[1], self.object.getPosition()[2]])
  149.             arrow.setEuler([newValue, 0, 0]) #Set this to the same rotation as the camera.
  150.  
  151.             forceBox.setPosition([view.getPosition()[0], view.getPosition()[1] - 12, view.getPosition()[2]])
  152.             forceBox.setEuler([newValue, 0, 0])
  153.        
  154.         viz.lookAt(self.GetPosition())
  155.            
  156.     def ChangeMaterial(self, newMaterial):
  157.         self.material = newMaterial
  158.         self.object.texture(newMaterial.texture)
  159.        
  160. class MaterialType:
  161.     def __init__(self, name, texture, density, magnetic):
  162.         self.name = name
  163.         self.texture = texture
  164.         self.density = density
  165.         self.magnetic = magnetic
  166.        
  167. class Door:
  168.     def __init__(self, position, rotation):
  169.         self.object = vizshape.addBox(size = [4.5, 4.5, 0.5], pos=position)
  170.         self.object.setEuler(rotation)
  171.         self.object.collideMesh()
  172.         doorsCreated.append(self)
  173.        
  174. class FloorSwitch:
  175.     def __init__(self, position, rotation, color, holdSwitch, linkedObject):
  176.         self.object = viz.add('platform.osg')
  177.         self.object.setPosition(position)
  178.         self.object.setEuler(rotation)
  179.         self.object.setScale(0.5, 0.5, 0.5)
  180.        
  181.         self.active = False
  182.         self.isExitSwitch = False
  183.         self.holdSwitch = holdSwitch
  184.        
  185.         self.object.collideMesh() #Give our switch a collision mesh so we can collide our objects with it
  186.         self.object.color(color)
  187.         self.collisionShape = vizshape.addCylinder(1.0, 1.5)
  188.         self.collisionShape.setPosition(position)
  189.         self.collisionShape.setEuler(rotation)
  190.         self.collisionShape.collideMesh()
  191.         self.collisionShape.disable(viz.CONTACTS) #We dont want our objects to make contact with this mesh, only go through it
  192.         if debug:
  193.             self.collisionShape.polyMode(viz.POLY_WIRE) #Make it wireframe for debug purposes
  194.         else:
  195.             self.collisionShape.disable(viz.RENDERING) #Otherwise just disable its renderer
  196.         self.collisionShape.disable(viz.PICKING) #We dont want to click on this object so disable that too.
  197.        
  198.         if linkedObject == 0: #Effectively if this is an exit switch
  199.             self.LinkToObject(0)
  200.             self.isExitSwitch = True
  201.        
  202.         if linkedObject != 0: #Otherwise link it to its object
  203.             if isinstance(linkedObject, Door):
  204.                 self.LinkToObject(linkedObject) #In this case a door
  205.                 linkedObject.object.color(color) #Set the door to be the switches colour
  206.        
  207.         switchesCreated.append(self) #Add the switch to our list
  208.        
  209.     def LinkToObject(self, linkedObject):
  210.         self.myLinkedObject = linkedObject
  211.        
  212. class LevelManager:
  213.     def LoadLevel(self, levelNumber):
  214.         self.ClearLevel() #Clear any previous level
  215.         viztask.schedule( CheckDisplayMessage() ) #Display the appropirate message for the level
  216.         global ground
  217.         global levelEnvironment
  218.         global currentLevel
  219.         ####SET UP THE LEVELS####
  220.         if levelNumber == 0:
  221.             ground = viz.addChild('ground.osgb')
  222.             ground.collidePlane()
  223.            
  224.             box1 = MaterialObject([0, 1, 0], material_aluminium)
  225.             box1 = MaterialObject([4, 1 ,0], material_copper)
  226.            
  227.             door_1 = self.AddDoor([4.0, 1.0, 1.0], [0, 0, 0])
  228.             switch_1 = self.AddFloorSwitch([4, 0.05, -1.5], [0, 0, 0], viz.GREEN, False, door_1)
  229.             view.setPosition(8, 10, 0)
  230.             view.lookAt([0, 0, 0])
  231.  
  232.             currentLevel = 0
  233.        
  234.         if levelNumber == 1:
  235.             view.setPosition(8, 18, 0)
  236.             view.lookAt([4, 0, 0])
  237.            
