mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
292 lines
12 KiB
Python
292 lines
12 KiB
Python
from panda3d.core import *
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from toontown.toonbase.ToonBaseGlobal import *
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from direct.interval.IntervalGlobal import *
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from toontown.toonbase.ToontownGlobals import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.fsm import StateData
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from direct.fsm import ClassicFSM, State
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from direct.fsm import State
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import ToonBlitzGlobals
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from otp.otpbase import OTPGlobals
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from direct.task.Task import Task
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from toontown.minigame import TwoDBattleMgr
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from toontown.racing import RaceHeadFrame
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COLOR_RED = VBase4(1, 0, 0, 0.3)
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class TwoDGameToonSD(StateData.StateData):
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notify = DirectNotifyGlobal.directNotify.newCategory('TwoDGameToonSD')
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FallBackAnim = 'slip-backward'
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NeutralAnim = 'neutral'
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RunAnim = 'run'
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ShootGun = 'water-gun'
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Victory = 'victory'
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animList = [FallBackAnim,
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NeutralAnim,
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RunAnim,
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ShootGun,
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Victory]
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ScoreTextGenerator = TextNode('ScoreTextGenerator')
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def __init__(self, avId, game):
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self.avId = avId
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self.game = game
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self.isLocal = avId == base.localAvatar.doId
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self.toon = self.game.getAvatar(self.avId)
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self.unexpectedExit = False
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self.fallBackIval = None
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self.fallDownIval = None
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self.victoryIval = None
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self.squishIval = None
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self.fsm = ClassicFSM.ClassicFSM('TwoDGameAnimFSM-%s' % self.avId, [State.State('init', self.enterInit, self.exitInit, ['normal']),
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State.State('normal', self.enterNormal, self.exitNormal, ['shootGun',
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'fallBack',
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'fallDown',
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'victory',
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'squish']),
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State.State('shootGun', self.enterShootGun, self.exitShootGun, ['normal',
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'fallBack',
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'fallDown',
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'victory',
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'squish']),
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State.State('fallBack', self.enterFallBack, self.exitFallBack, ['normal', 'fallDown', 'squish']),
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State.State('fallDown', self.enterFallDown, self.exitFallDown, ['normal']),
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State.State('squish', self.enterSquish, self.exitSquish, ['normal']),
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State.State('victory', self.enterVictory, self.exitVictory, ['normal', 'fallDown']),
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State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'init', 'cleanup')
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self.scoreText = None
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self.load()
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self.progressLineLength = self.game.assetMgr.faceEndPos[0] - self.game.assetMgr.faceStartPos[0]
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self.conversionRatio = self.progressLineLength / self.game.gameLength
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return
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def load(self):
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for anim in self.animList:
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self.toon.pose(anim, 0)
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self.battleMgr = TwoDBattleMgr.TwoDBattleMgr(self.game, self.toon)
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self.squishSound = base.loadSfx('phase_3.5/audio/dial/AV_' + self.toon.style.getAnimal() + '_exclaim.ogg')
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def destroy(self):
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if self.fallBackIval != None:
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self.fallBackIval.finish()
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self.fallBackIval = None
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if self.fallDownIval != None:
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self.fallDownIval.finish()
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self.fallDownIval = None
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if self.squishIval != None:
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self.squishIval.finish()
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self.squishIval = None
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if self.victoryIval != None:
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self.victoryIval.finish()
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self.victoryIval = None
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self.hideScoreText()
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self.headFrame.destroy()
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self.battleMgr.destroy()
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del self.battleMgr
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del self.fsm
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return
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def enter(self):
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self.fsm.enterInitialState()
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def exit(self, unexpectedExit = False):
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self.unexpectedExit = unexpectedExit
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self.fsm.requestFinalState()
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def enterInit(self):
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self.notify.debug('enterInit')
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self.toon.startBlink()
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self.toon.stopLookAround()
