Poodletooth-iLand/toontown/minigame/DistributedCatchGame.py
2015-03-03 17:10:12 -05:00

964 lines
38 KiB
Python

from pandac.PandaModules import *
from toontown.toonbase.ToonBaseGlobal import *
from DistributedMinigame import *
from direct.interval.IntervalGlobal import *
from OrthoWalk import *
from direct.showbase.PythonUtil import Functor, bound, lineupPos, lerp
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from toontown.toonbase import TTLocalizer
import CatchGameGlobals
from direct.task.Task import Task
from toontown.toon import Toon
from toontown.suit import Suit
import MinigameAvatarScorePanel
from toontown.toonbase import ToontownTimer
from toontown.toonbase import ToontownGlobals
import CatchGameToonSD
import Trajectory
import math
from direct.distributed import DistributedSmoothNode
from direct.showbase.RandomNumGen import RandomNumGen
import MinigameGlobals
from toontown.toon import ToonDNA
from toontown.suit import SuitDNA
from CatchGameGlobals import DropObjectTypes
from CatchGameGlobals import Name2DropObjectType
from DropPlacer import *
from DropScheduler import *
class DistributedCatchGame(DistributedMinigame):
DropTaskName = 'dropSomething'
EndGameTaskName = 'endCatchGame'
SuitWalkTaskName = 'catchGameSuitWalk'
DropObjectPlurals = {'apple': TTLocalizer.CatchGameApples,
'orange': TTLocalizer.CatchGameOranges,
'pear': TTLocalizer.CatchGamePears,
'coconut': TTLocalizer.CatchGameCoconuts,
'watermelon': TTLocalizer.CatchGameWatermelons,
'pineapple': TTLocalizer.CatchGamePineapples,
'anvil': TTLocalizer.CatchGameAnvils}
def __init__(self, cr):
DistributedMinigame.__init__(self, cr)
self.gameFSM = ClassicFSM.ClassicFSM('DistributedCatchGame', [State.State('off', self.enterOff, self.exitOff, ['play']), State.State('play', self.enterPlay, self.exitPlay, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup')
self.addChildGameFSM(self.gameFSM)
self.setUsesSmoothing()
self.setUsesLookAround()
def getTitle(self):
return TTLocalizer.CatchGameTitle
def getInstructions(self):
return TTLocalizer.CatchGameInstructions % {'fruit': self.DropObjectPlurals[self.fruitName],
'badThing': self.DropObjectPlurals['anvil']}
def getMaxDuration(self):
return CatchGameGlobals.GameDuration + 5
def load(self):
self.notify.debug('load')
DistributedMinigame.load(self)
self.defineConstants()
groundModels = ['phase_4/models/minigames/treehouse_2players',
'phase_4/models/minigames/treehouse_2players',
'phase_4/models/minigames/treehouse_3players',
'phase_4/models/minigames/treehouse_4players']
index = self.getNumPlayers() - 1
self.ground = loader.loadModel(groundModels[index])
self.ground.setHpr(180, -90, 0)
self.dropShadow = loader.loadModel('phase_3/models/props/drop_shadow')
self.dropObjModels = {}
for objType in DropObjectTypes:
if objType.name not in ['anvil', self.fruitName]:
continue
model = loader.loadModel(objType.modelPath)
self.dropObjModels[objType.name] = model
modelScales = {'apple': 0.7,
'orange': 0.7,
'pear': 0.5,
'coconut': 0.7,
'watermelon': 0.6,
'pineapple': 0.45}
if objType.name in modelScales:
model.setScale(modelScales[objType.name])
if objType == Name2DropObjectType['pear']:
model.setZ(-.6)
if objType == Name2DropObjectType['coconut']:
model.setP(180)
if objType == Name2DropObjectType['watermelon']:
model.setH(135)
model.setZ(-.5)
if objType == Name2DropObjectType['pineapple']:
model.setZ(-1.7)
if objType == Name2DropObjectType['anvil']:
model.setZ(-self.ObjRadius)
model.flattenMedium()
self.music = base.loadMusic('phase_4/audio/bgm/MG_toontag.ogg')
self.sndGoodCatch = base.loadSfx('phase_4/audio/sfx/SZ_DD_treasure.ogg')
self.sndOof = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.ogg')
self.sndAnvilLand = base.loadSfx('phase_4/audio/sfx/AA_drop_anvil_miss.ogg')
self.sndPerfect = base.loadSfx('phase_4/audio/sfx/ring_perfect.ogg')
self.toonSDs = {}
avId = self.localAvId
toonSD = CatchGameToonSD.CatchGameToonSD(avId, self)
self.toonSDs[avId] = toonSD
toonSD.load()
if self.WantSuits:
suitTypes = ['f',
'tm',
'pp',
'dt']
self.suits = []
for type in suitTypes:
suit = Suit.Suit()
