Poodletooth-iLand/toontown/minigame/DistributedPatternGame.py

798 lines
32 KiB
Python

from direct.fsm import ClassicFSM, State
from direct.fsm import State
from direct.gui.DirectGui import *
from direct.interval.IntervalGlobal import *
from panda3d.core import *
import random
import string
import ArrowKeys
from DistributedMinigame import *
import PatternGameGlobals
from otp.nametag.NametagConstants import *
from toontown.toon import NPCToons
from toontown.toon import ToonHead
from toontown.toonbase import TTLocalizer
from toontown.toonbase import ToontownGlobals
from toontown.toonbase import ToontownTimer
from toontown.toonbase.ToonBaseGlobal import *
class DistributedPatternGame(DistributedMinigame):
phase4snd = 'phase_4/audio/sfx/'
ButtonSoundNames = (phase4snd + 'm_match_trumpet.ogg',
phase4snd + 'm_match_guitar.ogg',
phase4snd + 'm_match_drums.ogg',
phase4snd + 'm_match_piano.ogg')
bgm = 'phase_4/audio/bgm/m_match_bg1.ogg'
strWatch = TTLocalizer.PatternGameWatch
strGo = TTLocalizer.PatternGameGo
strRight = TTLocalizer.PatternGameRight
strWrong = TTLocalizer.PatternGameWrong
strPerfect = TTLocalizer.PatternGamePerfect
strBye = TTLocalizer.PatternGameBye
strWaitingOtherPlayers = TTLocalizer.WaitingForOtherToons
strPleaseWait = TTLocalizer.PatternGamePleaseWait
strRound = TTLocalizer.PatternGameRound
toonAnimNames = ['up',
'left',
'down',
'right',
'slip-forward',
'slip-backward',
'victory']
def __init__(self, cr):
DistributedMinigame.__init__(self, cr)
self.gameFSM = ClassicFSM.ClassicFSM('DistributedPatternGame', [State.State('off', self.enterOff, self.exitOff, ['waitForServerPattern']),
State.State('waitForServerPattern', self.enterWaitForServerPattern, self.exitWaitForServerPattern, ['showServerPattern', 'cleanup']),
State.State('showServerPattern', self.enterShowServerPattern, self.exitShowServerPattern, ['getUserInput', 'playBackPatterns', 'cleanup']),
State.State('getUserInput', self.enterGetUserInput, self.exitGetUserInput, ['waitForPlayerPatterns', 'playBackPatterns', 'cleanup']),
State.State('waitForPlayerPatterns', self.enterWaitForPlayerPatterns, self.exitWaitForPlayerPatterns, ['playBackPatterns', 'cleanup', 'checkGameOver']),
State.State('playBackPatterns', self.enterPlayBackPatterns, self.exitPlayBackPatterns, ['checkGameOver', 'cleanup']),
State.State('checkGameOver', self.enterCheckGameOver, self.exitCheckGameOver, ['waitForServerPattern', 'cleanup']),
State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup')
self.addChildGameFSM(self.gameFSM)
self.arrowColor = VBase4(1, 0, 0, 1)
self.xColor = VBase4(1, 0, 0, 1)
self.celebrate = 0
self.oldBgColor = None
self.trans = VBase4(1, 0, 0, 0)
self.opaq = VBase4(1, 0, 0, 1)
self.normalTextColor = VBase4(0.537, 0.84, 0.33, 1.0)
self.__otherToonIndex = {}
self.totalColorBalls = 1 #Start at 1, index starts at 0.
