stop function

Hello,

I am wanted to create a stop function within the Astaroids tutorial.
But but i am very new at encoding with Python and using it in panda3d.

Could someone show me how to do this?
Thanks in advance.

im alos new at python, but maybe this can help you! just the first step :wink:

import direct.directbase.DirectStart
from pandac.PandaModules import TextNode
from pandac.PandaModules import Point2,Point3,Vec3,Vec4
from direct.gui.OnscreenText import OnscreenText
from direct.showbase.DirectObject import DirectObject
from direct.task.Task import Task
from math import sin, cos, pi
from random import randint, choice, random
from direct.interval.MetaInterval import Sequence
from direct.interval.FunctionInterval import Wait,Func
import cPickle, sys
import time

#Constants that will control the behavior of the game. It is good to group
#constants like this so that they can be changed once without having to find
#everywhere they are used in code
SPRITE_POS = 55 #At default field of view and a depth of 55, the screen
#dimensions is 40x30 units
SCREEN_X = 20 #Screen goes from -20 to 20 on X
SCREEN_Y = 15 #Screen goes from -15 to 15 on Y
TURN_RATE = 360 #Degrees ship can turn in 1 second
ACCELERATION = 10 #Ship acceleration in units/sec/sec
MAX_VEL = 6 #Maximum ship velocity in units/sec
MAX_VEL_SQ = MAX_VEL ** 2 #Square of the ship velocity
DEG_TO_RAD = pi/180 #translates degrees to radians for sin and cos
BULLET_LIFE = 2 #How long bullets stay on screen before removed
BULLET_REPEAT = .2 #How often bullets can be fired
BULLET_SPEED = 10 #Speed bullets move
AST_INIT_VEL = 1 #Velocity of the largest asteroids
AST_INIT_SCALE = 3 #Initial asteroid scale
AST_VEL_SCALE = 2.2 #How much asteroid speed multiplies when broken up
AST_SIZE_SCALE = .6 #How much asteroid scale changes when broken up
AST_MIN_SCALE = 1.1 #If and asteroid is smaller than this and is hit,
#it disapears instead of splitting up

#This helps reduce the amount of code used by loading objects, since all of the
#objects are pretty much the same.
def loadObject(tex = None, pos = Point2(0,0), depth = SPRITE_POS, scale = 1,
transparency = True):
obj = loader.loadModelCopy(“models/plane”) #Every object uses the plane model
obj.reparentTo(camera) #Everything is parented to the camera so
#that it faces the screen
obj.setPos(Point3(pos.getX(), depth, pos.getY())) #Set initial position
obj.setScale(scale) #Set initial scale
obj.setBin(“unsorted”, 0) #This tells Panda not to worry about the
#order this is drawn in. (it prevents an
#effect known as z-fighting)
obj.setDepthTest(False) #Tells panda not to check if something
#has already drawn in front of it
#(Everything in this game is at the same
#depth anyway)
if transparency: obj.setTransparency(1) #All of our objects are trasnparent
if tex:
tex = loader.loadTexture(“textures/”+tex+".png") #Load the texture
obj.setTexture(tex, 1) #Set the texture

return obj

#Macro-like function used to reduce the amount to code needed to create the
#on screen instructions
def genLabelText(text, i):
return OnscreenText(text = text, pos = (-1.3, .95-.05*i), fg=(1,1,0,1),
align = TextNode.ALeft, scale = .05)

class World(DirectObject):
def init(self):
#This code puts the standard title and instruction text on screen
self.title = OnscreenText(text=“Panda3D: Tutorial - Tasks”,
style=1, fg=(1,1,0,1),
pos=(0.8,-0.95), scale = .07)
self.escapeText = genLabelText(“ESC: Quit”, 0)
self.leftkeyText = genLabelText("[Left Arrow]: Turn Left (CCW)", 1)
self.rightkeyText = genLabelText("[Right Arrow]: Turn Right (CW)", 2)
self.upkeyText = genLabelText("[Up Arrow]: Accelerate", 3)
self.spacekeyText = genLabelText("[Space Bar]: Fire", 4)

base.disableMouse()       #Disable default mouse-based camera control

self.bg = loadObject("stars", scale = 146, depth = 200,
                     transparency = False) #Load the background starfield

self.ship = loadObject("ship")             #Load the ship
self.setVelocity(self.ship, Vec3(0,0,0))    #Initial velocity