d = SuitDNA.SuitDNA()
d.newSuit(type)
suit.setDNA(d)
suit.nametag.setNametag2d(None)
suit.nametag.setNametag3d(None)
suit.pose('walk', 0)
self.suits.append(suit)
self.__textGen = TextNode('ringGame')
self.__textGen.setFont(ToontownGlobals.getSignFont())
self.__textGen.setAlign(TextNode.ACenter)
self.introMovie = self.getIntroMovie()
def unload(self):
self.notify.debug('unload')
DistributedMinigame.unload(self)
self.removeChildGameFSM(self.gameFSM)
del self.gameFSM
self.introMovie.finish()
del self.introMovie
del self.__textGen
for avId in self.toonSDs.keys():
toonSD = self.toonSDs[avId]
toonSD.unload()
del self.toonSDs
for suit in self.suits:
suit.reparentTo(hidden)
suit.delete()
del self.suits
self.ground.removeNode()
del self.ground
self.dropShadow.removeNode()
del self.dropShadow
for model in self.dropObjModels.values():
model.removeNode()
del self.dropObjModels
del self.music
del self.sndGoodCatch
del self.sndOof
del self.sndAnvilLand
del self.sndPerfect
def getObjModel(self, objName):
return self.dropObjModels[objName].copyTo(hidden)
def __genText(self, text):
self.__textGen.setText(text)
return self.__textGen.generate()
def calcDifficultyConstants(self, difficulty, numPlayers):
ToonSpeedRange = [16.0, 25.0]
self.ToonSpeed = lerp(ToonSpeedRange[0], ToonSpeedRange[1], difficulty)
self.SuitSpeed = self.ToonSpeed / 2.0
self.SuitPeriodRange = [lerp(5.0, 3.0, self.getDifficulty()), lerp(15.0, 8.0, self.getDifficulty())]
def scaledDimensions(widthHeight, scale):
w, h = widthHeight
return [math.sqrt(scale * w * w), math.sqrt(scale * h * h)]
BaseStageDimensions = [20, 15]
areaScales = [1.0,
1.0,
3.0 / 2,
4.0 / 2]
self.StageAreaScale = areaScales[numPlayers - 1]
self.StageLinearScale = math.sqrt(self.StageAreaScale)
self.notify.debug('StageLinearScale: %s' % self.StageLinearScale)
self.StageDimensions = scaledDimensions(BaseStageDimensions, self.StageAreaScale)
self.notify.debug('StageDimensions: %s' % self.StageDimensions)
self.StageHalfWidth = self.StageDimensions[0] / 2.0
self.StageHalfHeight = self.StageDimensions[1] / 2.0
MOHs = [24] * 2 + [26, 28]
self.MinOffscreenHeight = MOHs[self.getNumPlayers() - 1]
distance = math.sqrt(self.StageDimensions[0] * self.StageDimensions[0] + self.StageDimensions[1] * self.StageDimensions[1])
distance /= self.StageLinearScale
if self.DropPlacerType == PathDropPlacer:
distance /= 1.5
ToonRunDuration = distance / self.ToonSpeed
offScreenOnScreenRatio = 1.0
fraction = 1.0 / 3 * 0.85
self.BaselineOnscreenDropDuration = ToonRunDuration / (fraction * (1.0 + offScreenOnScreenRatio))
self.notify.debug('BaselineOnscreenDropDuration=%s' % self.BaselineOnscreenDropDuration)
self.OffscreenTime = offScreenOnScreenRatio * self.BaselineOnscreenDropDuration
self.notify.debug('OffscreenTime=%s' % self.OffscreenTime)
self.BaselineDropDuration = self.BaselineOnscreenDropDuration + self.OffscreenTime
self.MaxDropDuration = self.BaselineDropDuration
self.DropPeriod = self.BaselineDropDuration / 2.0
scaledNumPlayers = (numPlayers - 1.0) * 0.75 + 1.0
self.DropPeriod /= scaledNumPlayers
typeProbs = {'fruit': 3,
'anvil': 1}
probSum = reduce(lambda x, y: x + y, typeProbs.values())
for key in typeProbs.keys():
typeProbs[key] = float(typeProbs[key]) / probSum
scheduler = DropScheduler(CatchGameGlobals.GameDuration, self.FirstDropDelay, self.DropPeriod, self.MaxDropDuration, self.FasterDropDelay, self.FasterDropPeriodMult)
self.totalDrops = 0
while not scheduler.doneDropping():
scheduler.stepT()
self.totalDrops += 1
self.numFruits = int(self.totalDrops * typeProbs['fruit'])
self.numAnvils = int(self.totalDrops - self.numFruits)
def getNumPlayers(self):
return self.numPlayers
def defineConstants(self):
self.notify.debug('defineConstants')
self.DropPlacerType = RegionDropPlacer
fruits = {ToontownGlobals.ToontownCentral: 'apple',
ToontownGlobals.DonaldsDock: 'orange',
ToontownGlobals.DaisyGardens: 'pear',
ToontownGlobals.MinniesMelodyland: 'coconut',
ToontownGlobals.TheBrrrgh: 'watermelon',
ToontownGlobals.DonaldsDreamland: 'pineapple'}
self.fruitName = fruits[self.getSafezoneId()]
