mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-24 20:22:33 -06:00
265 lines
12 KiB
Python
265 lines
12 KiB
Python
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from pandac.PandaModules import Point3, VBase4
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from direct.fsm.FSM import FSM
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from direct.interval.IntervalGlobal import Sequence, Parallel, ActorInterval, Func, Wait, ParticleInterval, Track, LerpColorScaleInterval, LerpScaleInterval, LerpHprInterval
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from direct.task.Task import Task
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from toontown.battle import BattleParticles
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from toontown.battle import MovieUtil
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from toontown.minigame.MazeSuit import MazeSuit
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from CogdoMazeGameObjects import CogdoMazeSplattable
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import CogdoMazeGameGlobals as Globals
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import random
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class CogdoMazeSuit(MazeSuit, FSM, CogdoMazeSplattable):
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GagHitEventName = 'CogdoMazeSuit_GagHit'
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DeathEventName = 'CogdoMazeSuit_Death'
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ThinkEventName = 'CogdoMazeSuit_Think'
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def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile, cogdoSuitType, walkAnimName = None):
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data = Globals.SuitData[cogdoSuitType]
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MazeSuit.__init__(self, serialNum, maze, randomNumGen, data['cellWalkPeriod'], difficulty, data['dnaName'], startTile=startTile, walkSameDirectionProb=Globals.SuitWalkSameDirectionProb, walkTurnAroundProb=Globals.SuitWalkTurnAroundProb, uniqueRandomNumGen=False, walkAnimName=walkAnimName)
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FSM.__init__(self, 'CogdoMazeSuit')
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CogdoMazeSplattable.__init__(self, self.suit, '%s-%i' % (Globals.SuitCollisionName, self.serialNum), 1.5)
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if 'scale' in data:
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self.suit.setScale(data['scale'])
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self.hp = data['hp']
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self.type = cogdoSuitType
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self.memos = data['memos']
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self.deathSuit = self.suit.getLoseActor()
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self.deathSuit.pose('lose', 0)
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BattleParticles.loadParticles()
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self._initSfx()
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def _initSfx(self):
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audioMgr = base.cogdoGameAudioMgr
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self._deathSoundIval = Sequence(audioMgr.createSfxIval('cogSpin', duration=1.6, startTime=0.6, volume=0.8, source=self.deathSuit), audioMgr.createSfxIval('cogDeath', volume=0.32, source=self.deathSuit))
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def _destroySfx(self):
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if self._deathSoundIval.isPlaying():
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self._deathSoundIval.finish()
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del self._deathSoundIval
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def destroy(self):
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BattleParticles.unloadParticles()
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self.ignoreAll()
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self._destroySfx()
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CogdoMazeSplattable.destroy(self)
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MazeSuit.destroy(self)
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def handleEnterSphere(self, collEntry):
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messenger.send(self.COLLISION_EVENT_NAME, [self.type, self.serialNum])
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def gameStart(self, gameStartTime):
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MazeSuit.gameStart(self, gameStartTime)
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self.accept(Globals.GagCollisionName + '-into-' + self.gagCollisionName, self.handleGagHit)
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messenger.send(self.ThinkEventName, [self, self.TX, self.TY])
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def initCollisions(self):
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MazeSuit.initCollisions(self)
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self.collNodePath.setScale(0.75)
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self.accept(self.uniqueName('again' + self.COLL_SPHERE_NAME), self.handleEnterSphere)
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def think(self, curTic, curT, unwalkables):
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MazeSuit.think(self, curTic, curT, unwalkables)
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messenger.send(self.ThinkEventName, [self, self.TX, self.TY])
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def handleGagHit(self, collEntry):
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gagNodePath = collEntry.getFromNodePath().getParent()
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messenger.send(self.GagHitEventName, [self.type, self.serialNum, gagNodePath])
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def _getSuitAnimationIval(self, animName, startFrame = 0, duration = 1, partName = None, nextState = None):
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totalFrames = self.suit.getNumFrames(animName)
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frames = totalFrames - 1 - startFrame
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frameRate = self.suit.getFrameRate(animName)
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newRate = frames / duration
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playRate = newRate / frameRate
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ival = Sequence(ActorInterval(self.suit, animName, startTime=startFrame / newRate, endTime=totalFrames / newRate, playRate=playRate, partName=partName))
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if nextState is not None:
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def done():
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self.request(nextState)
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ival.append(Func(done))
