Poodletooth-iLand/toontown/minigame/DistributedMazeGame.py

1138 lines
38 KiB
Python

from direct.interval.IntervalGlobal import LerpPosInterval, LerpHprInterval, LerpPosHprInterval
from direct.interval.IntervalGlobal import SoundInterval, LerpScaleInterval, LerpFunctionInterval
from direct.interval.IntervalGlobal import Wait, Func
from direct.interval.MetaInterval import Sequence, Parallel
from direct.gui.DirectGui import DirectWaitBar, DGG
from direct.showbase import PythonUtil
from direct.fsm import ClassicFSM, State
from direct.showbase import RandomNumGen
from direct.task.Task import Task
from direct.distributed.ClockDelta import globalClockDelta
from pandac.PandaModules import Point3, Vec3
from toontown.toonbase import TTLocalizer
from toontown.toonbase import ToontownTimer
from DistributedMinigame import DistributedMinigame
from MazeSuit import MazeSuit
from OrthoWalk import OrthoWalk
from OrthoDrive import OrthoDrive
import MazeGameGlobals
import MazeData
import MazeTreasure
import Trajectory
import Maze
import MinigameAvatarScorePanel
import MinigameGlobals
class DistributedMazeGame(DistributedMinigame):
notify = directNotify.newCategory('DistributedMazeGame')
CAMERA_TASK = 'MazeGameCameraTask'
UPDATE_SUITS_TASK = 'MazeGameUpdateSuitsTask'
TREASURE_GRAB_EVENT_NAME = 'MazeTreasureGrabbed'
def __init__(self, cr):
DistributedMinigame.__init__(self, cr)
self.gameFSM = ClassicFSM.ClassicFSM('DistributedMazeGame', [State.State('off', self.enterOff, self.exitOff, ['play']),
State.State('play', self.enterPlay, self.exitPlay, ['cleanup', 'showScores']),
State.State('showScores', self.enterShowScores, self.exitShowScores, ['cleanup']),
State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup')
self.addChildGameFSM(self.gameFSM)
self.usesLookAround = 1
def getTitle(self):
return TTLocalizer.MazeGameTitle
def getInstructions(self):
return TTLocalizer.MazeGameInstructions
def getMaxDuration(self):
return MazeGameGlobals.GAME_DURATION
def __defineConstants(self):
self.TOON_SPEED = 8.0
self.TOON_Z = 0
self.MinSuitSpeedRange = [0.8 * self.TOON_SPEED, 0.6 * self.TOON_SPEED]
self.MaxSuitSpeedRange = [1.1 * self.TOON_SPEED, 2.0 * self.TOON_SPEED]
self.FASTER_SUIT_CURVE = 1
self.SLOWER_SUIT_CURVE = self.getDifficulty() < 0.5
self.slowerSuitPeriods = {2000: {4: [128, 76],
8: [128,
99,
81,
68],
12: [128,
108,
93,
82,
74,
67],
16: [128,
112,
101,
91,
83,
76,
71,
66]},
1000: {4: [110, 69],
8: [110,
88,
73,
62],
12: [110,
95,
83,
74,
67,
61],
16: [110,
98,
89,
81,
75,
69,
64,
60]},
5000: {4: [96, 63],
8: [96,
79,
66,
57],
12: [96,
84,
75,
67,
61,
56],
16: [96,
87,
80,
73,
68,
63,
59,
55]},
4000: {4: [86, 58],
8: [86,
71,
61,
53],
12: [86,
76,
68,
62,
56,
52],
16: [86,
78,
72,
67,
62,
58,
54,
51]},
3000: {4: [78, 54],
8: [78,
65,
56,
49],
12: [78,
69,
62,
57,
52,
48],
16: [78,
71,
66,
61,
57,
54,
51,
48]},
9000: {4: [71, 50],
8: [71,
60,
52,
46],
12: [71,
64,
58,
53,
49,
45],
16: [71,
65,
61,
57,
53,
50,
47,
45]}}
self.slowerSuitPeriodsCurve = {2000: {4: [128, 65],