self.ShowObjSpheres = 0
self.ShowToonSpheres = 0
self.ShowSuitSpheres = 0
self.PredictiveSmoothing = 1
self.UseGravity = 1
self.TrickShadows = 1
self.WantSuits = 1
self.FirstDropDelay = 0.5
self.FasterDropDelay = int(2.0 / 3 * CatchGameGlobals.GameDuration)
self.notify.debug('will start dropping fast after %s seconds' % self.FasterDropDelay)
self.FasterDropPeriodMult = 0.5
self.calcDifficultyConstants(self.getDifficulty(), self.getNumPlayers())
self.notify.debug('ToonSpeed: %s' % self.ToonSpeed)
self.notify.debug('total drops: %s' % self.totalDrops)
self.notify.debug('numFruits: %s' % self.numFruits)
self.notify.debug('numAnvils: %s' % self.numAnvils)
self.ObjRadius = 1.0
dropGridDimensions = [[5, 5],
[5, 5],
[6, 6],
[7, 7]]
self.DropRows, self.DropColumns = dropGridDimensions[self.getNumPlayers() - 1]
self.cameraPosTable = [[0, -29.36, 28.17]] * 2 + [[0, -32.87, 30.43], [0, -35.59, 32.1]]
self.cameraHpr = [0, -35, 0]
self.CameraPosHpr = self.cameraPosTable[self.getNumPlayers() - 1] + self.cameraHpr
for objType in DropObjectTypes:
self.notify.debug('*** Object Type: %s' % objType.name)
objType.onscreenDuration = objType.onscreenDurMult * self.BaselineOnscreenDropDuration
self.notify.debug('onscreenDuration=%s' % objType.onscreenDuration)
v_0 = 0.0
t = objType.onscreenDuration
x_0 = self.MinOffscreenHeight
x = 0.0
g = 2.0 * (x - x_0 - v_0 * t) / (t * t)
self.notify.debug('gravity=%s' % g)
objType.trajectory = Trajectory.Trajectory(0, Vec3(0, 0, x_0), Vec3(0, 0, v_0), gravMult=abs(g / Trajectory.Trajectory.gravity))
objType.fallDuration = objType.onscreenDuration + self.OffscreenTime
def grid2world(self, column, row):
x = column / float(self.DropColumns - 1)
y = row / float(self.DropRows - 1)
x = x * 2.0 - 1.0
y = y * 2.0 - 1.0
x *= self.StageHalfWidth
y *= self.StageHalfHeight
return (x, y)
def showPosts(self):
self.hidePosts()
self.posts = [Toon.Toon(),
Toon.Toon(),
Toon.Toon(),
Toon.Toon()]
for i in xrange(len(self.posts)):
toon = self.posts[i]
toon.setDNA(base.localAvatar.getStyle())
toon.reparentTo(render)
x = self.StageHalfWidth
y = self.StageHalfHeight
if i > 1:
x = -x
if i % 2:
y = -y
toon.setPos(x, y, 0)
def hidePosts(self):
if hasattr(self, 'posts'):
for toon in self.posts:
toon.removeNode()
del self.posts
def showDropGrid(self):
self.hideDropGrid()
self.dropMarkers = []
print 'dropRows: %s' % self.DropRows
print 'dropCols: %s' % self.DropColumns
for row in xrange(self.DropRows):
self.dropMarkers.append([])
rowList = self.dropMarkers[row]
for column in xrange(self.DropColumns):
toon = Toon.Toon()
toon.setDNA(base.localAvatar.getStyle())
toon.reparentTo(render)
toon.setScale(1.0 / 3)
x, y = self.grid2world(column, row)
toon.setPos(x, y, 0)
rowList.append(toon)
def hideDropGrid(self):
if hasattr(self, 'dropMarkers'):
for row in self.dropMarkers:
for marker in row:
marker.removeNode()
del self.dropMarkers
def onstage(self):
self.notify.debug('onstage')
DistributedMinigame.onstage(self)
self.ground.reparentTo(render)
self.scorePanels = []
camera.reparentTo(render)
camera.setPosHpr(*self.CameraPosHpr)
lt = base.localAvatar
lt.reparentTo(render)
self.__placeToon(self.localAvId)
lt.setSpeed(0, 0)
toonSD = self.toonSDs[self.localAvId]
toonSD.enter()
toonSD.fsm.request('normal')
self.orthoWalk.stop()
radius = 0.7
handler = CollisionHandlerEvent()
handler.setInPattern('ltCatch%in')
self.ltLegsCollNode = CollisionNode('catchLegsCollNode')
self.ltLegsCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
self.ltHeadCollNode = CollisionNode('catchHeadCollNode')
self.ltHeadCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
self.ltLHandCollNode = CollisionNode('catchLHandCollNode')
self.ltLHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
self.ltRHandCollNode = CollisionNode('catchRHandCollNode')
self.ltRHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
legsCollNodepath = lt.attachNewNode(self.ltLegsCollNode)
legsCollNodepath.hide()
head = base.localAvatar.getHeadParts().getPath(2)
headCollNodepath = head.attachNewNode(self.ltHeadCollNode)
headCollNodepath.hide()
lHand = base.localAvatar.getLeftHands()[0]
lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode)
lHandCollNodepath.hide()
rHand = base.localAvatar.getRightHands()[0]
rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode)
rHandCollNodepath.hide()
lt.cTrav.addCollider(legsCollNodepath, handler)
lt.cTrav.addCollider(headCollNodepath, handler)
lt.cTrav.addCollider(lHandCollNodepath, handler)
lt.cTrav.addCollider(lHandCollNodepath, handler)
if self.ShowToonSpheres:
legsCollNodepath.show()
headCollNodepath.show()
lHandCollNodepath.show()
rHandCollNodepath.show()
self.ltLegsCollNode.addSolid(CollisionSphere(0, 0, radius, radius))
self.ltHeadCollNode.addSolid(CollisionSphere(0, 0, 0, radius))
self.ltLHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0))
self.ltRHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0))
self.toonCollNodes = [legsCollNodepath,
headCollNodepath,
lHandCollNodepath,
rHandCollNodepath]
if self.PredictiveSmoothing:
DistributedSmoothNode.activateSmoothing(1, 1)
self.introMovie.start()
def offstage(self):
self.notify.debug('offstage')
DistributedSmoothNode.activateSmoothing(1, 0)
self.introMovie.finish()
for avId in self.toonSDs.keys():
self.toonSDs[avId].exit()
self.hidePosts()
self.hideDropGrid()
for collNode in self.toonCollNodes:
while collNode.node().getNumSolids():
collNode.node().removeSolid(0)
base.localAvatar.cTrav.removeCollider(collNode)
del self.toonCollNodes
for panel in self.scorePanels:
panel.cleanup()
del self.scorePanels
self.ground.reparentTo(hidden)
DistributedMinigame.offstage(self)
def handleDisabledAvatar(self, avId):
self.notify.debug('handleDisabledAvatar')
self.notify.debug('avatar ' + str(avId) + ' disabled')
self.toonSDs[avId].exit(unexpectedExit=True)
del self.toonSDs[avId]
DistributedMinigame.handleDisabledAvatar(self, avId)
def __placeToon(self, avId):
toon = self.getAvatar(avId)
idx = self.avIdList.index(avId)
x = lineupPos(idx, self.numPlayers, 4.0)
toon.setPos(x, 0, 0)
toon.setHpr(180, 0, 0)
def setGameReady(self):
if not self.hasLocalToon:
return
self.notify.debug('setGameReady')
if DistributedMinigame.setGameReady(self):
return
headCollNP = base.localAvatar.find('**/catchHeadCollNode')
if headCollNP and not headCollNP.isEmpty():
headCollNP.hide()
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
toon.reparentTo(render)
self.__placeToon(avId)
toonSD = CatchGameToonSD.CatchGameToonSD(avId, self)
self.toonSDs[avId] = toonSD
toonSD.load()
toonSD.enter()
toonSD.fsm.request('normal')
toon.startSmooth()
def setGameStart(self, timestamp):
if not self.hasLocalToon:
return
self.notify.debug('setGameStart')
DistributedMinigame.setGameStart(self, timestamp)
self.introMovie.finish()
camera.reparentTo(render)
camera.setPosHpr(*self.CameraPosHpr)
self.gameFSM.request('play')
def enterOff(self):
self.notify.debug('enterOff')
def exitOff(self):
pass
def enterPlay(self):
self.notify.debug('enterPlay')
self.orthoWalk.start()
for suit in self.suits:
suitCollSphere = CollisionSphere(0, 0, 0, 1.0)
suit.collSphereName = 'suitCollSphere%s' % self.suits.index(suit)
suitCollSphere.setTangible(0)
suitCollNode = CollisionNode(self.uniqueName(suit.collSphereName))
suitCollNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
suitCollNode.addSolid(suitCollSphere)
suit.collNodePath = suit.attachNewNode(suitCollNode)
suit.collNodePath.hide()
if self.ShowSuitSpheres:
suit.collNodePath.show()
self.accept(self.uniqueName('enter' + suit.collSphereName), self.handleSuitCollision)
self.scores = [0] * self.numPlayers
spacing = 0.4
for i in xrange(self.numPlayers):
avId = self.avIdList[i]
avName = self.getAvatarName(avId)
scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(avId, avName)
scorePanel.setScale(0.9)
scorePanel.setPos(-0.583 - spacing * (self.numPlayers - 1 - i), 0.0, -0.15)
scorePanel.reparentTo(base.a2dTopRight)
scorePanel.makeTransparent(0.75)
self.scorePanels.append(scorePanel)
self.fruitsCaught = 0
self.droppedObjCaught = {}
self.dropIntervals = {}
self.droppedObjNames = []
self.dropSchedule = []
self.numItemsDropped = 0
self.scheduleDrops()
self.startDropTask()
