mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
266 lines
10 KiB
Python
266 lines
10 KiB
Python
from pandac.PandaModules import CollisionSphere, CollisionTube, CollisionNode
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from pandac.PandaModules import NodePath, BitMask32
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from pandac.PandaModules import Point3, Point4, WaitInterval, Vec3, Vec4
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from direct.interval.IntervalGlobal import LerpScaleInterval, LerpColorScaleInterval, LerpPosInterval, LerpFunc
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from direct.interval.IntervalGlobal import Func, Sequence, Parallel
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from direct.showbase.DirectObject import DirectObject
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from direct.task.Task import Task
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from toontown.toonbase import ToontownGlobals
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import CogdoMazeGameGlobals as Globals
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from CogdoGameExit import CogdoGameExit
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import CogdoUtil
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import math
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import random
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class CogdoMazeSplattable:
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def __init__(self, object, name, collisionRadius):
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self.object = object
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self.splat = CogdoUtil.loadMazeModel('splash')
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self.splat.setBillboardPointEye()
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self.splat.setBin('fixed', 40)
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self.splat.setDepthTest(False)
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self.splat.setDepthWrite(False)
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self.splatTrack = None
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self._splatSfxIval = base.cogdoGameAudioMgr.createSfxIval('splat')
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self.initGagCollision(name, collisionRadius)
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return
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def destroy(self):
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self.disableGagCollision()
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if self._splatSfxIval.isPlaying():
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self._splatSfxIval.finish()
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del self._splatSfxIval
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def initGagCollision(self, name, radius):
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self.gagCollisionName = name
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collision = CollisionTube(0, 0, 0, 0, 0, 4, radius)
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collision.setTangible(1)
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self.gagCollNode = CollisionNode(self.gagCollisionName)
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self.gagCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
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self.gagCollNode.addSolid(collision)
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self.gagCollNodePath = self.object.attachNewNode(self.gagCollNode)
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def disableGagCollision(self):
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self.gagCollNodePath.removeNode()
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def doSplat(self):
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if self.splatTrack and self.splatTrack.isPlaying():
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self.splatTrack.finish()
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self.splat.reparentTo(render)
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self.splat.setPos(self.object, 0, 0, 3.0)
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self.splat.setY(self.splat.getY() - 1.0)
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self._splatSfxIval.node = self.splat
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self.splatTrack = Parallel(self._splatSfxIval, Sequence(Func(self.splat.showThrough), LerpScaleInterval(self.splat, duration=0.5, scale=6, startScale=1, blendType='easeOut'), Func(self.splat.hide)))
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self.splatTrack.start()
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class CogdoMazeDrop(NodePath, DirectObject):
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def __init__(self, game, id, x, y):
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NodePath.__init__(self, 'dropNode%s' % id)
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self.game = game
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self.id = id
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self.reparentTo(hidden)
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self.setPos(x, y, 0)
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shadow = loader.loadModel('phase_3/models/props/square_drop_shadow')
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shadow.setZ(0.2)
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shadow.setBin('ground', 10)
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shadow.setColor(1, 1, 1, 1)
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shadow.reparentTo(self)
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self.shadow = shadow
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drop = CogdoUtil.loadMazeModel('cabinetSmFalling')
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roll = random.randint(-15, 15)
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drop.setHpr(0, 0, roll)
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drop.setZ(Globals.DropHeight)
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self.collTube = CollisionTube(0, 0, 0, 0, 0, 4, Globals.DropCollisionRadius)
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self.collTube.setTangible(0)
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name = Globals.DropCollisionName
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self.collNode = CollisionNode(name)
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self.collNode.addSolid(self.collTube)
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self.collNodePath = drop.attachNewNode(self.collNode)
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self.collNodePath.hide()
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self.collNodePath.setTag('isFalling', str('True'))
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drop.reparentTo(self)
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self.drop = drop
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self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop', volume=0.6)
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def disableCollisionDamage(self):
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self.collTube.setTangible(1)
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self.collTube.setRadius(Globals.DroppedCollisionRadius)
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self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
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self.collNodePath.setTag('isFalling', str('False'))
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def getDropIval(self):
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shadow = self.shadow
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drop = self.drop
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id = self.id
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hangTime = Globals.ShadowTime
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dropTime = Globals.DropTime
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dropHeight = Globals.DropHeight
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targetShadowScale = 0.5
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targetShadowAlpha = 0.4
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shadowScaleIval = LerpScaleInterval(shadow, dropTime, targetShadowScale, startScale=0)
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shadowAlphaIval = LerpColorScaleInterval(shadow, hangTime, Point4(1, 1, 1, targetShadowAlpha), startColorScale=Point4(1, 1, 1, 0))
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shadowIval = Parallel(shadowScaleIval, shadowAlphaIval)
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startPos = Point3(0, 0, dropHeight)
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drop.setPos(startPos)
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dropIval = LerpPosInterval(drop, dropTime, Point3(0, 0, 0), startPos=startPos, blendType='easeIn')
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dropSoundIval = self._dropSfx
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dropSoundIval.node = self
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self.drop.setTransparency(1)
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def _setRandScale(t):
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self.drop.setScale(self, 1 - random.random() / 16, 1 - random.random() / 16, 1 - random.random() / 4)
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scaleChange = 0.4 + random.random() / 4
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dropShakeSeq = Sequence(
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LerpScaleInterval(self.drop, 0.25, Vec3(1.0 + scaleChange, 1.0 + scaleChange / 2, 1.0 - scaleChange), blendType='easeInOut'),
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LerpScaleInterval(self.drop, 0.25, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), Func(self.disableCollisionDamage),
