mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
88 lines
3.4 KiB
Python
Executable file
88 lines
3.4 KiB
Python
Executable file
from pandac.PandaModules import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.showbase.DirectObject import DirectObject
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from toontown.minigame import ToonBlitzGlobals
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from toontown.toonbase import ToontownGlobals
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class TwoDSpawnPointMgr(DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory('TwoDSpawnPointMgr')
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def __init__(self, section, spawnPointList):
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self.section = section
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self.game = self.section.sectionMgr.game
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self.spawnPointList = spawnPointList
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self.lastSavePoint = 0
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self.showCollSpheres = False
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self.savePoints = []
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self.loadPoints = []
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self.collNPList = []
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self.collDict = {}
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self.load()
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def destroy(self):
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while len(self.collNPList):
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item = self.collNPList[0]
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self.ignore('enter' + self.collNPList[0].node().getName())
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self.collNPList.remove(item)
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item.removeNode()
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self.section = None
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self.game = None
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self.savePoints = None
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self.loadPoints = None
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self.collNPList = None
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self.collDict = None
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return
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def load(self):
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if len(self.spawnPointList):
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self.spawnPointsNP = NodePath('SpawnPoints')
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self.spawnPointsNP.reparentTo(self.section.sectionNP)
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for point in self.spawnPointList:
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if len(point) == 1:
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savePoint = point[0]
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loadPoint = point[0]
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else:
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savePoint = point[0]
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loadPoint = point[1]
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index = len(self.savePoints)
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self.savePoints.append(savePoint)
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self.loadPoints.append(loadPoint)
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self.setupCollision(index)
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def setupCollision(self, index):
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collSphere = CollisionSphere(0, 0, 0, 3)
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collSphereName = 'savePoint%s' % self.section.getSectionizedId(index)
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collSphere.setTangible(0)
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collNode = CollisionNode(self.game.uniqueName(collSphereName))
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collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
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collNode.addSolid(collSphere)
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collNodePath = self.spawnPointsNP.attachNewNode(collNode)
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collNodePath.hide()
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if self.showCollSpheres:
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collNodePath.show()
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posX, posY, posZ = self.savePoints[index]
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collNodePath.setPos(posX, posY, posZ)
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self.collNPList.append(collNodePath)
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self.collDict[collNodePath.getName()] = index
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self.accept(self.game.uniqueName('enter' + collSphereName), self.handleSavePointCollision)
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def handleSavePointCollision(self, cevent):
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savePointName = cevent.getIntoNodePath().getName()
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self.lastSavePoint = self.collDict[savePointName]
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self.section.sectionMgr.updateActiveSection(self.section.indexNum)
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def getSpawnPoint(self):
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if len(self.loadPoints) > 0:
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point = self.loadPoints[self.lastSavePoint]
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return Point3(point[0], point[1], point[2])
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else:
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return Point3(ToonBlitzGlobals.ToonStartingPosition[0], ToonBlitzGlobals.ToonStartingPosition[1], ToonBlitzGlobals.ToonStartingPosition[2])
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def setupLastSavePointHandle(self):
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if len(self.collNPList) > 0:
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self.accept('enter' + self.collNPList[-1].getName(), self.handleLastSavePointCollision)
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self.gameEndX = self.collNPList[-1].getX(render)
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def handleLastSavePointCollision(self, cevent):
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self.game.localToonVictory()
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