if self.WantSuits:
self.startSuitWalkTask()
self.timer = ToontownTimer.ToontownTimer()
self.timer.posInTopRightCorner()
self.timer.setTime(CatchGameGlobals.GameDuration)
self.timer.countdown(CatchGameGlobals.GameDuration, self.timerExpired)
self.timer.setTransparency(1)
self.timer.setColorScale(1, 1, 1, 0.75)
base.playMusic(self.music, looping=0, volume=0.9)
def exitPlay(self):
self.stopDropTask()
self.stopSuitWalkTask()
if hasattr(self, 'perfectIval'):
self.perfectIval.pause()
del self.perfectIval
self.timer.stop()
self.timer.destroy()
del self.timer
self.music.stop()
for suit in self.suits:
self.ignore(self.uniqueName('enter' + suit.collSphereName))
suit.collNodePath.removeNode()
for ival in self.dropIntervals.values():
ival.finish()
del self.dropIntervals
del self.droppedObjNames
del self.droppedObjCaught
del self.dropSchedule
taskMgr.remove(self.EndGameTaskName)
def timerExpired(self):
pass
def __handleCatch(self, objNum):
self.notify.debug('catch: %s' % objNum)
self.showCatch(self.localAvId, objNum)
objName = self.droppedObjNames[objNum]
objTypeId = CatchGameGlobals.Name2DOTypeId[objName]
self.sendUpdate('claimCatch', [objNum, objTypeId])
self.finishDropInterval(objNum)
def showCatch(self, avId, objNum):
isLocal = avId == self.localAvId
objName = self.droppedObjNames[objNum]
objType = Name2DropObjectType[objName]
if objType.good:
if objNum not in self.droppedObjCaught:
if isLocal:
base.playSfx(self.sndGoodCatch)
fruit = self.getObjModel(objName)
toon = self.getAvatar(avId)
rHand = toon.getRightHands()[0]
self.toonSDs[avId].eatFruit(fruit, rHand)
else:
self.toonSDs[avId].fsm.request('fallForward')
self.droppedObjCaught[objNum] = 1
def setObjectCaught(self, avId, objNum):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != 'play':
self.notify.warning('ignoring msg: object %s caught by %s' % (objNum, avId))
return
isLocal = avId == self.localAvId
if not isLocal:
self.notify.debug('AI: avatar %s caught %s' % (avId, objNum))
self.finishDropInterval(objNum)
self.showCatch(avId, objNum)
objName = self.droppedObjNames[objNum]
if Name2DropObjectType[objName].good:
i = self.avIdList.index(avId)
self.scores[i] += 1
self.scorePanels[i].setScore(self.scores[i])
self.fruitsCaught += 1
def finishDropInterval(self, objNum):
if objNum in self.dropIntervals:
self.dropIntervals[objNum].finish()
def scheduleDrops(self):
self.droppedObjNames = [self.fruitName] * self.numFruits + ['anvil'] * self.numAnvils
self.randomNumGen.shuffle(self.droppedObjNames)
dropPlacer = self.DropPlacerType(self, self.getNumPlayers(), self.droppedObjNames)
while not dropPlacer.doneDropping():
self.dropSchedule.append(dropPlacer.getNextDrop())
def startDropTask(self):
taskMgr.add(self.dropTask, self.DropTaskName)
def stopDropTask(self):
taskMgr.remove(self.DropTaskName)
def dropTask(self, task):
curT = self.getCurrentGameTime()
while self.dropSchedule[0][0] <= curT:
drop = self.dropSchedule[0]
self.dropSchedule = self.dropSchedule[1:]
dropTime, objName, dropCoords = drop
objNum = self.numItemsDropped
lastDrop = len(self.dropSchedule) == 0
x, y = self.grid2world(*dropCoords)
dropIval = self.getDropIval(x, y, objName, objNum)
def cleanup(self = self, objNum = objNum, lastDrop = lastDrop):
del self.dropIntervals[objNum]
if lastDrop:
self.sendUpdate('reportDone')
dropIval.append(Func(cleanup))
self.dropIntervals[objNum] = dropIval
self.numItemsDropped += 1
dropIval.start(curT - dropTime)
if lastDrop:
return Task.done
return Task.cont
def setEveryoneDone(self):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != 'play':
self.notify.warning('ignoring setEveryoneDone msg')
return
self.notify.debug('setEveryoneDone')
def endGame(task, self = self):
if not CatchGameGlobals.EndlessGame:
self.gameOver()
return Task.done
self.notify.debug('num fruits: %s' % self.numFruits)
self.notify.debug('num catches: %s' % self.fruitsCaught)
self.timer.hide()
#For the Alpha Blueprint ARG
if base.config.GetBool('want-blueprint4-ARG', False):
MinigameGlobals.generateDebugARGPhrase()
if self.fruitsCaught >= self.numFruits:
self.notify.debug('perfect game!')
