from pandac.PandaModules import * from toontown.toonbase.ToonBaseGlobal import * from direct.interval.IntervalGlobal import * from DistributedMinigame import * from direct.distributed.ClockDelta import * from direct.fsm import ClassicFSM, State from direct.fsm import State from direct.task import Task import ArrowKeys import Ring import RingTrack import RingGameGlobals import RingGroup import RingTrackGroups from toontown.toonbase import ToontownGlobals from toontown.toonbase import TTLocalizer class DistributedRingGame(DistributedMinigame): UPDATE_ENVIRON_TASK = 'RingGameUpdateEnvironTask' UPDATE_LOCALTOON_TASK = 'RingGameUpdateLocalToonTask' UPDATE_RINGS_TASK = 'RingGameUpdateRingsTask' UPDATE_SHADOWS_TASK = 'RingGameUpdateShadowsTask' COLLISION_DETECTION_TASK = 'RingGameCollisionDetectionTask' END_GAME_WAIT_TASK = 'RingGameCollisionDetectionTask' COLLISION_DETECTION_PRIORITY = 5 UPDATE_SHADOWS_PRIORITY = 47 RT_UNKNOWN = 0 RT_SUCCESS = 1 RT_GROUPSUCCESS = 2 RT_FAILURE = 3 def __init__(self, cr): DistributedMinigame.__init__(self, cr) self.gameFSM = ClassicFSM.ClassicFSM('DistributedRingGame', [State.State('off', self.enterOff, self.exitOff, ['swim']), State.State('swim', self.enterSwim, self.exitSwim, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup') self.addChildGameFSM(self.gameFSM) def getTitle(self): return TTLocalizer.RingGameTitle def getInstructions(self): p = self.avIdList.index(self.localAvId) if self.isSinglePlayer(): text = TTLocalizer.RingGameInstructionsSinglePlayer else: text = TTLocalizer.RingGameInstructionsMultiPlayer return text % RingGameGlobals.ringColors[self.colorIndices[p]][0] def getMaxDuration(self): return RingGameGlobals.NUM_RING_GROUPS * self.ringGroupArrivalPeriod + self.T_FIRST_RING_GROUP_ARRIVES + self.GAME_END_DELAY def defineConstants(self): self.CAMERA_Y = -15 self.TOON_Y = 0 self.FAR_PLANE_DIST = 150 tScreenCenterToEdge = 1.0 self.TOONXZ_SPEED = RingGameGlobals.MAX_TOONXZ / tScreenCenterToEdge self.WATER_DEPTH = 35.0 self.ENVIRON_LENGTH = 150.0 self.ENVIRON_START_OFFSET = 20.0 self.TOON_INITIAL_SPACING = 4.0 waterZOffset = 3.0 self.SEA_FLOOR_Z = -self.WATER_DEPTH / 2.0 + waterZOffset farPlaneDist = self.CAMERA_Y + self.FAR_PLANE_DIST - self.TOON_Y self.ringGroupArrivalPeriod = 3.0 self.RING_GROUP_SPACING = farPlaneDist / 2.0 self.TOON_SWIM_VEL = self.RING_GROUP_SPACING / self.ringGroupArrivalPeriod self.T_FIRST_RING_GROUP_ARRIVES = farPlaneDist / self.TOON_SWIM_VEL self.WATER_COLOR = Vec4(0, 0, 0.6, 1) self.SHADOW_Z_OFFSET = 0.1 self.Y_VIS_MAX = self.FAR_PLANE_DIST self.Y_VIS_MIN = self.CAMERA_Y ringRadius = RingGameGlobals.RING_RADIUS * 1.025 self.RING_RADIUS_SQRD = ringRadius * ringRadius self.GAME_END_DELAY = 1.0 self.RING_RESPONSE_DELAY = 0.1 self.TOON_LOD = 1000 self.NumRingGroups = 16 def load(self): self.notify.debug('load') DistributedMinigame.load(self) self.defineConstants() self.music = base.loadMusic('phase_4/audio/bgm/MG_toontag.ogg') self.sndAmbience = base.loadSfx('phase_4/audio/sfx/AV_ambient_water.ogg') self.sndPerfect = base.loadSfx('phase_4/audio/sfx/ring_perfect.ogg') loadBase = 'phase_4/models/minigames/' self.environModel = loader.loadModel(loadBase + 'swimming_game.bam') self.environModel.setPos(0, self.ENVIRON_LENGTH / 2.0, self.SEA_FLOOR_Z) self.environModel.flattenMedium() self.ringModel = loader.loadModel(loadBase + 'swimming_game_ring.bam') self.ringModel.setTransparency(1) modelRadius = 4.0 self.ringModel.setScale(RingGameGlobals.RING_RADIUS / modelRadius) self.ringModel.flattenMedium() self.dropShadowModel = loader.loadModel('phase_3/models/props/drop_shadow') self.dropShadowModel.setColor(0, 0, 0, 0.5) self.dropShadowModel.flattenMedium() self.toonDropShadows = [] self.ringDropShadows = [] self.__textGen = TextNode('ringGame') self.__textGen.setFont(ToontownGlobals.getSignFont()) self.__textGen.setAlign(TextNode.ACenter) def unload(self): self.notify.debug('unload') DistributedMinigame.unload(self) del self.__textGen del self.toonDropShadows del self.ringDropShadows self.dropShadowModel.removeNode() del self.dropShadowModel self.environModel.removeNode() del self.environModel self.ringModel.removeNode() del self.ringModel del self.music del self.sndAmbience del self.sndPerfect self.removeChildGameFSM(self.gameFSM) del self.gameFSM def onstage(self): self.notify.debug('onstage') DistributedMinigame.onstage(self) self.arrowKeys = ArrowKeys.ArrowKeys() toon = base.localAvatar toon.reparentTo(render) toon.setAnimState('swim', 1.0) toon.stopBobSwimTask() toon.useLOD(self.TOON_LOD) self.__placeToon(self.localAvId) toon.dropShadow.hide() camera.reparentTo(render) camera.reparentTo(base.localAvatar) camera.setPosHpr(0, self.CAMERA_Y + self.TOON_Y, 0, 0, 0, 0) base.camLens.setMinFov(80/(4./3.)) base.camLens.setFar(self.FAR_PLANE_DIST) base.setBackgroundColor(self.WATER_COLOR) self.__fog = Fog('ringGameFog') if base.wantFog: self.__fog.setColor(self.WATER_COLOR) self.__fog.setLinearRange(0.1, self.FAR_PLANE_DIST - 1.0) render.setFog(self.__fog) self.environNode = render.attachNewNode('environNode') self.environBlocks = [] for i in xrange(0, 2): instance = self.environModel.instanceUnderNode(self.environNode, 'model') y = self.ENVIRON_LENGTH * i instance.setY(y) self.environBlocks.append(instance) for j in xrange(0, 2): instance = self.environModel.instanceUnderNode(self.environNode, 'blocks') x = self.ENVIRON_LENGTH * (j + 1) instance.setY(y) instance.setX(-x) self.environBlocks.append(instance) for j in xrange(0, 2): instance = self.environModel.instanceUnderNode(self.environNode, 'blocks') x = self.ENVIRON_LENGTH * (j + 1) instance.setY(y) instance.setX(x) self.environBlocks.append(instance) self.ringNode = render.attachNewNode('ringNode') self.sndTable = {'gotRing': [None] * self.numPlayers, 'missedRing': [None] * self.numPlayers} for i in xrange(0, self.numPlayers): self.sndTable['gotRing'][i] = base.loadSfx('phase_4/audio/sfx/ring_get.ogg') self.sndTable['missedRing'][i] = base.loadSfx('phase_4/audio/sfx/ring_miss.ogg') self.__addToonDropShadow(self.getAvatar(self.localAvId)) self.__spawnUpdateEnvironTask() self.__spawnUpdateShadowsTask() self.__spawnUpdateLocalToonTask() if None != self.sndAmbience: base.playSfx(self.sndAmbience, looping=1, volume=0.8) return def offstage(self): self.notify.debug('offstage') DistributedMinigame.offstage(self) self.music.stop() if None != self.sndAmbience: self.sndAmbience.stop() self.__killUpdateLocalToonTask() self.__killUpdateShadowsTask() self.