8: [128,
78,
66,
64],
12: [128,
88,
73,
67,
64,
64],
16: [128,
94,
79,
71,
67,
65,
64,
64]},
1000: {4: [110, 59],
8: [110,
70,
60,
58],
12: [110,
78,
66,
61,
59,
58],
16: [110,
84,
72,
65,
61,
59,
58,
58]},
5000: {4: [96, 55],
8: [96,
64,
56,
54],
12: [96,
71,
61,
56,
54,
54],
16: [96,
76,
65,
59,
56,
55,
54,
54]},
4000: {4: [86, 51],
8: [86,
59,
52,
50],
12: [86,
65,
56,
52,
50,
50],
16: [86,
69,
60,
55,
52,
51,
50,
50]},
3000: {4: [78, 47],
8: [78,
55,
48,
47],
12: [78,
60,
52,
48,
47,
47],
16: [78,
63,
55,
51,
49,
47,
47,
47]},
9000: {4: [71, 44],
8: [71,
51,
45,
44],
12: [71,
55,
48,
45,
44,
44],
16: [71,
58,
51,
48,
45,
44,
44,
44]}}
self.fasterSuitPeriods = {2000: {4: [54, 42],
8: [59,
52,
47,
42],
12: [61,
56,
52,
48,
45,
42],
16: [61,
58,
54,
51,
49,
46,
44,
42]},
1000: {4: [50, 40],
8: [55,
48,
44,
40],
12: [56,
52,
48,
45,
42,
40],
16: [56,
53,
50,
48,
45,
43,
41,
40]},
5000: {4: [47, 37],
8: [51,
45,
41,
37],
12: [52,
48,
45,
42,
39,
37],
16: [52,
49,
47,
44,
42,
40,
39,
37]},
4000: {4: [44, 35],
8: [47,
42,
38,
35],
12: [48,
45,
42,
39,
37,
35],
16: [49,
46,
44,
42,
40,
38,
37,
35]},
3000: {4: [41, 33],
8: [44,
40,
36,
33],
12: [45,
42,
39,
37,
35,
33],
16: [45,
43,
41,
39,
38,
36,
35,
33]},
9000: {4: [39, 32],
8: [41,
37,
34,
32],
12: [42,
40,
37,
35,
33,
32],
16: [43,
41,
39,
37,
35,
34,
33,
32]}}
self.fasterSuitPeriodsCurve = {2000: {4: [62, 42],
8: [63,
61,
54,
42],
12: [63,
63,
61,
56,
50,
42],
16: [63,
63,
62,
60,
57,
53,
48,
42]},
1000: {4: [57, 40],
8: [58,
56,
50,
40],
12: [58,
58,
56,
52,
46,
40],
16: [58,
58,
57,
56,
53,
49,
45,
40]},
5000: {4: [53, 37],
8: [54,
52,
46,
37],
12: [54,
53,
52,
48,
43,
37],
16: [54,
54,
53,
51,
49,
46,
42,
37]},
4000: {4: [49, 35],
8: [50,
48,
43,
35],
12: [50,
49,
48,
45,
41,
35],
16: [50,
50,
49,
48,
46,
43,
39,
35]},
3000: {4: [46, 33],
8: [47,
45,
41,
33],
12: [47,
46,
45,
42,
38,
33],
16: [47,
46,
46,
45,
43,
40,
37,
33]},
9000: {4: [43, 32],
8: [44,
42,
38,
32],
12: [44,
43,
42,
40,
36,
32],
16: [44,
44,
43,
42,
40,
38,
35,
32]}}
self.CELL_WIDTH = MazeData.CELL_WIDTH
self.MAX_FRAME_MOVE = self.CELL_WIDTH / 2
startOffset = 3
self.startPosHTable = [[Point3(0, startOffset, self.TOON_Z), 0],
[Point3(0, -startOffset, self.TOON_Z), 180],
[Point3(startOffset, 0, self.TOON_Z), 270],
[Point3(-startOffset, 0, self.TOON_Z), 90]]
self.camOffset = Vec3(0, -19, 45)
def load(self):
self.notify.debug('load')
DistributedMinigame.load(self)
self.__defineConstants()
mazeName = MazeGameGlobals.getMazeName(self.doId, self.numPlayers, MazeData.mazeNames)
self.maze = Maze.Maze(mazeName)
model = loader.loadModel('phase_3.5/models/props/mickeySZ')
self.treasureModel = model.find('**/mickeySZ')
model.removeNode()
self.treasureModel.setScale(1.6)
self.treasureModel.setP(-90)
self.music = base.loadMusic('phase_4/audio/bgm/MG_toontag.ogg')
self.toonHitTracks = {}
self.scorePanels = []
def unload(self):
self.notify.debug('unload')
DistributedMinigame.unload(self)
del self.toonHitTracks
self.maze.destroy()