#A dictionary of what keys are currently being pressed
#The key events update this list, and our task will query it as input
self.keys = {"turnLeft" : 0, "turnRight": 0,
             "accel": 0, "fire": 0}

self.accept("escape", sys.exit)            #Escape quits
#Other keys events set the appropriate value in our key dictionary
self.accept("arrow_left",     self.setKey, ["turnLeft", 1])
self.accept("arrow_left-up",  self.setKey, ["turnLeft", 0])
self.accept("arrow_right",    self.setKey, ["turnRight", 1])
self.accept("arrow_right-up", self.setKey, ["turnRight", 0])
self.accept("arrow_up",       self.setKey, ["accel", 1])
self.accept("arrow_up-up",    self.setKey, ["accel", 0])
self.accept("space",          self.setKey, ["fire", 1])
self.accept("p",self.pause)


#Now we create the task. taskMgr is the task manager that actually calls
#The function each frame. The add method creates a new task. The first
#argument is the function to be called, and the second argument is the name
#for the task. It returns a task object, that is passed to the function
#each frame
self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
#The task object is a good place to put variables that should stay
#persistant for the task function from frame to frame
self.gameTask.last = 0         #Task time of the last frame
self.gameTask.nextBullet = 0   #Task time when the next bullet may be fired

self.bullets = []       #This empty list will contain fired bullets
self.spawnAsteroids()   #Complete initialization by spawning the asteroids

#As described earlier, this simply sets a key in the self.keys dictionary to
#the given value

def pause(self):
print “pause”

time.sleep(10)

def setKey(self, key, val): self.keys[key] = val

#############################################

This version, using ‘setTag’, runs fine.

#############################################

def setVelocity(self, obj, val):
list = [val[0], val[1], val[2]]
obj.setTag(“velocity”, cPickle.dumps(list))

def getVelocity(self, obj):
list = cPickle.loads(obj.getTag(“velocity”))
return Vec3(list[0], list[1], list[2])

def setExpires(self, obj, val):
obj.setTag(“expires”, str(val))

def getExpires(self, obj):
return float(obj.getTag(“expires”))

#############################################

This version, using ‘setPythonTag’, crashes.

#############################################

def setVelocity(self, obj, val):

obj.setPythonTag(“velocity”, val)

def getVelocity(self, obj):

return obj.getPythonTag(“velocity”)

def setExpires(self, obj, val):

obj.setPythonTag(“expires”, val)

def getExpires(self, obj):

return obj.getPythonTag(“expires”)

def spawnAsteroids(self):
self.alive = True #Control variable for if the ship is alive
self.asteroids = [] #List that will contain our asteroids
for i in range(10):
#This loads an asteroid. The texture chosen is random from “asteroid1” to
#“asteroid3”
self.asteroids.append(loadObject(“asteroid” + str(randint(1,3)),
scale = AST_INIT_SCALE))
#This is kind of a hack, but it keeps the asteroids from spawning near
#the player. It creates the list (-20, -19 … -5, 5, 6, 7, … 20)
#and chooses a value from it. Since the player starts at 0 and this list
#doesn’t contain anything from -4 to 4, it won’t be close to the player
self.asteroids[i].setX(choice(range(-SCREEN_X, -5) +
range(5, SCREEN_X)))
#Same thing for Y, but from -15 to 15
self.asteroids[i].setZ(choice(range(-SCREEN_Y, -5) +
range(5, SCREEN_Y)))
heading = random()2pi #Heading is a random angle in radians
#Converts the heading to a vector and multiplies it by speed to get a
#velocity vector
v = Vec3(sin(heading), 0, cos(heading)) * AST_INIT_VEL
self.setVelocity(self.asteroids[i], v)

#This is our main task function, which does all of the per-frame processing
#It takes in self like all functions in a class, and task, the task object
#returned by taskMgr
def gameLoop(self, task):
#task contains a variable time, which is the time in seconds the task has
#been running. By default, it does not have a delta time (or dt), which is
#the amount of time elapsed from the last frame. A common way to do this is
#to store the current time in task.last. This can be used to find dt
dt = task.time - task.last
task.last = task.time