__killUpdateEnvironTask() del self.sndTable self.__removeAllToonDropShadows() render.clearFog() base.camLens.setFar(ToontownGlobals.DefaultCameraFar) base.camLens.setMinFov(ToontownGlobals.DefaultCameraFov/(4./3.)) base.setBackgroundColor(ToontownGlobals.DefaultBackgroundColor) self.arrowKeys.destroy() del self.arrowKeys for block in self.environBlocks: del block self.environNode.removeNode() del self.environNode self.ringNode.removeNode() del self.ringNode for avId in self.avIdList: av = self.getAvatar(avId) if av: av.dropShadow.show() av.resetLOD() av.setAnimState('neutral', 1.0) return def handleDisabledAvatar(self, avId): self.notify.debug('handleDisabledAvatar') self.notify.debug('avatar ' + str(avId) + ' disabled') self.__removeToonDropShadow(self.remoteToons[avId]) DistributedMinigame.handleDisabledAvatar(self, avId) def __genText(self, text): self.__textGen.setText(text) return self.__textGen.generate() def __placeToon(self, avId): toon = self.getAvatar(avId) i = self.avIdList.index(avId) numToons = float(self.numPlayers) x = i * self.TOON_INITIAL_SPACING x -= self.TOON_INITIAL_SPACING * (numToons - 1) / 2.0 toon.setPosHpr(x, self.TOON_Y, 0, 0, 0, 0) def setGameReady(self): if not self.hasLocalToon: return self.notify.debug('setGameReady') if DistributedMinigame.setGameReady(self): return if not self.isSinglePlayer(): base.localAvatar.collisionsOff() cSphere = CollisionSphere(0.0, 0.0, 0.0, RingGameGlobals.CollisionRadius) cSphereNode = CollisionNode('RingGameSphere-%s' % self.localAvId) cSphereNode.addSolid(cSphere) cSphereNode.setFromCollideMask(RingGameGlobals.CollideMask) cSphereNode.setIntoCollideMask(BitMask32.allOff()) self.cSphereNodePath = base.localAvatar.attachNewNode(cSphereNode) self.pusher = CollisionHandlerPusher() self.pusher.addCollider(self.cSphereNodePath, base.localAvatar) self.pusher.setHorizontal(0) self.cTrav = CollisionTraverser('DistributedRingGame') self.cTrav.addCollider(self.cSphereNodePath, self.pusher) self.remoteToonCollNPs = {} for avId in self.remoteAvIdList: toon = self.getAvatar(avId) if toon: cSphere = CollisionSphere(0.0, 0.0, 0.0, RingGameGlobals.CollisionRadius) cSphereNode = CollisionNode('RingGameSphere-%s' % avId) cSphereNode.addSolid(cSphere) cSphereNode.setCollideMask(RingGameGlobals.CollideMask) cSphereNP = toon.attachNewNode(cSphereNode) self.remoteToonCollNPs[avId] = cSphereNP for avId in self.remoteAvIdList: toon = self.getAvatar(avId) if toon: toon.reparentTo(render) self.__placeToon(avId) toon.setAnimState('swim', 1.0) toon.stopBobSwimTask() toon.useLOD(self.TOON_LOD) toon.dropShadow.hide() self.__addToonDropShadow(toon) toon.startSmooth() self.remoteToons = {} for avId in self.remoteAvIdList: toon = self.getAvatar(avId) self.remoteToons[avId] = toon self.__nextRingGroupResultIndex = 0 def setGameStart(self, timestamp): if not self.hasLocalToon: return self.notify.debug('setGameStart') DistributedMinigame.setGameStart(self, timestamp) self.gameFSM.request('swim') base.playMusic(self.music, looping=0, volume=0.8) def enterOff(self): self.notify.debug('enterOff') def exitOff(self): pass def enterSwim(self): self.notify.debug('enterSwim') self.__ringTimeBase = self.gameStartTime self.__numRingGroups = RingGameGlobals.NUM_RING_GROUPS self.