del self.maze
self.treasureModel.removeNode()
del self.treasureModel
del self.music
self.removeChildGameFSM(self.gameFSM)
del self.gameFSM
def onstage(self):
self.notify.debug('onstage')
DistributedMinigame.onstage(self)
self.maze.onstage()
self.randomNumGen.shuffle(self.startPosHTable)
lt = base.localAvatar
lt.reparentTo(render)
lt.hideName()
self.__placeToon(self.localAvId)
lt.setAnimState('Happy', 1.0)
lt.setSpeed(0, 0)
self.camParent = render.attachNewNode('mazeGameCamParent')
self.camParent.reparentTo(base.localAvatar)
self.camParent.setPos(0, 0, 0)
self.camParent.setHpr(render, 0, 0, 0)
camera.reparentTo(self.camParent)
camera.setPos(self.camOffset)
self.__spawnCameraTask()
self.toonRNGs = []
for i in xrange(self.numPlayers):
self.toonRNGs.append(RandomNumGen.RandomNumGen(self.randomNumGen))
self.treasures = []
for i in xrange(self.maze.numTreasures):
self.treasures.append(MazeTreasure.MazeTreasure(self.treasureModel, self.maze.treasurePosList[i], i, self.doId))
self.__loadSuits()
for suit in self.suits:
suit.onstage()
self.sndTable = {'hitBySuit': [None] * self.numPlayers,
'falling': [None] * self.numPlayers}
for i in xrange(self.numPlayers):
self.sndTable['hitBySuit'][i] = base.loadSfx('phase_4/audio/sfx/MG_Tag_C.ogg')
self.sndTable['falling'][i] = base.loadSfx('phase_4/audio/sfx/MG_cannon_whizz.ogg')
self.grabSounds = []
for i in xrange(5):
self.grabSounds.append(base.loadSfx('phase_4/audio/sfx/MG_maze_pickup.ogg'))
self.grabSoundIndex = 0
for avId in self.avIdList:
self.toonHitTracks[avId] = Wait(0.1)
self.scores = [0] * self.numPlayers
self.goalBar = DirectWaitBar(parent=render2d, relief=DGG.SUNKEN, frameSize=(-0.35,
0.35,
-0.15,
0.15), borderWidth=(0.02, 0.02), scale=0.42, pos=(0.84, 0, 0.5 - 0.28 * self.numPlayers + 0.05), barColor=(0, 0.7, 0, 1))
self.goalBar.setBin('unsorted', 0)
self.goalBar.hide()
self.introTrack = self.getIntroTrack()
self.introTrack.start()
return
def offstage(self):
self.notify.debug('offstage')
if self.introTrack.isPlaying():
self.introTrack.finish()
del self.introTrack
for avId in self.toonHitTracks.keys():
track = self.toonHitTracks[avId]
if track.isPlaying():
track.finish()
self.__killCameraTask()
camera.wrtReparentTo(render)
self.camParent.removeNode()
del self.camParent
for panel in self.scorePanels:
panel.cleanup()
self.scorePanels = []
self.goalBar.destroy()
del self.goalBar
base.setCellsAvailable(base.rightCells, 1)
for suit in self.suits:
suit.offstage()
self.__unloadSuits()
for treasure in self.treasures:
treasure.destroy()
del self.treasures
del self.sndTable
del self.grabSounds
del self.toonRNGs
self.maze.offstage()
base.localAvatar.showName()
DistributedMinigame.offstage(self)
def __placeToon(self, avId):
toon = self.getAvatar(avId)
if self.numPlayers == 1:
toon.setPos(0, 0, self.TOON_Z)
toon.setHpr(180, 0, 0)
else:
posIndex = self.avIdList.index(avId)
toon.setPos(self.startPosHTable[posIndex][0])
toon.setHpr(self.startPosHTable[posIndex][1], 0, 0)
def setGameReady(self):