#If the ship is not alive, do nothing. Tasks return Task.cont to signify
#that the task should continue running. If Task.done were returned instead,
#the task would be removed and would no longer be called every frame
if not self.alive: return Task.cont

#update ship position
self.updateShip(dt)

#check to see if the ship can fire
if self.keys["fire"] and task.time > task.nextBullet:
  self.fire(task.time)  #If so, call the fire function
  #And disable firing for a bit
  task.nextBullet = task.time + BULLET_REPEAT  
self.keys["fire"] = 0   #Remove the fire flag until the next spacebar press

#update asteroids
for obj in self.asteroids: self.updatePos(obj, dt)

#update bullets
newBulletArray = []
for obj in self.bullets:
  self.updatePos(obj, dt)         #Update the bullet
  #Bullets have an experation time (see definition of fire)
  #If a bullet has not expired, add it to the new bullet list so that it
  #will continue to exist
  if self.getExpires(obj) > task.time: newBulletArray.append(obj)
  else: obj.remove()              #Otherwise remove it from the scene
#Set the bullet array to be the newly updated array
self.bullets = newBulletArray     

#Check bullet collision with asteroids
#In short, it checks every bullet against every asteroid. This is quite
#slow. An big optimization would be to sort the objects left to right and
#check only if they overlap. Framerate can go way down if there are too
#many bullets on screen, but for the most part it's okay.
for bullet in self.bullets:
  #This range statement makes it step though the astroid list backwards
  #This is because if an asteroid is removed, the elements after it
  #will change position in the list. If you go backwards, the
  #length stays constant
  for i in range(len(self.asteroids)-1, -1, -1):
    #Panda's collision detection is more complicated than we need here.
    #This is the basic sphere collision check. If the distance between
    #the object centers is less than sum of the radii of the two objects,
    #then we have a collision. We use lengthSquared since it is a quicker
    #vector operation than length
    if ((bullet.getPos() - self.asteroids[i].getPos()).lengthSquared() <
        (((bullet.getScale().getX() + self.asteroids[i].getScale().getX())
          * .5 ) ** 2)):
      self.setExpires(bullet, 0)       #Schedule the bullet for removal
      self.asteroidHit(i)      #Handle the hit

#Now we do the same collision pass for the ship
for ast in self.asteroids:
  #Same sphere collision check for the ship vs. the asteroid
  if ((self.ship.getPos() - ast.getPos()).lengthSquared() <
      (((self.ship.getScale().getX() + ast.getScale().getX()) * .5) ** 2)):
    #If there is a hit, clear the screen and schedule a restart
    self.alive = False         #Ship is no longer alive
    #Remove every object in asteroids and bullets from the scene
    for i in self.asteroids + self.bullets: i.remove() 
    self.bullets = []          #Clear the bullet list
    self.ship.hide()           #Hide the ship
    self.setVelocity(self.ship, Vec3(0,0,0)) #Reset the velocity
    Sequence(Wait(2),          #Wait 2 seconds
         Func(self.ship.setR, 0),  #Reset heading
         Func(self.ship.setX, 0),  #Reset position X
         Func(self.ship.setZ, 0),  #Reset position Y (Z for Panda)
         Func(self.ship.show),     #Show the ship
         Func(self.spawnAsteroids)).start()  #And respawn the asteriods
    return Task.cont

#If the player has successfully destroyed all asteroids, respawn them
if len(self.asteroids) == 0: self.spawnAsteroids()

return Task.cont    #Since every return is Task.cont, the task will
                    #continue indefinitely

#Updates the positions of objects
def updatePos(self, obj, dt):
vel = self.getVelocity(obj)
newPos = obj.getPos() + (vel*dt)

#Check if the object is out of bounds. If so, wrap it
radius = .5 * obj.getScale().getX()
if newPos.getX() - radius > SCREEN_X: newPos.setX(-SCREEN_X)
elif newPos.getX() + radius < -SCREEN_X: newPos.setX(SCREEN_X)
if newPos.getZ() - radius > SCREEN_Y: newPos.setZ(-SCREEN_Y)
elif newPos.getZ() + radius < -SCREEN_Y: newPos.setZ(SCREEN_Y)

obj.setPos(newPos)