  238.             levelEnvironment = viz.addChild('Level1.fbx')
  239.             ground = viz.addChild('ground.osgb')
  240.             ground.collidePlane()
  241.             levelEnvironment.collideMesh()
  242.             Level1Door = self.AddDoor([0, 3, 4.1], [90, 0, 0])
  243.             Level1Switch = self.AddFloorSwitch([5, 0.2, 5], [0, 0, 0], viz.GREEN, False, Level1Door)
  244.             Level1ExitSwitch = self.AddExitSwitch([-3.5, 0.05, 0], [0, 0, 0], viz.RED)
  245.            
  246.             box = MaterialObject([5, 2, 0], material_aluminium)
  247.            
  248.             button_startGame.visible(viz.OFF)
  249.            
  250.             currentLevel = 1
  251.            
  252.         elif levelNumber == 2:
  253.             view.setPosition(8, 20, 0)
  254.             view.lookAt([4, 0, 0])
  255.            
  256.             levelEnvironment = viz.addChild('Level2.fbx')
  257.             ground = viz.addChild('ground.osgb')
  258.             ground.setScale([2.0, 2.0, 2.0])
  259.             ground.collidePlane()
  260.             levelEnvironment.collideMesh()
  261.             Level2Door = self.AddDoor([8.8, 3, -4.5], [90, 0, 0])
  262.             Level2Switch = self.AddFloorSwitch([5, 0.2, 5], [0, 0, 0], viz.GREEN, False, Level2Door)
  263.             Level2Door2 = self.AddDoor([20, 3, -0.2], [90, 0, 0])
  264.             Level2Switch2 = self.AddFloorSwitch([15, 0.05, 0], [0, 0, 0], viz.BLUE, False, Level2Door2)
  265.            
  266.            
  267.             Level2ExitSwitch = self.AddExitSwitch([24, 0.05, 0], [0, 0, 0], viz.RED)
  268.  
  269.             box = MaterialObject([5, 2, -3], material_aluminium)
  270.            
  271.             button_startGame.visible(viz.OFF)
  272.            
  273.             currentLevel = 2
  274.            
  275.         elif levelNumber == 3:
  276.             view.setPosition(8, 20, 0)
  277.             view.lookAt([4, 0, 0])
  278.            
  279.             levelEnvironment = viz.addChild('Level3.fbx')
  280.             ground = viz.addChild('ground.osgb')
  281.             ground.setScale([2.0, 2.0, 2.0])
  282.             ground.collidePlane()
  283.             levelEnvironment.collideMesh()
  284.             Level3Door = self.AddDoor([8.8, 3, -2.5], [90, 0, 0])
  285.             Level3Switch = self.AddFloorSwitch([-5, 0.2, -2], [0, 0, 0], viz.GREEN, True, Level3Door)
  286.                        
  287.             Level3ExitSwitch = self.AddExitSwitch([24, 0.05, 0], [0, 0, 0], viz.RED)
  288.  
  289.             box = MaterialObject([5, 2, -3], material_aluminium)
  290.             box2 = MaterialObject([2, 2, -3], material_iron)
  291.            
  292.             button_startGame.visible(viz.OFF)
  293.            
  294.             currentLevel = 3
  295.         return
  296.        
  297.     def AddPointLight(self, position, intensity):
  298.         levelLight = viz.addLight()
  299.         levelLight.enable()
  300.         levelLight.position(position[0], position[1], position[2])
  301.         levelLight.intensity(intensity)
  302.         return levelLight
  303.        
  304.     def AddFloorSwitch(self, position, rotation, color, holdSwitch, linkedObject):
  305.         levelFloorSwitch = FloorSwitch(position, rotation, color, holdSwitch, linkedObject)
  306.         return levelFloorSwitch
  307.        
  308.     def AddExitSwitch(self, position, rotataion, color):
  309.         exitLevelSwitch = FloorSwitch(position, rotataion, viz.RED, False, 0)
  310.         return exitLevelSwitch
  311.        
  312.     def AddDoor(self, position, rotation):
  313.         levelDoor = Door(position, rotation)
  314.         return levelDoor
  315.        
  316.     def ClearLevel(self):
  317.         global switchesCreated
  318.         global objectsCreated
  319.         global objectSelected
  320.         global doorsCreated
  321.         global levelEnvironment
  322.         global ground
  323.        
