mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
189 lines
8 KiB
Python
189 lines
8 KiB
Python
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from pandac.PandaModules import *
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from direct.showbase.DirectObject import DirectObject
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from toontown.toonbase.ToonBaseGlobal import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.interval.IntervalGlobal import *
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from toontown.battle.BattleProps import *
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from toontown.battle import MovieUtil
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import math
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class TwoDBattleMgr(DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory('TwoDBattleMgr')
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def __init__(self, game, toon):
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self.game = game
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self.toon = toon
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self.waterBulletIval = None
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self.shootTrack = None
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self.showCollSpheres = False
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self.WATER_SPRAY_COLOR = Point4(1, 1, 1, 1)
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self.WATER_BULLET_SCALE = 0.2
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self.SHOOT_DISTANCE = 10
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self.WATER_BULLET_START_POINT = Point3(0, 1, 3)
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self.WATER_BULLET_END_POINT = Point3(0, self.WATER_BULLET_START_POINT.getY() + self.SHOOT_DISTANCE, self.WATER_BULLET_START_POINT.getZ())
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self.WATER_BULLET_HIDE_POINT = Point3(0, 0, 1.5)
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self.sprayProp = self.game.assetMgr.sprayProp.copyTo(self.game.assetMgr.world)
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self.setupPistol()
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if self.toon == base.localAvatar:
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self.createShootCollision()
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return
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def destroy(self):
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if self.toon == base.localAvatar:
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if self.waterBulletIval:
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self.waterBulletIval.finish()
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del self.waterBulletIval
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self.waterBulletIval = None
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self.ignore('enter' + self.collSphereName)
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base.localAvatar.controlManager.currentControls.cTrav.removeCollider(self.waterBullet)
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self.waterBullet.removeNode()
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del self.waterBullet
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self.hand_jointpath0.removeNode()
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MovieUtil.removeProp(self.pistol)
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if self.shootTrack != None:
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self.shootTrack.finish()
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self.shootTrack = None
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self.game = None
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self.toon = None
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return
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def start(self):
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pass
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def stop(self):
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pass
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def setupPistol(self):
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self.pistol = globalPropPool.getProp('water-gun')
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hands = self.toon.getRightHands()
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self.hand_jointpath0 = hands[0].attachNewNode('handJoint0-path')
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pistolPos = Point3(0.28, 0.1, 0.08)
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pistolHpr = VBase3(85.6, -4.44, 94.43)
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MovieUtil.showProp(self.pistol, self.hand_jointpath0, pistolPos, pistolHpr)
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def shoot(self):
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if not self.shootTrack:
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self.shootTrack = Parallel(self.getToonShootTrack(), self.getSprayTrack())
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if self.toon == base.localAvatar:
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self.shootTrack.append(Func(self.game.assetMgr.playWatergunSound))
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self.shootTrack.append(self.getWaterBulletIval())
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self.shootTrack.start()
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return
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elif self.shootTrack.isStopped():
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self.shootTrack = Parallel(self.getToonShootTrack(), self.getSprayTrack())
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if self.toon == base.localAvatar:
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self.shootTrack.append(Func(self.game.assetMgr.playWatergunSound))
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self.shootTrack.append(self.getWaterBulletIval())
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self.shootTrack.start()
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def createShootCollision(self):
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self.notify.debug('entering createShootCollision')
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collSphere = CollisionSphere(0, 0, 0, 1)
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collSphere.setTangible(0)
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self.collSphereName = self.game.uniqueName('waterBullet')
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collNode = CollisionNode(self.collSphereName)
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collNode.setFromCollideMask(ToontownGlobals.WallBitmask)
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collNode.addSolid(collSphere)
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self.waterBullet = base.localAvatar.attachNewNode(collNode)
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self.waterBullet.setPos(self.WATER_BULLET_HIDE_POINT)
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self.waterBullet.setScale(self.WATER_BULLET_SCALE)
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self.waterBullet.hide()
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if self.showCollSpheres:
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self.waterBullet.show()
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bulletEvent = CollisionHandlerEvent()
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bulletEvent.addInPattern('enter%fn')
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bulletEvent.addOutPattern('exit%fn')
