from pandac.PandaModules import * from direct.interval.IntervalGlobal import * from toontown.effects.FireworkGlobals import * from toontown.effects.FireworkEffect import FireworkEffect import random class Firework(NodePath): def __init__(self, typeId, velocity = Vec3(0, 0, 500), scale = 1.0, color1 = Vec4(1, 1, 1, 1), color2 = None, burstDelay = 1.25): NodePath.__init__(self, 'Firework') self.typeId = typeId self.velocity = velocity self.scale = scale self.primaryColor = color1 self.secondaryColor = color2 if not self.secondaryColor: self.secondaryColor = self.primaryColor self.burstDelay = burstDelay self.fireworkIval = None self.fireworkEffects = [] return def play(self): if not self.fireworkIval: self.generateFireworkIval() self.fireworkIval.start() def generateFireworkIval(self): if not self.fireworkIval: self.fireworkIval = Sequence() if self.typeId == FireworkType.BasicPeony: firework = FireworkEffect(FireworkBurstType.PeonyShell, FireworkTrailType.Default, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.AdvancedPeony: firework = FireworkEffect(FireworkBurstType.PeonyParticleShell, FireworkTrailType.Default, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.DiademPeony: firework = FireworkEffect(FireworkBurstType.PeonyDiademShell, FireworkTrailType.Default, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.Chrysanthemum: firework = FireworkEffect(FireworkBurstType.ChrysanthemumShell, FireworkTrailType.Glow, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.DiademChrysanthemum: firework = FireworkEffect(FireworkBurstType.ChrysanthemumDiademShell, FireworkTrailType.Glow, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.Ring: firework = FireworkEffect(FireworkBurstType.RingShell, FireworkTrailType.Default, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.Saturn: firework = FireworkEffect(FireworkBurstType.SaturnShell, FireworkTrailType.GlowSparkle, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.Bees: firework = FireworkEffect(FireworkBurstType.BeeShell, FireworkTrailType.Polygonal, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.TrailBurst: firework = FireworkEffect(FireworkBurstType.TrailExplosion, FireworkTrailType.Glow, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.GlowFlare: firework = FireworkEffect(None, FireworkTrailType.LongGlowSparkle, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) firework.gravityMult = 1.0 self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.PalmTree: firework = FireworkEffect(FireworkBurstType.TrailExplosion, FireworkTrailType.LongGlowSparkle, self.velocity, self.scale, self.primaryColor, self.secondaryColor, self.burstDelay) firework.reparentTo(self) firework.gravityMult = 1.0 self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) elif self.typeId == FireworkType.Mickey: head = FireworkEffect(FireworkBurstType.PeonyShell, FireworkTrailType.Glow, velocity=Vec3(0, 0, 80 * self.scale), scale=self.scale / 1.2, primaryColor=self.primaryColor, secondaryColor=self.secondaryColor, burstDelay=1.5) leftEar = FireworkEffect(FireworkBurstType.PeonyShell, FireworkTrailType.Glow, velocity=Vec3(-25 * self.scale, 0, 115 * self.scale), scale=self.scale / 1.6, primaryColor=self.primaryColor, secondaryColor=self.secondaryColor, burstDelay=1.7) rightEar = FireworkEffect(FireworkBurstType.PeonyShell, FireworkTrailType.Glow, velocity=Vec3(25 * self.scale, 0, 115 * self.scale), scale=self.scale / 1.6, primaryColor=self.primaryColor, secondaryColor=self.secondaryColor, burstDelay=1.7) head.reparentTo(self) leftEar.reparentTo(self) rightEar.reparentTo(self) self.fireworkEffects = self.fireworkEffects + [head, leftEar, rightEar] fireworkParallel = Parallel() fireworkParallel.append(head.getFireworkMainIval()) fireworkParallel.append(leftEar.getFireworkMainIval()) fireworkParallel.append(rightEar.getFireworkMainIval()) self.fireworkIval.append(fireworkParallel) elif self.typeId == FireworkType.PirateSkull: skull = FireworkEffect(FireworkBurstType.SkullBlast, FireworkTrailType.GlowSparkle, velocity=Vec3(0, 0, 400 * self.scale), scale=self.scale, primaryColor=self.primaryColor, secondaryColor=self.secondaryColor, burstDelay=1.75) leftBone = FireworkEffect(None, FireworkTrailType.LongGlowSparkle, velocity=Vec3(220 * self.scale, 0, 250 * self.scale), scale=self.scale * 1.25, primaryColor=self.primaryColor, secondaryColor=self.secondaryColor, burstDelay=2.25) rightBone = FireworkEffect(None, FireworkTrailType.LongGlowSparkle, velocity=Vec3(-220 * self.scale, 0, 250 * self.scale), scale=self.scale * 1.25, primaryColor=self.primaryColor, secondaryColor=self.secondaryColor, burstDelay=2.25) skull.reparentTo(self) leftBone.reparentTo(self) leftBone.setPos(-225 * self.scale, 0, 0) leftBone.gravityMult = 3.5 rightBone.reparentTo(self) rightBone.setPos(225 * self.scale, 0, 0) rightBone.gravityMult = 3.5 self.fireworkEffects = self.fireworkEffects + [skull, leftBone, rightBone] fireworkParallel = Parallel() fireworkParallel.append(skull.getFireworkMainIval()) fireworkParallel.append(leftBone.getFireworkMainIval()) fireworkParallel.append(rightBone.getFireworkMainIval()) self.fireworkIval.append(fireworkParallel) elif self.typeId == FireworkType.AmericanFlag: fireworkParallel = Parallel() colors = [Vec4(1, 0, 0, 1), Vec4(1, 1, 1, 1)] for i in xrange(4): firework = FireworkEffect(None, FireworkTrailType.LongGlowSparkle, velocity=Vec3(-30 * self.scale, 0, 150 * self.scale - 20 * i), scale=self.scale * 3.0, primaryColor=colors[i % 2], burstDelay=2.5) firework.reparentTo(self) firework.setX(-20.0 * self.scale + 10.0 * i * self.scale) self.fireworkEffects.append(firework) fireworkParallel.append(Sequence(Wait(0.25 * i), firework.getFireworkMainIval())) firework = FireworkEffect(FireworkBurstType.Sparkles, FireworkTrailType.Default, velocity=Vec3(20, 0, 90), scale=self.scale * 1.5) firework.reparentTo(self) self.fireworkEffects.append(firework) fireworkParallel.append(Sequence(Wait(1.5), firework.getFireworkMainIval())) self.fireworkIval.append(fireworkParallel) elif self.typeId == FireworkType.IceCream: firework = FireworkEffect(FireworkBurstType.IceCream, FireworkTrailType.Default, self.velocity, self.scale, Vec4(1, 1, 1, 1), Vec4(1, 1, 1, 1), self.burstDelay) firework.reparentTo(self) self.fireworkEffects.append(firework) self.fireworkIval.append(firework.getFireworkMainIval()) self.fireworkIval.append(Func(self.cleanup)) return self.fireworkIval def cleanup(self): if self.fireworkIval: self.fireworkIval.pause() self.fireworkIval = None for effect in self.fireworkEffects: effect.cleanupEffect() self.fireworkEffects = [] return