mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 09:17:54 +00:00
267 lines
9.9 KiB
Python
267 lines
9.9 KiB
Python
from direct.gui.DirectLabel import DirectLabel
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from direct.gui.DirectGui import *
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from direct.task.Task import Task
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from direct.interval.MetaInterval import Sequence, Parallel
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from direct.interval.FunctionInterval import Wait, Func
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from pandac.PandaModules import TextNode, NodePath, Point3, CardMaker
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from toontown.toonbase import ToontownGlobals
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from toontown.toonbase import TTLocalizer
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from toontown.toonbase import ToontownIntervals
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from toontown.minigame.MazeMapGui import MazeMapGui
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import CogdoMazeGameGlobals as Globals
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import CogdoUtil
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class CogdoMazeMapGui(MazeMapGui):
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def __init__(self, mazeCollTable):
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MazeMapGui.__init__(self, mazeCollTable, bgColor=Globals.MapGuiBgColor, fgColor=Globals.MapGuiFgColor)
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self._suit2marker = {}
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self._initModel()
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self.setPos(*Globals.MapGuiPos)
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self.setScale(Globals.MapGuiScale)
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self.reparentTo(base.a2dBottomRight)
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def destroy(self):
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for marker in self._suit2marker.values():
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marker.removeNode()
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del self._suit2marker
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self._entrance.removeNode()
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del self._entrance
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self._exit.removeNode()
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del self._exit
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del self._exitOpen
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del self._exitClosed
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self._suitMarkerTemplate.removeNode()
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del self._suitMarkerTemplate
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self._waterCoolerTemplate.removeNode()
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del self._waterCoolerTemplate
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MazeMapGui.destroy(self)
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def _initModel(self):
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baseName = '**/tt_t_gui_cmg_miniMap_'
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cardModel = CogdoUtil.loadMazeModel('miniMap_cards', group='gui')
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cm = CardMaker('bg')
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cm.setFrame(-1.1, 1.1, -1.1, 1.1)
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bg = self.attachNewNode(cm.generate())
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bg.setColor(*self._bgColor)
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bg.setBin('fixed', 0)
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frame = cardModel.find(baseName + 'frame')
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frame.reparentTo(self)
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frame.setScale(2.5)
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frame.setPos(0.01, 0, -0.01)
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self._entrance = cardModel.find(baseName + 'entrance')
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self._entrance.reparentTo(self)
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self._entrance.setScale(0.35)
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self._entrance.hide()
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self._exit = NodePath('exit')
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self._exit.setScale(0.35)
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self._exit.reparentTo(self)
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self._exitOpen = cardModel.find(baseName + 'exitOpen')
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self._exitOpen.reparentTo(self._exit)
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self._exitClosed = cardModel.find(baseName + 'exitClosed')
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self._exitClosed.reparentTo(self._exit)
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self._suitMarkerTemplate = cardModel.find(baseName + 'cogIcon')
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self._suitMarkerTemplate.detachNode()
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self._suitMarkerTemplate.setScale(0.225)
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self._waterCoolerTemplate = cardModel.find(baseName + 'waterDrop')
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self._waterCoolerTemplate.detachNode()
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self._waterCoolerTemplate.setScale(0.225)
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self._exit.hide()
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cardModel.removeNode()
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def addWaterCooler(self, tX, tY):
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marker = NodePath('WaterCoolerMarker-%i-%i' % (tX, tY))
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self._waterCoolerTemplate.copyTo(marker)
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marker.reparentTo(self.maskedLayer)
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x, y = self.tile2gui(tX, tY)
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marker.setPos(*self.gui2pos(x, y))
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def addSuit(self, suit):
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marker = NodePath('SuitMarker-%i' % len(self._suit2marker))
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self._suitMarkerTemplate.copyTo(marker)
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marker.reparentTo(self)
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self._suit2marker[suit] = marker
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def removeSuit(self, suit):
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self._suit2marker[suit].removeNode()
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del self._suit2marker[suit]
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def updateSuit(self, suit, tX, tY):
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x, y = self.tile2gui(tX, tY)
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self._suit2marker[suit].setPos(*self.gui2pos(x, y))
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def showExit(self):
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self._exit.show()
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self._exitClosed.hide()
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def hideExit(self):
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self._exit.hide()
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def placeExit(self, tX, tY):
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x, y = self.tile2gui(tX, tY)
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self._exit.setPos(*self.gui2pos(x, y))
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self._exit.setZ(self._exit, 0.3)
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def placeEntrance(self, tX, tY):
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x, y = self.tile2gui(tX, tY)
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self._entrance.setPos(*self.gui2pos(x, y))
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self._entrance.setZ(self._entrance, -0.35)
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self._entrance.show()
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class CogdoMazeBossCodeFrame(DirectFrame):
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def __init__(self, id, code, modelToCopy):
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DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
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self._id = id
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self._model = modelToCopy.copyTo(self)
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self._model.setPos(0, 0, 0)
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self._bg = self._model.find('**/bossBackground')
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self._bossIcon = self._model.find('**/bossIcon')
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self._bossIconX = self._model.find('**/bossIconX')
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self._bossIconX.reparentTo(self._bossIcon)
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self._bossIconX.hide()
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self._bg.hide()
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self._bossIcon.setBin('fixed', 2)
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self._bg.setBin('fixed', 3)
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self._label = DirectLabel(parent=self._bg, relief=None, scale=Globals.BossCodeFrameLabelScale, text=code, pos=(0, 0, -0.03), text_align=TextNode.ACenter, text_fg=Globals.BossCodeFrameLabelNormalColor, text_shadow=(0, 0, 0, 0), text_font=ToontownGlobals.getSuitFont())
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return
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def destroy(self):
