from pandac.PandaModules import * from direct.interval.IntervalGlobal import * from EffectController import EffectController from PooledEffect import PooledEffect from toontown.effects.SparksTrailLong import SparksTrailLong import random class TrailExplosion(PooledEffect, EffectController): trailsVel = [[Vec3(150, -50, 100), Vec3(-150, -50, 100), Vec3(0, 150, 100)], [Vec3(120, 120, 100), Vec3(120, -120, 100), Vec3(-120, 120, 100), Vec3(-120, -120, 100)], [Vec3(0, 150, 100), Vec3(140, 30, 100), Vec3(-140, 30, 100), Vec3(30, -60, 100), Vec3(-30, -60, 100)]] def __init__(self): PooledEffect.__init__(self) EffectController.__init__(self) self.effectScale = 1.0 self.effectColor = Vec4(1, 1, 1, 1) self.numTrails = 5 self.trails = [] self.trailEffects = [] self.trailIval = Parallel() def createTrack(self): self.trails = [] self.trailEffects = [] self.trailIval = Parallel() vels = None if self.numTrails >= 3 and self.numTrails <= 5: vels = self.trailsVel[self.numTrails - 3] for i in xrange(self.numTrails): self.trails.append(self.attachNewNode('trail')) vel = Vec3(0, 0, 0) if vels: vel = Vec3(vels[i][0] + random.randint(-20, 20), vels[i][1] + random.randint(-20, 20), vels[i][2] + random.randint(0, 50)) else: vel = Vec3(random.randint(-200, 200), random.randint(-200, 200), random.randint(80, 150)) vel *= self.effectScale dur = 2.0 + random.random() / 4.0 self.trailIval.append(ProjectileInterval(self.trails[i], startVel=vel, duration=dur, gravityMult=0.6)) self.trailEffects.append(SparksTrailLong.getEffect()) if self.trailEffects[i]: self.trailEffects[i].reparentTo(self.trails[i]) self.trailEffects[i].setLifespan(2.0) self.trailEffects[i].setEffectColor(self.effectColor) self.trailEffects[i].setEffectScale(self.effectScale) self.trailIval.append(Sequence(Func(self.trailEffects[i].startLoop), Wait(dur), Func(self.trailEffects[i].stopLoop))) self.track = Sequence(self.trailIval, Func(self.cleanUpEffect)) return def setEffectScale(self, scale): self.effectScale = scale def setEffectColor(self, color): self.effectColor = color def cleanUpEffect(self): for effect in self.trailEffects: if effect: effect.stopLoop() effect = None EffectController.cleanUpEffect(self) if self.pool and self.pool.isUsed(self): self.pool.checkin(self) return def destroy(self): EffectController.destroy(self) PooledEffect.destroy(self)