perfectTextSubnode = hidden.attachNewNode(self.__genText(TTLocalizer.CatchGamePerfect))
perfectText = hidden.attachNewNode('perfectText')
perfectTextSubnode.reparentTo(perfectText)
frame = self.__textGen.getCardActual()
offsetY = -abs(frame[2] + frame[3]) / 2.0
perfectTextSubnode.setPos(0, 0, offsetY)
perfectText.setColor(1, 0.1, 0.1, 1)
def fadeFunc(t, text = perfectText):
text.setColorScale(1, 1, 1, t)
def destroyText(text = perfectText):
text.removeNode()
textTrack = Sequence(Func(perfectText.reparentTo, aspect2d), Parallel(LerpScaleInterval(perfectText, duration=0.5, scale=0.3, startScale=0.0), LerpFunctionInterval(fadeFunc, fromData=0.0, toData=1.0, duration=0.5)), Wait(2.0), Parallel(LerpScaleInterval(perfectText, duration=0.5, scale=1.0), LerpFunctionInterval(fadeFunc, fromData=1.0, toData=0.0, duration=0.5, blendType='easeIn')), Func(destroyText), WaitInterval(0.5), Func(endGame, None))
soundTrack = SoundInterval(self.sndPerfect)
self.perfectIval = Parallel(textTrack, soundTrack)
self.perfectIval.start()
else:
taskMgr.doMethodLater(1, endGame, self.EndGameTaskName)
return
def getDropIval(self, x, y, dropObjName, num):
objType = Name2DropObjectType[dropObjName]
dropNode = hidden.attachNewNode('catchDropNode%s' % num)
dropNode.setPos(x, y, 0)
shadow = self.dropShadow.copyTo(dropNode)
shadow.setZ(0.2)
shadow.setColor(1, 1, 1, 1)
object = self.getObjModel(dropObjName)
object.reparentTo(dropNode)
if dropObjName in ['watermelon', 'anvil']:
objH = object.getH()
absDelta = {'watermelon': 12,
'anvil': 15}[dropObjName]
delta = (self.randomNumGen.random() * 2.0 - 1.0) * absDelta
newH = objH + delta
else:
newH = self.randomNumGen.random() * 360.0
object.setH(newH)
sphereName = 'FallObj%s' % num
radius = self.ObjRadius
if objType.good:
radius *= lerp(1.0, 1.3, self.getDifficulty())
collSphere = CollisionSphere(0, 0, 0, radius)
collSphere.setTangible(0)
collNode = CollisionNode(sphereName)
collNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
collNode.addSolid(collSphere)
collNodePath = object.attachNewNode(collNode)
collNodePath.hide()
if self.ShowObjSpheres:
collNodePath.show()
catchEventName = 'ltCatch' + sphereName
def eatCollEntry(forward, collEntry):
forward()
self.accept(catchEventName, Functor(eatCollEntry, Functor(self.__handleCatch, num)))
def cleanup(self = self, dropNode = dropNode, num = num, event = catchEventName):
self.ignore(event)
dropNode.removeNode()
duration = objType.fallDuration
onscreenDuration = objType.onscreenDuration
dropHeight = self.MinOffscreenHeight
targetShadowScale = 0.3
if self.TrickShadows:
intermedScale = targetShadowScale * (self.OffscreenTime / self.BaselineDropDuration)
shadowScaleIval = Sequence(LerpScaleInterval(shadow, self.OffscreenTime, intermedScale, startScale=0))
shadowScaleIval.append(LerpScaleInterval(shadow, duration - self.OffscreenTime, targetShadowScale, startScale=intermedScale))
else:
shadowScaleIval = LerpScaleInterval(shadow, duration, targetShadowScale, startScale=0)
targetShadowAlpha = 0.4
shadowAlphaIval = LerpColorScaleInterval(shadow, self.OffscreenTime, Point4(1, 1, 1, targetShadowAlpha), startColorScale=Point4(1, 1, 1, 0))
shadowIval = Parallel(shadowScaleIval, shadowAlphaIval)
if self.UseGravity:
def setObjPos(t, objType = objType, object = object):
z = objType.trajectory.calcZ(t)
object.setZ(z)
setObjPos(0)
dropIval = LerpFunctionInterval(setObjPos, fromData=0, toData=onscreenDuration, duration=onscreenDuration)
else:
startPos = Point3(0, 0, self.MinOffscreenHeight)
