from panda3d.core import * from toontown.toonbase.ToonBaseGlobal import * from direct.gui.DirectGui import * from direct.gui.DirectScrolledList import * from direct.distributed.ClockDelta import * from toontown.toontowngui import TTDialog import math from direct.task.Task import Task from toontown.toonbase import ToontownGlobals from direct.distributed import DistributedObject from direct.directnotify import DirectNotifyGlobal from direct.fsm import ClassicFSM from direct.fsm import State from toontown.toon import Toon from direct.showbase import RandomNumGen from toontown.toonbase import TTLocalizer import random from direct.showbase import PythonUtil import GameSprite from math import pi import GardenProgressMeter class GardenDropGame(DirectObject.DirectObject): def __init__(self): self.acceptErrorDialog = None self.doneEvent = 'game Done' self.sprites = [] self.load() thing = self.model.find('**/item_board') self.block = self.model1.find('**/minnieCircle') self.colorRed = (1, 0, 0, 1) self.colorBlue = (0, 0, 1, 1) self.colorGreen = (0, 1, 0, 1) self.colorGhostRed = (1, 0, 0, 0.5) self.colorGhostBlue = (0, 0, 1, 0.5) self.colorGhostGreen = (0, 1, 0, 0.5) self.colorWhite = (1, 1, 1, 1) self.colorBlack = (0, 0, 0, 1.0) self.colorShadow = (0, 0, 0, 0.5) self.lastTime = None self.running = 0 self.massCount = 0 self.foundCount = 0 self.maxX = 0.47 self.minX = -0.47 self.maxZ = 0.65 self.minZ = -0.1 self.newBallX = 0.0 self.newBallZ = 0.6 self.rangeX = self.maxX - self.minX self.rangeZ = self.maxZ - self.minZ size = 0.085 sizeZ = size * 0.8 gX = int(self.rangeX / size) gZ = int(self.rangeZ / sizeZ) self.maxX = self.minX + gX * size self.maxZ = self.minZ + gZ * sizeZ self.controlOffsetX = 0.0 self.controlOffsetZ = 0.0 self.queExtent = 3 print 'Grid Dimensions X%s Z%s' % (gX, gZ) self.grid = [] self.gridDimX = gX self.gridDimZ = gZ self.gridBrick = False base.gardenGame = self for countX in xrange(self.gridDimX): newRow = [] for countZ in xrange(self.gridDimZ): offset = 0 if countZ % 2 == 0: offset = size / 2 newRow.append([None, countX * size + self.minX + offset, countZ * sizeZ + self.minZ]) self.grid.append(newRow) self.controlSprite = None self.cogSprite = self.addUnSprite(self.block, posX=0.25, posZ=0.5) self.cogSprite.setColor(self.colorShadow) for ball in xrange(0, 3): place = random.random() * self.rangeX newSprite = self.addSprite(self.block, size=0.5, posX=self.minX + place, posZ=0.0, found=1) self.stickInGrid(newSprite, 1) self.queBall = self.addSprite(self.block, posX=0.25, posZ=0.5, found=0) self.queBall.setColor(self.colorWhite) self.queBall.isQue = 1 self.matchList = [] self.newBallTime = 1.0 self.newBallCountUp = 0.0 self.cogX = 0 self.cogZ = 0 self.__run() return def findGrid(self, x, z, force = 0): currentClosest = None currentDist = 10000000 for countX in xrange(self.gridDimX): for countZ in xrange(self.gridDimZ): testDist = self.testPointDistanceSquare(x, z, self.grid[countX][countZ][1], self.grid[countX][countZ][2]) if self.grid[countX][countZ][0] == None and testDist < currentDist and (force or self.hasNeighbor(countX, countZ)): currentClosest = self.grid[countX][countZ] self.closestX = countX self.closestZ = countZ currentDist = testDist return currentClosest def hasNeighbor(self, cellX, cellZ): gotNeighbor = 0 if cellZ % 2 == 0: if self.testGridfull(self.getValidGrid(cellX - 1, cellZ)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX, cellZ + 1)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ + 1)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX, cellZ - 1)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ - 1)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX, cellZ + 1)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ + 1)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX, cellZ - 1)): gotNeighbor = 1 elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ - 1)): gotNeighbor = 1 return gotNeighbor def clearMatchList(self): for entry in self.matchList: gridEntry = self.grid[entry[0]][entry[1]] sprite = gridEntry[0] gridEntry[0] = None sprite.markedForDeath = 1 return def createMatchList(self, x, z): self.matchList = [] self.fillMatchList(x, z) def fillMatchList(self, cellX, cellZ): if (cellX, cellZ) in self.matchList: return self.matchList.append((cellX, cellZ)) colorType = self.grid[cellX][cellZ][0].colorType if cellZ % 2 == 0: if self.getColorType(cellX - 1, cellZ) == colorType: self.fillMatchList(cellX - 1, cellZ) if self.getColorType(cellX + 1, cellZ) == colorType: self.fillMatchList(cellX + 1, cellZ) if self.getColorType(cellX, cellZ + 1) == colorType: self.fillMatchList(cellX, cellZ + 1) if self.getColorType(cellX + 1, cellZ + 1) == colorType: self.fillMatchList(cellX + 1, cellZ + 1) if self.getColorType(cellX, cellZ - 1) == colorType: self.fillMatchList(cellX, cellZ - 1) if self.getColorType(cellX + 1, cellZ - 1) == colorType: self.fillMatchList(cellX + 1, cellZ - 1) else: if self.getColorType(cellX - 1, cellZ) == colorType: self.fillMatchList(cellX - 1, cellZ) if self.getColorType(cellX + 1, cellZ) == colorType: self.fillMatchList(cellX + 1, cellZ) if self.getColorType(cellX, cellZ + 1) == colorType: self.fillMatchList(cellX, cellZ + 1) if self.getColorType(cellX - 1, cellZ + 1) == colorType: self.fillMatchList(cellX - 1, cellZ + 1) if self.getColorType(cellX, cellZ - 1) == colorType: self.fillMatchList(cellX, cellZ - 1) if self.getColorType(cellX - 1, cellZ - 1) == colorType: self.fillMatchList(cellX - 1, cellZ - 1) def testGridfull(self, cell): if not cell: return 0 elif cell[0] != None: return 1 else: return 0 return def getValidGrid(self, x, z): if x < 0 or x >= self.gridDimX: return None elif z < 0 or z >= self.gridDimZ: return None else: return self.grid[x][z] return None def getColorType(self, x, z): if x < 0 or x >= self.gridDimX: return -1 elif z < 0 or z >= self.gridDimZ: return -1 elif self.grid[x][z][0] == None: return -1 else: return self.grid[x][z][0].colorType return def findGridCog(self): self.cogX = 0 self.cogZ = 0 self.massCount = 0 for row in self.grid: for cell in row: if cell[0] != None: self.cogX += cell[1] self.cogZ += cell[2] self.massCount += 1 if self.massCount > 0: self.cogX = self.cogX / self.massCount self.cogZ = self.cogZ / self.massCount self.cogSprite.setX(self.cogX) self.cogSprite.setZ(self.cogZ) else: self.doOnClearGrid() return def doOnClearGrid(self): secondSprite = self.addSprite(self.block, posX=self.newBallX, posZ=0.0, found=1) secondSprite.addForce(0, 1.55 * pi) self.stickInGrid(secondSprite, 1) def findGrid2(self, x, z): rangeX = self.maxX - self.minX rangeZ = self.maxZ - self.minZ framedX = x - self.minX framedZ = z - self.minZ tileDimX = rangeX / self.gridDimX tileDimZ = rangeZ / self.gridDimZ tileX = int(framedX / tileDimX) tileZ = int(framedZ / tileDimZ) print 'find Grid tileX%s tileZ%s' % (tileX, tileZ) return (tileX, tileZ) def findPos(self, x, z): rangeX = self.maxX - self.minX rangeZ = self.maxZ - self.minZ tileDimX = rangeX / self.gridDimX tileDimZ = rangeZ / self.gridDimZ posX = tileDimX * x + self.minX posZ = tileDimZ * z + self.minZ print 'find Pos X%s Z%s' % (posX, posZ) return (posX, posZ) def placeIntoGrid(self, sprite, x, z): if self.grid[x][z][0] == None: self.grid[x][z][0] = sprite sprite.setActive(0) newX, newZ = self.findPos(x, z) sprite.setX(newX) sprite.setZ(newZ) print 'Setting Final Pos X%s Z%s' % (newX, newZ) else: self.placeIntoGrid(sprite, x + 1, z - 