return
def getTitle(self):
return TTLocalizer.PatternGameTitle
def getInstructions(self):
return TTLocalizer.PatternGameInstructions
def getMaxDuration(self):
inputDur = PatternGameGlobals.NUM_ROUNDS * PatternGameGlobals.InputTime
return inputDur * 1.3
def load(self):
self.notify.debug('load')
DistributedMinigame.load(self)
self.timer = ToontownTimer.ToontownTimer()
self.timer.posInTopRightCorner()
self.timer.hide()
self.room = loader.loadModel('phase_4/models/minigames/matching_room')
self.buttonSounds = []
for soundName in self.ButtonSoundNames:
self.buttonSounds.append(base.loadSfx(soundName))
self.correctSound = base.loadSfx('phase_4/audio/sfx/MG_pos_buzzer.ogg')
self.incorrectSound = base.loadSfx('phase_4/audio/sfx/MG_neg_buzzer.ogg')
self.perfectSound = base.loadSfx('phase_4/audio/sfx/MG_win.ogg')
self.fallSound = base.loadSfx('phase_4/audio/sfx/MG_Tag_A.ogg')
self.music = base.loadMusic(self.bgm)
self.waitingText = DirectLabel(text=self.strPleaseWait, text_fg=(0.9, 0.9, 0.9, 1.0), frameColor=(1, 1, 1, 0), text_font=ToontownGlobals.getSignFont(), pos=(0, 0, -.78), scale=0.12)
self.roundText = DirectLabel(text=self.strRound % 1, text_fg=self.normalTextColor, frameColor=(1, 1, 1, 0), text_font=ToontownGlobals.getSignFont(), pos=(0.014, 0, -.84), scale=0.12)
self.roundText.hide()
self.waitingText.hide()
matchingGameGui = loader.loadModel('phase_3.5/models/gui/matching_game_gui')
minnieArrow = matchingGameGui.find('**/minnieArrow')
minnieX = matchingGameGui.find('**/minnieX')
minnieCircle = matchingGameGui.find('**/minnieCircle')
self.arrows = [None] * 5
for x in xrange(0, 5):
self.arrows[x] = minnieArrow.copyTo(hidden)
self.arrows[x].hide()
self.xs = [None] * 5
for x in xrange(0, 5):
self.xs[x] = minnieX.copyTo(hidden)
self.xs[x].hide()
self.statusBalls = []
self.totalMoves = PatternGameGlobals.INITIAL_ROUND_LENGTH + PatternGameGlobals.ROUND_LENGTH_INCREMENT * (PatternGameGlobals.NUM_ROUNDS - 1)
for x in xrange(0, 4):
self.statusBalls.append([None] * self.totalMoves)
for x in xrange(0, 4):
for y in xrange(0, self.totalMoves):
self.statusBalls[x][y] = minnieCircle.copyTo(hidden)
self.statusBalls[x][y].hide()
minnieArrow.removeNode()
minnieX.removeNode()
minnieCircle.removeNode()
matchingGameGui.removeNode()
self.toon = NPCToons.createLocalNPC(7010)
self.toon.reparentTo(hidden)
self.backRowHome = Point3(3, 11, 0)
self.backRowXSpacing = 1.8
self.frontRowHome = Point3(0, 18, 0)
self.frontRowXSpacing = 3.0
self.stdNumDanceStepPingFrames = self.toon.getNumFrames(self.toonAnimNames[0])
self.stdNumDanceStepPingPongFrames = self.__numPingPongFrames(self.stdNumDanceStepPingFrames)
self.buttonPressDelayPercent = (self.stdNumDanceStepPingFrames - 1.0) / self.stdNumDanceStepPingPongFrames
self.animPlayRates = []
animPlayRate = 1.4
animPlayRateMult = 1.06
for i in xrange(PatternGameGlobals.NUM_ROUNDS):
self.animPlayRates.append(animPlayRate)
animPlayRate *= animPlayRateMult
return
def unload(self):
self.notify.debug('unload')
DistributedMinigame.unload(self)
self.timer.destroy()
del self.timer
del self.lt
del self.buttonSounds
del self.music
del self.__otherToonIndex
del self.correctSound
del self.incorrectSound
del self.perfectSound
del self.fallSound
self.waitingText.destroy()
del self.waitingText
self.roundText.destroy()
del self.roundText
for x in self.arrowDict.values():
x[0].removeNode()
x[1].removeNode()
if len(x) == 3:
for y in x[2]:
y.removeNode()
del self.arrowDict
for x in self.arrows:
if x:
x.removeNode()
del self.arrows
for x in self.xs:
if x:
x.removeNode()
del self.xs
for x in self.statusBalls:
if x:
for y in x:
if y:
y.removeNode()
del y
del self.statusBalls
self.room.removeNode()
del self.room
self.toon.delete()
del self.toon
self.removeChildGameFSM(self.gameFSM)
del self.gameFSM
def onstage(self):
self.notify.debug('onstage')
DistributedMinigame.onstage(self)
self.arrowDict = {}
self.lt = base.localAvatar
camera.reparentTo(render)
camera.setPosHpr(0.0, -14.59, 10.56, 0.0, -16.39, 0.0)
base.camLens.setMinFov(24.66/(4./3.))
