mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-10-31 16:57:54 +00:00
547 lines
23 KiB
Python
547 lines
23 KiB
Python
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from direct.actor import Actor
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import FSM
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from direct.fsm import State
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from direct.interval.IntervalGlobal import *
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from direct.showbase.PythonUtil import Functor
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from direct.task.Task import Task
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from pandac.PandaModules import *
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import string
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import types
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import Suit
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import SuitDNA
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from otp.avatar import Avatar
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from toontown.battle import BattleParticles
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from toontown.battle import BattleProps
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from toontown.nametag import NametagGlobals
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from toontown.toonbase import TTLocalizer
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from toontown.toonbase import ToontownGlobals
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GenericModel = 'phase_9/models/char/bossCog'
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ModelDict = {'s': 'phase_9/models/char/sellbotBoss',
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'm': 'phase_10/models/char/cashbotBoss',
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'l': 'phase_11/models/char/lawbotBoss',
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'c': 'phase_12/models/char/bossbotBoss'}
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AnimList = ('Ff_speech', 'ltTurn2Wave', 'wave', 'Ff_lookRt', 'turn2Fb', 'Ff_neutral', 'Bb_neutral', 'Ff2Bb_spin', 'Bb2Ff_spin', 'Fb_neutral', 'Bf_neutral', 'Fb_firstHit', 'Fb_downNeutral', 'Fb_downHit', 'Fb_fall', 'Fb_down2Up', 'Fb_downLtSwing', 'Fb_downRtSwing', 'Fb_DownThrow', 'Fb_UpThrow', 'Fb_jump', 'golf_swing')
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class BossCog(Avatar.Avatar):
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notify = DirectNotifyGlobal.directNotify.newCategory('BossCog')
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healthColors = Suit.Suit.healthColors
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healthGlowColors = Suit.Suit.healthGlowColors
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def __init__(self):
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Avatar.Avatar.__init__(self)
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self.setFont(ToontownGlobals.getSuitFont())
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self.setPlayerType(NametagGlobals.CCSuit)
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self.setPickable(0)
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self.doorA = None
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self.doorB = None
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self.bubbleL = None
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self.bubbleR = None
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self.raised = 1
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self.forward = 1
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self.happy = 1
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self.dizzy = 0
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self.nowRaised = 1
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self.nowForward = 1
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self.nowHappy = 1
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self.currentAnimIval = None
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self.queuedAnimIvals = []
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self.treadsLeftPos = 0
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self.treadsRightPos = 0
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self.healthBar = None
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self.healthCondition = 0
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self.animDoneEvent = 'BossCogAnimDone'
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self.animIvalName = 'BossCogAnimIval'
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return
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def delete(self):
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Avatar.Avatar.delete(self)
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self.removeHealthBar()
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self.setDizzy(0)
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self.stopAnimate()
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if self.doorA:
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self.doorA.request('Off')
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self.doorB.request('Off')
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self.doorA = None
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self.doorB = None
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return
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def setDNAString(self, dnaString):
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self.dna = SuitDNA.SuitDNA()
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self.dna.makeFromNetString(dnaString)
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self.setDNA(self.dna)
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def setDNA(self, dna):
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if self.style:
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pass
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else:
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self.style = dna
