from panda3d.core import GraphicsPipeSelection from ursina.prefabs.dropdown_menu import DropdownMenu from ursina.prefabs.file_browser import FileBrowser from ursina.prefabs.first_person_controller import FirstPersonController from ursina import * def get_closest_resolution(): allowed_resolutions = [(1366, 768), (1440, 900), (1600,900), (1920,1080), (2560,1440), (3840,2160)] pipe = GraphicsPipeSelection.getGlobalPtr().makeDefaultPipe() if not pipe: screen_width, screen_height = min(allowed_resolutions, key=lambda res: res[0] * res[1]) else: screen_width = pipe.getDisplayWidth() screen_height = pipe.getDisplayHeight() if (screen_width, screen_height) in allowed_resolutions: if not allowed_resolutions.index((screen_width, screen_height)) == 0: closest_resolution = allowed_resolutions[allowed_resolutions.index((screen_width, screen_height))-1] else: closest_resolution = (screen_width, screen_height) else: target_width, target_height = screen_width // 2, screen_height // 2 closest_resolution = min( allowed_resolutions, key=lambda res: abs(res[0] - target_width) + abs(res[1] - target_height) ) return closest_resolution class Dropdown(DropdownMenu): def __init__(self, text='', buttons = None, **kwargs): super().__init__(text, buttons, **kwargs) self.scale = (.4,.04) def on_mouse_enter(self): ... def input(self, key): super().input(key) if key == 'left mouse down' and self.hovered: if not self.buttons[0].enabled: self.open() else: self.close() class FileManager(FileBrowser): def open(self, path=None): if not self.selection: return if not self.return_folders: if self.selection[0].is_dir(): self.path = self.selection[0] return elif not self.selection[0].is_dir(): return if hasattr(self, 'on_submit'): self.on_submit(self.selection) self.close() class FakePyPresence(): def __init__(self): ... def update(self, *args, **kwargs): ... def close(self, *args, **kwargs): ... def is_float(string): try: float(string) return True except ValueError: return False class FixedFirstPersonController(FirstPersonController): def update(self): self.rotation_y += mouse.velocity[0] * self.mouse_sensitivity[1] look_x = mouse.velocity[0] + held_keys.get('gamepad right stick x', 0) * 0.01 look_y = mouse.velocity[1] + held_keys.get('gamepad right stick y', 0) * 0.01 self.rotation_y += look_x * self.mouse_sensitivity[1] self.camera_pivot.rotation_x -= look_y * self.mouse_sensitivity[0] self.camera_pivot.rotation_x = clamp(self.camera_pivot.rotation_x, -90, 90) self.direction = Vec3( self.forward * ((held_keys['w'] - held_keys['s']) + held_keys["gamepad left stick y"]) + self.right * ((held_keys['d'] - held_keys['a']) + held_keys["gamepad left stick x"]) ).normalized() feet_ray = raycast(self.position+Vec3(0,0.5,0), self.direction, traverse_target=self.traverse_target, ignore=self.ignore_list, distance=.5, debug=False) head_ray = raycast(self.position+Vec3(0,self.height-.1,0), self.direction, traverse_target=self.traverse_target, ignore=self.ignore_list, distance=.5, debug=False) if not feet_ray.hit and not head_ray.hit: move_amount = self.direction * time.dt * self.speed if raycast(self.position+Vec3(-.0,1,0), Vec3(1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit: move_amount[0] = min(move_amount[0], 0) if raycast(self.position+Vec3(-.0,1,0), Vec3(-1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit: move_amount[0] = max(move_amount[0], 0) if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit: move_amount[2] = min(move_amount[2], 0) if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,-1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit: move_amount[2] = max(move_amount[2], 0) self.position += move_amount # self.position += self.direction * self.speed * time.dt if self.gravity: # gravity ray = raycast(self.world_position+(0,self.height,0), self.down, traverse_target=self.traverse_target, ignore=self.ignore_list) if ray.distance <= self.height+.1: if not self.grounded: self.land() self.grounded = True # make sure it's not a wall and that the point is not too far up if ray.world_normal.y > .7 and ray.world_point.y - self.world_y < .5: # walk up slope self.y = ray.world_point[1] return else: self.grounded = False # if not on ground and not on way up in jump, fall self.y -= min(self.air_time, ray.distance-.05) * time.dt * 100 self.air_time += time.dt * .25 * self.gravity