base.setBackgroundColor(Vec4(0.984, 0.984, 0.584, 1))
NametagGlobals.setGlobalNametagScale(0.6)
self.arrowKeys = ArrowKeys.ArrowKeys()
self.room.reparentTo(render)
self.room.setPosHpr(0.0, 18.39, -ToontownGlobals.FloorOffset, 0.0, 0.0, 0.0)
self.room.setScale(1)
for anim in self.toonAnimNames:
self.lt.pose(anim, 0)
self.toonAnimSpeedMult = {}
for anim in self.toonAnimNames:
numFrames = self.lt.getNumFrames(anim)
self.toonAnimSpeedMult[anim] = float(self.__numPingPongFrames(numFrames)) / float(self.stdNumDanceStepPingPongFrames)
lt = self.lt
lt.reparentTo(render)
lt.useLOD(1000)
lt.setPos(-3.5, 11, 0.0)
lt.setScale(1)
self.makeToonLookatCamera(lt)
lt.loop('neutral')
lt.startBlink()
lt.startLookAround()
self.arrowDict['lt'] = [self.arrows.pop(), self.xs.pop(), self.statusBalls.pop()]
jj = self.lt.nametag3d
for k in xrange(0, 2):
self.arrowDict['lt'][k].setBillboardAxis()
self.arrowDict['lt'][k].setBin('fixed', 100)
self.arrowDict['lt'][k].reparentTo(self.lt.nametag3d)
if k == 0:
self.arrowDict['lt'][k].setScale(2.5)
self.arrowDict['lt'][k].setColor(self.arrowColor)
else:
self.arrowDict['lt'][k].setScale(4, 4, 4)
self.arrowDict['lt'][k].setColor(self.xColor)
self.arrowDict['lt'][k].setPos(0, 0, 1)
self.formatStatusBalls(self.arrowDict['lt'][2], self.lt.nametag3d)
self.toon.reparentTo(render)
self.toon.setPos(-1.6, 20, 0)
self.toon.setScale(1)
self.makeToonLookatCamera(self.toon)
self.toon.loop('neutral')
self.toon.nametag.manage(base.marginManager)
self.toon.nametag.getNametag3d().setChatWordwrap(8)
self.arrowDict['m'] = [self.arrows.pop(), self.xs.pop()]
for k in xrange(0, 2):
self.arrowDict['m'][k].setBillboardAxis()
self.arrowDict['m'][k].setBin('fixed', 100)
self.arrowDict['m'][k].setColor(self.arrowColor)
self.arrowDict['m'][k].reparentTo(self.toon.nametag3d)
self.arrowDict['m'][k].setScale(4)
self.arrowDict['m'][k].setPos(0, 0, 1.7)
base.playMusic(self.music, looping=1, volume=1)
def offstage(self):
self.notify.debug('offstage')
DistributedMinigame.offstage(self)
self.music.stop()
base.camLens.setMinFov(settings['fov']/(4./3.))
