from panda3d.core import * from direct.directnotify import DirectNotifyGlobal from direct.showbase.DirectObject import DirectObject from direct.showbase import PythonUtil from direct.interval.IntervalGlobal import * from toontown.minigame import ToonBlitzGlobals from toontown.toonbase import ToontownGlobals from toontown.suit import Suit from toontown.suit import SuitDNA from toontown.battle.BattleProps import * from toontown.battle import MovieUtil from toontown.battle import BattleParticles, BattleProps from direct.particles import ParticleEffect import math, random COLOR_RED = VBase4(1, 0, 0, 0.3) class TwoDEnemy(DirectObject): notify = DirectNotifyGlobal.directNotify.newCategory('TwoDEnemy') def __init__(self, enemyMgr, index, suitAttribs): self.enemyMgr = enemyMgr self.game = self.enemyMgr.section.sectionMgr.game self.index = index self.moveIval = None self.propTrack = None self.animTrack = None self.shotTrack = None self.deathTrack = None self.deathSuit = None self.suitSound = None self.deleteMeCallback = None self.isMovingUpDown = False self.isMovingLeftRight = False self.showCollSpheres = False self.isDestroyed = False self.isGoingUp = False self.setupEnemy(suitAttribs) BattleParticles.loadParticles() return def destroy(self): if self.isDestroyed: return self.isDestroyed = True if hasattr(self.suit, 'prop') and self.suit.prop: self.suit.prop.stash() if self.propTrack: self.propTrack.finish() self.propTrack = None if self.suitSound: self.suitSound.stop() del self.suitSound if self.animTrack: self.animTrack.finish() self.animTrack = None if self.shotTrack != None: self.shotTrack.finish() self.shotTrack = None if self.deathTrack != None: self.deathTrack.finish() self.deathTrack = None if self.deathSuit: self.deathSuit.detachNode() self.suit.cleanupLoseActor() self.deathSuit = None if self.moveIval: self.moveIval.pause() del self.moveIval if self.suit: self.suit.delete() self.suit = None BattleParticles.unloadParticles() self.ignore(self.game.uniqueName('enter' + self.suitName)) self.game = None self.enemyMgr = None return def setupEnemy(self, suitAttribs): suitType = suitAttribs[0] self.suit = Suit.Suit() suitDNA = SuitDNA.SuitDNA() suitDNA.newSuit(suitType) self.suit.setDNA(suitDNA) self.suit.pose('walk', 0) self.suitName = 'Enemy-%s' % self.index self.suit.setName(self.suitName) self.suit.nametag3d.stash() self.suit.nametag.destroy() suitPosAttribs = suitAttribs[1] initX, initY, initZ = suitPosAttribs[0] initPos = Point3(initX, initY, initZ) if len(suitPosAttribs) == 3: finalX, finalY, finalZ = suitPosAttribs[1] finalPos = Point3(finalX, finalY, finalZ) posIvalDuration = suitPosAttribs[2] self.clearMoveIval() def getForwardIval(blendTypeStr, self = self): forwardIval = LerpPosInterval(self.suit, posIvalDuration, pos=finalPos, startPos=initPos, name='%s-moveFront' % self.suitName, blendType=blendTypeStr, fluid=1) return forwardIval def getBackwardIval(blendTypeStr, self = self): backwardIval = LerpPosInterval(self.suit, posIvalDuration, pos=initPos, startPos=finalPos, name='%s-moveBack' % self.suitName, blendType=blendTypeStr, fluid=1) return backwardIval if abs(finalZ - initZ) > 0.0: def setIsGoingUp(value): self.isGoingUp = value self.isMovingUpDown = True self.suit.setH(90) self.suit.prop = None if self.suit.prop == None: self.suit.prop = BattleProps.globalPropPool.getProp('propeller') self.suit.prop.setScale(1.1) self.suit.prop.setColor(1, 1, 0.6, 1) head = self.suit.find('**/joint_head') self.suit.prop.reparentTo(head) self.propTrack = Sequence(ActorInterval(self.suit.prop, 'propeller', startFrame=8, endFrame=25, playRate=2.0)) self.animTrack = Sequence(ActorInterval(self.suit, 'landing', startFrame=8, endFrame=28, playRate=0.5), ActorInterval(self.suit, 'landing', startFrame=8, endFrame=28, playRate=-0.5)) self.moveIval = Sequence(Func(setIsGoingUp, True), getForwardIval('easeInOut'), Func(setIsGoingUp, False), getBackwardIval('easeInOut')) self.suitSound = base.loadSfx('phase_4/audio/sfx/TB_propeller.ogg') else: self.isMovingLeftRight = True self.moveIval = Sequence(Func(self.setHeading, finalPos, initPos), getForwardIval('noBlend'), Func(self.setHeading, initPos, finalPos), getBackwardIval('noBlend')) self.suit.setPos(initX, initY, initZ) self.suit.dropShadow.hide() self.setupCollision() return def setupCollision(self): collSphere = CollisionSphere(0, 0, 2, 2) collSphere.setTangible(1) collNode = CollisionNode(self.game.uniqueName(self.suitName)) collNode.setIntoCollideMask(ToontownGlobals.WallBitmask) collNode.addSolid(collSphere) self.collNodePath = self.suit.attachNewNode(collNode) self.collNodePath.hide() if self.showCollSpheres: self.collNodePath.show() self.accept(self.game.uniqueName('enter' + self.suitName), self.handleEnemyCollision) def clearMoveIval(self): if self.moveIval: self.moveIval.pause() del self.moveIval self.moveIval = None return def start(self, elapsedTime): if self.moveIval: self.moveIval.loop() self.moveIval.setT(elapsedTime) if self.isMovingLeftRight: self.suit.loop('walk') elif self.isMovingUpDown: self.propTrack.loop() self.animTrack.loop() base.playSfx(self.suitSound, node=self.suit, looping=1) def enterPause(self): if hasattr(self, 'moveIval') and self.moveIval: self.moveIval.pause() self.suit.loop('neutral') if self.suitSound: self.suitSound.stop() def exitPause(self): if hasattr(self, 'moveIval') and self.moveIval: self.moveIval.resume() if self.isMovingLeftRight: self.suit.loop('walk') elif self.isMovingUpDown: self.propTrack.loop() self.animTrack.loop() base.playSfx(self.suitSound, node=self.suit, looping=1, volume=0.1) def handleEnemyCollision(self, cevent): messenger.send('enemyHit') def setHeading(self, finalPos, initPos): diffX = finalPos.getX() - initPos.getX() angle = -90 * diffX / math.fabs(diffX) startAngle = self.suit.getH() startAngle = PythonUtil.fitSrcAngle2Dest(startAngle, angle) dur = 0.1 * abs(startAngle - angle) / 90 self.suitTurnIval = LerpHprInterval(self.suit, dur, Point3(angle, 0, 0), startHpr=Point3(startAngle, 0, 0), name='SuitLerpHpr') self.suitTurnIval.start() def blinkColor(self, color, duration): blink = Sequence(LerpColorScaleInterval(self.suit, 0.5, color, startColorScale=VBase4(1, 1, 1, 1)), LerpColorScaleInterval(self.suit, 0.5, VBase4(1, 1, 1, 1), startColorScale=color)) track = Sequence(Func(blink.loop), Wait(duration), Func(blink.finish)) return track def doShotTrack(self): blinkRed = self.blinkColor(COLOR_RED, 2) point = Point3(self.suit.getX(render), self.suit.getY(render), self.suit.getZ(render) + self.suit.height / 2.0) scale = 0.3 splashHold = 0.1 def prepSplash(splash, point): if callable(point): point = point() splash.reparentTo(render) splash.setPos(point) scale = splash.getScale() splash.setBillboardPointWorld() splash.setScale(scale) splash = globalPropPool.getProp('splash-from-splat') splash.setScale(scale) splashTrack = Sequence(Func(prepSplash, splash, point), ActorInterval(splash, 'splash-from-splat'), Wait(splashHold), Func(MovieUtil.removeProp, splash)) self.shotTrack = Parallel(Func(self.game.assetMgr.playSplashSound), blinkRed, splashTrack) self.shotTrack.start() def doDeathTrack(self): def removeDeathSuit(suit, deathSuit): if not deathSuit.isEmpty(): deathSuit.detachNode() suit.cleanupLoseActor() if self.suitSound: self.suitSound.stop() self.deathSuit = self.suit.getLoseActor() self.deathSuit.reparentTo(self.enemyMgr.enemiesNP) self.deathSuit.setPos(render, self.suit.getPos(render)) self.deathSuit.setHpr(render, self.suit.getHpr(render)) self.suit.hide() self.collNodePath.reparentTo(self.deathSuit) treasureSpawnPoint = Point3(self.suit.getX(), self.suit.getY(), self.suit.getZ() + self.suit.height / 2.0) gearPoint = Point3(0, 0, self.suit.height / 2.0 + 2.0) spinningSound = base.loadSfx('phase_3.5/audio/sfx/Cog_Death.ogg') deathSound = base.