from direct.showbase.DirectObject import DirectObject from toontown.toonbase.ToontownGlobals import * from direct.directnotify import DirectNotifyGlobal from direct.interval.IntervalGlobal import * from toontown.minigame import ToonBlitzGlobals GOING_UP = 1 GOING_DOWN = 2 STUCK_DOWN = 3 class TwoDStomper(DirectObject): notify = DirectNotifyGlobal.directNotify.newCategory('TwoDStomper') def __init__(self, stomperMgr, index, stomperAttribs, model): self.game = stomperMgr.section.sectionMgr.game self.index = index stomperName = 'stomper-' + str(self.index) self.model = NodePath(stomperName) self.nodePath = model.copyTo(self.model) self.ival = None self.stashCollisionsIval = None self.removeHeadFloor = 0 self.stomperState = STUCK_DOWN self.setupStomper(stomperAttribs) return def destroy(self): self.game = None self.ignoreAll() if self.ival: self.ival.pause() del self.ival self.ival = None if self.smoke: self.smoke.removeNode() del self.smoke self.smoke = None if self.stashCollisionsIval: self.stashCollisionsIval.finish() del self.stashCollisionsIval self.stashCollisionsIval = None for collSolid in self.collSolids: collSolid.stash() self.nodePath.removeNode() del self.nodePath self.model.removeNode() if self.model: self.model.removeNode() del self.model self.model = None return def setupStomper(self, stomperAttribs): stomperType = stomperAttribs[0] self.pos = Point3(stomperAttribs[1][0], stomperAttribs[1][1], stomperAttribs[1][2]) self.period = stomperAttribs[2] typeAttribs = ToonBlitzGlobals.StomperTypes[stomperType] self.motionType = typeAttribs[0] self.scale = typeAttribs[1] self.headStartZ, self.headEndZ = typeAttribs[2] self.shaftStartScaleZ, self.shaftEndScaleZ = typeAttribs[3] self.numCollSolids = typeAttribs[4] self.stompSound = loader.loadSfx('phase_4/audio/sfx/CHQ_FACT_stomper_small.ogg') self.model.setPos(self.pos) self.model.setScale(self.scale) self.model.find('**/block').setScale(1.0 / self.scale) self.head = self.model.find('**/head') self.shaft = self.model.find('**/shaft') self.collisions = self.model.find('**/stomper_collision') originalColl = self.model.find('**/stomper_collision') self.range = self.headEndZ - self.headStartZ self.collSolids = [] self.collSolids.append(originalColl) for i in xrange(self.numCollSolids - 1): newColl = originalColl.copyTo(self.model) self.collSolids.append(newColl) self.collSolids[-1].reparentTo(self.head) self.smoke = loader.loadModel('phase_4/models/props/test_clouds') self.smoke.setZ(self.headEndZ - 1) self.smoke.setColor(0.8, 0.7, 0.5, 1) self.smoke.setBillboardPointEye() self.smoke.setScale(1.0 / self.scale) self.smoke.setDepthWrite(False) def getMotionIval(self): def motionFunc(t, self = self): stickTime = 0.2 turnaround = 0.95 t = t % 1 if t < stickTime: self.head.setFluidZ(0 + self.headEndZ) if self.stomperState != STUCK_DOWN: self.stomperState = STUCK_DOWN elif t < turnaround: self.head.setFluidZ((t - stickTime) * -self.range / (turnaround - stickTime) + self.headEndZ) if self.stomperState != GOING_UP: self.stomperState = GOING_UP elif t > turnaround: self.head.setFluidZ(-self.range + (t - turnaround) * self.range / (1 - turnaround) + self.headEndZ) if self.stomperState != GOING_DOWN: self.stomperState = GOING_DOWN self.checkSquashedToon() motionIval = Sequence(LerpFunctionInterval(motionFunc, duration=self.period)) return motionIval def getSmokeTrack(self): smokeTrack = Sequence(Parallel(LerpScaleInterval(self.smoke, 0.2, Point3(1, 1, 1.5)), LerpColorScaleInterval(self.smoke, 0.4, VBase4(1, 1, 1, 0), VBase4(1, 1, 1, 0.5))), Func(self.smoke.reparentTo, hidden), Func(self.smoke.clearColorScale)) return smokeTrack def adjustShaftScale(self, t): heightDiff = self.head.getZ() - self.headStartZ self.shaft.setScale(1, 1, self.shaftStartScaleZ + heightDiff * (self.shaftEndScaleZ - self.shaftStartScaleZ) / self.range) def adjustCollSolidHeight(self, t): heightDiff = self.head.getZ() - self.headStartZ for i in xrange(1, len(self.collSolids) - 1): self.collSolids[i].setZ(heightDiff * i / (self.numCollSolids - 1)) def start(self, elapsedTime): if self.ival: self.ival.pause() del self.ival self.ival = None self.ival = Parallel() self.ival.append(Sequence(self.getMotionIval(), Func(base.playSfx, self.stompSound, node=self.model, volume=0.3), Func(self.smoke.reparentTo, self.model), self.getSmokeTrack())) self.ival.append(LerpFunctionInterval(self.adjustShaftScale, duration=self.period)) self.ival.append(LerpFunctionInterval(self.adjustCollSolidHeight, duration=self.period)) self.ival.loop() self.ival.setT(elapsedTime) return def enterPause(self): if self.ival: self.ival.pause() def exitPause(self): if self.ival: self.ival.loop() def checkSquashedToon(self): toonXDiff = (base.localAvatar.getX(render) - self.model.getX(render)) / self.scale toonZ = base.localAvatar.getZ(render) headEndZAbs = self.model.getZ(render) + self.headEndZ * self.scale if toonXDiff > -1.0 and toonXDiff < 1.0 and toonZ > headEndZAbs and toonZ < self.head.getZ(render): if not base.localAvatar.isStunned: def stashCollisions(self = self): for collSolid in self.collSolids: collSolid.stash() def unstashCollisions(self = self): for collSolid in self.collSolids: collSolid.unstash() self.stashCollisionsIval = Sequence(Func(stashCollisions), Wait(2.5), Func(unstashCollisions)) self.stashCollisionsIval.start() self.game.localToonSquished()