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cTrav = base.localAvatar.controlManager.currentControls.cTrav
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cTrav.addCollider(self.waterBullet, bulletEvent)
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self.accept('enter' + self.collSphereName, self.handleBulletCollision)
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self.waterBulletIval = Sequence(Wait(0.15))
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self.waterBulletIval.append(LerpPosInterval(self.waterBullet, 0.25, pos=Point3(self.WATER_BULLET_END_POINT), startPos=Point3(self.WATER_BULLET_START_POINT), name='waterBulletMoveFront'))
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self.waterBulletIval.append(Func(self.waterBullet.setPos, self.WATER_BULLET_HIDE_POINT))
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def getToonShootTrack(self):
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def returnToLastAnim(toon):
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if hasattr(toon, 'playingAnim') and toon.playingAnim:
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toon.loop(toon.playingAnim)
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else:
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toon.loop('neutral')
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torso = self.toon.getPart('torso', '1000')
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toonTrack = Sequence(ActorInterval(self.toon, 'water-gun', startFrame=48, endFrame=58, partName='torso'), ActorInterval(self.toon, 'water-gun', startFrame=107, endFrame=126, playRate=2, partName='torso'), Func(returnToLastAnim, self.toon))
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return toonTrack
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def calcSprayStartPos(self):
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if self.toon:
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self.toon.update(0)
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joint = self.pistol.find('**/joint_nozzle')
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p = joint.getPos(render)
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self.origin = p
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def calcSprayEndPos(self):
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if self.toon:
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xDirection = -math.sin(self.toon.getH())
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else:
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xDirection = -math.sin(-90)
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endPos = Point3(self.origin.getX() + self.SHOOT_DISTANCE * xDirection, self.origin.getY(), self.origin.getZ())
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self.target = endPos
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def getSprayTrack(self):
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dSprayScale = 0.15
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dSprayHold = 0.035
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color = self.WATER_SPRAY_COLOR
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parent = render
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horizScale = 1.0
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vertScale = 1.0
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def showSpray(sprayScale, sprayRot, sprayProp, parent):
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sprayRot.reparentTo(parent)
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sprayRot.clearMat()
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sprayScale.reparentTo(sprayRot)
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sprayScale.clearMat()
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sprayProp.reparentTo(sprayScale)
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sprayProp.clearMat()
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sprayRot.setPos(self.origin)
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sprayRot.lookAt(Point3(self.target))
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def calcTargetScale(horizScale = horizScale, vertScale = vertScale):
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distance = Vec3(self.target - self.origin).length()
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yScale = distance / MovieUtil.SPRAY_LEN
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targetScale = Point3(yScale * horizScale, yScale, yScale * vertScale)
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return targetScale
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def prepareToShrinkSpray(spray, sprayProp):
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sprayProp.setPos(Point3(0.0, -MovieUtil.SPRAY_LEN, 0.0))
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spray.setPos(self.target)
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def hideSpray(spray, sprayScale, sprayRot, sprayProp, propPool):
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sprayProp.detachNode()
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sprayRot.removeNode()
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sprayScale.removeNode()
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sprayProp = self.sprayProp
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sprayScale = hidden.attachNewNode('spray-parent')
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sprayRot = hidden.attachNewNode('spray-rotate')
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spray = sprayRot
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spray.setColor(color)
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if color[3] < 1.0:
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spray.setTransparency(1)
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track = Sequence(Wait(0.1), Func(self.calcSprayStartPos), Func(self.calcSprayEndPos), Func(showSpray, sprayScale, sprayRot, sprayProp, parent), LerpScaleInterval(sprayScale, dSprayScale, calcTargetScale, startScale=MovieUtil.PNT3_NEARZERO), Wait(dSprayHold), Func(prepareToShrinkSpray, spray, sprayProp), LerpScaleInterval(sprayScale, dSprayScale, MovieUtil.PNT3_NEARZERO), Func(hideSpray, spray, sprayScale, sprayRot, sprayProp, globalPropPool))
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return track
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def handleBulletCollision(self, cevent):
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if cevent.getIntoNodePath().getName()[:5] == 'Enemy':
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sectionIndex = int(cevent.getIntoNodePath().getName()[6:8])
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enemyIndex = int(cevent.getIntoNodePath().getName()[9:11])
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messenger.send('enemyShot', [sectionIndex, enemyIndex])
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def clearWaterBulletIval(self):
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if self.waterBulletIval:
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self.waterBulletIval.finish()
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del self.waterBulletIval
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self.waterBulletIval = None
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return
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def getWaterBulletIval(self):
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if not self.waterBulletIval.isPlaying():
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return self.waterBulletIval
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