__ringGroupsPassed = 0 self.__generateRings() self.__spawnUpdateRingsTask() self.__spawnCollisionDetectionTask() self.__ringTracks = [] self.colorRing = self.ringModel.copyTo(hidden) self.colorRing.reparentTo(base.a2dBottomRight) self.colorRing.setTwoSided(0) self.colorRing.setPos(-0.143, 10, 0.14) self.colorRing.setScale(0.04) p = self.avIdList.index(self.localAvId) self.colorRing.setColor(RingGameGlobals.ringColors[self.colorIndices[p]][1]) self.resultTable = [self.RT_UNKNOWN] * self.__numRingGroups self.__initTallyDisplay() def __initTallyDisplay(self): self.__tallyTextNode = TextNode('tally') self.__tallyTextNode.setFont(ToontownGlobals.getSignFont()) self.__tallyTextNode.setAlign(TextNode.ACenter) self.tallyMarkers = [None] * self.__numRingGroups for i in xrange(0, self.__numRingGroups): self.__createTallyMarker(i, self.RT_UNKNOWN) return def __destroyTallyDisplay(self): for i in xrange(0, self.__numRingGroups): self.__deleteTallyMarker(i) del self.tallyMarkers del self.__tallyTextNode def __createTallyMarker(self, index, result): chars = '-OOX' colors = (Point4(0.8, 0.8, 0.8, 1), Point4(0, 1, 0, 1), Point4(1, 1, 0, 1), Point4(1, 0, 0, 1)) self.__deleteTallyMarker(index) self.__tallyTextNode.setText(chars[result]) node = self.__tallyTextNode.generate() tallyText = base.a2dBottomLeft.attachNewNode(node) tallyText.setColor(colors[result]) tallyText.setScale(0.1) zOffset = 0 if result == self.RT_UNKNOWN: zOffset = 0.015 xSpacing = 0.085 tallyText.setPos(0.333 + xSpacing * index, 0, 0.07 + zOffset) self.tallyMarkers[index] = tallyText def __deleteTallyMarker(self, index): marker = self.tallyMarkers[index] if None != marker: marker.removeNode() self.tallyMarkers[index] = None return def __updateTallyDisplay(self, index): self.__createTallyMarker(index, self.resultTable[index]) def __generateRings(self): self.ringGroups = [] difficultyDistributions = {ToontownGlobals.ToontownCentral: [14, 2, 0], ToontownGlobals.DonaldsDock: [10, 6, 0], ToontownGlobals.DaisyGardens: [4, 12, 0], ToontownGlobals.MinniesMelodyland: [4, 8, 4], ToontownGlobals.TheBrrrgh: [4, 6, 6], ToontownGlobals.DonaldsDreamland: [2, 6, 8]} for distr in difficultyDistributions.values(): sum = reduce(lambda x, y: x + y, distr) difficultyPatterns = {ToontownGlobals.ToontownCentral: [[0] * 14 + [1] * 2 + [2] * 0, [0, 0, 0, 0, 0, 0, 0, 1] * 2, [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1]], ToontownGlobals.DonaldsDock: [[0] * 10 + [1] * 6 + [2] * 0, [0, 0, 0, 0, 0, 1, 1, 1] * 2, [0, 0, 0, 1, 0, 0, 1, 1] * 2], ToontownGlobals.DaisyGardens: [[0] * 4 + [1] * 12 + [2] * 0, [0, 0, 1, 1, 1, 1, 1, 1] * 2, [0, 1, 1, 1, 0, 1, 1, 1] * 2], ToontownGlobals.MinniesMelodyland: [[0] * 4 + [1] * 8 + [2] * 4, [0, 0, 1, 1, 1, 1, 2, 2] * 2, [0, 1, 1, 1, 1, 0, 2, 2] * 2, [0, 1, 1, 2, 0, 1, 1, 2] * 2, [0, 1, 2, 1, 0, 1, 2, 1] * 2], ToontownGlobals.TheBrrrgh: [[0] * 4 + [1] * 6 + [2] * 6, [0, 0, 1, 1, 1, 2, 2, 2] * 2, [0, 1, 1, 1, 0, 2, 2, 2] * 2, [0, 1, 1, 2, 0, 1, 2, 2] * 2, [0, 1, 2, 1, 0, 1, 2, 2] * 2], ToontownGlobals.DonaldsDreamland: [[0] * 2 + [1] * 6 + [2] * 8, [0, 1, 1, 1, 2, 2, 2, 2] * 2, [0, 1, 1, 2, 2, 1, 2, 2] * 2, [0, 1, 2, 1, 2, 1, 2, 2] * 2]} safezone = self.getSafezoneId() numGroupsPerDifficulty = difficultyDistributions[safezone] def patternsAreValid(difficultyPatterns = difficultyPatterns, difficultyDistributions = difficultyDistributions): for sz in difficultyPatterns.keys(): for pattern in difficultyPatterns[sz]: for difficulty in [0, 1, 2]: numGroupsPerDifficulty = difficultyDistributions[sz] if numGroupsPerDifficulty[difficulty] != pattern.count(difficulty): print 'safezone:', sz print 'pattern:', pattern print 'difficulty:', difficulty print 'expected %s %ss, found %s' % (numGroupsPerDifficulty[difficulty], difficulty, pattern.count(difficulty)) return 0 return 1 pattern = self.randomNumGen.choice(difficultyPatterns[self.getSafezoneId()]) for i in xrange(0, self.__numRingGroups): numRings = self.numPlayers trackGroup = RingTrackGroups.getRandomRingTrackGroup(pattern[i], numRings, self.randomNumGen) ringGroup = RingGroup.RingGroup(trackGroup, self.ringModel, RingGameGlobals.MAX_TOONXZ, self.colorIndices) for r in xrange(numRings): self.__addRingDropShadow(ringGroup.getRing(r)) self.ringGroups.append(ringGroup) ringGroup.reparentTo(self.ringNode) firstGroupOffset = self.TOON_Y + self.T_FIRST_RING_GROUP_ARRIVES * self.TOON_SWIM_VEL ringGroup.setY(i * self.RING_GROUP_SPACING + firstGroupOffset) def __destroyRings(self): for group in self.ringGroups: group.delete() group.removeNode() self.__removeAllRingDropShadows() del self.ringGroups def __spawnUpdateLocalToonTask(self): self.__initPosBroadcast() taskMgr.remove(self.UPDATE_LOCALTOON_TASK) taskMgr.add(self.__updateLocalToonTask, self.UPDATE_LOCALTOON_TASK) def __killUpdateLocalToonTask(self): taskMgr.remove(self.UPDATE_LOCALTOON_TASK) def __initPosBroadcast(self): self.__posBroadcastPeriod = 0.2 self.__timeSinceLastPosBroadcast = 0.0 self.__lastPosBroadcast = self.getAvatar(self.localAvId).getPos() self.__storeStop = 0 lt = self.getAvatar(self.localAvId) lt.d_clearSmoothing() lt.sendCurrentPosition() def __posBroadcast(self, dt): self.__timeSinceLastPosBroadcast += dt if self.__timeSinceLastPosBroadcast > self.__posBroadcastPeriod: self.__timeSinceLastPosBroadcast -= self.__posBroadcastPeriod self.getAvatar(self.localAvId).cnode.broadcastPosHprFull() def __updateLocalToonTask(self, task): dt = globalClock.getDt() toonPos = self.getAvatar(self.localAvId).getPos() pos = [toonPos[0], 0, toonPos[2]] xVel = 0.0 if self.arrowKeys.leftPressed(): xVel -= self.TOONXZ_SPEED if self.arrowKeys.rightPressed(): xVel += self.TOONXZ_SPEED pos[0] += xVel * dt if pos[0] < -RingGameGlobals.MAX_TOONXZ: pos[0] = -RingGameGlobals.MAX_TOONXZ if pos[0] > RingGameGlobals.MAX_TOONXZ: pos[0] = RingGameGlobals.MAX_TOONXZ zVel = 0.0 if self.arrowKeys.upPressed(): zVel += self.TOONXZ_SPEED if self.arrowKeys.downPressed(): zVel -= self.TOONXZ_SPEED pos[2] += zVel * dt if pos[2] < -RingGameGlobals.MAX_TOONXZ: pos[2] = -RingGameGlobals.MAX_TOONXZ if pos[2] > RingGameGlobals.MAX_TOONXZ: pos[2] = RingGameGlobals.MAX_TOONXZ self.getAvatar(self.localAvId).setPos(pos[0], self.TOON_Y, pos[2]) if hasattr(self, 'cTrav'): self.cTrav.traverse(render) self.__posBroadcast(dt) return Task.cont def exitSwim(self): for track in self.__ringTracks: track.finish() del self.__ringTracks self.colorRing.removeNode() del self.colorRing self.