  324.         if switchesCreated.count > 0:
  325.             for switches in switchesCreated:
  326.                 switches.object.remove(children = True)
  327.                 switchesCreated= []
  328.                
  329.         if doorsCreated.count > 0:
  330.             for doors in doorsCreated:
  331.                 doors.object.remove(children = True)
  332.                 doorsCreated= []
  333.                
  334.         if objectsCreated.count > 0:
  335.             for objects in objectsCreated:
  336.                 objects.object.remove(children = True)
  337.                 objectsCreated= [] 
  338.                 objectsCreated = []
  339.        
  340.         if objectSelected != 0:
  341.             objectSelected = 0
  342.            
  343.         ground.remove()
  344.         levelEnvironment.remove()
  345.        
  346.         arrow.visible(viz.OFF)
  347.                    
  348.         viz.clearCache(viz.NODE_CACHE)
  349.        
  350.         return
  351.  
  352. #################### GAME SETUP####################
  353. tex_aluminium = viz.addTexture('aluminium.png') #Load in our textures
  354. tex_copper = viz.addTexture('copper.tga')
  355. tex_iron = viz.addTexture('iron.tga')
  356. tex_gold = viz.addTexture('gold.tga')
  357.  
  358. myext = viz.add('myextension.dle') #Add in our plugin
  359. phidgetSensor = myext.addMySensor(speed = 180, radius = 1)
  360.  
  361. view = viz.MainView
  362. view.move([0, 0, -7])
  363. viz.clearcolor(viz.SKYBLUE) #make the skybox blue
  364.  
  365. textScreen = viz.addText('',viz.SCREEN)
  366. desPanel = vizinfo.InfoPanel(' ',align=viz.ALIGN_CENTER_TOP,fontSize=22,icon=False,key=None)
  367.  
  368. objectsCreated = [] #Create the lists we need
  369. switchesCreated = []
  370. doorsCreated = []
  371. objectSelected = 0
  372.  
  373. ###Define our material properties###
  374. material_aluminium = MaterialType('Aluminium', tex_aluminium, 300, False)
  375. material_iron = MaterialType('Iron', tex_iron, 600, True)
  376. material_copper = MaterialType('Copper', tex_copper, 700, False)
  377. material_gold = MaterialType('Gold', tex_gold, 5000, False)
  378.  
  379. materials = [material_aluminium, material_copper, material_iron, material_gold] ##Add them to our list
  380.  
  381. button_reset = viz.addButton() #Add a button.
  382. button_reset.setPosition(0.5,0.8) #Set its position.
  383. button_reset.setScale(3,3) #Scale it.
  384.  
  385. button_startGame = viz.addButton()
  386. button_startGame.setPosition(0.2, 0.8)
  387. button_startGame.setScale(3, 3)
  388. button_startGame.color(viz.GREEN)
  389.  
  390. #Define our level manager
  391. myLevelManager = LevelManager()
  392.  
  393. ####################FUNCTIONS####################
  394. def onButton(obj,state):
  395.     if obj == button_reset: #If its the reset button
  396.         if state == viz.DOWN:
  397.             for objects in objectsCreated:
  398.                 objects.SetPosition(objects.initPosition) #Move objects back to their original positions
  399.                 objects.selected = False #Remove selection
  400.                 objects.object.reset() #Remove any phyics on the object
  401.         else:
  402.             return
  403.     elif obj == button_startGame: #if its the start game button
  404.         myLevelManager.LoadLevel(1) #Load the first level
  405.  
  406. def setClickedObject(pickedObject):
  407.     global objectSelected
  408.     if objectSelected != 0: #If we already have an object selected
  409.         objectSelected.selected = False #Remove selection
  410.     objectSelected = pickedObject #Get the clicked object
  411.     objectSelected.selected = True #Set object to selected
  412.    