base.setBackgroundColor(ToontownGlobals.DefaultBackgroundColor)
NametagGlobals.setGlobalNametagScale(1.0)
self.arrowKeys.destroy()
del self.arrowKeys
self.room.reparentTo(hidden)
self.roundText.hide()
self.toon.nametag.unmanage(base.marginManager)
self.toon.stop()
self.toon.reparentTo(hidden)
self.lt.setScale(1)
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
toon.setScale(1)
for avId in self.avIdList:
av = self.getAvatar(avId)
if av:
av.resetLOD()
for anim in self.toonAnimNames:
av.setPlayRate(1.0, anim)
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:
self.arrowDict[avId] = [self.arrows.pop(), self.xs.pop(), self.statusBalls.pop()]
jj = toon.nametag3d
for k in xrange(0, 2):
self.arrowDict[avId][k].setBillboardAxis()
self.arrowDict[avId][k].setBin('fixed', 100)
self.arrowDict[avId][k].reparentTo(jj)
if k == 0:
self.arrowDict[avId][k].setScale(2.5)
self.arrowDict[avId][k].setColor(self.arrowColor)
else:
self.arrowDict[avId][k].setScale(4, 4, 4)
self.arrowDict[avId][k].setColor(self.xColor)
self.arrowDict[avId][k].setPos(0, 0, 1)
self.formatStatusBalls(self.arrowDict[avId][2], jj)
toon.reparentTo(render)
toon.useLOD(1000)
toon.setPos(self.getBackRowPos(avId))
toon.setScale(0.9)
self.makeToonLookatCamera(toon)
for anim in self.toonAnimNames:
toon.pose(anim, 0)
toon.loop('neutral')
if self.isSinglePlayer():
self.waitingText['text'] = self.strPleaseWait
else:
self.waitingText['text'] = self.strWaitingOtherPlayers
self.animTracks = {}
for avId in self.avIdList:
self.animTracks[avId] = None
self.__initGameVars()
return
def setGameStart(self, timestamp):
if not self.hasLocalToon:
return
self.notify.debug('setGameStart')
DistributedMinigame.setGameStart(self, timestamp)
self.gameFSM.request('waitForServerPattern')
def __initGameVars(self):
self.round = 0
self.perfectGame = 1
def __numPingPongFrames(self, numFrames):
return numFrames * 2 - 1
def makeToonLookatCamera(self, toon):
toon.headsUp(camera)
def setText(self, t, newtext):
t['text'] = newtext
def setTextFG(self, t, fg):
t['text_fg'] = fg
def getWalkTrack(self, toon, posList, startPos = None, lookAtCam = 1, endHeading = 180):
walkSpeed = 7
origPos = toon.getPos()
origHpr = toon.getHpr()
track = Sequence(Func(toon.loop, 'run'))
if startPos:
toon.setPos(startPos)
track.append(Func(toon.setPos, startPos))
for endPos in posList:
toon.headsUp(Point3(endPos))
track.append(Func(toon.setHpr, Point3(toon.getH(), 0, 0)))
lastPos = toon.getPos()
distance = Vec3(endPos - lastPos).length()
duration = distance / walkSpeed
toon.setPos(endPos)
track.append(LerpPosInterval(toon, duration=duration, pos=Point3(endPos), startPos=Point3(lastPos)))
if lookAtCam:
saveHpr = toon.getHpr()
toon.headsUp(camera)
endHeading = toon.getHpr()[0]
toon.setHpr(saveHpr)
curHeading = toon.getH()
if endHeading - curHeading > 180.0:
endHeading -= 360
elif endHeading - curHeading < -180.0:
endHeading += 360
endHpr = Point3(endHeading, 0, 0)
duration = abs(endHeading - curHeading) / 180.0 * 0.3
track.extend([Func(toon.loop, 'walk'), LerpHprInterval(toon, duration, endHpr), Func(toon.loop, 'neutral')])
toon.setPos(origPos)
toon.setHpr(origHpr)
return track
def getDanceStepDuration(self):
numFrames = self.stdNumDanceStepPingPongFrames
return numFrames / abs(self.animPlayRate * self.toonAnimSpeedMult[self.toonAnimNames[0]] * self.toon.getFrameRate(self.toonAnimNames[0]))
def __getDanceStepAnimTrack(self, toon, anim, speedScale):
numFrames = toon.getNumFrames(anim)
