Poodletooth-iLand/toontown/minigame/MazeMapGui.py
Master Jumblespeed d882959bfa switch to remote
2015-05-18 22:11:33 -04:00

245 lines
9.8 KiB
Python
Executable file

from direct.showbase.PythonUtil import Enum
from direct.gui.DirectGui import DirectFrame, DGG
from pandac.PandaModules import Vec2, VBase4D
from pandac.PandaModules import CardMaker, NodePath
from pandac.PandaModules import Texture, PNMImage
DEFAULT_MASK_RESOLUTION = 32
DEFAULT_RADIUS_RATIO = 0.05
MAP_RESOLUTION = 320
MazeRevealType = Enum(('SmoothCircle', 'HardCircle', 'Square'))
MAZE_REVEAL_TYPE = MazeRevealType.SmoothCircle
class MazeMapGui(DirectFrame):
notify = directNotify.newCategory('MazeMapGui')
def __init__(self, mazeCollTable, maskResolution = None, radiusRatio = None, bgColor = (0.8, 0.8, 0.8), fgColor = (0.5, 0.5, 0.5, 1.0)):
DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
self.hide()
self._bgColor = bgColor
self._fgColor = fgColor
self._mazeCollTable = mazeCollTable
self._mazeWidth = len(self._mazeCollTable[0])
self._mazeHeight = len(self._mazeCollTable)
self._maskResolution = maskResolution or DEFAULT_MASK_RESOLUTION
if radiusRatio is None:
self._radius = self._maskResolution * DEFAULT_RADIUS_RATIO
else:
self._radius = self._maskResolution * radiusRatio
self._revealedCells = []
for y in xrange(self._mazeHeight):
self._revealedCells.append([])
for u in xrange(self._mazeWidth):
self._revealedCells[y].append(False)
self._revealFunctions = {MazeRevealType.SmoothCircle: self._revealSmoothCircle,
MazeRevealType.HardCircle: self._revealHardCircle,
MazeRevealType.Square: self._revealSquare}
self._revealFunction = MAZE_REVEAL_TYPE
self.map = self._createMapTextureCard()
self.map.reparentTo(self)
self.maskedLayer = self.attachNewNode('maskedLayer')
self.mask = self._createMaskTextureCard()
self.mask.reparentTo(self)
self.visibleLayer = self.attachNewNode('visibleLayer')
self._laffMeterModel = loader.loadModel('phase_3/models/gui/laff_o_meter')
self._toon2marker = {}
return
def _createMapTextureCard(self):
mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
mapImage.fill(*self._bgColor)
fgColor = VBase4D(*self._fgColor)
for x in xrange(self._mazeHeight):
for y in xrange(self._mazeWidth):
if self._mazeCollTable[y][x] == 1:
ax = float(x) / self._mazeWidth * MAP_RESOLUTION
invertedY = self._mazeHeight - 1 - y
ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)
mapTexture = Texture('mapTexture')
mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
mapTexture.setMinfilter(Texture.FTLinear)
mapTexture.load(mapImage)
mapTexture.setWrapU(Texture.WMClamp)
mapTexture.setWrapV(Texture.WMClamp)
mapImage.clear()
del mapImage
cm = CardMaker('map_cardMaker')
cm.setFrame(-1.0, 1.0, -1.0, 1.0)
map = self.attachNewNode(cm.generate())
map.setTexture(mapTexture, 1)
return map
def _createMaskTextureCard(self):
self._maskImage = PNMImage(self._maskResolution, self._maskResolution, 4)
for x in xrange(self._maskResolution):
for y in xrange(self._maskResolution):
self._maskImage.setXelA(x, y, 0, 0, 0, 1)
self.maskTexture = Texture('maskTexture')
self.maskTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
self.maskTexture.setMinfilter(Texture.FTLinear)
self.maskTexture.setWrapU(Texture.WMClamp)
self.maskTexture.setWrapV(Texture.WMClamp)
self.maskTexture.load(self._maskImage)
base.graphicsEngine.renderFrame()
cm = CardMaker('mask_cardMaker')
cm.setFrame(-1.1, 1.1, -1.1, 1.1)
mask = self.attachNewNode(cm.generate())
mask.setTexture(self.maskTexture, 1)
mask.setTransparency(1)
return mask
def _drawSquare(self, image, ulx, uly, size, color):
x = int(ulx)
while x <= ulx + size:
y = int(uly)
while y <= uly + size:
if x > 0 and y > 0 and x < image.getXSize() and y < image.getYSize():
image.setXelA(x, y, color)
y += 1
x += 1
def destroy(self):
del self._mazeCollTable
del self._maskResolution
del self._radius
del self._revealedCells
del self._revealFunctions
del self._revealFunction
self.map.removeNode()
del self.map
self.mask.removeNode()
del self.mask
self.maskedLayer.removeNode()
del self.maskedLayer