1) return def stickInGrid(self, sprite, force = 0): if sprite.isActive and not sprite.isQue: gridCell = self.findGrid(sprite.getX(), sprite.getZ(), force) if gridCell: gridCell[0] = sprite sprite.setActive(0) sprite.setX(gridCell[1]) sprite.setZ(gridCell[2]) self.createMatchList(self.closestX, self.closestZ) if len(self.matchList) >= 3: self.clearMatchList() self.findGridCog() def stickInGrid2(self, sprite): if sprite.isActive and not sprite.isQue: tileX, tileZ = self.findGrid(sprite.getX(), sprite.getZ()) self.placeIntoGrid(sprite, tileX, tileZ) sprite.isActive = 0 def load(self): model = loader.loadModel('phase_5.5/models/gui/package_delivery_panel') model1 = loader.loadModel('phase_3.5/models/gui/matching_game_gui') self.model = model self.model1 = model1 background = model.find('**/bg') itemBoard = model.find('**/item_board') self.frame = DirectFrame(scale=1.1, relief=DGG.FLAT, frameSize=(-0.5, 0.5, -0.45, -0.05), frameColor=(0.737, 0.573, 0.345, 1.0)) self.background = DirectFrame(self.frame, image=background, image_scale=0.05, relief=None, pos=(0, 1, 0)) self.itemBoard = DirectFrame(parent=self.frame, image=itemBoard, image_scale=0.05, image_color=(0.922, 0.922, 0.753, 1), relief=None, pos=(0, 1, 0)) gui2 = loader.loadModel('phase_3/models/gui/quit_button') self.quitButton = DirectButton(parent=self.frame, relief=None, image=(gui2.find('**/QuitBtn_UP'), gui2.find('**/QuitBtn_DN'), gui2.find('**/QuitBtn_RLVR')), pos=(0.5, 1.0, -0.42), scale=0.9, text='Exit Mini Game', text_font=ToontownGlobals.getSignFont(), text0_fg=(1, 1, 1, 1), text1_fg=(1, 1, 1, 1), text2_fg=(1, 1, 1, 1), text_scale=0.045, text_pos=(0, -0.01), command=self.__handleExit) return def unload(self): self.frame.destroy() del self.frame if self.acceptErrorDialog: self.acceptErrorDialog.cleanup() self.acceptErrorDialog = None taskMgr.remove('gameTask') self.ignoreAll() return def show(self): self.frame.show() def hide(self): self.frame.hide() def __handleExit(self): self.__acceptExit() def __acceptExit(self, buttonValue = None): if hasattr(self, 'frame'): self.hide() self.unload() messenger.send(self.doneEvent) def addSprite(self, image, size = 0.5, posX = 0, posZ = 0, found = 0): nodeObj = DirectLabel(parent=self.frame, relief=None, image=image, pos=(posX, 0.0, posZ), scale=size, image_color=(1.0, 1.0, 1.0, 1)) colorChoice = random.choice(xrange(0, 3)) newSprite = GameSprite.GameSprite(nodeObj, colorChoice, found) self.sprites.append(newSprite) if found: self.foundCount += 1 return newSprite def addUnSprite(self, image, size = 0.5, posX = 0, posZ = 0): nodeObj = DirectLabel(parent=self.frame, relief=None, image=image, pos=(posX, 0.0, posZ), scale=size, image_color=(1.0, 1.0, 1.0, 1)) newSprite = GameSprite.GameSprite(nodeObj) newSprite = GameSprite.GameSprite(nodeObj) return newSprite def __run(self, cont = 1): if self.lastTime == None: self.lastTime = globalClock.getRealTime() timeDelta = globalClock.getRealTime() - self.lastTime self.lastTime = globalClock.getRealTime() self.newBallCountUp += timeDelta if base.mouseWatcherNode.hasMouse(): x = base.mouseWatcherNode.getMouseX() y = base.mouseWatcherNode.getMouseY() self.queBall.setX(x) self.queBall.setZ(y) for sprite in self.sprites: sprite.run(timeDelta) if sprite.getX() > self.maxX: sprite.setX(self.maxX) sprite.velX = -sprite.velX if sprite.getX() < self.minX: sprite.setX(self.minX) sprite.velX = -sprite.velX if sprite.getZ() > self.maxZ: sprite.setZ(self.maxZ) sprite.velZ = -sprite.velZ if sprite.getZ() < self.minZ: self.stickInGrid(sprite, 1) if sprite.isActive: sprite.addForce(timeDelta * 0.9, pi * 1.5) self.queBall.velX = (self.queBall.getX() - self.queBall.prevX) / timeDelta self.queBall.velZ = (self.queBall.getZ() - self.queBall.prevZ) / timeDelta self.