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart_%s.ogg' % random.randint(1, 6)) smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall') singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1) smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10) bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30) smallGears.setPos(gearPoint) singleGear.setPos(gearPoint) smallGearExplosion.setPos(gearPoint) bigGearExplosion.setPos(gearPoint) smallGears.setDepthWrite(False) singleGear.setDepthWrite(False) smallGearExplosion.setDepthWrite(False) bigGearExplosion.setDepthWrite(False) if self.isMovingLeftRight: self.enterPause() suitTrack = Sequence(Func(self.collNodePath.stash), ActorInterval(self.deathSuit, 'lose', startFrame=80, endFrame=140), Func(removeDeathSuit, self.suit, self.deathSuit, name='remove-death-suit')) explosionTrack = Sequence(Wait(1.5), MovieUtil.createKapowExplosionTrack(self.deathSuit, explosionPoint=gearPoint)) soundTrack = Sequence(SoundInterval(spinningSound, duration=1.6, startTime=0.6, volume=0.8, node=self.deathSuit), SoundInterval(deathSound, volume=0.32, node=self.deathSuit)) gears1Track = Sequence(ParticleInterval(smallGears, self.deathSuit, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track') 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') elif self.isMovingUpDown: def getFinalPos(): if self.isGoingUp: direction = 1.0 else: direction = -1.0 pos = Point3(self.deathSuit.getX(), self.deathSuit.getY(), self.deathSuit.getZ() + 2.0 * direction) return pos deathMoveIval = LerpPosInterval(self.deathSuit, 1.5, pos=getFinalPos(), name='%s-deathSuitMove' % self.suitName, blendType='easeInOut', fluid=1) suitTrack = Sequence(Func(self.collNodePath.stash), Parallel(ActorInterval(self.deathSuit, 'lose', startFrame=80, endFrame=140), deathMoveIval), Func(removeDeathSuit, self.suit, self.deathSuit, name='remove-death-suit')) explosionTrack = Sequence(Wait(1.5), MovieUtil.createKapowExplosionTrack(self.deathSuit, explosionPoint=gearPoint)) soundTrack = Sequence(SoundInterval(spinningSound, duration=1.6, startTime=0.6, volume=0.8, node=self.deathSuit), SoundInterval(deathSound, volume=0.32, node=self.deathSuit)) gears1Track = Sequence(ParticleInterval(smallGears, self.deathSuit, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track') gears2MTrack = Track((0.0, explosionTrack), (0.0, ParticleInterval(singleGear, self.deathSuit, worldRelative=0, duration=5.7, cleanup=True)), (2.7, ParticleInterval(smallGearExplosion, self.deathSuit, worldRelative=0, duration=1.2, cleanup=True)), (2.9, ParticleInterval(bigGearExplosion, self.deathSuit, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack') def removeParticle(particle): if particle and hasattr(particle, 'renderParent'): particle.cleanup() del particle removeParticles = Parallel(Func(removeParticle, smallGears), Func(removeParticle, singleGear), Func(removeParticle, smallGearExplosion), Func(removeParticle, bigGearExplosion)) self.deathTrack = Sequence(Parallel(suitTrack, gears2MTrack, gears1Track, soundTrack), removeParticles, Func(self.destroy)) self.deathTrack.start()