Poodletooth-iLand/toontown/minigame/CogThiefGameToonSD.py

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Python
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2015-03-03 22:10:12 +00:00
from pandac.PandaModules import *
from toontown.toonbase.ToonBaseGlobal import *
from direct.interval.IntervalGlobal import *
from toontown.toonbase.ToontownGlobals import *
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import StateData
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from direct.task.Task import Task
class CogThiefGameToonSD(StateData.StateData):
notify = DirectNotifyGlobal.directNotify.newCategory('CogThiefGameToonSD')
FallBackAnim = 'slip-backward'
FallFwdAnim = 'slip-forward'
NeutralAnim = 'neutral'
RunAnim = 'run'
ThrowNeutralAnim = 'throw'
ThrowRunAnim = 'throw'
animList = [FallBackAnim,
FallFwdAnim,
NeutralAnim,
RunAnim,
ThrowNeutralAnim,
ThrowRunAnim]
def __init__(self, avId, game):
self.avId = avId
self.game = game
self.isLocal = avId == base.localAvatar.doId
self.toon = self.game.getAvatar(self.avId)
self.unexpectedExit = False
self.fsm = ClassicFSM.ClassicFSM('CogThiefGameAnimFSM-%s' % self.avId, [State.State('init', self.enterInit, self.exitInit, ['normal']),
State.State('normal', self.enterNormal, self.exitNormal, ['throwPie', 'fallBack', 'fallForward']),
State.State('throwPie', self.enterThrowPie, self.exitThrowPie, ['normal',
'fallBack',
'fallForward',
'throwPie']),
State.State('fallBack', self.enterFallBack, self.exitFallBack, ['normal']),
State.State('fallForward', self.enterFallForward, self.exitFallForward, ['normal']),
State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'init', 'cleanup')
self.exitAlreadyCalled = False
def load(self):
self.setAnimState('off', 1.0)
for anim in self.animList:
self.toon.pose(anim, 0)
def unload(self):
del self.fsm
def enter(self):
self.fsm.enterInitialState()
def exit(self, unexpectedExit = False):
if self.exitAlreadyCalled:
return
self.exitAlreadyCalled = True
self.notify.debug('in exit self.toon.doId=%s' % self.toon.doId)
self.unexpectedExit = unexpectedExit
self.fsm.requestFinalState()
def enterInit(self):
self.notify.debug('enterInit')
self.toon.startBlink()
self.toon.stopLookAround()
if self.isLocal:
self.game.initGameWalk()
self.toon.useLOD(1000)
self.dropShadow = self.toon.dropShadow
self.origDropShadowColor = self.dropShadow.getColor()
c = self.origDropShadowColor
alpha = 0.35
self.dropShadow.setColor(c[0], c[1], c[2], alpha)
def exitInit(self):
pass
def setAnimState(self, newState, playRate):
if not self.unexpectedExit:
self.toon.setAnimState(newState, playRate)
def enterNormal(self):
self.notify.debug('enterNormal')
self.setAnimState('CogThiefRunning', 1.0)
if self.isLocal:
self.game.startGameWalk()
self.toon.lerpLookAt(Vec3.forward() + Vec3.up(), time=0.2, blink=0)
def exitNormal(self):
self.notify.debug('exitNormal')
self.setAnimState('off', 1.0)
if self.isLocal:
self.game.stopGameWalk()
self.toon.lerpLookAt(Vec3.forward(), time=0.2, blink=0)
def throwPie(self, pieModel, handNode):
if self.fsm.getCurrentState().getName() == 'throwPie':
self.fsm.request('normal')
self.fsm.request('throwPie', [pieModel, handNode])
def enterThrowPie(self, pieModel, handNode):
self.notify.debug('enterThrowPie')
self.setAnimState('CatchEating', 1.0)
if self.isLocal:
self.game.startGameWalk()
self.pieModel = pieModel
renderScale = pieModel.getScale(render)
pieModel.reparentTo(handNode)
pieModel.setScale(render, renderScale)
def finishedEating(self = self, pieModel = pieModel):
self.fsm.request('normal')
return Task.done
duration = self.toon.getDuration('catch-eatneutral')
self.eatIval = Sequence(Parallel(WaitInterval(duration), Sequence(LerpScaleInterval(pieModel, duration / 2.0, pieModel.getScale() * 0.5, blendType='easeInOut'), Func(pieModel.hide))), Func(finishedEating), name=self.toon.uniqueName('eatingIval'))
self.eatIval.start()
def exitThrowPie(self):
self.eatIval.pause()
del self.eatIval
self.pieModel.reparentTo(hidden)
self.pieModel.removeNode()
del self.pieModel
self.setAnimState('off', 1.0)
if self.isLocal:
self.game.stopGameWalk()
def enterFallBack(self):
self.notify.debug('enterFallBack')
if self.isLocal:
base.playSfx(self.game.sndOof)
duration = 1.0
animName = self.FallBackAnim
startFrame = 12
totalFrames = self.toon.getNumFrames(animName)
frames = totalFrames - 1 - startFrame
frameRate = self.toon.getFrameRate(animName)
newRate = frames / duration
playRate = newRate / frameRate
def resume(self = self):
self.fsm.request('normal')
self.fallBackIval = Sequence(ActorInterval(self.toon, animName, startTime=startFrame / newRate, endTime=totalFrames / newRate, playRate=playRate), FunctionInterval(resume))
self.fallBackIval.start()
def exitFallBack(self):
self.fallBackIval.pause()
del self.fallBackIval
def enterFallForward(self):
self.notify.debug('enterFallForward')
if self.isLocal:
base.playSfx(self.game.sndOof)
duration = 1.0
animName = self.FallFwdAnim
startFrame = 12
totalFrames = self.toon.getNumFrames(animName)
frames = totalFrames - 1 - startFrame
frameRate = self.toon.getFrameRate(animName)
newRate = frames / duration
playRate = newRate / frameRate
def resume(self = self):
self.fsm.request('normal')
self.fallFwdIval = Sequence(ActorInterval(self.toon, animName, startTime=startFrame / newRate, endTime=totalFrames / newRate, playRate=playRate), FunctionInterval(resume))
self.fallFwdIval.start()
def exitFallForward(self):
self.fallFwdIval.pause()
del self.fallFwdIval
def enterCleanup(self):
self.notify.debug('enterCleanup %s' % self.toon.doId)
if self.toon and not self.toon.isEmpty():
self.toon.stopBlink()
self.toon.startLookAround()
if self.isLocal:
self.game.stopGameWalk()
self.game.destroyGameWalk()
self.toon.resetLOD()
self.dropShadow.setColor(self.origDropShadowColor)
def exitCleanup(self):
pass