object.setPos(startPos)
dropIval = LerpPosInterval(object, onscreenDuration, Point3(0, 0, 0), startPos=startPos, blendType='easeIn')
ival = Sequence(Func(Functor(dropNode.reparentTo, render)), Parallel(Sequence(WaitInterval(self.OffscreenTime), dropIval), shadowIval), Func(cleanup), name='drop%s' % num)
landSound = None
if objType == Name2DropObjectType['anvil']:
landSound = self.sndAnvilLand
if landSound:
ival.append(SoundInterval(landSound))
return ival
def startSuitWalkTask(self):
ival = Parallel(name='catchGameMetaSuitWalk')
rng = RandomNumGen(self.randomNumGen)
delay = 0.0
while delay < CatchGameGlobals.GameDuration:
delay += lerp(self.SuitPeriodRange[0], self.SuitPeriodRange[0], rng.random())
walkIval = Sequence(name='catchGameSuitWalk')
walkIval.append(Wait(delay))
def pickY(self = self, rng = rng):
return lerp(-self.StageHalfHeight, self.StageHalfHeight, rng.random())
m = [2.5,
2.5,
2.3,
2.1][self.getNumPlayers() - 1]
startPos = Point3(-(self.StageHalfWidth * m), pickY(), 0)
stopPos = Point3(self.StageHalfWidth * m, pickY(), 0)
if rng.choice([0, 1]):
startPos, stopPos = stopPos, startPos
walkIval.append(self.getSuitWalkIval(startPos, stopPos, rng))
ival.append(walkIval)
ival.start()
self.suitWalkIval = ival
def stopSuitWalkTask(self):
self.suitWalkIval.finish()
del self.suitWalkIval
def getSuitWalkIval(self, startPos, stopPos, rng):
data = {}
lerpNP = render.attachNewNode('catchGameSuitParent')
def setup(self = self, startPos = startPos, stopPos = stopPos, data = data, lerpNP = lerpNP, rng = rng):
if len(self.suits) == 0:
return
suit = rng.choice(self.suits)
data['suit'] = suit
self.suits.remove(suit)
suit.reparentTo(lerpNP)
suit.loop('walk')
suit.setPlayRate(self.SuitSpeed / ToontownGlobals.SuitWalkSpeed, 'walk')
suit.setPos(0, 0, 0)
lerpNP.setPos(startPos)
suit.lookAt(stopPos)
def cleanup(self = self, data = data, lerpNP = lerpNP):
if 'suit' in data:
suit = data['suit']
suit.reparentTo(hidden)
self.suits.append(suit)
lerpNP.removeNode()
distance = Vec3(stopPos - startPos).length()
duration = distance / self.SuitSpeed
ival = Sequence(FunctionInterval(setup), LerpPosInterval(lerpNP, duration, stopPos), FunctionInterval(cleanup))
return ival
def handleSuitCollision(self, collEntry):
self.toonSDs[self.localAvId].fsm.request('fallBack')
timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('hitBySuit', [self.localAvId, timestamp])
def hitBySuit(self, avId, timestamp):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != 'play':
self.notify.warning('ignoring msg: av %s hit by suit' % avId)
return
toon = self.getAvatar(avId)
if toon == None:
return
self.notify.debug('avatar %s hit by a suit' % avId)
if avId != self.localAvId:
self.toonSDs[avId].fsm.request('fallBack')
return
def enterCleanup(self):
self.notify.debug('enterCleanup')
def exitCleanup(self):
pass
def initOrthoWalk(self):
self.notify.debug('startOrthoWalk')
def doCollisions(oldPos, newPos, self = self):
x = bound(newPos[0], self.StageHalfWidth, -self.StageHalfWidth)
y = bound(newPos[1], self.StageHalfHeight, -self.StageHalfHeight)
newPos.setX(x)
newPos.setY(y)
return newPos
orthoDrive = OrthoDrive(self.ToonSpeed, customCollisionCallback=doCollisions)
self.orthoWalk = OrthoWalk(orthoDrive, broadcast=not self.isSinglePlayer())
def destroyOrthoWalk(self):
self.notify.debug('destroyOrthoWalk')
self.orthoWalk.destroy()
del self.orthoWalk
def getIntroMovie(self):
locNode = self.ground.find('**/locator_tree')
treeNode = locNode.attachNewNode('treeNode')
treeNode.setHpr(render, 0, 0, 0)