if not self.hasLocalToon:
return
self.notify.debug('setGameReady')
if DistributedMinigame.setGameReady(self):
return
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
toon.reparentTo(render)
self.__placeToon(avId)
toon.setAnimState('Happy', 1.0)
toon.startSmooth()
toon.startLookAround()
def setGameStart(self, timestamp):
if not self.hasLocalToon:
return
self.notify.debug('setGameStart')
DistributedMinigame.setGameStart(self, timestamp)
if self.introTrack.isPlaying():
self.introTrack.finish()
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
toon.stopLookAround()
self.gameFSM.request('play')
def handleDisabledAvatar(self, avId):
hitTrack = self.toonHitTracks[avId]
if hitTrack.isPlaying():
hitTrack.finish()
DistributedMinigame.handleDisabledAvatar(self, avId)
def enterOff(self):
self.notify.debug('enterOff')
def exitOff(self):
pass
def enterPlay(self):
self.notify.debug('enterPlay')
for i in xrange(self.numPlayers):
avId = self.avIdList[i]
avName = self.getAvatarName(avId)
scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(avId, avName)
scorePanel.reparentTo(base.a2dTopRight)
scorePanel.setPos(-0.213, 0.0, -0.5 - 0.28 * i)
self.scorePanels.append(scorePanel)
self.goalBar.show()
self.goalBar['value'] = 0.0
base.setCellsAvailable(base.rightCells, 0)
self.__spawnUpdateSuitsTask()
orthoDrive = OrthoDrive(self.TOON_SPEED, maxFrameMove=self.MAX_FRAME_MOVE, customCollisionCallback=self.__doMazeCollisions, priority=1)
self.orthoWalk = OrthoWalk(orthoDrive, broadcast=not self.isSinglePlayer())
self.orthoWalk.start()
self.accept(MazeSuit.COLLISION_EVENT_NAME, self.__hitBySuit)
self.accept(self.TREASURE_GRAB_EVENT_NAME, self.__treasureGrabbed)
self.timer = ToontownTimer.ToontownTimer()
self.timer.posInTopRightCorner()
self.timer.setTime(MazeGameGlobals.GAME_DURATION)
self.timer.countdown(MazeGameGlobals.GAME_DURATION, self.timerExpired)
self.accept('resetClock', self.__resetClock)
base.playMusic(self.music, looping=0, volume=0.8)
def exitPlay(self):
self.notify.debug('exitPlay')
self.ignore('resetClock')
self.ignore(MazeSuit.COLLISION_EVENT_NAME)
self.ignore(self.TREASURE_GRAB_EVENT_NAME)
self.orthoWalk.stop()
self.orthoWalk.destroy()
del self.orthoWalk
self.__killUpdateSuitsTask()
self.timer.stop()
self.timer.destroy()
del self.timer
for avId in self.avIdList:
toon = self.getAvatar(avId)
if toon:
toon.loop('neutral')
def __resetClock(self, tOffset):
self.notify.debug('resetClock')
self.gameStartTime += tOffset
self.timer.countdown(self.timer.currentTime + tOffset, self.timerExpired)
def __treasureGrabbed(self, treasureNum):
self.treasures[treasureNum].showGrab()
self.grabSounds[self.grabSoundIndex].play()
self.grabSoundIndex = (self.grabSoundIndex + 1) % len(self.grabSounds)
self.sendUpdate('claimTreasure', [treasureNum])
def setTreasureGrabbed(self, avId, treasureNum):
if not self.hasLocalToon:
return
if avId != self.localAvId:
self.treasures[treasureNum].showGrab()
i = self.avIdList.index(avId)
self.scores[i] += 1
self.scorePanels[i].setScore(self.scores[i])