return Sequence(Func(toon.pingpong, anim, fromFrame=0, toFrame=numFrames - 1), Wait(self.getDanceStepDuration()))
def __getToonDanceStepAnimTrack(self, toon, direction):
animName = self.toonAnimNames[direction]
return self.__getDanceStepAnimTrack(toon, animName, self.toonAnimSpeedMult[animName])
def getDanceStepButtonSoundTrack(self, index):
duration = self.getDanceStepDuration()
wait = duration * self.buttonPressDelayPercent
return Sequence(Wait(wait), Func(base.playSfx, self.__getButtonSound(index)), Wait(duration - wait))
def getDanceArrowAnimTrack(self, toonID, pattern, speedy):
track = Sequence()
track.append(Func(self.showArrow, toonID))
for buttonIndex in pattern:
track.append(self.getDanceArrowSingleTrack(toonID, buttonIndex, speedy))
track.append(Func(self.hideArrow, toonID))
return track
def changeArrow(self, toonID, index):
self.arrowDict[toonID][0].setR(-(90 - 90 * index))
def showArrow(self, toonID):
self.arrowDict[toonID][0].show()
def hideArrow(self, toonID):
self.arrowDict[toonID][0].hide()
def showX(self, toonID):
self.arrowDict[toonID][1].show()
def hideX(self, toonID):
self.arrowDict[toonID][1].hide()
def celebrated(self):
self.celebrate = 1
def returnCelebrationIntervals(self, turnOn):
ri = []
if turnOn:
ri.append(ActorInterval(actor=self.lt, animName='victory', duration=5.5))
else:
ri.append(Func(self.lt.loop, 'neutral'))
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
if turnOn:
ri.append(ActorInterval(actor=toon, animName='victory', duration=5.5))
else:
ri.append(Func(toon.loop, 'neutral'))
if len(self.remoteAvIdList) == 0:
return ri
else:
return Parallel(ri)
def formatStatusBalls(self, sb, jj):
for x in xrange(0, self.totalMoves):
sb[x].setBillboardAxis()
sb[x].setBin('fixed', 100)
sb[x].reparentTo(jj)
sb[x].setScale(1)
xpos = +(int(self.totalMoves / 2) * 0.25) - 0.25 * x
sb[x].setPos(xpos, 0, 0.3)
def showStatusBalls(self, toonID):
sb = self.arrowDict[toonID][2]
for x in xrange(0, len(self.__serverPattern)):
sb[x].setColor(1, 1, 1, 1)
sb[x].show()
def hideStatusBalls(self, toonID):
sb = self.arrowDict[toonID][2]
for x in xrange(0, len(sb)):
sb[x].hide()
def colorStatusBall(self, toonID, which, good):
if not which>self.totalColorBalls:
if good:
self.arrowDict[toonID][2][which].setColor(0, 1, 0, 1)
else:
self.arrowDict[toonID][2][which].setColor(1, 0, 0, 1)
else:
self.notify.warning('toonID %s sent more colorStatusBall updates than he should have.' % toonID)
def getDanceArrowSingleTrack(self, toonID, index, speedy):
duration = self.getDanceStepDuration()
wait = duration * self.buttonPressDelayPercent
d = duration - wait
if speedy:
track = Sequence(Func(self.changeArrow, toonID, index), Wait(wait))
else:
track = Sequence(Func(self.changeArrow, toonID, index), Wait(wait), LerpColorInterval(self.arrowDict[toonID][0], d, self.trans, self.opaq))
return track
def getDanceSequenceAnimTrack(self, toon, pattern):
getDanceStepTrack = self.__getToonDanceStepAnimTrack
tracks = Sequence()
for direction in pattern:
tracks.append(getDanceStepTrack(toon, direction))
if len(pattern):
tracks.append(Func(toon.loop, 'neutral'))
return tracks
def getDanceSequenceButtonSoundTrack(self, pattern):
track = Sequence()
for buttonIndex in pattern:
track.append(self.getDanceStepButtonSoundTrack(buttonIndex))
return track
def __getRowPos(self, rowHome, xSpacing, index, numSpots):
xOffset = xSpacing * index - xSpacing * (numSpots - 1) / 2.0
return rowHome + Point3(xOffset, 0, 0)
def getBackRowPos(self, avId):
index = self.remoteAvIdList.index(avId)