def cleanupTree(treeNode = treeNode):
treeNode.removeNode()
initialCamPosHpr = (-0.21,
-19.56,
13.94,
0.0,
26.57,
0.0)
suitViewCamPosHpr = (0, -11.5, 13, 0, -35, 0)
finalCamPosHpr = self.CameraPosHpr
cameraIval = Sequence(Func(camera.reparentTo, render), Func(camera.setPosHpr, treeNode, *initialCamPosHpr), WaitInterval(4.0), LerpPosHprInterval(camera, 2.0, Point3(*suitViewCamPosHpr[:3]), Point3(*suitViewCamPosHpr[3:]), blendType='easeInOut', name='lerpToSuitView'), WaitInterval(4.0), LerpPosHprInterval(camera, 3.0, Point3(*finalCamPosHpr[:3]), Point3(*finalCamPosHpr[3:]), blendType='easeInOut', name='lerpToPlayView'))
def getIntroToon(toonProperties, parent, pos):
toon = Toon.Toon()
dna = ToonDNA.ToonDNA()
dna.newToonFromProperties(*toonProperties)
toon.setDNA(dna)
toon.reparentTo(parent)
toon.setPos(*pos)
toon.setH(180)
toon.startBlink()
return toon
def cleanupIntroToon(toon):
toon.detachNode()
toon.stopBlink()
toon.delete()
def getThrowIval(toon, hand, object, leftToon, isAnvil = 0):
anim = 'catch-intro-throw'
grabFrame = 12
fullSizeFrame = 30
framePeriod = 1.0 / toon.getFrameRate(anim)
objScaleDur = (fullSizeFrame - grabFrame) * framePeriod
releaseFrame = 35
trajDuration = 1.6
trajDistance = 4
if leftToon:
releaseFrame = 34
trajDuration = 1.0
trajDistance = 1
animIval = ActorInterval(toon, anim, loop=0)
def getThrowDest(object = object, offset = trajDistance):
dest = object.getPos(render)
dest += Point3(0, -offset, 0)
dest.setZ(0)
return dest
if leftToon:
trajIval = ProjectileInterval(object, startVel=Point3(0, 0, 0), duration=trajDuration)
else:
trajIval = ProjectileInterval(object, endPos=getThrowDest, duration=trajDuration)
trajIval = Sequence(Func(object.wrtReparentTo, render), trajIval, Func(object.wrtReparentTo, hidden))
if isAnvil:
trajIval.append(SoundInterval(self.sndAnvilLand))
objIval = Track((grabFrame * framePeriod, Sequence(Func(object.reparentTo, hand), Func(object.setPosHpr, 0.05, -.13, 0.62, 0, 0, 336.8), LerpScaleInterval(object, objScaleDur, 1.0, startScale=0.1, blendType='easeInOut'))), (releaseFrame * framePeriod, trajIval))
def cleanup(object = object):
object.reparentTo(hidden)
object.removeNode()
throwIval = Sequence(Parallel(animIval, objIval), Func(cleanup))
return throwIval
tY = -4.0
tZ = 19.5
props = ['css',
'md',
'm',
'f',
9,
0,
9,
9,
13,
5,
11,
5,
8,
7]
leftToon = getIntroToon(props, treeNode, [-2.3, tY, tZ])
props = ['mss',
'ls',
'l',
'm',
6,
0,
6,
6,
3,
5,
3,
5,
5,
0]
rightToon = getIntroToon(props, treeNode, [1.8, tY, tZ])
fruit = self.getObjModel(self.fruitName)
if self.fruitName == 'pineapple':
fruit.setZ(0.42)
fruit.flattenMedium()
anvil = self.getObjModel('anvil')
anvil.setH(100)
anvil.setZ(0.42)
anvil.flattenMedium()
leftToonIval = getThrowIval(leftToon, leftToon.getRightHands()[0], fruit, leftToon=1)
rightToonIval = getThrowIval(rightToon, rightToon.getLeftHands()[0], anvil, leftToon=0, isAnvil=1)
animDur = leftToon.getNumFrames('catch-intro-throw') / leftToon.getFrameRate('catch-intro-throw')
toonIval = Sequence(Parallel(Sequence(leftToonIval, Func(leftToon.loop, 'neutral')), Sequence(Func(rightToon.loop, 'neutral'), WaitInterval(animDur / 2.0), rightToonIval, Func(rightToon.loop, 'neutral')), WaitInterval(cameraIval.getDuration())), Func(cleanupIntroToon, leftToon), Func(cleanupIntroToon, rightToon))
self.treeNode = treeNode
self.fruit = fruit
self.anvil = anvil
self.leftToon = leftToon
self.rightToon = rightToon
introMovie = Sequence(Parallel(cameraIval, toonIval), Func(cleanupTree))
return introMovie