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return ival
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def hitByGag(self):
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self.hp = self.hp - 1
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self.doSplat()
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if self.hp <= 0:
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self.explode()
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def explode(self):
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self.doDeathTrack()
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messenger.send(self.DeathEventName, [self.type, self.serialNum])
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def doDeathTrack(self):
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def removeDeathSuit(suit, deathSuit):
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if not deathSuit.isEmpty():
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deathSuit.detachNode()
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suit.cleanupLoseActor()
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self.deathSuit.reparentTo(self.suit.getParent())
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self.deathSuit.setScale(self.suit.getScale())
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self.deathSuit.setPos(render, self.suit.getPos(render))
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self.deathSuit.setHpr(render, self.suit.getHpr(render))
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self.suit.hide()
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self.collNodePath.reparentTo(self.deathSuit)
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gearPoint = Point3(0, 0, self.suit.height / 2.0 + 2.0)
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smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall')
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singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1)
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smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10)
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bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30)
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smallGears.setPos(gearPoint)
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singleGear.setPos(gearPoint)
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smallGearExplosion.setPos(gearPoint)
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bigGearExplosion.setPos(gearPoint)
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smallGears.setDepthWrite(False)
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singleGear.setDepthWrite(False)
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smallGearExplosion.setDepthWrite(False)
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bigGearExplosion.setDepthWrite(False)
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suitTrack = Sequence(Func(self.collNodePath.stash), ActorInterval(self.deathSuit, 'lose', startFrame=80, endFrame=140), Func(removeDeathSuit, self.suit, self.deathSuit, name='remove-death-suit'))
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explosionTrack = Sequence(Wait(1.5), MovieUtil.createKapowExplosionTrack(self.deathSuit, explosionPoint=gearPoint))
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gears1Track = Sequence(ParticleInterval(smallGears, self.deathSuit, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track')
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gears2MTrack = Track((0.0, explosionTrack), (0.7, ParticleInterval(singleGear, self.deathSuit, worldRelative=0, duration=5.7, cleanup=True)), (5.2, ParticleInterval(smallGearExplosion, self.deathSuit, worldRelative=0, duration=1.2, cleanup=True)), (5.4, ParticleInterval(bigGearExplosion, self.deathSuit, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack')
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def removeParticle(particle):
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if particle and hasattr(particle, 'renderParent'):
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particle.cleanup()
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del particle
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removeParticles = Sequence(Func(removeParticle, smallGears), Func(removeParticle, singleGear), Func(removeParticle, smallGearExplosion), Func(removeParticle, bigGearExplosion))
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self.deathTrack = Sequence(Parallel(suitTrack, gears2MTrack, gears1Track, self._deathSoundIval), removeParticles)
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self.deathTrack.start()
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class CogdoMazeSlowMinionSuit(CogdoMazeSuit):
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def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile = None):
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CogdoMazeSuit.__init__(self, serialNum, maze, randomNumGen, difficulty, startTile, Globals.SuitTypes.SlowMinion)
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self.defaultTransitions = {'Off': ['Normal'],
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'Normal': ['Attack', 'Off'],
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'Attack': ['Normal']}
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def gameStart(self, gameStartTime):
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CogdoMazeSuit.gameStart(self, gameStartTime)
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self.request('Normal')
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def enterNormal(self):
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self.startWalkAnim()
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def exitNormal(self):
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pass
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def enterAttack(self, elapsedTime):
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self._attackIval = self._getSuitAnimationIval('finger-wag', duration=2.0, nextState='Normal')
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self._attackIval.start(elapsedTime)
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def filterAttack(self, request, args):
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if request == 'Attack':
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return None
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else:
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return self.defaultFilter(request, args)
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return None
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def exitAttack(self):
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self._attackIval.pause()
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del self._attackIval
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class CogdoMazeFastMinionSuit(CogdoMazeSuit):
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def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile = None):