#The handler when an asteroid is hit by a bullet
def asteroidHit(self, index):
#If the asteroid is small it is simply removed
if self.asteroids[index].getScale().getX() <= AST_MIN_SCALE:
self.asteroids[index].remove()
#This uses a Python feature called slices. Basically it’s saying
#Make the list the current list up to index plus the rest of the list
#after index
#This has the effect of removing the object at index
self.asteroids = self.asteroids[:index]+self.asteroids[index+1:]
else:
#If it is big enough, split it instead
#First we update the current asteroid
newScale = self.asteroids[index].getScale().getX() * AST_SIZE_SCALE
self.asteroids[index].setScale(newScale) #Rescale it

  #The new direction is chosen as perpendicular to the old direction
  #This is determined using the cross product, which returns a vector
  #perpendicular to the two input vectors. By crossing velocity with a
  #vector that goes into the screen, we get a vector that is perpendicular
  #to the original velocity in the plane of the screen
  vel = self.getVelocity(self.asteroids[index])
  speed = vel.length() * AST_VEL_SCALE     
  vel.normalize()
  vel = Vec3(0,1,0).cross(vel)
  vel *= speed
  self.setVelocity(self.asteroids[index], vel)

  #Now we create a new asteroid identical to the current one
  newAst = loadObject(scale = newScale)
  self.setVelocity(newAst, vel * -1)
  newAst.setPos(self.asteroids[index].getPos())
  newAst.setTexture(self.asteroids[index].getTexture(), 1)
  self.asteroids.append(newAst)

#This updates the ship’s position. This is similar to the general update
#but takes into account turn and thrust
def updateShip(self, dt):
heading = self.ship.getR() #Heading is the roll value for this model
#Change heading if left or right is being pressed
if self.keys[“turnRight”]:
heading += dt * TURN_RATE
self.ship.setR(heading %360)
elif self.keys[“turnLeft”]:
heading -= dt * TURN_RATE
self.ship.setR(heading%360)

#Thrust causes acceleration in the direction the ship is currently facing
if self.keys["accel"]:
  heading_rad = DEG_TO_RAD * heading
  #This builds a new velocity vector and adds it to the current one
  #Relative to the camera, the screen in Panda is the XZ plane.
  #Therefore all of our Y values in our velocities are 0 to signify no
  #change in that direction
  newVel = (
    Vec3(sin(heading_rad), 0, cos(heading_rad)) * ACCELERATION * dt)
  newVel += self.getVelocity(self.ship)
  #Clamps the new velocity to the maximum speed. lengthSquared() is used
  #again since it is faster than length()
  if newVel.lengthSquared() > MAX_VEL_SQ:
    newVel.normalize()
    newVel *= MAX_VEL
  self.setVelocity(self.ship, newVel)
  
#Finally, update the position as with any other object
self.updatePos(self.ship, dt)

#Creates a bullet and adds it to the bullet list
def fire(self, time):
direction = DEG_TO_RAD * self.ship.getR()
pos = self.ship.getPos()
bullet = loadObject(“bullet”, scale = .2) #Create the object
bullet.setPos(pos)
#Velocity is in relation to the ship
vel = (self.getVelocity(self.ship) +
(Vec3(sin(direction), 0, cos(direction)) *
BULLET_SPEED))
self.setVelocity(bullet, vel)
#Set the bullet expiration time to be a certain amount past the current time
self.setExpires(bullet, time + BULLET_LIFE)

#Finally, add the new bullet to the list
self.bullets.append(bullet)

#We now have everything we need. Make an instance of the class and start
#3D rendering
w = World()
run()

or this way by using os.system(‘pause’) , to reactivate the game just press a key :wink: by pressing P you stop the game

greetz
dirk

import direct.directbase.DirectStart
from pandac.PandaModules import TextNode
from pandac.PandaModules import Point2,Point3,Vec3,Vec4
from direct.gui.OnscreenText import OnscreenText
from direct.showbase.DirectObject import DirectObject
from direct.task.Task import Task
from math import sin, cos, pi
from random import randint, choice, random
from direct.interval.MetaInterval import Sequence
from direct.interval.FunctionInterval import Wait,Func
import cPickle, sys
import time
import sys, os, math