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self.generateBossCog()
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self.initializeDropShadow()
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if base.wantNametags:
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self.initializeNametag3d()
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def generateBossCog(self):
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self.throwSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_frisbee_gears.ogg')
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self.swingSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_swipe.ogg')
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self.spinSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_spin.ogg')
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self.rainGearsSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_raining_gears.ogg')
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self.swishSfx = loader.loadSfx('phase_5/audio/sfx/General_throw_miss.ogg')
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self.boomSfx = loader.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')
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self.deathSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_big_death.ogg')
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self.upSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_raise_up.ogg')
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self.downSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_collapse.ogg')
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self.reelSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_reeling_backwards.ogg')
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self.birdsSfx = loader.loadSfx('phase_4/audio/sfx/SZ_TC_bird1.ogg')
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self.dizzyAlert = loader.loadSfx('phase_5/audio/sfx/AA_sound_aoogah.ogg')
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self.grunt = loader.loadSfx('phase_9/audio/sfx/Boss_COG_VO_grunt.ogg')
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self.murmur = loader.loadSfx('phase_9/audio/sfx/Boss_COG_VO_murmur.ogg')
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self.statement = loader.loadSfx('phase_9/audio/sfx/Boss_COG_VO_statement.ogg')
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self.question = loader.loadSfx('phase_9/audio/sfx/Boss_COG_VO_question.ogg')
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self.dialogArray = [self.grunt,
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self.murmur,
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self.statement,
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self.question,
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self.statement,
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self.statement]
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dna = self.style
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filePrefix = ModelDict[dna.dept]
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self.loadModel(GenericModel + '-legs-zero', 'legs')
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self.loadModel(filePrefix + '-torso-zero', 'torso')
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self.loadModel(filePrefix + '-head-zero', 'head')
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self.twoFaced = dna.dept == 's'
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self.attach('head', 'torso', 'joint34')
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self.attach('torso', 'legs', 'joint_pelvis')
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self.rotateNode = self.attachNewNode('rotate')
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geomNode = self.getGeomNode()
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geomNode.reparentTo(self.rotateNode)
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self.frontAttack = self.rotateNode.attachNewNode('frontAttack')
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self.frontAttack.setPos(0, -10, 10)
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self.frontAttack.setScale(2)
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self.setHeight(26)
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self.nametag3d.setScale(2)
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for partName in ('legs', 'torso', 'head'):
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animDict = {}
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for anim in AnimList:
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animDict[anim] = '%s-%s-%s' % (GenericModel, partName, anim)
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self.loadAnims(animDict, partName)
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self.stars = BattleProps.globalPropPool.getProp('stun')
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self.stars.setPosHprScale(7, 0, 0, 0, 0, -90, 3, 3, 3)
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self.stars.loop('stun')
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self.pelvis = self.getPart('torso')
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self.pelvisForwardHpr = VBase3(0, 0, 0)
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self.pelvisReversedHpr = VBase3(-180, 0, 0)
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self.neck = self.getPart('head')
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self.neckForwardHpr = VBase3(0, 0, 0)
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self.neckReversedHpr = VBase3(0, -540, 0)
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self.axle = self.find('**/joint_axle')
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self.doorA = self.__setupDoor('**/joint_doorFront', 'doorA', self.doorACallback, VBase3(0, 0, 0), VBase3(0, 0, -80), CollisionPolygon(Point3(5, -4, 0.32), Point3(0, -4, 0), Point3(0, 4, 0), Point3(5, 4, 0.32)))
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self.doorB = self.__setupDoor('**/joint_doorRear', 'doorB', self.doorBCallback, VBase3(0, 0, 0), VBase3(0, 0, 80), CollisionPolygon(Point3(-5, 4, 0.84), Point3(0, 4, 0), Point3(0, -4, 0), Point3(-5, -4, 0.84)))