__destroyTallyDisplay() del self.resultTable taskMgr.remove(self.END_GAME_WAIT_TASK) self.__killUpdateRingsTask() self.__killCollisionDetectionTask() self.__destroyRings() def enterCleanup(self): self.notify.debug('enterCleanup') if not self.isSinglePlayer(): for np in self.remoteToonCollNPs.values(): np.removeNode() del self.remoteToonCollNPs self.cSphereNodePath.removeNode() del self.cSphereNodePath del self.pusher del self.cTrav base.localAvatar.collisionsOn() def exitCleanup(self): pass def __addDropShadow_INTERNAL(self, object, scale_x, scale_y, scale_z, list): shadow = self.dropShadowModel.copyTo(render) shadow.setPos(0, self.CAMERA_Y, -100) shadow.setScale(scale_x, scale_y, scale_z) list.append([shadow, object]) def __removeDropShadow_INTERNAL(self, object, list): for i in xrange(len(list)): entry = list[i] if entry[1] == object: entry[0].removeNode() list.pop(i) return self.notify.warning('parent object ' + str(object) + ' not found in drop shadow list!') def __addToonDropShadow(self, object): self.__addDropShadow_INTERNAL(object, 0.5, 0.5, 0.5, self.toonDropShadows) def __removeToonDropShadow(self, object): self.__removeDropShadow_INTERNAL(object, self.toonDropShadows) def __addRingDropShadow(self, object): self.__addDropShadow_INTERNAL(object, 1.2, 0.31, 1.0, self.ringDropShadows) def __removeRingDropShadow(self, object): self.__removeDropShadow_INTERNAL(object, self.ringDropShadows) def __removeAllToonDropShadows(self): for entry in self.toonDropShadows: entry[0].removeNode() self.toonDropShadows = [] def __removeAllRingDropShadows(self): for entry in self.ringDropShadows: entry[0].removeNode() self.ringDropShadows = [] def __spawnUpdateShadowsTask(self): taskMgr.remove(self.UPDATE_SHADOWS_TASK) taskMgr.add(self.__updateShadowsTask, self.UPDATE_SHADOWS_TASK, priority=self.UPDATE_SHADOWS_PRIORITY) def __killUpdateShadowsTask(self): taskMgr.remove(self.UPDATE_SHADOWS_TASK) def __updateShadowsTask(self, task): list = self.toonDropShadows + self.ringDropShadows for entry in list: object = entry[1] y = object.getY(render) if y > self.Y_VIS_MAX: continue x = object.getX(render) z = self.SEA_FLOOR_Z + self.SHADOW_Z_OFFSET shadow = entry[0] shadow.setPos(x, y, z) return Task.cont def __spawnUpdateEnvironTask(self): taskMgr.remove(self.UPDATE_ENVIRON_TASK) taskMgr.add(self.__updateEnvironTask, self.UPDATE_ENVIRON_TASK) def __killUpdateEnvironTask(self): taskMgr.remove(self.UPDATE_ENVIRON_TASK) def __updateEnvironTask(self, task): t = globalClock.getFrameTime() - self.__timeBase distance = t * self.TOON_SWIM_VEL distance %= self.ENVIRON_LENGTH distance += self.ENVIRON_START_OFFSET self.environNode.setY(-distance) return Task.cont def __spawnUpdateRingsTask(self): taskMgr.remove(self.UPDATE_RINGS_TASK) taskMgr.add(self.__updateRingsTask, self.UPDATE_RINGS_TASK) def __killUpdateRingsTask(self): taskMgr.remove(self.UPDATE_RINGS_TASK) def __updateRingsTask(self, task): t = globalClock.getFrameTime() - self.__ringTimeBase distance = t * self.TOON_SWIM_VEL self.ringNode.setY(-distance) for ringGroup in self.ringGroups: groupY = ringGroup.getY(render) if groupY <= self.Y_VIS_MAX and groupY >= self.Y_VIS_MIN: ringGroup.setT(t) return Task.cont def __spawnCollisionDetectionTask(self): self.