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TechDemo1.py
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from direct.showbase.ShowBase import ShowBase
from panda3d.core import CollisionTraverser, CollisionNode
from panda3d.core import CollisionHandlerQueue, CollisionRay
from panda3d.core import AmbientLight, DirectionalLight, LightAttrib
from panda3d.core import TextNode
from panda3d.core import LPoint3, LVector3, BitMask32
from direct.gui.OnscreenText import OnscreenText
from direct.showbase.DirectObject import DirectObject
from direct.task.Task import Task
# Moving a piece in all diection without subsituting error and without continuous pressing of enter key
keyMap = {
"up" : False,
"down" : False,
"left": False,
"right": False,
"u": False,
"d": False,
"enter":False,
"space":False}
# Changes the above dictionary based on the latest key input
def updateKeyMap(key, state): # Not my function
keyMap[key] = state
# changes a rgb code into a range between 0 and 1 values
def color(r,g,b):
return((r/255,g/255,b/255))
# Main class
class MyApp(ShowBase):
def __init__(self):
self.squares = [] # Storing the models of square
self.pieces = [] # Storing the models of pieces
for index in range (192): # 3 chess boards. (3 * 64 = 192)
self.squares += [index]
self.pieces += [index]
ShowBase.__init__(self)
# Inheriting all the attributes of Showbase class
self.disable_mouse()
# Comment this out for free mouse movement
index = -1
for z in range (-1,2): # For the upper chess boards
count= 1
for x in range(-3,5): # Random range of 8 unit gap
# going to next row
for y in range(13,5,-1): # Random range of 8 unit gap
index += 1
# going through a next column
if count % 2 == 0: # For black squares
self.squares[index] = loader.loadModel("models/square.egg")
# Loading the egg file
self.squares[index].reparentTo(render)
# Adding to parent node
self.squares[index].setPos(x - (8 * z), y, abs(z))
# Setting the location
self.squares[index].setColor(0,0,0)
# Black color code
else:
self.squares[index] = loader.loadModel("models/square.egg")
self.squares[index].reparentTo(render)
self.squares[index].setPos(x - (8 * z), y, abs(z))
self.squares[index].setColor(1, 1, 1) # white color code
if y == 12:
self.pieces[index] = loader.loadModel("models/pawn.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x-(8 * z),y,abs(z))
self.pieces[index].setColor(1, 1, 1) # white pawns
elif y == 7:
self.pieces[index] = loader.loadModel("models/pawn.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x-(8 * z),y,abs(z))
self.pieces[index].setColor(color(150, 75, 0)[0],
color(150, 75, 0)[1],color(150, 75, 0)[2]) # Brown pawns
elif (x, y) in [(-3, 13), (4,13), (-3,6), (4,6)]:
# Rock is at the four corners of the board
if y == 13:
self.pieces[index] = loader.loadModel("models/rook.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x- (8 * z), y, abs(z))
self.pieces[index].setColor(1, 1, 1) # White color code
elif y == 6:
self.pieces[index] = loader.loadModel("models/rook.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x-(8 * z),y,abs(z))
self.pieces[index].setColor(color(150, 75, 0)[0],
color(150, 75, 0)[1],color(150, 75, 0)[2])
# Brown color code
elif (x, y) in [(-2, 13), (3,13), (-2,6), (3,6)]:
# Knights are beside the rook at the four corners of the board
if y == 13:
self.pieces[index] = loader.loadModel("models/knight.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x - (8 * z), y, abs(z))
self.pieces[index].setColor(1, 1, 1) # White color code
elif y == 6:
self.pieces[index] = loader.loadModel("models/knight.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x - (8 * z), y, abs(z))
self.pieces[index].setColor(color(150, 75, 0)[0],
color(150, 75, 0)[1],color(150, 75, 0)[2]) # Brown color code
elif (x, y) in [(-1, 13), (2,13), (-1,6), (2,6)]:
# Bishops beside the knights
if y == 13:
self.pieces[index] = loader.loadModel("models/bishop.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x-(8 * z), y, abs(z))
self.pieces[index].setColor(1, 1, 1) # White color code
elif y == 6:
self.pieces[index] = loader.loadModel("models/bishop.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x-(8 * z), y, abs(z))
self.pieces[index].setColor(color(150, 75, 0)[0],
color(150, 75, 0)[1],color(150, 75, 0)[2]) # Brown color
elif (x, y) in [(0, 13), (0,6)]:
if y == 13:
self.pieces[index] = loader.loadModel("models/king.egg")