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treadsModel = loader.loadModel('%s-treads' % GenericModel)
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treadsModel.reparentTo(self.axle)
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self.treadsLeft = treadsModel.find('**/right_tread')
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self.treadsRight = treadsModel.find('**/left_tread')
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self.doorA.request('Closed')
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self.doorB.request('Closed')
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def initializeBodyCollisions(self, collIdStr):
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Avatar.Avatar.initializeBodyCollisions(self, collIdStr)
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if not self.ghostMode:
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self.collNode.setCollideMask(self.collNode.getIntoCollideMask() | ToontownGlobals.PieBitmask)
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def generateHealthBar(self):
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self.removeHealthBar()
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chestNull = self.find('**/joint_lifeMeter')
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if chestNull.isEmpty():
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return
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model = loader.loadModel('phase_3.5/models/gui/matching_game_gui')
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button = model.find('**/minnieCircle')
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button.setScale(6.0)
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button.setP(-20)
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button.setColor(self.healthColors[0])
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button.reparentTo(chestNull)
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self.healthBar = button
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glow = BattleProps.globalPropPool.getProp('glow')
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glow.reparentTo(self.healthBar)
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glow.setScale(0.28)
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glow.setPos(-0.005, 0.01, 0.015)
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glow.setColor(self.healthGlowColors[0])
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button.flattenLight()
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self.healthBarGlow = glow
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self.healthCondition = 0
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def updateHealthBar(self):
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if self.healthBar == None:
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return
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health = 1.0 - float(self.bossDamage) / float(self.bossMaxDamage)
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if health > 0.95:
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condition = 0
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elif health > 0.7:
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condition = 1
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elif health > 0.3:
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condition = 2
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elif health > 0.05:
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condition = 3
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elif health > 0.0:
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condition = 4
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else:
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condition = 5
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if self.healthCondition != condition:
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if condition == 4:
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blinkTask = Task.loop(Task(self.__blinkRed), Task.pause(0.75), Task(self.__blinkGray), Task.pause(0.1))
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taskMgr.add(blinkTask, self.uniqueName('blink-task'))
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elif condition == 5:
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if self.healthCondition == 4:
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taskMgr.remove(self.uniqueName('blink-task'))
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blinkTask = Task.loop(Task(self.__blinkRed), Task.pause(0.25), Task(self.__blinkGray), Task.pause(0.1))
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taskMgr.add(blinkTask, self.uniqueName('blink-task'))
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else:
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self.healthBar.setColor(self.healthColors[condition], 1)
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self.healthBarGlow.setColor(self.healthGlowColors[condition], 1)
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self.healthCondition = condition
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return
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def __blinkRed(self, task):
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self.healthBar.setColor(self.healthColors[3], 1)
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self.healthBarGlow.setColor(self.healthGlowColors[3], 1)
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if self.healthCondition == 5:
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self.healthBar.setScale(1.17)
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return Task.done
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def __blinkGray(self, task):
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self.healthBar.setColor(self.healthColors[4], 1)
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self.healthBarGlow.setColor(self.healthGlowColors[4], 1)