__ringGroupsPassed = 0 taskMgr.remove(self.COLLISION_DETECTION_TASK) taskMgr.add(self.__collisionDetectionTask, self.COLLISION_DETECTION_TASK, priority=self.COLLISION_DETECTION_PRIORITY) def __killCollisionDetectionTask(self): taskMgr.remove(self.COLLISION_DETECTION_TASK) def __makeRingSuccessFadeTrack(self, ring, duration, endScale, ringIndex): targetScale = Point3(endScale, endScale, endScale) dFade = 0.5 * duration dColorChange = duration - dFade origColor = ring.getColor() targetColor = Point4(1.0 - origColor[0], 1.0 - origColor[1], 1.0 - origColor[2], 1) def colorChangeFunc(t, ring = ring, targetColor = targetColor, origColor = origColor): newColor = targetColor * t + origColor * (1.0 - t) ring.setColor(newColor) def fadeFunc(t, ring = ring): ring.setColorScale(1, 1, 1, 1.0 - t) fadeAwayTrack = Parallel(Sequence(LerpFunctionInterval(colorChangeFunc, fromData=0.0, toData=1.0, duration=dColorChange), LerpFunctionInterval(fadeFunc, fromData=0.0, toData=1.0, duration=dFade)), LerpScaleInterval(ring, duration, targetScale)) successTrack = Sequence(Wait(self.RING_RESPONSE_DELAY), Parallel(SoundInterval(self.sndTable['gotRing'][ringIndex]), Sequence(Func(ring.wrtReparentTo, render), fadeAwayTrack, Func(self.__removeRingDropShadow, ring), Func(ring.reparentTo, hidden)))) return successTrack def __makeRingFailureFadeTrack(self, ring, duration, ringIndex): ts = 0.01 targetScale = Point3(ts, ts, ts) missedTextNode = self.__genText(TTLocalizer.RingGameMissed) missedText = hidden.attachNewNode(missedTextNode) ringColor = RingGameGlobals.ringColors[self.colorIndices[ringIndex]][1] def addMissedText(ring = ring, ringColor = ringColor, missedText = missedText): missedText.reparentTo(render) missedText.setPos(ring.getPos(render) + Point3(0, -1, 0)) missedText.setColor(ringColor) def removeMissedText(missedText = missedText): missedText.removeNode() missedText = None return failureTrack = Sequence(Wait(self.RING_RESPONSE_DELAY), Parallel(SoundInterval(self.sndTable['missedRing'][ringIndex]), Sequence(Func(ring.wrtReparentTo, render), Func(addMissedText), LerpScaleInterval(ring, duration, targetScale, blendType='easeIn'), Func(removeMissedText), Func(self.__removeRingDropShadow, ring), Func(ring.reparentTo, hidden)))) return failureTrack def __makeRingFadeAway(self, ring, success, ringIndex): if success: track = self.__makeRingSuccessFadeTrack(ring, 0.5, 2.0, ringIndex) else: track = self.__makeRingFailureFadeTrack(ring, 0.5, ringIndex) self.__ringTracks.append(track) track.start() def __collisionDetectionTask(self, task): nextRingGroupIndex = self.__ringGroupsPassed nextRingGroup = self.ringGroups[nextRingGroupIndex] if nextRingGroup.getY(render) < 0: groupIndex = nextRingGroupIndex gotRing = 0 ourRing = nextRingGroup.getRing(self.avIdList.index(self.localAvId)) ringPos = ourRing.getPos(render) localToonPos = base.localAvatar.getPos(render) distX = localToonPos[0] - ringPos[0] distZ = localToonPos[2] - ringPos[2] distSqrd = distX * distX + distZ * distZ if distSqrd <= self.RING_RADIUS_SQRD: gotRing = 1 self.__makeRingFadeAway(ourRing, gotRing, self.avIdList.index(self.localAvId)) if gotRing: self.resultTable[groupIndex] = self.RT_SUCCESS else: self.resultTable[groupIndex] = self.RT_FAILURE self.