return self.__getRowPos(self.backRowHome, self.backRowXSpacing, index, len(self.remoteAvIdList))
def getFrontRowPos(self, avId):
index = self.avIdList.index(avId)
return self.__getRowPos(self.frontRowHome, self.frontRowXSpacing, index, len(self.avIdList))
def __setToonChat(self, str, giggle):
str = str.replace('%s', self.getAvatar(self.localAvId).getName())
self.toon.setChatAbsolute(str, CFSpeech)
def __clearToonChat(self):
self.toon.clearChat()
def enterOff(self):
self.notify.debug('enterOff')
def exitOff(self):
pass
def enterWaitForServerPattern(self):
self.notify.debug('enterWaitForServerPattern')
self.sendUpdate('reportPlayerReady', [])
def setPattern(self, pattern):
if not self.hasLocalToon:
return
self.notify.debug('setPattern: ' + str(pattern))
self.__serverPattern = pattern
self.gameFSM.request('showServerPattern')
def exitWaitForServerPattern(self):
pass
def enterShowServerPattern(self):
self.notify.debug('enterShowServerPattern')
self.round += 1
self.roundText.show()
self.roundText.setScale(0.12)
self.roundText['text'] = self.strRound % self.round
self.animPlayRate = self.animPlayRates[self.round - 1]
for avId in self.avIdList:
toon = self.getAvatar(avId)
if toon:
for anim in self.toonAnimNames:
toon.setPlayRate(self.animPlayRate * self.toonAnimSpeedMult[anim], anim)
for anim in self.toonAnimNames:
self.toon.setPlayRate(self.animPlayRate * self.toonAnimSpeedMult[anim], anim)
text = self.strWatch
danceTrack = self.getDanceSequenceAnimTrack(self.toon, self.__serverPattern)
arrowTrack = self.getDanceArrowAnimTrack('m', self.__serverPattern, 0)
soundTrack = self.getDanceSequenceButtonSoundTrack(self.__serverPattern)
self.showTrack = Sequence(Func(self.__setToonChat, text, 1), Wait(0.5), Parallel(danceTrack, soundTrack, arrowTrack), Wait(0.2), Func(self.__clearToonChat), Func(self.gameFSM.request, 'getUserInput'))
self.showTrack.start()
def exitShowServerPattern(self):
if self.showTrack.isPlaying():
self.showTrack.pause()
del self.showTrack
def enterGetUserInput(self):
self.notify.debug('enterGetUserInput')
self.setupTrack = None
self.proceedTrack = None
def startTimer(self = self):
self.currentStartTime = globalClock.getFrameTime()
self.timer.show()
self.timer.countdown(PatternGameGlobals.InputTime, self.__handleInputTimeout)
def enableKeys(self = self):
def keyPress(self, index):
self.__pressHandler(index)
def keyRelease(self, index):
self.__releaseHandler(index)
self.arrowKeys.setPressHandlers([lambda self = self, keyPress = keyPress: keyPress(self, 0),
lambda self = self, keyPress = keyPress: keyPress(self, 2),
lambda self = self, keyPress = keyPress: keyPress(self, 3),
lambda self = self, keyPress = keyPress: keyPress(self, 1)])
self.arrowKeys.setReleaseHandlers([lambda self = self, keyRelease = keyRelease: keyRelease(self, 0),
lambda self = self, keyRelease = keyRelease: keyRelease(self, 2),
lambda self = self, keyRelease = keyRelease: keyRelease(self, 3),
lambda self = self, keyRelease = keyRelease: keyRelease(self, 1)])
self.__localPattern = []
self.__otherToonIndex.clear()
self.showStatusBalls('lt')
for avId in self.remoteAvIdList:
self.showStatusBalls(avId)
self.__otherToonIndex[avId] = 0
self.setupTrack = Sequence(Func(self.__setToonChat, self.strGo, 0), Func(self.setText, self.roundText, TTLocalizer.PatternGameGo), Func(self.roundText.setScale, 0.3), Func(enableKeys), Func(startTimer), Wait(0.8), Func(self.__clearToonChat), Func(self.setText, self.roundText, ' '), Func(self.roundText.setScale, 0.12), Func(self.setTextFG, self.roundText, self.normalTextColor))