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if self.healthCondition == 5:
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self.healthBar.setScale(1.0)
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return Task.done
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def removeHealthBar(self):
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if self.healthBar:
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self.healthBar.removeNode()
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self.healthBar = None
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if self.healthCondition == 4 or self.healthCondition == 5:
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taskMgr.remove(self.uniqueName('blink-task'))
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self.healthCondition = 0
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return
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def reverseHead(self):
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self.neck.setHpr(self.neckReversedHpr)
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def forwardHead(self):
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self.neck.setHpr(self.neckForwardHpr)
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def reverseBody(self):
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self.pelvis.setHpr(self.pelvisReversedHpr)
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def forwardBody(self):
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self.pelvis.setHpr(self.pelvisForwardHpr)
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def getShadowJoint(self):
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return self.getGeomNode()
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def getNametagJoints(self):
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return []
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def getDialogueArray(self):
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return self.dialogArray
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def doorACallback(self, isOpen):
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pass
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def doorBCallback(self, isOpen):
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pass
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def __rollTreadsInterval(self, object, start = 0, duration = 0, rate = 1):
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def rollTexMatrix(t, object = object):
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object.setTexOffset(TextureStage.getDefault(), t, 0)
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return LerpFunctionInterval(rollTexMatrix, fromData=start, toData=start + rate * duration, duration=duration)
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def rollLeftTreads(self, duration, rate):
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start = self.treadsLeftPos
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self.treadsLeftPos += duration * rate
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return self.__rollTreadsInterval(self.treadsLeft, start=start, duration=duration, rate=rate)
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def rollRightTreads(self, duration, rate):
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start = self.treadsRightPos
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self.treadsRightPos += duration * rate
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return self.__rollTreadsInterval(self.treadsRight, start=start, duration=duration, rate=rate)
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class DoorFSM(FSM.FSM):
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def __init__(self, name, animate, callback, openedHpr, closedHpr, uniqueName):
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FSM.FSM.__init__(self, name)
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self.animate = animate
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self.callback = callback
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self.openedHpr = openedHpr
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self.closedHpr = closedHpr
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self.uniqueName = uniqueName
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self.ival = 0
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self.openSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_door_open.ogg')
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self.closeSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_door_close.ogg')
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self.request('Closed')
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def filterOpening(self, request, args):
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if request == 'close':
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return 'Closing'
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return self.defaultFilter(request, args)
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def enterOpening(self):
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intervalName = self.uniqueName('open-%s' % self.animate.getName())
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self.callback(0)
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ival = Parallel(SoundInterval(self.openSfx, node=self.animate, volume=0.2), self.animate.hprInterval(1, self.openedHpr, blendType='easeInOut'), Sequence(Wait(0.2), Func(self.callback, 1)), name=intervalName)
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ival.start()
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self.ival = ival
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def exitOpening(self):
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self.ival.pause()
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self.ival = None
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return
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def filterOpened(self, request, args):
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if request == 'close':
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return 'Closing'
