mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 09:17:54 +00:00
137 lines
4.7 KiB
Python
137 lines
4.7 KiB
Python
from pandac.PandaModules import NodePath
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from direct.interval.MetaInterval import Sequence
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from direct.interval.FunctionInterval import Func
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from toontown.toonbase.ToontownTimer import ToontownTimer
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from toontown.toonbase import ToontownIntervals
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from CogdoMazeGameGuis import CogdoMazeHud, CogdoMazeMapGui, CogdoMazeBossGui
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from CogdoGameMessageDisplay import CogdoGameMessageDisplay
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import CogdoMazeGameGlobals as Globals
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from CogdoMemoGui import CogdoMemoGui
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class CogdoMazeGuiManager:
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def __init__(self, maze, bossCode):
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self.maze = maze
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self.root = NodePath('CogdoMazeGui')
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self.root.reparentTo(aspect2d)
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self.mazeMapGui = CogdoMazeMapGui(self.maze.collisionTable)
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if bossCode is not None:
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self._bossGui = CogdoMazeBossGui(bossCode)
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else:
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self._bossGui = None
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self._memoGui = CogdoMemoGui(self.root)
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self._memoGui.posNextToLaffMeter()
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self._presentGuiIval = None
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self._presentTimerIval = None
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self._hud = CogdoMazeHud()
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self._timer = None
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self._initMessageDisplay()
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return
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def _initTimer(self):
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self._timer = ToontownTimer()
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self._timer.hide()
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self._timer.posInTopRightCorner()
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def _initMessageDisplay(self):
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self.messageDisplay = CogdoGameMessageDisplay('CogdoMazeMessageDisplay', self.root, pos=Globals.MessageLabelPos)
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def destroy(self):
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ToontownIntervals.cleanup('present_gui')
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ToontownIntervals.cleanup('present_timer')
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ToontownIntervals.cleanup('present_memo')
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self._hud.destroy()
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self._hud = None
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self._memoGui.destroy()
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self._memoGui = None
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if self._bossGui is not None:
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self._bossGui.destroy()
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self._bossGui = None
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self.messageDisplay.destroy()
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self.messageDisplay = None
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self.destroyMazeMap()
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self.destroyTimer()
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if self._presentGuiIval:
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self._presentGuiIval.pause()
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self._presentGuiIval = None
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if self._presentTimerIval:
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self._presentTimerIval.pause()
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self._presentTimerIval = None
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return
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def destroyMazeMap(self):
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if hasattr(self, 'mazeMapGui') and self.mazeMapGui is not None:
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self.mazeMapGui.destroy()
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del self.mazeMapGui
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return
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def destroyTimer(self):
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if self._timer is not None:
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self._timer.stop()
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self._timer.destroy()
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self._timer = None
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return
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def showPickupCounter(self):
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ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._memoGui, 'present_memo'))
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def startGame(self, firstMessage):
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self._presentGuiIval = ToontownIntervals.start(Sequence(ToontownIntervals.getPresentGuiIval(self._bossGui, '', startPos=(0, 0, -0.15)), Func(self.mazeMapGui.show), ToontownIntervals.getPulseLargerIval(self.mazeMapGui, '', scale=self.mazeMapGui.getScale()), Func(self.setMessage, firstMessage), name='present_gui'))
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def hideMazeMap(self):
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self.mazeMapGui.hide()
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def showBossGui(self):
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if self._bossGui is not None:
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self._bossGui.show()
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return
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def hideBossGui(self):
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if self._bossGui is not None:
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self._bossGui.hide()
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return
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def revealMazeMap(self):
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self.mazeMapGui.revealAll()
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def hideLock(self, lockIndex):
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self.mazeMapGui.hideLock(lockIndex)
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def showTimer(self, duration, timerExpiredCallback = None):
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if self._timer is None:
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self._initTimer()
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self._timer.setTime(duration)
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self._timer.countdown(duration, timerExpiredCallback)
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self._timer.show()
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self._presentTimerIval = ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._timer, 'present_timer', startPos=(0, 0, 0.35)))
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return
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def hideTimer(self):
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if hasattr(self, 'timer') and self._timer is not None:
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self._timer.hide()
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self._timer.stop()
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return
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def setMessage(self, text, color = None, transition = 'fade'):
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self.messageDisplay.updateMessage(text, color, transition)
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def setMessageTemporary(self, text, time = 3.0):
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self.messageDisplay.showMessageTemporarily(text, time)
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def clearMessage(self):
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self.messageDisplay.updateMessage('')
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def setPickupCount(self, count):
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self._memoGui.setCount(count)
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def showBossCode(self, bossIndex):
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self._bossGui.showNumber(bossIndex)
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def showBossHit(self, bossIndex):
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self._bossGui.showHit(bossIndex)
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def showQuestArrow(self, toon, target, offset):
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self._hud.showQuestArrow(toon, target, offset)
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def hideQuestArrow(self):
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self._hud.hideQuestArrow()
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