Poodletooth-iLand/toontown/cogdominium/CogdoMazeGameMovies.py

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Python
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2015-03-03 16:10:12 -06:00
from pandac.PandaModules import NodePath, Point3, PlaneNode
from direct.showbase.ShowBase import Plane
from direct.showbase.RandomNumGen import RandomNumGen
from direct.interval.MetaInterval import Sequence, Parallel
from direct.interval.FunctionInterval import Func, Wait
from toontown.toonbase import TTLocalizer
from toontown.suit import Suit, SuitDNA
from toontown.toon import Toon, ToonHead, ToonDNA
from CogdoUtil import CogdoGameMovie
import CogdoMazeGameGlobals as Globals
import CogdoUtil
class CogdoMazeGameIntro(CogdoGameMovie):
def __init__(self, maze, exit, rng):
CogdoGameMovie.__init__(self)
self._maze = maze
self._exit = exit
self._rng = RandomNumGen(rng)
self._camTarget = None
self._state = 0
self._suits = []
return
def _getRandomLine(self, lineList):
return CogdoUtil.getRandomDialogueLine(lineList, self._rng)
def displayLine(self, who, text):
self._dialogueLabel.node().setText(text)
if who == 'toon':
self.toonHead.reparentTo(aspect2d)
self.cogHead.reparentTo(hidden)
self._toonDialogueSfx.play()
self.toonHead.setClipPlane(self.clipPlane)
else:
self.toonHead.reparentTo(hidden)
self.cogHead.reparentTo(aspect2d)
self._cogDialogueSfx.play()
self.cogHead.setClipPlane(self.clipPlane)
def makeSuit(self, suitType):
suit = Suit.Suit()
dna = SuitDNA.SuitDNA()
dna.newSuit(suitType)
suit.setStyle(dna)
suit.isDisguised = 1
suit.generateSuit()
suit.setScale(1, 1, 2)
suit.setPos(0, 0, -4.4)
suit.reparentTo(self.toonHead)
for part in suit.getHeadParts():
part.hide()
suit.loop('neutral')
def load(self):
CogdoGameMovie.load(self)
self.toonDNA = ToonDNA.ToonDNA()
self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2, 1, 8, 1, 8, 1, 14)
self.toonHead = Toon.Toon()
self.toonHead.setDNA(self.toonDNA)
self.makeSuit('sc')
self.toonHead.getGeomNode().setDepthWrite(1)
self.toonHead.getGeomNode().setDepthTest(1)
self.toonHead.loop('neutral')
self.toonHead.setPosHprScale(-0.73, 0, -1.27, 180, 0, 0, 0.18, 0.18, 0.18)
self.toonHead.reparentTo(hidden)
self.toonHead.startBlink()
self.cogHead = Suit.Suit()
self.cogDNA = SuitDNA.SuitDNA()
self.cogDNA.newSuit('ms')
self.cogHead.setDNA(self.cogDNA)
self.cogHead.getGeomNode().setDepthWrite(1)
self.cogHead.getGeomNode().setDepthTest(1)
self.cogHead.loop('neutral')
self.cogHead.setPosHprScale(-0.73, 0, -1.46, 180, 0, 0, 0.14, 0.14, 0.14)
self.cogHead.reparentTo(hidden)
self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip'))
self.clipPlane.node().setPlane(Plane(0, 0, 1, 0))
self.clipPlane.setPos(0, 0, 2.45)
audioMgr = base.cogdoGameAudioMgr
self._cogDialogueSfx = audioMgr.createSfx('cogDialogue')
self._toonDialogueSfx = audioMgr.createSfx('toonDialogue')
suitData = Globals.SuitData[Globals.SuitTypes.Boss]
bossSuit = Suit.Suit()
d = SuitDNA.SuitDNA()
d.newSuit(suitData['dnaName'])
bossSuit.setDNA(d)
bossSuit.setScale(suitData['scale'])
bossSuit.loop('neutral')
bossSuit.reparentTo(render)
bossSuit.setPos(self._exit, -5, -5, 0)
bossSuit.lookAt(self._exit)
self._suits.append(bossSuit)
self._camHelperNode = NodePath('CamHelperNode')
self._camHelperNode.reparentTo(render)
dialogue = TTLocalizer.CogdoMazeIntroMovieDialogue
introDuration = Globals.IntroDurationSeconds