total = 0
for score in self.scores:
total += score
self.goalBar['value'] = 100.0 * (float(total) / float(self.maze.numTreasures))
def __hitBySuit(self, suitNum):
self.notify.debug('hitBySuit')
timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('hitBySuit', [self.localAvId, timestamp])
self.__showToonHitBySuit(self.localAvId, timestamp)
def hitBySuit(self, avId, timestamp):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() not in ['play', 'showScores']:
self.notify.warning('ignoring msg: av %s hit by suit' % avId)
return
self.notify.debug('avatar ' + `avId` + ' hit by a suit')
if avId != self.localAvId:
self.__showToonHitBySuit(avId, timestamp)
def __showToonHitBySuit(self, avId, timestamp):
toon = self.getAvatar(avId)
if toon == None:
return
rng = self.toonRNGs[self.avIdList.index(avId)]
curPos = toon.getPos(render)
oldTrack = self.toonHitTracks[avId]
if oldTrack.isPlaying():
oldTrack.finish()
toon.setPos(curPos)
toon.setZ(self.TOON_Z)
parentNode = render.attachNewNode('mazeFlyToonParent-' + `avId`)
parentNode.setPos(toon.getPos())
toon.reparentTo(parentNode)
toon.setPos(0,0,0)
startPos = parentNode.getPos()
dropShadow = toon.dropShadow.copyTo(parentNode)
dropShadow.setScale(toon.dropShadow.getScale(render))
trajectory = Trajectory.Trajectory(
0,
Point3(0,0,0),
Point3(0,0,50),
gravMult=1.0)
flyDur = trajectory.calcTimeOfImpactOnPlane(0.0)
while 1:
endTile = [rng.randint(2, self.maze.width-1), rng.randint(2, self.maze.height-1)]
if self.maze.isWalkable(endTile[0], endTile[1]):
break
endWorldCoords = self.maze.tile2world(endTile[0], endTile[1])
endPos = Point3(endWorldCoords[0], endWorldCoords[1], startPos[2])
def flyFunc(t, trajectory, startPos = startPos, endPos = endPos, dur = flyDur, moveNode = parentNode, flyNode = toon):
u = t/dur
moveNode.setX(startPos[0] + u * (endPos[0]-startPos[0]))
moveNode.setY(startPos[1] + u * (endPos[1]-startPos[1]))
flyNode.setPos(trajectory.getPos(t))
flyTrack = Sequence(
LerpFunctionInterval(flyFunc, fromData=0.0, toData=flyDur, duration=flyDur, extraArgs=[trajectory]),
name=toon.uniqueName('hitBySuit-fly'))
if avId != self.localAvId:
cameraTrack = Sequence()
else:
self.camParent.reparentTo(parentNode)
startCamPos = camera.getPos()
destCamPos = camera.getPos()
zenith = trajectory.getPos(flyDur/2.0)[2]
destCamPos.setZ(zenith*1.3)
destCamPos.setY(destCamPos[1]*0.3)
def camTask(task, zenith = zenith, flyNode = toon, startCamPos = startCamPos, camOffset = destCamPos - startCamPos):
u = flyNode.getZ()/zenith
camera.setPos(startCamPos + camOffset*u)
camera.lookAt(toon)
return Task.cont
camTaskName = 'mazeToonFlyCam-' + `avId`
taskMgr.add(camTask, camTaskName, priority=20)
def cleanupCamTask(self = self, toon = toon, camTaskName = camTaskName, startCamPos = startCamPos):
taskMgr.remove(camTaskName)
self.camParent.reparentTo(toon)
camera.setPos(startCamPos)
camera.lookAt(toon)
cameraTrack = Sequence(
Wait(flyDur),
Func(cleanupCamTask),
name='hitBySuit-cameraLerp')
geomNode = toon.getGeomNode()