#Constants that will control the behavior of the game. It is good to group
#constants like this so that they can be changed once without having to find
#everywhere they are used in code
SPRITE_POS = 55 #At default field of view and a depth of 55, the screen
#dimensions is 40x30 units
SCREEN_X = 20 #Screen goes from -20 to 20 on X
SCREEN_Y = 15 #Screen goes from -15 to 15 on Y
TURN_RATE = 360 #Degrees ship can turn in 1 second
ACCELERATION = 10 #Ship acceleration in units/sec/sec
MAX_VEL = 6 #Maximum ship velocity in units/sec
MAX_VEL_SQ = MAX_VEL ** 2 #Square of the ship velocity
DEG_TO_RAD = pi/180 #translates degrees to radians for sin and cos
BULLET_LIFE = 2 #How long bullets stay on screen before removed
BULLET_REPEAT = .2 #How often bullets can be fired
BULLET_SPEED = 10 #Speed bullets move
AST_INIT_VEL = 1 #Velocity of the largest asteroids
AST_INIT_SCALE = 3 #Initial asteroid scale
AST_VEL_SCALE = 2.2 #How much asteroid speed multiplies when broken up
AST_SIZE_SCALE = .6 #How much asteroid scale changes when broken up
AST_MIN_SCALE = 1.1 #If and asteroid is smaller than this and is hit,
#it disapears instead of splitting up

#This helps reduce the amount of code used by loading objects, since all of the
#objects are pretty much the same.
def loadObject(tex = None, pos = Point2(0,0), depth = SPRITE_POS, scale = 1,
transparency = True):
obj = loader.loadModelCopy(“models/plane”) #Every object uses the plane model
obj.reparentTo(camera) #Everything is parented to the camera so
#that it faces the screen
obj.setPos(Point3(pos.getX(), depth, pos.getY())) #Set initial position
obj.setScale(scale) #Set initial scale
obj.setBin(“unsorted”, 0) #This tells Panda not to worry about the
#order this is drawn in. (it prevents an
#effect known as z-fighting)
obj.setDepthTest(False) #Tells panda not to check if something
#has already drawn in front of it
#(Everything in this game is at the same
#depth anyway)
if transparency: obj.setTransparency(1) #All of our objects are trasnparent
if tex:
tex = loader.loadTexture(“textures/”+tex+".png") #Load the texture
obj.setTexture(tex, 1) #Set the texture

return obj

#Macro-like function used to reduce the amount to code needed to create the
#on screen instructions
def genLabelText(text, i):
return OnscreenText(text = text, pos = (-1.3, .95-.05*i), fg=(1,1,0,1),
align = TextNode.ALeft, scale = .05)

class World(DirectObject):
def init(self):
#This code puts the standard title and instruction text on screen
self.title = OnscreenText(text=“Panda3D: Tutorial - Tasks”,
style=1, fg=(1,1,0,1),
pos=(0.8,-0.95), scale = .07)
self.escapeText = genLabelText(“ESC: Quit”, 0)
self.leftkeyText = genLabelText("[Left Arrow]: Turn Left (CCW)", 1)
self.rightkeyText = genLabelText("[Right Arrow]: Turn Right (CW)", 2)
self.upkeyText = genLabelText("[Up Arrow]: Accelerate", 3)
self.spacekeyText = genLabelText("[Space Bar]: Fire", 4)

base.disableMouse()       #Disable default mouse-based camera control

self.bg = loadObject("stars", scale = 146, depth = 200,
                     transparency = False) #Load the background starfield

self.ship = loadObject("ship")             #Load the ship
self.setVelocity(self.ship, Vec3(0,0,0))    #Initial velocity