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return self.defaultFilter(request, args)
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def enterOpened(self):
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self.animate.setHpr(self.openedHpr)
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self.callback(1)
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def filterClosing(self, request, args):
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if request == 'open':
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return 'Opening'
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return self.defaultFilter(request, args)
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def enterClosing(self):
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intervalName = self.uniqueName('close-%s' % self.animate.getName())
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self.callback(1)
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ival = Parallel(SoundInterval(self.closeSfx, node=self.animate, volume=0.2), self.animate.hprInterval(1, self.closedHpr, blendType='easeInOut'), Sequence(Wait(0.8), Func(self.callback, 0)), name=intervalName)
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ival.start()
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self.ival = ival
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def exitClosing(self):
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self.ival.pause()
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self.ival = None
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return
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def filterClosed(self, request, args):
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if request == 'open':
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return 'Opening'
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return self.defaultFilter(request, args)
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def enterClosed(self):
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self.animate.setHpr(self.closedHpr)
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self.callback(0)
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def __setupDoor(self, jointName, name, callback, openedHpr, closedHpr, cPoly):
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joint = self.find(jointName)
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children = joint.getChildren()
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animate = joint.attachNewNode(name)
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children.reparentTo(animate)
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cnode = CollisionNode('BossZap')
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cnode.setCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.WallBitmask | ToontownGlobals.CameraBitmask)
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cnode.addSolid(cPoly)
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animate.attachNewNode(cnode)
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fsm = self.DoorFSM(name, animate, callback, openedHpr, closedHpr, self.uniqueName)
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return fsm
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def doAnimate(self, anim = None, now = 0, queueNeutral = 1, raised = None, forward = None, happy = None):
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if now:
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self.stopAnimate()
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if not self.twoFaced:
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happy = 1
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if raised == None:
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raised = self.raised
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if forward == None:
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forward = self.forward
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if happy == None:
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happy = self.happy
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if now:
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self.raised = raised
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self.forward = forward
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self.happy = happy
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if self.currentAnimIval == None:
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self.accept(self.animDoneEvent, self.__getNextAnim)
|
||
|
else:
|
||
|
queueNeutral = 0
|
||
|
ival, changed = self.__getAnimIval(anim, raised, forward, happy)
|
||
|
if changed or queueNeutral:
|
||
|
self.queuedAnimIvals.append((ival,
|
||
|
self.raised,
|
||
|
self.forward,
|
||
|
self.happy))
|
||
|
if self.currentAnimIval == None:
|
||
|
self.__getNextAnim()
|
||
|
return
|
||
|
|
||
|
def stopAnimate(self):
|
||
|
self.ignore(self.animDoneEvent)
|
||
|
self.queuedAnimIvals = []
|
||
|
if self.currentAnimIval:
|
||
|
self.currentAnimIval.setDoneEvent('')
|
||
|
self.currentAnimIval.finish()
|
||
|
self.currentAnimIval = None
|
||
|
self.raised = self.nowRaised
|
||
|
self.forward = self.nowForward
|
||
|
self.happy = self.nowHappy
|
||
|
return
|
||
|
|
||
|
def __getNextAnim(self):
|
||
|
if self.queuedAnimIvals:
|
||
|
ival, raised, forward, happy = self.queuedAnimIvals[0]
|
||
|
del self.queuedAnimIvals[0]
|
||
|
else:
|
||
|
ival, changed = self.__getAnimIval(None, self.raised, self.forward, self.happy)
|
||
|
raised = self.raised
|
||
|
forward = self.forward
|
||
|
happy = self.happy
|
||
|
if self.currentAnimIval:
|
||
|
self.currentAnimIval.setDoneEvent('')
|
||
|
self.currentAnimIval.finish()
|
||
|
self.currentAnimIval = ival
|
||
|
self.currentAnimIval.start()
|
||
|
self.nowRaised = raised
|
||
|
self.nowForward = forward
|
||
|
self.nowHappy = happy
|
||
|
return
|
||
|
|
||
|
def __getAnimIval(self, anim, raised, forward, happy):
|
||
|
ival, changed = self.__doGetAnimIval(anim, raised, forward, happy)
|
||
|
seq = Sequence(ival, name=self.animIvalName)
|
||
|