startHpr = geomNode.getHpr()
destHpr = Point3(startHpr)
hRot = rng.randrange(1, 8)
if rng.choice([0, 1]):
hRot = -hRot
destHpr.setX(destHpr[0] + hRot*360)
spinHTrack = Sequence(
LerpHprInterval(geomNode, flyDur, destHpr, startHpr=startHpr),
Func(geomNode.setHpr, startHpr),
name=toon.uniqueName('hitBySuit-spinH'))
parent = geomNode.getParent()
rotNode = parent.attachNewNode('rotNode')
geomNode.reparentTo(rotNode)
rotNode.setZ(toon.getHeight()/2.0)
oldGeomNodeZ = geomNode.getZ()
geomNode.setZ(-toon.getHeight()/2.0)
startHpr = rotNode.getHpr()
destHpr = Point3(startHpr)
pRot = rng.randrange(1,3)
if rng.choice([0, 1]):
pRot = -pRot
destHpr.setY(destHpr[1] + pRot*360)
spinPTrack = Sequence(
LerpHprInterval(rotNode, flyDur, destHpr, startHpr=startHpr),
Func(rotNode.setHpr, startHpr),
name=toon.uniqueName('hitBySuit-spinP'))
i = self.avIdList.index(avId)
soundTrack = Sequence(
Func(base.playSfx, self.sndTable['hitBySuit'][i]),
Wait(flyDur * (2.0/3.0)),
SoundInterval(self.sndTable['falling'][i],
duration=flyDur * (1.0/3.0)),
name=toon.uniqueName('hitBySuit-soundTrack'))
def preFunc(self = self, avId = avId, toon = toon, dropShadow = dropShadow):
forwardSpeed = toon.forwardSpeed
rotateSpeed = toon.rotateSpeed
if avId == self.localAvId:
self.orthoWalk.stop()
else:
toon.stopSmooth()
if forwardSpeed or rotateSpeed:
toon.setSpeed(forwardSpeed, rotateSpeed)
toon.dropShadow.hide()
def postFunc(self = self, avId = avId, oldGeomNodeZ = oldGeomNodeZ, dropShadow = dropShadow, parentNode = parentNode):
if avId == self.localAvId:
base.localAvatar.setPos(endPos)
if hasattr(self, 'orthoWalk'):
if self.gameFSM.getCurrentState().getName() == 'play':
self.orthoWalk.start()
dropShadow.removeNode()
del dropShadow
toon.dropShadow.show()
geomNode = toon.getGeomNode()
rotNode = geomNode.getParent()
baseNode = rotNode.getParent()
geomNode.reparentTo(baseNode)
rotNode.removeNode()
del rotNode
geomNode.setZ(oldGeomNodeZ)
toon.reparentTo(render)
toon.setPos(endPos)
parentNode.removeNode()
del parentNode
if avId != self.localAvId:
toon.startSmooth()
preFunc()
hitTrack = Sequence(Parallel(flyTrack, cameraTrack,
spinHTrack, spinPTrack, soundTrack),
Func(postFunc),
name=toon.uniqueName('hitBySuit'))
self.toonHitTracks[avId] = hitTrack
hitTrack.start(globalClockDelta.localElapsedTime(timestamp))
def allTreasuresTaken(self):
if not self.hasLocalToon:
return
self.notify.debug('all treasures taken')
if not MazeGameGlobals.ENDLESS_GAME:
self.gameFSM.request('showScores')
def timerExpired(self):
self.notify.debug('local timer expired')
if not MazeGameGlobals.ENDLESS_GAME:
self.gameFSM.request('showScores')
def __doMazeCollisions(self, oldPos, newPos):
offset = newPos - oldPos
WALL_OFFSET = 1.0
curX = oldPos[0]
curY = oldPos[1]
curTX, curTY = self.maze.world2tile(curX, curY)
def calcFlushCoord(curTile, newTile, centerTile):
EPSILON = 0.01
if newTile > curTile:
return (newTile - centerTile) * self.CELL_WIDTH - EPSILON - WALL_OFFSET
else:
return (curTile - centerTile) * self.CELL_WIDTH + WALL_OFFSET