#A dictionary of what keys are currently being pressed
#The key events update this list, and our task will query it as input
self.keys = {"turnLeft" : 0, "turnRight": 0,
             "accel": 0, "fire": 0}

self.accept("escape", sys.exit)            #Escape quits
#Other keys events set the appropriate value in our key dictionary
self.accept("arrow_left",     self.setKey, ["turnLeft", 1])
self.accept("arrow_left-up",  self.setKey, ["turnLeft", 0])
self.accept("arrow_right",    self.setKey, ["turnRight", 1])
self.accept("arrow_right-up", self.setKey, ["turnRight", 0])
self.accept("arrow_up",       self.setKey, ["accel", 1])
self.accept("arrow_up-up",    self.setKey, ["accel", 0])
self.accept("space",          self.setKey, ["fire", 1])
self.accept("p",self.pause)



#Now we create the task. taskMgr is the task manager that actually calls
#The function each frame. The add method creates a new task. The first
#argument is the function to be called, and the second argument is the name
#for the task. It returns a task object, that is passed to the function
#each frame
self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
#The task object is a good place to put variables that should stay
#persistant for the task function from frame to frame
self.gameTask.last = 0         #Task time of the last frame
self.gameTask.nextBullet = 0   #Task time when the next bullet may be fired

self.bullets = []       #This empty list will contain fired bullets
self.spawnAsteroids()   #Complete initialization by spawning the asteroids

#As described earlier, this simply sets a key in the self.keys dictionary to
#the given value

def pause(self):
os.system(‘pause’)

def setKey(self, key, val): self.keys[key] = val

#############################################

This version, using ‘setTag’, runs fine.

#############################################

def setVelocity(self, obj, val):
list = [val[0], val[1], val[2]]
obj.setTag(“velocity”, cPickle.dumps(list))

def getVelocity(self, obj):
list = cPickle.loads(obj.getTag(“velocity”))
return Vec3(list[0], list[1], list[2])

def setExpires(self, obj, val):
obj.setTag(“expires”, str(val))

def getExpires(self, obj):
return float(obj.getTag(“expires”))

#############################################

This version, using ‘setPythonTag’, crashes.

#############################################

def setVelocity(self, obj, val):

obj.setPythonTag(“velocity”, val)

def getVelocity(self, obj):

return obj.getPythonTag(“velocity”)

def setExpires(self, obj, val):

obj.setPythonTag(“expires”, val)

def getExpires(self, obj):

return obj.getPythonTag(“expires”)

def spawnAsteroids(self):
self.alive = True #Control variable for if the ship is alive
self.asteroids = [] #List that will contain our asteroids
for i in range(10):
#This loads an asteroid. The texture chosen is random from “asteroid1” to
#“asteroid3”
self.asteroids.append(loadObject(“asteroid” + str(randint(1,3)),
scale = AST_INIT_SCALE))
#This is kind of a hack, but it keeps the asteroids from spawning near
#the player. It creates the list (-20, -19 … -5, 5, 6, 7, … 20)
#and chooses a value from it. Since the player starts at 0 and this list
#doesn’t contain anything from -4 to 4, it won’t be close to the player
self.asteroids[i].setX(choice(range(-SCREEN_X, -5) +
range(5, SCREEN_X)))
#Same thing for Y, but from -15 to 15
self.asteroids[i].setZ(choice(range(-SCREEN_Y, -5) +
range(5, SCREEN_Y)))
heading = random()2pi #Heading is a random angle in radians
#Converts the heading to a vector and multiplies it by speed to get a
#velocity vector
v = Vec3(sin(heading), 0, cos(heading)) * AST_INIT_VEL
self.setVelocity(self.asteroids[i], v)

#This is our main task function, which does all of the per-frame processing
#It takes in self like all functions in a class, and task, the task object
#returned by taskMgr
def gameLoop(self, task):
#task contains a variable time, which is the time in seconds the task has
#been running. By default, it does not have a delta time (or dt), which is
#the amount of time elapsed from the last frame. A common way to do this is
#to store the current time in task.last. This can be used to find dt
dt = task.time - task.last
task.last = task.time

#If the ship is not alive, do nothing. Tasks return Task.cont to signify
#that the task should continue running. If Task.done were returned instead,
#the task would be removed and would no longer be called every frame
if not self.alive: return Task.cont

#update ship position
self.updateShip(dt)