seq.setDoneEvent(self.animDoneEvent)
|
||
|
return (seq, changed)
|
||
|
|
||
|
def __doGetAnimIval(self, anim, raised, forward, happy):
|
||
|
if raised == self.raised and forward == self.forward and happy == self.happy:
|
||
|
return (self.getAnim(anim), anim != None)
|
||
|
startsHappy = self.happy
|
||
|
endsHappy = self.happy
|
||
|
ival = Sequence()
|
||
|
if raised and not self.raised:
|
||
|
upIval = self.getAngryActorInterval('Fb_down2Up')
|
||
|
if self.forward:
|
||
|
ival = upIval
|
||
|
else:
|
||
|
ival = Sequence(Func(self.reverseBody), upIval, Func(self.forwardBody))
|
||
|
ival = Parallel(SoundInterval(self.upSfx, node=self), ival)
|
||
|
if forward != self.forward:
|
||
|
if forward:
|
||
|
animName = 'Bb2Ff_spin'
|
||
|
else:
|
||
|
animName = 'Ff2Bb_spin'
|
||
|
ival = Sequence(ival, ActorInterval(self, animName))
|
||
|
startsHappy = 1
|
||
|
endsHappy = 1
|
||
|
startNeckHpr = self.neckForwardHpr
|
||
|
endNeckHpr = self.neckForwardHpr
|
||
|
if self.happy != startsHappy:
|
||
|
startNeckHpr = self.neckReversedHpr
|
||
|
if happy != endsHappy:
|
||
|
endNeckHpr = self.neckReversedHpr
|
||
|
if startNeckHpr != endNeckHpr:
|
||
|
ival = Sequence(Func(self.neck.setHpr, startNeckHpr), ParallelEndTogether(ival, Sequence(self.neck.hprInterval(0.5, endNeckHpr, startHpr=startNeckHpr, blendType='easeInOut'), Func(self.neck.setHpr, self.neckForwardHpr))))
|
||
|
elif endNeckHpr != self.neckForwardHpr:
|
||
|
ival = Sequence(Func(self.neck.setHpr, startNeckHpr), ival, Func(self.neck.setHpr, self.neckForwardHpr))
|
||
|
if not raised and self.raised:
|
||
|
downIval = self.getAngryActorInterval('Fb_down2Up', playRate=-1)
|
||
|
if forward:
|
||
|
ival = Sequence(ival, downIval)
|
||
|
else:
|
||
|
ival = Sequence(ival, Func(self.reverseBody), downIval, Func(self.forwardBody))
|
||
|
ival = Parallel(SoundInterval(self.downSfx, node=self), ival)
|
||
|
self.raised = raised
|
||
|
self.forward = forward
|
||
|
self.happy = happy
|
||
|
if anim != None:
|
||
|
ival = Sequence(ival, self.getAnim(anim))
|
||
|
return (ival, 1)
|
||
|
|
||
|
def setDizzy(self, dizzy):
|
||
|
if dizzy and not self.dizzy:
|
||
|
base.playSfx(self.dizzyAlert)
|
||
|
self.dizzy = dizzy
|
||
|
if dizzy:
|
||
|
self.stars.reparentTo(self.neck)
|
||
|
base.playSfx(self.birdsSfx, looping=1)
|
||
|
else:
|
||
|
self.stars.detachNode()
|
||
|
self.birdsSfx.stop()
|
||
|
|
||
|
def getAngryActorInterval(self, animName, **kw):
|
||
|
if self.happy:
|
||
|
ival = Sequence(Func(self.reverseHead), ActorInterval(self, animName, **kw), Func(self.forwardHead))
|
||
|
else:
|
||
|
ival = ActorInterval(self, animName, **kw)
|
||
|
return ival
|
||
|
|
||
|
def getAnim(self, anim):
|
||
|
ival = None
|
||
|
if anim == None:
|
||
|
partName = None
|
||
|
if self.happy:
|
||
|
animName = 'Ff_neutral'
|
||
|
else:
|
||
|
animName = 'Fb_neutral'
|
||
|
if self.raised:
|
||
|
ival = ActorInterval(self, animName)
|
||
|
else:
|
||
|
ival = Parallel(ActorInterval(self, animName, partName=['torso', 'head']), ActorInterval(self, 'Fb_downNeutral', partName='legs'))
|
||
|
if not self.forward:
|
||
|
ival = Sequence(Func(self.reverseBody), ival, Func(self.forwardBody))
|
||
|
elif anim == 'down2Up':
|
||
|
ival = Parallel(SoundInterval(self.upSfx, node=self), self.getAngryActorInterval('Fb_down2Up'))
|
||
|
self.raised = 1
|
||
|
elif anim == 'up2Down':
|
||
|
ival = Parallel(SoundInterval(self.downSfx, node=self), self.getAngryActorInterval('Fb_down2Up', playRate=-1))
|
||
|
self.raised = 0
|
||
|
elif anim == 'throw':
|
||
|
self.doAnimate(None, raised=1, happy=0, queueNeutral=0)
|
||
|
ival = Parallel(Sequence(SoundInterval(self.throwSfx, node=self), duration=0), self.getAngryActorInterval('Fb_UpThrow'))
|
||
|
elif anim == 'hit':
|
||
|
if self.raised:
|
||
|
self.raised = 0
|
||
|
ival = self.getAngryActorInterval('Fb_firstHit')
|
||
|
else:
|
||
|
ival = self.getAngryActorInterval('Fb_downHit')
|
||
|
ival = Parallel(SoundInterval(self.reelSfx, node=self), ival)
|
||
|
elif anim == 'ltSwing' or anim == 'rtSwing':
|
||
|
self.doAnimate(None, raised=0, happy=0, queueNeutral=0)
|
||
|
if anim == 'ltSwing':
|
||
|
ival = Sequence(Track((0, self.getAngryActorInterval('Fb_downLtSwing')), (0.9, SoundInterval(self.swingSfx, node=self)), (1, Func(self.bubbleL.unstash))), Func(self.bubbleL.stash))
|
||
|
else:
|
||
|
ival = Sequence(Track((0, self.getAngryActorInterval('Fb_downRtSwing')), (0.9, SoundInterval(self.swingSfx, node=self)), (1, Func(self.bubbleR.unstash))), Func(self.bubbleR.stash))
|
||
|
elif anim == 'frontAttack':
|
||
|
self.doAnimate(None, raised=1, happy=0, queueNeutral=0)
|
||
|
pe = BattleParticles.loadParticleFile('bossCogFrontAttack.ptf')
|
||
|
ival = Sequence(Func(self.reverseHead), ActorInterval(self, 'Bb2Ff_spin'), Func(self.forwardHead))
|
||
|
if self.forward:
|
||
|
ival = Sequence(Func(self.reverseBody), ParallelEndTogether(ival, self.pelvis.hprInterval(0.5, self.pelvisForwardHpr, blendType='easeInOut')))
|
||
|
ival = Sequence(Track((0, ival), (0, SoundInterval(self.spinSfx, node=self)), (0.9, Parallel(SoundInterval(self.rainGearsSfx, node=self), ParticleInterval(pe, self.frontAttack, worldRelative=0, duration=1.5, cleanup=True), duration=0)), (1.9, Func(self.bubbleF.unstash))), Func(self.bubbleF.stash))
|
||
|
self.forward = 1
|
||
|
self.happy = 0
|
||
|
self.raised = 1
|
||
|
elif anim == 'areaAttack':
|
||
|
if self.twoFaced:
|
||
|
self.doAnimate(None, raised=1, happy=0, queueNeutral=0)
|
||
|
else:
|
||
|
self.doAnimate(None, raised=1, happy=1, queueNeutral=1)
|
||
|
ival = Parallel(ActorInterval(self, 'Fb_jump'), Sequence(SoundInterval(self.swishSfx, duration=1.1, node=self), SoundInterval(self.boomSfx, duration=1.9)), Sequence(Wait(1.21), Func(self.announceAreaAttack)))
|
||
|
if self.twoFaced:
|
||
|
self.happy = 0
|
||
|
else:
|
||
|
self.happy = 1
|
||
|
self.raised = 1
|
||
|
elif anim == 'Fb_fall':
|
||
|
ival = Parallel(ActorInterval(self, 'Fb_fall'), Sequence(SoundInterval(self.reelSfx, node=self), SoundInterval(self.deathSfx)))
|
||
|
elif isinstance(anim, types.StringType):
|
||
|
ival = ActorInterval(self, anim)
|
||
|
else:
|
||
|
ival = anim
|
||
|
return ival
|