# White king at white square
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x- (8 * z), y, abs(z))
self.pieces[index].setColor(1, 1, 1)
elif y == 6:
self.pieces[index] = loader.loadModel("models/king.egg")
# Brown king at dark square
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x-(8 * z),y,abs(z))
self.pieces[index].setColor(color(150, 75, 0)[0],
color(150, 75, 0)[1],color(150, 75, 0)[2])
elif (x, y) in [(1, 13), (1,6)]:
if y == 13:
self.pieces[index] = loader.loadModel("models/queen.egg")
# Remaining is the queens
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x - (8 * z), y, abs(z))
self.pieces[index].setColor(1,1,1)
elif y == 6:
self.pieces[index] = loader.loadModel("models/queen.egg")
self.pieces[index].reparentTo(render)
self.pieces[index].setPos(x - (8 * z), y, abs(z))
self.pieces[index].setColor(color(150, 75, 0)[0],
color(150, 75, 0)[1],color(150, 75, 0)[2])
count+= 1
count+= 1
self.square = loader.loadModel("models/square.egg") # The blue square
self.square.reparentTo(render)
self.square.setPos(4,10,0.01)
# Minimum height is required to be visible
self.square.setColor(0,0,1)
# Blue color code
self.setBackgroundColor(color(0,0,125)[0],
color(0,125,0)[1],color(0,0,125)[2]) # Any
self.camera.setPos(0.5, -7, 10)
# 0.5 along x and -7 along y and 10 along z
self.camera.setHpr(0, -30, 0)
# Heading 0 degree, pitch -30 and roll 0 degree
self.setupLights()
# Takes the inputs
self.accept("arrow_left", updateKeyMap, ["left", True])
self.accept("arrow_right", updateKeyMap, ["right", True])
self.accept("arrow_up", updateKeyMap, ["up", True])
self.accept("arrow_down", updateKeyMap, ["down", True])
self.accept("u", updateKeyMap, ["u", True])
self.accept("d", updateKeyMap, ["d", True])
self.accept("enter", updateKeyMap, ["enter", True])
self.dx = 1 # Change in position in any axis
self.pieceSelected = False
self.taskMgr.add(self.update, "update") # Calls the self.update funtion each frame
self.select = None
def update(self, task):
posOfSq = self.square.getPos() # Position of the blue square
if keyMap["left"]: # Moves left
posOfSq.x -= self.dx
keyMap["left"] = False
# Changing the board if necessary
if posOfSq.x < -3:
self.camera.setPos(-6,-7,10)
posOfSq.setZ(1.001)
elif -3 <= posOfSq.x <= 4:
self.camera.setPos(0.5,-7,10)
posOfSq.setZ(0.001)
elif keyMap["right"]:# Moves right
posOfSq.x += self.dx
keyMap["right"] = False
# Changing the board if necessary
if -3 <= posOfSq.x <= 4:
self.camera.setPos(0.5,-7,10)
posOfSq.setZ(0.001)
elif posOfSq > 4:
self.camera.setPos(7,-7,10)
posOfSq.setZ(1.001)
elif keyMap["up"]: # Moves along +y
posOfSq.y += self.dx
keyMap["up"] = False
elif keyMap["down"]: # Moves along -y
posOfSq.y -= self.dx
keyMap["down"] = False
elif keyMap["u"]: # Moves +z
posOfSq.z += self.dx
keyMap["u"] = False
elif keyMap["d"]: # Moves -z
posOfSq.z -= self.dx
keyMap["d"] = False
self.square.setPos(posOfSq) # Reseting the blue square's position
if keyMap["enter"]: # Selecting/ placing a piece
if self.select == None and self.pieceSelected == False:
for i in range(192): # 3 boards
if isinstance(self.pieces[i], int) == False:
# Non objects are filled with integers; requires changes
posOfPiece = self.pieces[i].getPos()
# Getting the position of corresponding piece
if self.compare(posOfPiece, posOfSq) :
# Checks for the identical positions
self.select = i # Stores that piece
# reseting the values
self.pieceSelected = True
keyMap["enter"] = False
break
else:
keyMap["enter"] = False
elif self.select != None and self.pieceSelected != False:
self.select = None
self.pieceSelected = False
keyMap["enter"] = False
elif self.select != None and keyMap["enter"] == False:
self.pieces[self.select].setPos(posOfSq)
# Moving the piece with the blue square
return task.cont # For infinite call
def setupLights(self): # Not my function
# This function sets up some default lighting
ambientLight = AmbientLight("ambientLight")
ambientLight.setColor((.8, .8, .8, 1))
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(LVector3(0, 45, -45))
directionalLight.setColor((0.2, 0.2, 0.2, 1))
render.setLight(render.attachNewNode(directionalLight))
render.setLight(render.attachNewNode(ambientLight))
def compare(self, p1, p2):
# Checks whether a square has the provided chess piece
if abs(p1.getX() - p2.getX()) <= 0.05 and p1.getY() == p2.getY():
if abs(p1.getZ() - p2.getZ()) <= 0.05:
return True
else:
return False
else:
return False
app = MyApp()
app.run()