  413. def updateScreenText():
  414.     object = viz.pick() #get the node object we hovered over
  415.     if object is None: #If there isn't anything there
  416.         textScreen.message('') #Clear the text
  417.         return
  418.     if object.valid: #otherwise if there is
  419.         for myObjects in objectsCreated: #Go through our list of objects
  420.             if myObjects.object == object: #If this object matches an object in our list
  421.                 name = myObjects.GetName() #get the name of this material
  422.                 if mouseState & viz.MOUSEBUTTON_LEFT: #If we left click
  423.                     setClickedObject(myObjects) #Select it
  424.                 if myObjects.selected == True: #If its selected
  425.                     textScreen.color(viz.GREEN) #Set the text to green
  426.                 else:
  427.                     textScreen.color(viz.WHITE) #otherwise white
  428.                 textScreen.message(name) #Put the name of the object on our screen
  429.                 return
  430.             else:
  431.                 name = ('') #If this object isnt in our list (i.e. a switch or a door) remove the name
  432.         if 'name' not in locals():
  433.             textScreen.message('')
  434.             return
  435.         else:
  436.             textScreen.message(name)
  437.     else:
  438.         textScreen.message('')
  439.         return
  440.        
  441. def CheckSwitches():
  442.     for switches in switchesCreated: #For each of our switches
  443.         intersections = viz.phys.intersectNode(switches.collisionShape) #Get any and all intersections with its collide mesh
  444.         if len(intersections) > 0: #If there are any
  445.             for IntersectObject in intersections: #For each one
  446.                 for objectsInList in objectsCreated: #Go through our objects
  447.                     if objectsInList.object == IntersectObject: #If one of these objects matches the object that has intersected the node
  448.                         if objectsInList.material.density > 4999: #if this object is heavy enough
  449.                             switches.active = True   #Activate the switch
  450.                            
  451.         if switches.holdSwitch == True and switches.active == False:
  452.             switches.myLinkedObject.object.enable(viz.RENDERING) #Remove the door by disabling its renderer
  453.             switches.myLinkedObject.object.enable(viz.PHYSICS) #And disabling its physics so we don't collide with it anymore
  454.            
  455.         if switches.active: #If any of the switches are active
  456.             if switches.myLinkedObject == 0: #If this switch is an exit level switch (i.e its linked object == 0)
  457.                 global currentLevel #get the current level global
  458.                 currentLevel += 1 #Add 1 onto it for the next level
  459.                 if currentLevel is not totalLevels: #If this number is the last level
  460.                     myLevelManager.LoadLevel(currentLevel) #load the next level
  461.                 else:
  462.                     myLevelManager.LoadLevel(0) #Otherwise if we have completed the final level, load the original level
  463.             elif switches.myLinkedObject != 0: #otherwise if this is a regular door switch
  464.                 switches.myLinkedObject.object.disable(viz.RENDERING) #Remove the door by disabling its renderer
  465.                 switches.myLinkedObject.object.disable(viz.PHYSICS) #And disabling its physics so we don't collide with it anymore
  466.                 switches.active = False #Deactivate the switch
  467.  
  468. def ChangeMaterialControl(dir):
  469.     global objectSelected
  470.     if objectSelected != 0: #if there's an object selected
  471.         for index, currentMaterial in enumerate(materials): #Go through all of our materials
  472.             if index == materials.index(objectSelected.material): #If the index matches our current material
  473.                 if dir > 0: #if mouse wheel up
  474.                     if index == len(materials) - 1: #If at the end of the list
  475.                         objectSelected.ChangeMaterial(materials[0]) #Change it to the first material in the list
  476.                         break
  477.                     else:
  478.                         objectSelected.ChangeMaterial(materials[index + 1]) #Otherwise go up to the next material in the list
  479.                         break
  480.                 elif dir < 0: #if mouse wheel down
  481.                     if index == 0: # If at the start of the list
  482.                         objectSelected.ChangeMaterial(materials[-1]) #Go down a material
  483.                         break
  484.                     else:
  485.                         objectSelected.ChangeMaterial(materials[index - 1]) #otherwise go to the last material in the list
  486.                         break
  487.                    
  488. def DisplayMessage(message):
  489.     panel = vizinfo.InfoPanel(message,align=viz.ALIGN_CENTER,fontSize=22,icon=False,key=None) #Add the level instructions
  490.     yield viztask.waitMouseDown(viz.MOUSEBUTTON_LEFT) #Remove it at a mouse click
  491.     panel.remove()
  492.    