waitDuration = introDuration / len(dialogue)
def start():
camera.wrtReparentTo(render)
self._exit.open(animate=False)
def showBoss():
self._setCamTarget(bossSuit, 20, offset=Point3(0, 0, 7), angle=Point3(0, 15, 0))
bossSuit.loop('victory')
self._state = 1
def showExit():
self._setCamTarget(self._exit, 10, offset=Point3(0, 0, 0), angle=Point3(0, 60, 0))
self._exit.close()
self._state = 2
showExitIval = Parallel(camera.posInterval(waitDuration * 0.5, (10, -25, 20), other=self._exit, blendType='easeInOut'), Sequence(Wait(waitDuration * 0.25), Func(bossSuit.play, 'effort'), camera.hprInterval(waitDuration * 0.25, (30, -30, 0), blendType='easeInOut'), Func(self._exit.close), Wait(waitDuration * 0.5)))
def showWaterCooler():
wc = self._maze.getWaterCoolers()[0]
self._setCamTarget(wc, 25, angle=Point3(-30, 60, 0))
camera.wrtReparentTo(self._camHelperNode)
self._state = 3
def end():
self._stopUpdateTask()
self._ival = Sequence(Func(start), Func(self.displayLine, 'toon', self._getRandomLine(dialogue[0])), showExitIval, Func(showWaterCooler), Func(self.displayLine, 'toon', self._getRandomLine(dialogue[1])), Wait(waitDuration), Func(showBoss), bossSuit.hprInterval(1.0, bossSuit.getHpr() + Point3(180, 0, 0), blendType='easeInOut'), Func(self.displayLine, 'toon', self._getRandomLine(dialogue[2])), Wait(waitDuration - 1.0), Func(end))
self._startUpdateTask()
def _setCamTarget(self, targetNP, distance, offset = Point3(0, 0, 0), angle = Point3(0, 0, 0)):
camera.wrtReparentTo(render)
self._camTarget = targetNP
self._camOffset = offset
self._camAngle = angle
self._camDistance = distance
self._camHelperNode.setPos(self._camTarget, self._camOffset)
self._camHelperNode.setHpr(self._camTarget, 180 + self._camAngle[0], self._camAngle[1], self._camAngle[2])
camera.setPos(self._camHelperNode, 0, self._camDistance, 0)
def _updateTask(self, task):
dt = globalClock.getDt()
if self._state == 1:
self._camHelperNode.setPos(self._camTarget.getPos() + self._camOffset)
camera.setPos(self._camHelperNode, 0, self._camDistance, 0)
camera.lookAt(self._camTarget, 0, 0, 4)
elif self._state == 2:
camera.lookAt(self._camTarget, 0, 0, 5)
elif self._state == 3:
self._camHelperNode.setHpr(self._camHelperNode, dt, dt, 0)
camera.setY(camera, 0.8 * dt)
camera.lookAt(self._camTarget, 0, 0, 3)
return task.cont
def unload(self):
self._exit = None
self._camTarget = None
self._camHelperNode.removeNode()
del self._camHelperNode
for suit in self._suits:
suit.cleanup()
suit.removeNode()
suit.delete()
self._suits = []
CogdoGameMovie.unload(self)
del self._cogDialogueSfx
del self._toonDialogueSfx
self.toonHead.stopBlink()
self.toonHead.stop()
self.toonHead.removeNode()
self.toonHead.delete()
del self.toonHead
self.cogHead.stop()
self.cogHead.removeNode()
self.cogHead.delete()
del self.cogHead
return
class CogdoMazeGameFinish(CogdoGameMovie):
def __init__(self, localPlayer, exit):
CogdoGameMovie.__init__(self)
self._localPlayer = localPlayer
self._exit = exit
def load(self):
CogdoGameMovie.load(self)
self._ival = Sequence()
if not self._exit.hasPlayer(self._localPlayer):
loseSfx = base.cogdoGameAudioMgr.createSfx('lose')
self._ival.append(Sequence(Func(loseSfx.play), Func(self._localPlayer.toon.setAnimState, 'Sad')))
self._ival.append(Sequence(Wait(Globals.FinishDurationSeconds - 1.0), Func(base.transitions.irisOut), Wait(1.0)))
def unload(self):
CogdoGameMovie.unload(self)