Book Image

Panda3D 1.6 Game Engine Beginner's Guide

Book Image

Panda3D 1.6 Game Engine Beginner's Guide

Overview of this book

Panda3D is a game engine, a framework for 3D rendering and game development for Python and C++ programs. It includes graphics, audio, I/O, collision detection, and other abilities relevant to the creation of 3D games. Also, Panda3D is Open Source and free for any purpose, including commercial ventures. This book will enable you to create finished, marketable computer games using Panda3D and other entirely open-source tools and then sell those games without paying a cent for licensing. Panda3D 1.6 Game Engine Beginner's Guide follows a logical progression from a zero start through the game development process all the way to a finished, packaged installer. Packed with examples and detailed tutorials in every section, it teaches the reader through first-hand experience. These tutorials are followed by explanations that describe what happened in the tutorial and why. You will start by setting up a workspace, and then move on to the basics of starting up Panda3D. From there, you will begin adding objects like a level and a character to the world inside Panda3D. Then the book will teach you to put the game's player in control by adding change over time and response to user input. Then you will learn how to make it possible for objects in the world to interact with each other by using collision detection and beautify your game with Panda3D's built-in filters, shaders, and texturing. Finally, you will add an interface, audio, and package it all up for the customer.
Table of Contents (22 chapters)
Panda3D 1.6 Game Engine
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Working with events


Events are basically messages that are handled by the messenger object created by DirectStart. When an event occurs, all of the objects that have been told to respond to that event will call a specified function. It's really a pretty simple system. Most of the set up of events is handled for us when the messenger is created, which makes them very easy to use.

The first step to using events is to register an event response. To do this, we need to use the accept() method. By default, our World class doesn't have an accept() method, so to give it one, we need to inherit that method from a built-in class called DirectObject.

Once we have the accept() method, we can use it like this:

self.accept([eventName], [function])

The event name we give to the accept() method is a string that serves as an identifier for the unique event we want to respond to. The function we pass in will be called when the event occurs.

Let's set up a simple event-response system in our program to see how...