mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-24 20:22:33 -06:00
160 lines
6.5 KiB
Python
160 lines
6.5 KiB
Python
from direct.showbase.DirectObject import DirectObject
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from toontown.toonbase.ToontownGlobals import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.interval.IntervalGlobal import *
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from toontown.minigame import ToonBlitzGlobals
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GOING_UP = 1
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GOING_DOWN = 2
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STUCK_DOWN = 3
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class TwoDStomper(DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory('TwoDStomper')
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def __init__(self, stomperMgr, index, stomperAttribs, model):
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self.game = stomperMgr.section.sectionMgr.game
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self.index = index
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stomperName = 'stomper-' + str(self.index)
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self.model = NodePath(stomperName)
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self.nodePath = model.copyTo(self.model)
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self.ival = None
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self.stashCollisionsIval = None
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self.removeHeadFloor = 0
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self.stomperState = STUCK_DOWN
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self.setupStomper(stomperAttribs)
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return
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def destroy(self):
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self.game = None
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self.ignoreAll()
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if self.ival:
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self.ival.pause()
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del self.ival
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self.ival = None
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if self.smoke:
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self.smoke.removeNode()
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del self.smoke
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self.smoke = None
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if self.stashCollisionsIval:
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self.stashCollisionsIval.finish()
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del self.stashCollisionsIval
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self.stashCollisionsIval = None
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for collSolid in self.collSolids:
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collSolid.stash()
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self.nodePath.removeNode()
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del self.nodePath
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self.model.removeNode()
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if self.model:
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self.model.removeNode()
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del self.model
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self.model = None
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return
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def setupStomper(self, stomperAttribs):
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stomperType = stomperAttribs[0]
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self.pos = Point3(stomperAttribs[1][0], stomperAttribs[1][1], stomperAttribs[1][2])
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self.period = stomperAttribs[2]
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typeAttribs = ToonBlitzGlobals.StomperTypes[stomperType]
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self.motionType = typeAttribs[0]
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self.scale = typeAttribs[1]
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self.headStartZ, self.headEndZ = typeAttribs[2]
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self.shaftStartScaleZ, self.shaftEndScaleZ = typeAttribs[3]
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self.numCollSolids = typeAttribs[4]
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self.stompSound = loader.loadSfx('phase_4/audio/sfx/CHQ_FACT_stomper_small.ogg')
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self.model.setPos(self.pos)
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self.model.setScale(self.scale)
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self.model.find('**/block').setScale(1.0 / self.scale)
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self.head = self.model.find('**/head')
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self.shaft = self.model.find('**/shaft')
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self.collisions = self.model.find('**/stomper_collision')
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originalColl = self.model.find('**/stomper_collision')
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self.range = self.headEndZ - self.headStartZ
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self.collSolids = []
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self.collSolids.append(originalColl)
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for i in xrange(self.numCollSolids - 1):
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newColl = originalColl.copyTo(self.model)
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self.collSolids.append(newColl)
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self.collSolids[-1].reparentTo(self.head)
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self.smoke = loader.loadModel('phase_4/models/props/test_clouds')
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self.smoke.setZ(self.headEndZ - 1)
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self.smoke.setColor(0.8, 0.7, 0.5, 1)
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self.smoke.setBillboardPointEye()
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self.smoke.setScale(1.0 / self.scale)
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self.smoke.setDepthWrite(False)
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def getMotionIval(self):
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def motionFunc(t, self = self):
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stickTime = 0.2
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turnaround = 0.95
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t = t % 1
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if t < stickTime:
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self.head.setFluidZ(0 + self.headEndZ)
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if self.stomperState != STUCK_DOWN:
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self.stomperState = STUCK_DOWN
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elif t < turnaround:
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self.head.setFluidZ((t - stickTime) * -self.range / (turnaround - stickTime) + self.headEndZ)
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if self.stomperState != GOING_UP:
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self.stomperState = GOING_UP
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elif t > turnaround:
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self.head.setFluidZ(-self.range + (t - turnaround) * self.range / (1 - turnaround) + self.headEndZ)
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if self.stomperState != GOING_DOWN:
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self.stomperState = GOING_DOWN
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self.checkSquashedToon()
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motionIval = Sequence(LerpFunctionInterval(motionFunc, duration=self.period))
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return motionIval
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def getSmokeTrack(self):
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smokeTrack = Sequence(Parallel(LerpScaleInterval(self.smoke, 0.2, Point3(1, 1, 1.5)), LerpColorScaleInterval(self.smoke, 0.4, VBase4(1, 1, 1, 0), VBase4(1, 1, 1, 0.5))), Func(self.smoke.reparentTo, hidden), Func(self.smoke.clearColorScale))
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return smokeTrack
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def adjustShaftScale(self, t):
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heightDiff = self.head.getZ() - self.headStartZ
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self.shaft.setScale(1, 1, self.shaftStartScaleZ + heightDiff * (self.shaftEndScaleZ - self.shaftStartScaleZ) / self.range)
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def adjustCollSolidHeight(self, t):
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heightDiff = self.head.getZ() - self.headStartZ
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for i in xrange(1, len(self.collSolids) - 1):
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self.collSolids[i].setZ(heightDiff * i / (self.numCollSolids - 1))
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def start(self, elapsedTime):
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if self.ival:
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self.ival.pause()
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del self.ival
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self.ival = None
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self.ival = Parallel()
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self.ival.append(Sequence(self.getMotionIval(), Func(base.playSfx, self.stompSound, node=self.model, volume=0.3), Func(self.smoke.reparentTo, self.model), self.getSmokeTrack()))
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self.ival.append(LerpFunctionInterval(self.adjustShaftScale, duration=self.period))
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self.ival.append(LerpFunctionInterval(self.adjustCollSolidHeight, duration=self.period))
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self.ival.loop()
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self.ival.setT(elapsedTime)
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return
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def enterPause(self):
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if self.ival:
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self.ival.pause()
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def exitPause(self):
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if self.ival:
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self.ival.loop()
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def checkSquashedToon(self):
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toonXDiff = (base.localAvatar.getX(render) - self.model.getX(render)) / self.scale
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toonZ = base.localAvatar.getZ(render)
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headEndZAbs = self.model.getZ(render) + self.headEndZ * self.scale
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if toonXDiff > -1.0 and toonXDiff < 1.0 and toonZ > headEndZAbs and toonZ < self.head.getZ(render):
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if not base.localAvatar.isStunned:
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def stashCollisions(self = self):
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for collSolid in self.collSolids:
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collSolid.stash()
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def unstashCollisions(self = self):
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for collSolid in self.collSolids:
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collSolid.unstash()
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self.stashCollisionsIval = Sequence(Func(stashCollisions), Wait(2.5), Func(unstashCollisions))
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self.stashCollisionsIval.start()
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self.game.localToonSquished()
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