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LerpScaleInterval(self.drop, 0.2, Vec3(1.0 + scaleChange / 8, 1.0 + scaleChange / 8, 1.0 - scaleChange / 8), blendType='easeInOut'),
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LerpScaleInterval(self.drop, 0.2, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'),
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LerpScaleInterval(self.drop, 0.15, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 16, 1.0 - scaleChange / 16), blendType='easeInOut'),
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LerpScaleInterval(self.drop, 0.15, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'),
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LerpScaleInterval(self.drop, 0.1, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 8, 1.0 - scaleChange / 16), blendType='easeInOut'),
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LerpColorScaleInterval(self.drop, Globals.DropFadeTime, Vec4(1.0, 1.0, 1.0, 0.0)))
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ival = Sequence(
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Func(self.reparentTo, render),
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Parallel(Sequence(WaitInterval(hangTime), dropIval), shadowIval),
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Parallel(Func(self.game.dropHit, self, id), dropSoundIval, dropShakeSeq),
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Func(self.game.cleanupDrop, id), name='drop%s' % id)
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self.ival = ival
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return ival
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def destroy(self):
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self.ival.pause()
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self.ival = None
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self._dropSfx.pause()
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self._dropSfx = None
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self.collTube = None
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self.collNode = None
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self.collNodePath.removeNode()
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self.collNodePath = None
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self.removeNode()
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return
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class CogdoMazeExit(CogdoGameExit, DirectObject):
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EnterEventName = 'CogdoMazeDoor_Enter'
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def __init__(self):
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CogdoGameExit.__init__(self)
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self.revealed = False
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self._players = []
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self._initCollisions()
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def _initCollisions(self):
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collSphere = CollisionSphere(0, 0, 0, 3.0)
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collSphere.setTangible(0)
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self.collNode = CollisionNode(self.getName())
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self.collNode.addSolid(collSphere)
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self.collNP = self.attachNewNode(self.collNode)
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def destroy(self):
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self.ignoreAll()
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CogdoGameExit.destroy(self)
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def enable(self):
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self.collNode.setFromCollideMask(ToontownGlobals.WallBitmask)
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self.accept('enter' + self.getName(), self._handleEnterCollision)
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def disable(self):
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self.ignore('enter' + self.getName())
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self.collNode.setFromCollideMask(BitMask32(0))
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def _handleEnterCollision(self, collEntry):
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messenger.send(CogdoMazeExit.EnterEventName, [self])
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def onstage(self):
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self.unstash()
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self.enable()
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def offstage(self):
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self.stash()
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self.disable()
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def playerEntersDoor(self, player):
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if player not in self._players:
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self._players.append(player)
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self.toonEnters(player.toon)
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def getPlayerCount(self):
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return len(self._players)
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def hasPlayer(self, player):
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return player in self._players
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class CogdoMazeWaterCooler(NodePath, DirectObject):
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UpdateTaskName = 'CogdoMazeWaterCooler_Update'
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def __init__(self, serialNum, model):
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NodePath.__init__(self, 'CogdoMazeWaterCooler-%i' % serialNum)
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self.serialNum = serialNum
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self._model = model
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self._model.reparentTo(self)
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self._model.setPosHpr(0, 0, 0, 0, 0, 0)
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self._initCollisions()
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self._initArrow()
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self._update = None
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self.__startUpdateTask()
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return
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def destroy(self):
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self.ignoreAll()
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self.__stopUpdateTask()
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self.collNodePath.removeNode()
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self.removeNode()
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def _initCollisions(self):
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offset = Globals.WaterCoolerTriggerOffset
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self.collSphere = CollisionSphere(offset[0], offset[1], offset[2], Globals.WaterCoolerTriggerRadius)
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self.collSphere.setTangible(0)
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name = Globals.WaterCoolerCollisionName
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self.collNode = CollisionNode(name)
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self.collNode.addSolid(self.collSphere)
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self.collNodePath = self.attachNewNode(self.collNode)
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def _initArrow(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.CoolerArrowScale)
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arrow.setColor(*Globals.CoolerArrowColor)
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arrow.setPos(0, 0, Globals.CoolerArrowZ)
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arrow.setHpr(0, 0, 90)
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arrow.setBillboardAxis()
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self._arrow = NodePath('Arrow')
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arrow.reparentTo(self._arrow)
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self._arrow.reparentTo(self)
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self._arrowTime = 0
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self.accept(Globals.WaterCoolerShowEventName, self.showArrow)
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self.accept(Globals.WaterCoolerHideEventName, self.hideArrow)
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matchingGameGui.removeNode()
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def showArrow(self):
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self._arrow.unstash()
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def hideArrow(self):
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self._arrow.stash()
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def update(self, dt):
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newZ = math.sin(globalClock.getFrameTime() * Globals.CoolerArrowSpeed) * Globals.CoolerArrowBounce
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self._arrow.setZ(newZ)
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def __startUpdateTask(self):
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self.__stopUpdateTask()
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self._update = taskMgr.add(self._updateTask, self.UpdateTaskName, 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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dt = globalClock.getDt()
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self.update(dt)
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return Task.cont
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