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self.toon.useLOD(1000)
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self.toon.dropShadow.hide()
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def exitInit(self):
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pass
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def enterNormal(self):
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self.notify.debug('enterNormal')
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def exitNormal(self):
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pass
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def enterFallBack(self):
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self.notify.debug('enterFallBack')
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fallBackDist = 9
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self.blinkRed = self.blinkColor(COLOR_RED, 2)
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duration = 4
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animName = self.FallBackAnim
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startFrame = 1
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endFrame = 22
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totalFrames = self.toon.getNumFrames(animName)
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frames = totalFrames - 1 - startFrame
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frameRate = self.toon.getFrameRate(animName)
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newRate = frames / duration
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playRate = newRate / frameRate
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fallBackAnim = Sequence(ActorInterval(self.toon, animName, startTime=startFrame / newRate, endTime=endFrame / newRate, playRate=playRate), ActorInterval(self.toon, animName, startFrame=23, playRate=1), FunctionInterval(self.resume))
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self.fallBackIval = Parallel(self.blinkRed, fallBackAnim)
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if self.isLocal:
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self.game.ignoreInputs()
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self.toon.controlManager.currentControls.lifter.setVelocity(12)
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if self.toon.getH() == 90:
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endPoint = Point3(self.toon.getX() + fallBackDist, self.toon.getY(), self.toon.getZ())
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else:
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endPoint = Point3(self.toon.getX() - fallBackDist, self.toon.getY(), self.toon.getZ())
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enemyHitTrajectory = LerpFunc(self.toon.setX, fromData=self.toon.getX(), toData=endPoint.getX(), duration=0.75, name='enemyHitTrajectory')
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self.fallBackIval.append(enemyHitTrajectory)
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base.playSfx(self.game.assetMgr.sndOof)
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self.fallBackIval.start()
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def exitFallBack(self):
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self.fallBackIval.pause()
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self.blinkRed.finish()
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if self.isLocal:
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if self.game.gameFSM.getCurrentState().getName() == 'play':
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self.game.acceptInputs()
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def shootGun(self):
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if self.fsm.getCurrentState().getName() == 'shootGun':
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self.fsm.request('normal')
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self.fsm.request('shootGun')
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def enterShootGun(self):
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self.battleMgr.shoot()
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self.fsm.request('normal')
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def exitShootGun(self):
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pass
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def enterFallDown(self):
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self.notify.debug('enterFallDown')
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self.fallDownIval = Sequence()
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self.blinkRed = self.blinkColor(COLOR_RED, 2)
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if self.isLocal:
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self.game.ignoreInputs()
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base.playSfx(self.game.assetMgr.fallSound)
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pos = self.game.sectionMgr.getLastSpawnPoint()
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toonRespawnIval = Sequence(Wait(1), Func(base.localAvatar.setPos, pos))
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self.fallDownIval.append(toonRespawnIval)
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self.fallDownIval.append(Func(self.resume))
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self.fallDownIval.append(self.blinkRed)
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self.fallDownIval.start()
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def exitFallDown(self):
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if self.isLocal:
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if self.game.gameFSM.getCurrentState().getName() == 'play':
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self.game.acceptInputs()
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def enterSquish(self):
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self.notify.debug('enterSquish')
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if self.isLocal:
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self.game.ignoreInputs()
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self.toon.setAnimState('Squish')
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self.toon.stunToon()
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base.playSfx(self.squishSound, node=self.toon, volume=2)
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self.blinkRed = self.blinkColor(COLOR_RED, 3)
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self.squishIval = Parallel(self.blinkRed, Sequence(Wait(2.5), Func(self.resume)))
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self.squishIval.start()
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def exitSquish(self):
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if self.isLocal:
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if self.game.gameFSM.getCurrentState().getName() == 'play':
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self.game.acceptInputs()
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def enterVictory(self):
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self.notify.debug('enterVictory')
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outsideElevatorPos = self.game.sectionMgr.exitElevator.find('**/loc_elevator_front').getPos(render)
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insideElevatorPos = self.game.sectionMgr.exitElevator.find('**/loc_elevator_inside').getPos(render)
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runToElevator = Parallel(LerpPosInterval(self.toon, self.game.timeToRunToElevator, outsideElevatorPos), ActorInterval(self.toon, self.RunAnim, loop=1, duration=self.game.timeToRunToElevator))