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CogdoMazeSuit.__init__(self, serialNum, maze, randomNumGen, difficulty, startTile, Globals.SuitTypes.FastMinion)
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class CogdoMazeBossSuit(CogdoMazeSuit):
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BlinkTaskName = 'CogdoMazeBossBlinkTask'
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ShakeTaskName = 'CogdoMazeBossShakeTask'
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StartWalkTaskName = 'CogdoMazeBossStartWalkTask'
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ShakeEventName = 'CogdoMazeSuitShake'
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def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile = None):
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CogdoMazeSuit.__init__(self, serialNum, maze, randomNumGen, difficulty, startTile, Globals.SuitTypes.Boss, walkAnimName='stomp')
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self.dropTimer = 0
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self._walkSpeed = float(self.maze.cellWidth) / self.cellWalkDuration * 0.5
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def _initSfx(self):
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CogdoMazeSuit._initSfx(self)
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audioMgr = base.cogdoGameAudioMgr
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self._stompSfxIval = audioMgr.createSfxIval('cogStomp', source=self.suit, cutoff=Globals.BossStompSfxCutoff, volume=0.3)
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self._hitSfx = audioMgr.createSfx('bossCogAngry', self.suit)
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def _destroySfx(self):
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del self._hitSfx
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if self._stompSfxIval.isPlaying():
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self._stompSfxIval.finish()
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del self._stompSfxIval
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CogdoMazeSuit._destroySfx(self)
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def spin(self):
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part = self.suit
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time = Globals.BossSpinTime
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degrees = 360 * Globals.BossSpinCount
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spinIval = LerpHprInterval(part, time, (self.suit.getH() + degrees, 0, 0), blendType='easeOut')
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spinIval.start()
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def hitByGag(self):
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if self.hp >= 2:
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self._hitSfx.play()
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self.spin()
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self.suit.setColorScale(Globals.BlinkColor)
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self.__startBlinkTask()
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elif self.hp == 1:
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self.__stopBlinkTask()
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CogdoMazeSuit.hitByGag(self)
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def gameStart(self, gameStartTime):
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CogdoMazeSuit.gameStart(self, gameStartTime)
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def startWalkAnim(self):
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self.suit.loop(self._walkAnimName, fromFrame=43, toFrame=81)
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self.suit.setPlayRate(self._walkSpeed * Globals.BossCogStompAnimationPlayrateFactor, self._walkAnimName)
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self.__startShakeTask()
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def destroy(self):
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CogdoMazeSuit.destroy(self)
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self.__stopShakeTask()
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self.__stopBlinkTask()
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def pickRandomValidSpot(self, r = 5):
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validSpots = []
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for x in xrange(self.TX - r, self.TX + r):
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for y in xrange(self.TY - r, self.TY + r):
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if self.maze.isWalkable(x, y):
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validSpots.append([x, y])
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return self.rng.choice(validSpots)
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def __startShakeTask(self):
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self.__stopShakeTask()
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taskMgr.doMethodLater(Globals.BossShakeTime, self.__shake, self.uniqueName(CogdoMazeBossSuit.ShakeTaskName))
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self.bossShakeLastTime = 0
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def __stopShakeTask(self):
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taskMgr.remove(self.uniqueName(CogdoMazeBossSuit.ShakeTaskName))
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def __shake(self, task):
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if task.time - self.bossShakeLastTime > Globals.BossShakeTime:
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self.suit.setPlayRate(self._walkSpeed * Globals.BossCogStompAnimationPlayrateFactor, self._walkAnimName)
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self._stompSfxIval.start()
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messenger.send(self.ShakeEventName, [self, Globals.BossShakeStrength])
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self.bossShakeLastTime = task.time
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return task.cont
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def __startBlinkTask(self):
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self.__stopBlinkTask()
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taskMgr.doMethodLater(Globals.BlinkFrequency, self.__blink, CogdoMazeBossSuit.BlinkTaskName)
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def __stopBlinkTask(self):
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taskMgr.remove(CogdoMazeBossSuit.BlinkTaskName)
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def __blink(self, task):
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blink = Sequence(LerpColorScaleInterval(self.suit, Globals.BlinkSpeed, VBase4(1.0, 1.0, 1.0, 1.0)), LerpColorScaleInterval(self.suit, Globals.BlinkSpeed, Globals.BlinkColor))
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blink.start()
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return Task.again
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