self.setupTrack.start()
return
def __handleInputTimeout(self):
self.__doneGettingInput(self.__localPattern)
def __pressHandler(self, index):
self.__buttonPressed(index)
def __releaseHandler(self, index):
pass
def remoteButtonPressed(self, avId, index, wrong):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() not in ['getUserInput', 'waitForPlayerPatterns']:
return
if avId != self.localAvId:
if self.animTracks[avId]:
self.animTracks[avId].finish()
av = self.getAvatar(avId)
if wrong:
acts = ['slip-forward', 'slip-backward']
ag = random.choice(acts)
self.arrowDict[avId][0].hide()
self.animTracks[avId] = Sequence(Func(self.showX, avId), Func(self.colorStatusBall, avId, self.__otherToonIndex[avId], 0), ActorInterval(actor=av, animName=ag, duration=2.35), Func(av.loop, 'neutral'), Func(self.hideX, avId))
else:
self.colorStatusBall(avId, self.__otherToonIndex[avId], 1)
arrowTrack = self.getDanceArrowAnimTrack(avId, [index], 1)
potTrack = self.getDanceSequenceAnimTrack(av, [index])
self.animTracks[avId] = Parallel(potTrack, arrowTrack)
self.__otherToonIndex[avId] += 1
self.animTracks[avId].start()
def __getButtonSound(self, index):
return self.buttonSounds[index]
def __buttonPressed(self, index):
if len(self.__localPattern) >= len(self.__serverPattern):
return
if self.animTracks[self.localAvId]:
self.animTracks[self.localAvId].finish()
badd = 0
if index != self.__serverPattern[len(self.__localPattern)]:
badd = 1
acts = ['slip-forward', 'slip-backward']
ag = random.choice(acts)
self.animTracks[self.localAvId] = Sequence(Func(self.showX, 'lt'), Func(self.colorStatusBall, 'lt', len(self.__localPattern), 0), ActorInterval(actor=self.lt, animName=ag, duration=2.35), Func(self.lt.loop, 'neutral'), Func(self.hideX, 'lt'))
self.arrowDict['lt'][0].hide()
base.playSfx(self.fallSound)
else:
self.colorStatusBall('lt', len(self.__localPattern), 1)
base.playSfx(self.__getButtonSound(index))
arrowTrack = self.getDanceArrowAnimTrack('lt', [index], 1)
potTrack = self.getDanceSequenceAnimTrack(self.lt, [index])
self.animTracks[self.localAvId] = Parallel(potTrack, arrowTrack)
self.sendUpdate('reportButtonPress', [index, badd])
self.animTracks[self.localAvId].start()
self.__localPattern.append(index)
if len(self.__localPattern) == len(self.__serverPattern) or badd:
self.__doneGettingInput(self.__localPattern)
def __doneGettingInput(self, pattern):
self.arrowKeys.setPressHandlers(self.arrowKeys.NULL_HANDLERS)
self.currentTotalTime = globalClock.getFrameTime() - self.currentStartTime
self.proceedTrack = Sequence(Wait(self.getDanceStepDuration()), Func(self.sendUpdate, 'reportPlayerPattern', [pattern, self.currentTotalTime]), Func(self.gameFSM.request, 'waitForPlayerPatterns'))
self.proceedTrack.start()
def exitGetUserInput(self):
self.timer.stop()
self.timer.hide()
self.arrowKeys.setPressHandlers(self.arrowKeys.NULL_HANDLERS)
self.arrowKeys.setReleaseHandlers(self.arrowKeys.NULL_HANDLERS)
if self.setupTrack and self.setupTrack.isPlaying():
self.setupTrack.pause()
if self.proceedTrack and self.proceedTrack.isPlaying():
self.proceedTrack.pause()
del self.setupTrack
del self.proceedTrack
self.__clearToonChat()
def enterWaitForPlayerPatterns(self):
self.notify.debug('enterWaitForPlayerPatterns')
def setPlayerPatterns(self, pattern1, pattern2, pattern3, pattern4, fastestAvId):
if not self.hasLocalToon:
return
self.fastestAvId = fastestAvId