#check to see if the ship can fire
if self.keys["fire"] and task.time > task.nextBullet:
  self.fire(task.time)  #If so, call the fire function
  #And disable firing for a bit
  task.nextBullet = task.time + BULLET_REPEAT  
self.keys["fire"] = 0   #Remove the fire flag until the next spacebar press

#update asteroids
for obj in self.asteroids: self.updatePos(obj, dt)

#update bullets
newBulletArray = []
for obj in self.bullets:
  self.updatePos(obj, dt)         #Update the bullet
  #Bullets have an experation time (see definition of fire)
  #If a bullet has not expired, add it to the new bullet list so that it
  #will continue to exist
  if self.getExpires(obj) > task.time: newBulletArray.append(obj)
  else: obj.remove()              #Otherwise remove it from the scene
#Set the bullet array to be the newly updated array
self.bullets = newBulletArray     

#Check bullet collision with asteroids
#In short, it checks every bullet against every asteroid. This is quite
#slow. An big optimization would be to sort the objects left to right and
#check only if they overlap. Framerate can go way down if there are too
#many bullets on screen, but for the most part it's okay.
for bullet in self.bullets:
  #This range statement makes it step though the astroid list backwards
  #This is because if an asteroid is removed, the elements after it
  #will change position in the list. If you go backwards, the
  #length stays constant
  for i in range(len(self.asteroids)-1, -1, -1):
    #Panda's collision detection is more complicated than we need here.
    #This is the basic sphere collision check. If the distance between
    #the object centers is less than sum of the radii of the two objects,
    #then we have a collision. We use lengthSquared since it is a quicker
    #vector operation than length
    if ((bullet.getPos() - self.asteroids[i].getPos()).lengthSquared() <
        (((bullet.getScale().getX() + self.asteroids[i].getScale().getX())
          * .5 ) ** 2)):
      self.setExpires(bullet, 0)       #Schedule the bullet for removal
      self.asteroidHit(i)      #Handle the hit

#Now we do the same collision pass for the ship
for ast in self.asteroids:
  #Same sphere collision check for the ship vs. the asteroid
  if ((self.ship.getPos() - ast.getPos()).lengthSquared() <
      (((self.ship.getScale().getX() + ast.getScale().getX()) * .5) ** 2)):
    #If there is a hit, clear the screen and schedule a restart
    self.alive = False         #Ship is no longer alive
    #Remove every object in asteroids and bullets from the scene
    for i in self.asteroids + self.bullets: i.remove() 
    self.bullets = []          #Clear the bullet list
    self.ship.hide()           #Hide the ship
    self.setVelocity(self.ship, Vec3(0,0,0)) #Reset the velocity
    Sequence(Wait(2),          #Wait 2 seconds
         Func(self.ship.setR, 0),  #Reset heading
         Func(self.ship.setX, 0),  #Reset position X
         Func(self.ship.setZ, 0),  #Reset position Y (Z for Panda)
         Func(self.ship.show),     #Show the ship
         Func(self.spawnAsteroids)).start()  #And respawn the asteriods
    return Task.cont

#If the player has successfully destroyed all asteroids, respawn them
if len(self.asteroids) == 0: self.spawnAsteroids()

return Task.cont    #Since every return is Task.cont, the task will
                    #continue indefinitely

#Updates the positions of objects
def updatePos(self, obj, dt):
vel = self.getVelocity(obj)
newPos = obj.getPos() + (vel*dt)

#Check if the object is out of bounds. If so, wrap it
radius = .5 * obj.getScale().getX()
if newPos.getX() - radius > SCREEN_X: newPos.setX(-SCREEN_X)
elif newPos.getX() + radius < -SCREEN_X: newPos.setX(SCREEN_X)
if newPos.getZ() - radius > SCREEN_Y: newPos.setZ(-SCREEN_Y)
elif newPos.getZ() + radius < -SCREEN_Y: newPos.setZ(SCREEN_Y)

obj.setPos(newPos)