  493. def CheckDisplayMessage():
  494.     global currentLevel
  495.     if currentLevel == 0:
  496.         yield DisplayMessage(INSTRUCTIONS)
  497.     elif currentLevel == 1:
  498.         yield DisplayMessage(INSTRUCTIONS1)
  499.     elif currentLevel == 2:
  500.         yield DisplayMessage(INSTRUCTIONS2)
  501.     elif currentLevel == 3:
  502.         yield DisplayMessage(INSTRUCTIONS3)
  503.    
  504. def updateDescriptionText():
  505.     desPanel.visible(viz.OFF)
  506.     global objectSelected
  507.     if objectSelected != 0:
  508.         desPanel.visible(viz.ON)
  509.         name = objectSelected.GetName()
  510.         if name == 'Aluminium':
  511.             message = """Aluminium is a VERY LIGHT metal. It is very easy to move around! It is NOT MAGNETIC."""
  512.                
  513.         elif name == 'Iron':
  514.             message = """Iron(Fe) is HEAVY metal. You might not be able to move it just by yourself, luckily Iron is MAGNETIC!"""
  515.                
  516.         elif name == 'Copper':
  517.             message = """Copper(Cu) is a HEAVY metal. It's heavier than IRON, but not as heavy as GOLD. You might be able to wobble it, but it's NOT MAGNETIC."""
  518.                
  519.         elif name == 'Gold':
  520.             message = """Gold(Au) is a VERY HEAVY metal. You probably won't able to move it, and it's NOT MAGNETIC. It can help you activate those switches!"""
  521.                
  522.         if name is not None:
  523.             desPanel.setText(message)
  524.            
  525.    
  526. ####################STARTING THE GAME####################
  527. if choice == 0:
  528.     if fullscreen == 1:
  529.         viz.go(viz.FULLSCREEN | viz.EMBEDDED)
  530.     else:
  531.         viz.go(viz.EMBEDDED)
  532. elif choice == 1:
  533.     if fullscreen == 1:
  534.         viz.go(viz.STEREO_HORZ | viz.FULLSCREEN | viz.EMBEDDED)
  535.     else:
  536.         viz.go(viz.STEREO_HORZ | viz.EMBEDDED)
  537.  
  538. elif choice == 2:
  539.     if fullscreen == 1:
  540.         viz.go(viz.STEREO_VERT | viz.FULLSCREEN | viz.EMBEDDED)
  541.     else:
  542.         viz.go(viz.STEREO_VERT | viz.EMBEDDED)
  543.  
  544. elif choice == 3:
  545.     if fullscreen == 1:
  546.         viz.go(viz.ANAGLYPHIC | viz.FULLSCREEN | viz.EMBEDDED)
  547.     else:
  548.         viz.go(viz.ANAGLYPHIC | viz.EMBEDDED)
  549.  
  550. elif choice == 4:
  551.     if fullscreen == 1:
  552.         viz.go(viz.INTERLACE_HORZ | viz.FULLSCREEN | viz.EMBEDDED)
  553.     else:
  554.         viz.go(viz.INTERLACE_HORZ | viz.EMBEDDED)
  555.  
  556. elif choice == 5:
  557.     if fullscreen == 1:
  558.         viz.go(viz.INTERLACE_VERT | viz.FULLSCREEN | viz.EMBEDDED)
  559.     else:
  560.         viz.go(viz.INTERLACE_VERT | viz.EMBEDDED)
  561.  
  562. myLevelManager.LoadLevel(0) #Load the first level
  563.  
  564.  
  565. ####MAIN LOOP#####
  566. while not viz.done():
  567.                        
  568.     mouseState = viz.mouse.getState() #Get the mouse location and state
  569.            
  570.     if objectSelected != 0: #if we have an object selected
  571.         objectSelected.RotateCamera() #Rotate the camera
  572.         objectSelected.DoPhysics() #Activate the physics
  573.         objectSelected.SetScale() #Set the scale
  574.         viz.callback(viz.MOUSEWHEEL_EVENT, ChangeMaterialControl) #Check if we move the mouse wheel
  575.  
  576.     CheckSwitches() #Check all our switches
  577.        
  578.     updateScreenText() #Update the text on screen
  579.     updateDescriptionText() #Update the material description
  580.     viz.callback(viz.BUTTON_EVENT,onButton) #Check the button presses
  581.     viz.frame() #Go the next frame
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