offsetX = offset[0]
offsetY = offset[1]
WALL_OFFSET_X = WALL_OFFSET
if offsetX < 0:
WALL_OFFSET_X = -WALL_OFFSET_X
WALL_OFFSET_Y = WALL_OFFSET
if offsetY < 0:
WALL_OFFSET_Y = -WALL_OFFSET_Y
newX = curX + offsetX + WALL_OFFSET_X
newY = curY
newTX, newTY = self.maze.world2tile(newX, newY)
if newTX != curTX:
if self.maze.collisionTable[newTY][newTX]:
offset.setX(calcFlushCoord(curTX, newTX, self.maze.originTX) - curX)
newX = curX
newY = curY + offsetY + WALL_OFFSET_Y
newTX, newTY = self.maze.world2tile(newX, newY)
if newTY != curTY:
if self.maze.collisionTable[newTY][newTX]:
offset.setY(calcFlushCoord(curTY, newTY, self.maze.originTY) - curY)
offsetX = offset[0]
offsetY = offset[1]
newX = curX + offsetX + WALL_OFFSET_X
newY = curY + offsetY + WALL_OFFSET_Y
newTX, newTY = self.maze.world2tile(newX, newY)
if self.maze.collisionTable[newTY][newTX]:
cX = calcFlushCoord(curTX, newTX, self.maze.originTX)
cY = calcFlushCoord(curTY, newTY, self.maze.originTY)
if abs(cX - curX) < abs(cY - curY):
offset.setX(cX - curX)
else:
offset.setY(cY - curY)
return oldPos + offset
def __spawnCameraTask(self):
self.notify.debug('spawnCameraTask')
camera.lookAt(base.localAvatar)
taskMgr.remove(self.CAMERA_TASK)
taskMgr.add(self.__cameraTask, self.CAMERA_TASK, priority=45)
def __killCameraTask(self):
self.notify.debug('killCameraTask')
taskMgr.remove(self.CAMERA_TASK)
def __cameraTask(self, task):
self.camParent.setHpr(render, 0, 0, 0)
return Task.cont
def __loadSuits(self):
self.notify.debug('loadSuits')
self.suits = []
self.numSuits = 4 * self.numPlayers
safeZone = self.getSafezoneId()
slowerTable = self.slowerSuitPeriods
if self.SLOWER_SUIT_CURVE:
slowerTable = self.slowerSuitPeriodsCurve
slowerPeriods = slowerTable[safeZone][self.numSuits]
fasterTable = self.fasterSuitPeriods
if self.FASTER_SUIT_CURVE:
fasterTable = self.fasterSuitPeriodsCurve
fasterPeriods = fasterTable[safeZone][self.numSuits]
suitPeriods = slowerPeriods + fasterPeriods
self.notify.debug('suit periods: ' + `suitPeriods`)
self.randomNumGen.shuffle(suitPeriods)
for i in xrange(self.numSuits):
self.suits.append(MazeSuit(i, self.maze, self.randomNumGen, suitPeriods[i], self.getDifficulty()))
def __unloadSuits(self):
self.notify.debug('unloadSuits')
for suit in self.suits:
suit.destroy()
self.suits = []
def __spawnUpdateSuitsTask(self):
self.notify.debug('spawnUpdateSuitsTask')
for suit in self.suits:
suit.gameStart(self.gameStartTime)
taskMgr.remove(self.UPDATE_SUITS_TASK)
taskMgr.add(self.__updateSuitsTask, self.UPDATE_SUITS_TASK)
def __killUpdateSuitsTask(self):
self.notify.debug('killUpdateSuitsTask')
taskMgr.remove(self.UPDATE_SUITS_TASK)
for suit in self.suits:
suit.gameEnd()
def __updateSuitsTask(self, task):
curT = globalClock.getFrameTime() - self.gameStartTime
curTic = int(curT * float(MazeGameGlobals.SUIT_TIC_FREQ))
suitUpdates = []
for i in xrange(len(self.suits)):
updateTics = self.suits[i].getThinkTimestampTics(curTic)
suitUpdates.extend(zip(updateTics, [i] * len(updateTics)))