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ToontownIntervals.cleanup('boss_code%i' % self._id)
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DirectFrame.destroy(self)
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def showNumber(self):
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self.setHit(False)
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self._bossIconX.show()
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ToontownIntervals.cleanup('boss_code%i' % self._id)
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ToontownIntervals.start(Sequence(Parallel(ToontownIntervals.getPresentGuiIval(self._bossIcon, '', startPos=(0, 0, -0.15))), Wait(1.0), ToontownIntervals.getPulseLargerIval(self._bg, ''), name='boss_code%i' % self._id))
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def setHit(self, hit):
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if hit:
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self._model.setColorScale(Globals.BlinkColor)
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else:
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self._model.setColorScale(1.0, 1.0, 1.0, 1.0)
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def highlightNumber(self):
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self._label['text_fg'] = Globals.BossCodeFrameLabelHighlightColor
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class CogdoMazeBossGui(DirectFrame):
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def __init__(self, code):
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DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
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self._code = str(code)
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self._codeLength = len(self._code)
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self._markersShown = 0
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self._markers = []
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self._initModel()
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self.setPos(*Globals.BossGuiPos)
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self.setScale(Globals.BossGuiScale)
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self.hide()
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return
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def destroy(self):
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ToontownIntervals.cleanup('bosscodedoor')
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self._model.removeNode()
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del self._model
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self._titleLabel.removeNode()
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del self._titleLabel
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for marker in self._markers:
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marker.destroy()
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del self._markers
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DirectFrame.destroy(self)
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def _initModel(self):
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codeFrameGap = Globals.BossCodeFrameGap
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codeFrameWidth = Globals.BossCodeFrameWidth
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self._model = CogdoUtil.loadMazeModel('bossCog', group='gui')
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self._model.reparentTo(self)
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self._model.find('**/frame').setBin('fixed', 1)
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titleLabelPos = self._model.find('**/title_label_loc').getPos()
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self._titleLabel = DirectLabel(parent=self, relief=None, scale=Globals.BossGuiTitleLabelScale, text=TTLocalizer.CogdoMazeGameBossGuiTitle.upper(), pos=titleLabelPos, text_align=TextNode.ACenter, text_fg=(0, 0, 0, 1), text_shadow=(0, 0, 0, 0), text_font=ToontownGlobals.getSuitFont())
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self._titleLabel.setBin('fixed', 1)
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bossCard = self._model.find('**/bossCard')
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self._openDoor = self._model.find('**/doorOpen')
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self._closedDoor = self._model.find('**/doorClosed')
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self._openDoor.stash()
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spacingX = codeFrameWidth + codeFrameGap
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startX = -0.5 * ((self._codeLength - 1) * spacingX - codeFrameGap)
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for i in range(self._codeLength):
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marker = CogdoMazeBossCodeFrame(i, self._code[i], bossCard)
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marker.reparentTo(self)
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marker.setPos(bossCard, startX + spacingX * i, 0, 0)
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self._markers.append(marker)
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bossCard.removeNode()
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return
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def showHit(self, bossIndex):
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self._markers[bossIndex].setHit(True)
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def showNumber(self, bossIndex):
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self._markers[bossIndex].setHit(False)
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self._markers[bossIndex].showNumber()
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self._markersShown += 1
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if self._markersShown == self._codeLength:
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self._openDoor.unstash()
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self._closedDoor.stash()
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ToontownIntervals.start(ToontownIntervals.getPulseLargerIval(self._openDoor, 'bosscodedoor'))
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class CogdoMazeHud:
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def __init__(self):
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self._update = None
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self._initQuestArrow()
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return
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def _initQuestArrow(self):
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matchingGameGui = loader.loadModel('phase_3.5/models/gui/matching_game_gui')
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arrow = matchingGameGui.find('**/minnieArrow')
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arrow.setScale(Globals.QuestArrowScale)
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arrow.setColor(*Globals.QuestArrowColor)
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arrow.setHpr(90, -90, 0)
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self._questArrow = NodePath('Arrow')
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arrow.reparentTo(self._questArrow)
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self._questArrow.reparentTo(render)
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self.hideQuestArrow()
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matchingGameGui.removeNode()
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def destroy(self):
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self.__stopUpdateTask()
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self._questArrow.removeNode()
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self._questArrow = None
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return
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def showQuestArrow(self, parent, nodeToPoint, offset = Point3(0, 0, 0)):
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self._questArrowNodeToPoint = nodeToPoint
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self._questArrowParent = parent
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self._questArrowOffset = offset
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self._questArrow.unstash()
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self._questArrowVisible = True
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self.__startUpdateTask()
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def hideQuestArrow(self):
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self._questArrow.stash()
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self.__stopUpdateTask()
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self._questArrowVisible = False
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self._questArrowNodeToPoint = None
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return
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def __startUpdateTask(self):
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self.__stopUpdateTask()
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self._update = taskMgr.add(self._updateTask, 'CogdoMazeHud_Update', 45)
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def __stopUpdateTask(self):
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if self._update is not None:
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taskMgr.remove(self._update)
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return
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def _updateTask(self, task):
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if self._questArrowVisible:
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self._questArrow.setPos(self._questArrowParent, self._questArrowOffset)
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self._questArrow.lookAt(self._questArrowNodeToPoint)
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return Task.cont
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