self.visibleLayer.removeNode()
del self.visibleLayer
self._maskImage.clear()
del self._maskImage
self.maskTexture.clear()
del self.maskTexture
self._laffMeterModel.removeNode()
del self._laffMeterModel
DirectFrame.destroy(self)
def _revealSmoothCircle(self, x, y, center):
length = (Vec2(x, y) - center).length()
goalAlpha = max(0.0, length / float(self._radius) - 0.5)
self._maskImage.setXelA(x, y, VBase4D(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))
def _revealHardCircle(self, x, y, center):
length = (Vec2(x, y) - center).length()
if length <= self._radius:
self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))
def _revealSquare(self, x, y, center):
self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))
def _drawHole(self, x, y):
center = Vec2(x, y)
ul = center - Vec2(self._radius, self._radius)
lr = center + Vec2(self._radius, self._radius)
x = int(ul[0])
while x <= lr[0]:
y = int(ul[1])
while y <= lr[1]:
if x > 0 and y > 0 and x < self._maskResolution and y < self._maskResolution:
self._revealFunctions[self._revealFunction](x, y, center)
y += 1
x += 1
self.maskTexture.load(self._maskImage)
self.mask.setTexture(self.maskTexture, 1)
def _createSimpleMarker(self, size, color = (1, 1, 1)):
halfSize = size * 0.5
cm = CardMaker('mazemap_simple_marker')
cm.setFrame(-halfSize, halfSize, -halfSize, halfSize)
markerNP = self.maskedLayer.attachNewNode(cm.generate())
markerNP.setColor(*color)
return markerNP
def tile2gui(self, x, y):
y = self._mazeHeight - y
cellWidth = self._maskResolution / self._mazeWidth
cellHeight = self._maskResolution / self._mazeHeight
ax = float(x) / self._mazeWidth * self._maskResolution
ax += cellWidth
ay = float(y) / self._mazeHeight * self._maskResolution
ay += cellHeight
return (ax, ay)
def gui2pos(self, x, y):
return (x / self._maskResolution * 2.0 - 0.97, 0, y / self._maskResolution * -2.0 + 1.02)
def _getToonMarker(self, toon):
hType = toon.style.getType()
if hType == 'rabbit':
hType = 'bunny'
return self._laffMeterModel.find('**/' + hType + 'head')
def addToon(self, toon, tX, tY):
marker = NodePath('toon_marker-%i' % toon.doId)
marker.reparentTo(self)
self._getToonMarker(toon).copyTo(marker)
marker.setColor(toon.style.getHeadColor())
if toon.isLocal():
marker.setScale(0.07)
else:
marker.setScale(0.05)
marker.flattenStrong()
marker.setPos(*self.gui2pos(*self.tile2gui(tX, tY)))
self._toon2marker[toon] = marker
def removeToon(self, toon):
if toon not in self._toon2marker:
return
self._toon2marker[toon].removeNode()
del self._toon2marker[toon]
def updateToon(self, toon, tX, tY):
if toon not in self._toon2marker:
return
x, y = self.tile2gui(tX, tY)
self._toon2marker[toon].setPos(*self.gui2pos(x, y))
if tY < 0 or tY >= len(self._revealedCells):
self.notify.warning('updateToon earlying out:')
self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
self.notify.warning('len(_revealedCells): %s' % (len(self._revealedCells),))
if len(self._revealedCells) > 0:
self.notify.warning('len(_revealedCells[0]): %s' % (len(self._revealedCells[0]),))
return
if tX < 0 or tX >= len(self._revealedCells[tY]):
self.notify.warning('updateToon earlying out:')
self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
self.notify.warning('len(_revealedCells): %s' % (len(self._revealedCells),))
if tY < len(self._revealedCells):
self.notify.warning('len(_revealedCells[tY]): %s' % (len(self._revealedCells[tY]),))
elif len(self._revealedCells) > 0:
self.notify.warning('len(_revealedCells[0]): %s' % (len(self._revealedCells[0]),))
return
if not self._revealedCells[tY][tX]:
self._drawHole(x, y)
self._revealedCells[tY][tX] = True
def revealCell(self, x, y):
ax, ay = self.tile2gui(x, y)
if not self._revealedCells[y][x]:
self._drawHole(ax, ay)
self._revealedCells[y][x] = True
def revealAll(self):
for x in xrange(self._maskResolution):
for y in xrange(self._maskResolution):
self._maskImage.setXelA(x, y, 0, 0, 0, 0)
self.revealCell(0, 0)
def reset(self):
for x in xrange(self._maskResolution):
for y in xrange(self._maskResolution):
self._maskImage.setXelA(x, y, 0, 0, 0, 1)