suitUpdates.sort(lambda a, b: a[0] - b[0])
if len(suitUpdates) > 0:
curTic = 0
for i in xrange(len(suitUpdates)):
update = suitUpdates[i]
tic = update[0]
suitIndex = update[1]
suit = self.suits[suitIndex]
if tic > curTic:
curTic = tic
j = i + 1
while j < len(suitUpdates):
if suitUpdates[j][0] > tic:
break
self.suits[suitUpdates[j][1]].prepareToThink()
j += 1
unwalkables = []
for si in xrange(suitIndex):
unwalkables.extend(self.suits[si].occupiedTiles)
for si in xrange(suitIndex + 1, len(self.suits)):
unwalkables.extend(self.suits[si].occupiedTiles)
suit.think(curTic, curT, unwalkables)
return Task.cont
def enterShowScores(self):
self.notify.debug('enterShowScores')
lerpTrack = Parallel()
lerpDur = 0.5
lerpTrack.append(Parallel(LerpPosInterval(self.goalBar, lerpDur, Point3(0, 0, -.6), blendType='easeInOut'), LerpScaleInterval(self.goalBar, lerpDur, Vec3(self.goalBar.getScale()) * 2.0, blendType='easeInOut')))
tY = 0.6
bY = -.05
lX = -.5
cX = 0
rX = 0.5
scorePanelLocs = (((cX, bY),),
((lX, bY), (rX, bY)),
((cX, tY), (lX, bY), (rX, bY)),
((lX, tY),
(rX, tY),
(lX, bY),
(rX, bY)))
scorePanelLocs = scorePanelLocs[self.numPlayers - 1]
for i in xrange(self.numPlayers):
panel = self.scorePanels[i]
pos = scorePanelLocs[i]
panel.wrtReparentTo(aspect2d)
lerpTrack.append(Parallel(LerpPosInterval(panel, lerpDur, Point3(pos[0], 0, pos[1]), blendType='easeInOut'), LerpScaleInterval(panel, lerpDur, Vec3(panel.getScale()) * 2.0, blendType='easeInOut')))
self.showScoreTrack = Parallel(lerpTrack, Sequence(Wait(MazeGameGlobals.SHOWSCORES_DURATION), Func(self.gameOver)))
self.showScoreTrack.start()
def exitShowScores(self):
self.showScoreTrack.pause()
del self.showScoreTrack
def enterCleanup(self):
self.notify.debug('enterCleanup')
def exitCleanup(self):
pass
def getIntroTrack(self):
self.__cameraTask(None)
origCamParent = camera.getParent()
origCamPos = camera.getPos()
origCamHpr = camera.getHpr()
iCamParent = base.localAvatar.attachNewNode('iCamParent')
iCamParent.setH(180)
camera.reparentTo(iCamParent)
toonHeight = base.localAvatar.getHeight()
camera.setPos(0, -15, toonHeight * 3)
camera.lookAt(0, 0, toonHeight / 2.0)
iCamParent.wrtReparentTo(origCamParent)
waitDur = 5.0
lerpDur = 4.5
lerpTrack = Parallel()
startHpr = iCamParent.getHpr()
startHpr.setX(PythonUtil.reduceAngle(startHpr[0]))
lerpTrack.append(LerpPosHprInterval(iCamParent, lerpDur, pos=Point3(0, 0, 0), hpr=Point3(0, 0, 0), startHpr=startHpr, name=self.uniqueName('introLerpParent')))
lerpTrack.append(LerpPosHprInterval(camera, lerpDur, pos=origCamPos, hpr=origCamHpr, blendType='easeInOut', name=self.uniqueName('introLerpCameraPos')))
base.localAvatar.startLookAround()
def cleanup(origCamParent = origCamParent, origCamPos = origCamPos, origCamHpr = origCamHpr, iCamParent = iCamParent):
camera.reparentTo(origCamParent)
camera.setPos(origCamPos)
camera.setHpr(origCamHpr)
iCamParent.removeNode()
del iCamParent
base.localAvatar.stopLookAround()
return Sequence(Wait(waitDur),
lerpTrack,
Func(cleanup))