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danceIval = Parallel(LerpPosInterval(self.toon, 2, insideElevatorPos), ActorInterval(self.toon, self.Victory, loop=1, duration=ToonBlitzGlobals.GameDuration[self.game.getSafezoneId()]))
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waitToLand = 0.0
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if self.toon.getZ(render) > 13:
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waitToLand = 1
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self.victoryIval = Sequence(Wait(waitToLand), runToElevator, danceIval)
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self.victoryIval.start()
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def exitVictory(self):
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pass
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def enterCleanup(self):
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self.notify.debug('enterCleanup')
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self.toon.stopBlink()
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self.toon.startLookAround()
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self.toon.resetLOD()
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self.toon.dropShadow.show()
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def exitCleanup(self):
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pass
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def resume(self):
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self.fsm.request('normal')
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messenger.send('jumpLand')
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def blinkColor(self, color, duration):
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blink = Sequence(LerpColorScaleInterval(self.toon, 0.5, color, startColorScale=VBase4(1, 1, 1, 1)), LerpColorScaleInterval(self.toon, 0.5, VBase4(1, 1, 1, 1), startColorScale=color))
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track = Sequence(Func(blink.loop), Wait(duration), Func(blink.finish))
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return track
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def setAnimState(self, newState, playRate):
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if not self.unexpectedExit:
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self.toon.setAnimState(newState, playRate)
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def createHeadFrame(self, drawNum):
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toon = base.cr.doId2do.get(self.avId, None)
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self.headFrame = RaceHeadFrame.RaceHeadFrame(av=toon)
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eyes = self.headFrame.head.find('**/eyes*')
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eyes.setDepthTest(1)
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eyes.setDepthWrite(1)
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self.headFrame.configure(geom_scale=(0.5, 0.5, 0.5))
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self.headFrame.setZ(self.game.assetMgr.faceStartPos[2])
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self.headFrame.setDepthWrite(True)
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self.headFrame.setDepthTest(True)
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self.headFrame.reparentTo(self.game.assetMgr.aspect2dRoot)
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self.headFrame.setY(-drawNum)
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if self.isLocal:
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self.headFrame.setScale(0.2)
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else:
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self.headFrame.setScale(0.15)
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self.headFrame.setX(self.game.assetMgr.faceStartPos[0])
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return
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def update(self):
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toonCurrX = self.toon.getX(render)
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progress = toonCurrX - self.game.gameStartX
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headFrameProgress = progress * self.conversionRatio
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headFrameX = self.game.assetMgr.faceStartPos[0] + headFrameProgress
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headFrameX = max(self.game.assetMgr.faceStartPos[0], headFrameX)
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headFrameX = min(self.game.assetMgr.faceEndPos[0], headFrameX)
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self.headFrame.setX(headFrameX)
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def showScoreText(self, number, scale = 1.25):
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if not number == 0:
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if self.scoreText:
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self.hideScoreText()
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self.ScoreTextGenerator.setFont(OTPGlobals.getSignFont())
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if number < 0:
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self.ScoreTextGenerator.setText(str(number))
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else:
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self.ScoreTextGenerator.setText('+' + str(number))
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self.ScoreTextGenerator.clearShadow()
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self.ScoreTextGenerator.setAlign(TextNode.ACenter)
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if number < 0:
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r, g, b, a = (0.9, 0, 0, 1)
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else:
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r, g, b, a = (0.9, 0.9, 0, 1)
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self.scoreTextNode = self.ScoreTextGenerator.generate()
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self.scoreText = self.toon.attachNewNode(self.scoreTextNode)
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self.scoreText.setScale(scale)
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self.scoreText.setBillboardPointEye()
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self.scoreText.setBin('fixed', 100)
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self.scoreText.setPos(0, 0, self.toon.height / 2)
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self.scoreText.setTransparency(1)
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self.scoreText.setColor(r, g, b, a)
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self.scoreText.setDepthTest(0)
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self.scoreText.setDepthWrite(0)
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seq = Sequence(self.scoreText.posInterval(0.5, Point3(0, 0, self.toon.height + 2), blendType='easeOut'), self.scoreText.colorInterval(0.25, Vec4(r, g, b, 0)), Func(self.hideScoreText))
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seq.start()
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def hideScoreText(self):
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if self.scoreText:
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taskMgr.remove(self.game.uniqueName('scoreText'))
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self.scoreText.removeNode()
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self.scoreText = None
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return
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