#The handler when an asteroid is hit by a bullet
def asteroidHit(self, index):
#If the asteroid is small it is simply removed
if self.asteroids[index].getScale().getX() <= AST_MIN_SCALE:
self.asteroids[index].remove()
#This uses a Python feature called slices. Basically it’s saying
#Make the list the current list up to index plus the rest of the list
#after index
#This has the effect of removing the object at index
self.asteroids = self.asteroids[:index]+self.asteroids[index+1:]
else:
#If it is big enough, split it instead
#First we update the current asteroid
newScale = self.asteroids[index].getScale().getX() * AST_SIZE_SCALE
self.asteroids[index].setScale(newScale) #Rescale it

  #The new direction is chosen as perpendicular to the old direction
  #This is determined using the cross product, which returns a vector
  #perpendicular to the two input vectors. By crossing velocity with a
  #vector that goes into the screen, we get a vector that is perpendicular
  #to the original velocity in the plane of the screen
  vel = self.getVelocity(self.asteroids[index])
  speed = vel.length() * AST_VEL_SCALE     
  vel.normalize()
  vel = Vec3(0,1,0).cross(vel)
  vel *= speed
  self.setVelocity(self.asteroids[index], vel)

  #Now we create a new asteroid identical to the current one
  newAst = loadObject(scale = newScale)
  self.setVelocity(newAst, vel * -1)
  newAst.setPos(self.asteroids[index].getPos())
  newAst.setTexture(self.asteroids[index].getTexture(), 1)
  self.asteroids.append(newAst)

#This updates the ship’s position. This is similar to the general update
#but takes into account turn and thrust
def updateShip(self, dt):
heading = self.ship.getR() #Heading is the roll value for this model
#Change heading if left or right is being pressed
if self.keys[“turnRight”]:
heading += dt * TURN_RATE
self.ship.setR(heading %360)
elif self.keys[“turnLeft”]:
heading -= dt * TURN_RATE
self.ship.setR(heading%360)

#Thrust causes acceleration in the direction the ship is currently facing
if self.keys["accel"]:
  heading_rad = DEG_TO_RAD * heading
  #This builds a new velocity vector and adds it to the current one
  #Relative to the camera, the screen in Panda is the XZ plane.
  #Therefore all of our Y values in our velocities are 0 to signify no
  #change in that direction
  newVel = (
    Vec3(sin(heading_rad), 0, cos(heading_rad)) * ACCELERATION * dt)
  newVel += self.getVelocity(self.ship)
  #Clamps the new velocity to the maximum speed. lengthSquared() is used
  #again since it is faster than length()
  if newVel.lengthSquared() > MAX_VEL_SQ:
    newVel.normalize()
    newVel *= MAX_VEL
  self.setVelocity(self.ship, newVel)
  
#Finally, update the position as with any other object
self.updatePos(self.ship, dt)

#Creates a bullet and adds it to the bullet list
def fire(self, time):
direction = DEG_TO_RAD * self.ship.getR()
pos = self.ship.getPos()
bullet = loadObject(“bullet”, scale = .2) #Create the object
bullet.setPos(pos)
#Velocity is in relation to the ship
vel = (self.getVelocity(self.ship) +
(Vec3(sin(direction), 0, cos(direction)) *
BULLET_SPEED))
self.setVelocity(bullet, vel)
#Set the bullet expiration time to be a certain amount past the current time
self.setExpires(bullet, time + BULLET_LIFE)

#Finally, add the new bullet to the list
self.bullets.append(bullet)

#We now have everything we need. Make an instance of the class and start
#3D rendering
w = World()
run()

use

 code tag to preserve formatting  

What i meant to do is to let the ship slow down and stop.

i know i can use this part of the code for but i have no idea how?

if self.keys[“accel”]:
heading_rad = DEG_TO_RAD * heading
#This builds a new velocity vector and adds it to the current one
#Relative to the camera, the screen in Panda is the XZ plane.
#Therefore all of our Y values in our velocities are 0 to signify no
#change in that direction
newVel = (
Vec3(sin(heading_rad), 0, cos(heading_rad)) * ACCELERATION * dt)
newVel += self.getVelocity(self.ship)
#Clamps the new velocity to the maximum speed. lengthSquared() is used
#again since it is faster than length()
if newVel.lengthSquared() > MAX_VEL_SQ:
newVel.normalize()
newVel *= MAX_VEL
self.setVelocity(self.ship, newVel)