__updateTallyDisplay(groupIndex) self.sendUpdate('setToonGotRing', [gotRing]) if self.isSinglePlayer(): self.__processRingGroupResults([gotRing]) self.__ringGroupsPassed += 1 if self.__ringGroupsPassed >= self.__numRingGroups: self.__killCollisionDetectionTask() return Task.cont def __endGameDolater(self, task): self.gameOver() return Task.done def setTimeBase(self, timestamp): if not self.hasLocalToon: return self.__timeBase = globalClockDelta.networkToLocalTime(timestamp) def setColorIndices(self, a, b, c, d): if not self.hasLocalToon: return self.colorIndices = [a, b, c, d] def __getSuccessTrack(self, groupIndex): def makeSuccessTrack(text, holdDuration, fadeDuration = 0.5, perfect = 0, self = self): successText = hidden.attachNewNode(self.__genText(text)) successText.setScale(0.25) successText.setColor(1, 1, 0.5, 1) def fadeFunc(t, text): text.setColorScale(1, 1, 1, 1.0 - t) def destroyText(text): text.removeNode() text = None return track = Sequence(Func(successText.reparentTo, aspect2d), Wait(holdDuration), LerpFunctionInterval(fadeFunc, extraArgs=[successText], fromData=0.0, toData=1.0, duration=fadeDuration, blendType='easeIn'), Func(destroyText, successText)) if perfect: track = Parallel(track, SoundInterval(self.sndPerfect)) return track def isPerfect(list, goodValues): for value in list: if value not in goodValues: return 0 return 1 if groupIndex >= self.__numRingGroups - 1: if not self.isSinglePlayer(): if isPerfect(self.resultTable, [self.RT_GROUPSUCCESS]): return makeSuccessTrack(TTLocalizer.RingGameGroupPerfect, 1.5, perfect=1) if isPerfect(self.resultTable, [self.RT_SUCCESS, self.RT_GROUPSUCCESS]): return makeSuccessTrack(TTLocalizer.RingGamePerfect, 1.5, perfect=1) return Wait(1.0) if not self.isSinglePlayer(): if self.resultTable[groupIndex] == self.RT_GROUPSUCCESS: return makeSuccessTrack(TTLocalizer.RingGameGroupBonus, 0.0, fadeDuration=0.4) return None def __processRingGroupResults(self, results): groupIndex = self.__nextRingGroupResultIndex ringGroup = self.ringGroups[self.__nextRingGroupResultIndex] self.__nextRingGroupResultIndex += 1 for i in xrange(0, self.numPlayers): if self.avIdList[i] != self.localAvId: ring = ringGroup.getRing(i) self.__makeRingFadeAway(ring, results[i], i) if not self.isSinglePlayer(): if 0 not in results: self.notify.debug('Everyone got their rings!!') self.resultTable[groupIndex] = self.RT_GROUPSUCCESS self.__updateTallyDisplay(groupIndex) successTrack = self.__getSuccessTrack(groupIndex) endGameTrack = None if groupIndex >= self.__numRingGroups - 1: def endTheGame(self = self): if not RingGameGlobals.ENDLESS_GAME: taskMgr.doMethodLater(self.GAME_END_DELAY, self.__endGameDolater, self.END_GAME_WAIT_TASK) endGameTrack = Func(endTheGame) if None != successTrack or None != endGameTrack: track = Sequence() if None != successTrack: track.append(Wait(self.RING_RESPONSE_DELAY)) track.append(successTrack) if None != endGameTrack: track.append(endGameTrack) self.__ringTracks.append(track) track.start() return def setRingGroupResults(self, bitfield): if not self.hasLocalToon: return if self.gameFSM.getCurrentState().getName() != 'swim': return results = [] mask = 1 for avId in self.avIdList: results.append(not bitfield & mask) mask <<= 1 self.__processRingGroupResults(results)