self.notify.debug('setPlayerPatterns:' + ' pattern1:' + str(pattern1) + ' pattern2:' + str(pattern2) + ' pattern3:' + str(pattern3) + ' pattern4:' + str(pattern4))
self.playerPatterns = {}
patterns = [pattern1,
pattern2,
pattern3,
pattern4]
for i in xrange(len(self.avIdList)):
self.playerPatterns[self.avIdList[i]] = patterns[i]
self.gameFSM.request('playBackPatterns')
def exitWaitForPlayerPatterns(self):
self.waitingText.hide()
def enterPlayBackPatterns(self):
self.notify.debug('enterPlayBackPatterns')
self.totalColorBalls = (self.round * 2) + 1
if self.fastestAvId == self.localAvId:
self.roundText.setScale(0.1)
if self.numPlayers != 2:
self.roundText['text'] = TTLocalizer.PatternGameFastest
else:
self.roundText['text'] = TTLocalizer.PatternGameFaster
jumpTrack = Sequence(ActorInterval(actor=self.lt, animName='jump', duration=1.7), Func(self.lt.loop, 'neutral'))
elif self.fastestAvId == 0:
if self.round == PatternGameGlobals.NUM_ROUNDS:
self.roundText['text'] = ' '
else:
self.roundText.setScale(0.1)
self.roundText['text'] = TTLocalizer.PatternGameYouCanDoIt
jumpTrack = Sequence(Wait(0.5), Wait(0.5))
elif self.fastestAvId == 1:
self.roundText.setScale(0.1)
self.roundText['text'] = TTLocalizer.PatternGameGreatJob
jumpTrack = Sequence(Wait(0.5), Wait(0.5))
else:
self.roundText.setScale(0.08)
av = self.getAvatar(self.fastestAvId)
jumpTrack = Sequence(ActorInterval(actor=av, animName='jump', duration=1.7), Func(av.loop, 'neutral'))
if self.numPlayers != 2:
rewardStr = TTLocalizer.PatternGameOtherFastest
else:
rewardStr = TTLocalizer.PatternGameOtherFaster
self.roundText['text'] = av.getName() + rewardStr
success = self.playerPatterns[self.localAvId] == self.__serverPattern
self.hideStatusBalls('lt')
for avId in self.remoteAvIdList:
self.hideStatusBalls(avId)
if success:
sound = self.correctSound
text = self.strRight
else:
self.perfectGame = 0
sound = self.incorrectSound
text = self.strWrong
soundTrack = Sequence(Func(base.playSfx, sound), Wait(1.6))
textTrack = Sequence(Wait(0.2), Func(self.__setToonChat, text, 0), Wait(1.3), Func(self.__clearToonChat))
self.playBackPatternsTrack = Sequence(Parallel(soundTrack, textTrack, jumpTrack), Func(self.gameFSM.request, 'checkGameOver'))
self.playBackPatternsTrack.start()
def exitPlayBackPatterns(self):
if self.playBackPatternsTrack.isPlaying():
self.playBackPatternsTrack.pause()
del self.playBackPatternsTrack
def enterCheckGameOver(self):
self.notify.debug('enterCheckGameOver')
self.__winTrack = None
if self.round < PatternGameGlobals.NUM_ROUNDS:
self.gameFSM.request('waitForServerPattern')
else:
text = self.strBye
sound = None
delay = 2.0
if self.perfectGame:
text = self.strPerfect
sound = self.perfectSound
delay = 2.2
if self.celebrate:
text = TTLocalizer.PatternGameImprov
self.__winTrack = Sequence(Func(self.__setToonChat, text, 1), Func(base.playSfx, self.perfectSound), Sequence(self.returnCelebrationIntervals(1)), Sequence(self.returnCelebrationIntervals(0)), Func(self.__clearToonChat), Func(self.gameOver))
else:
self.__winTrack = Sequence(Func(self.__setToonChat, text, 1), Func(base.playSfx, sound), Wait(delay), Func(self.__clearToonChat), Func(self.gameOver))
self.__winTrack.start()
return
def exitCheckGameOver(self):
if self.__winTrack and self.__winTrack.isPlaying():
self.__winTrack.pause()
del self.__winTrack
def enterCleanup(self):
self.notify.debug('enterCleanup')
for track in self.animTracks.values():
if track and track.isPlaying():
track.pause()
del self.animTracks
def exitCleanup(self):
pass