__colTest() for sprite in self.sprites: if sprite.markedForDeath: if sprite.foundation: self.foundCount -= 1 self.sprites.remove(sprite) sprite.delete() if self.controlSprite == None: self.addControlSprite(self.newBallX, self.newBallZ) self.newBallCountUp = 0.0 if self.newBallCountUp >= self.newBallTime: self.addControlSprite(self.newBallX, self.newBallZ) self.newBallCountUp = 0.0 if not self.controlSprite.isActive: self.controlSprite = None if self.foundCount <= 0: self.__handleWin() if cont and not self.running: taskMgr.add(self.__run, 'gameTask') self.running = 1 return Task.cont def __handleWin(self): GardenProgressMeter.GardenProgressMeter() self.__handleExit() def addControlSprite(self, x = 0.0, z = 0.0): newSprite = self.addSprite(self.block, posX=x, posZ=z) self.controlSprite = newSprite def __colTest(self): if not hasattr(self, 'tick'): self.tick = 0 self.tick += 1 if self.tick > 5: self.tick = 0 sizeSprites = len(self.sprites) for movingSpriteIndex in xrange(len(self.sprites)): for testSpriteIndex in xrange(movingSpriteIndex, len(self.sprites)): movingSprite = self.getSprite(movingSpriteIndex) testSprite = self.getSprite(testSpriteIndex) if testSprite and movingSprite: if movingSpriteIndex != testSpriteIndex and (movingSprite.isActive or testSprite.isActive): if movingSprite.isQue or testSprite.isQue: if self.testDistance(movingSprite.nodeObj, testSprite.nodeObj) < self.queExtent * (movingSprite.size + testSprite.size): self.push(movingSprite, testSprite) elif self.testDistance(movingSprite.nodeObj, testSprite.nodeObj) < movingSprite.size + testSprite.size: if not (movingSprite.isActive and testSprite.isActive): self.__collide(movingSprite, testSprite) if self.tick == 5: pass def getSprite(self, spriteIndex): if spriteIndex >= len(self.sprites) or self.sprites[spriteIndex].markedForDeath: return None else: return self.sprites[spriteIndex] return None def testDistance(self, nodeA, nodeB): distX = nodeA.getX() - nodeB.getX() distZ = nodeA.getZ() - nodeB.getZ() distC = distX * distX + distZ * distZ dist = math.sqrt(distC) return dist def testPointDistance(self, x1, z1, x2, z2): distX = x1 - x2 distZ = z1 - z2 distC = distX * distX + distZ * distZ dist = math.sqrt(distC) if dist == 0: dist = 1e-10 return dist def testPointDistanceSquare(self, x1, z1, x2, z2): distX = x1 - x2 distZ = z1 - z2 distC = distX * distX + distZ * distZ if distC == 0: distC = 1e-10 return distC def angleTwoSprites(self, sprite1, sprite2): x1 = sprite1.getX() z1 = sprite1.getZ() x2 = sprite2.getX() z2 = sprite2.getZ() x = x2 - x1 z = z2 - z1 angle = math.atan2(-x, z) return angle + pi * 0.5 def angleTwoPoints(self, x1, z1, x2, z2): x = x2 - x1 z = z2 - z1 angle = math.atan2(-x, z) return angle + pi * 0.5 def __collide(self, move, test): queHit = 0 if move.isQue: que = move hit = test queHit = 1 elif test.isQue: que = test hit = move queHit = 1 else: test.velX = 0 test.velZ = 0 move.velX = 0 move.velZ = 0 test.collide() move.collide() self.stickInGrid(move) self.stickInGrid(test) if queHit: forceM = 0.1 distX = que.getX() - hit.getX() distZ = que.getZ() - hit.getZ() def push(self, move, test): queHit = 0 if move.isQue: que = move hit = test queHit = 1 elif test.isQue: que = test hit = move queHit = 1 if queHit: forceM = 0.1 dist = self.testDistance(move.nodeObj, test.nodeObj) if abs(dist) < self.queExtent * que.size and abs(dist) > 0: scaleSize = self.queExtent * que.size * 0.5 distFromPara = abs(abs(dist) - scaleSize) force = (scaleSize - distFromPara) / scaleSize * (dist / abs(dist)) angle = self.angleTwoSprites(que, hit) if angle < 0: angle = angle + 2 * pi if angle > pi * 2.0: angle = angle - 2 * pi newAngle = pi * 1.0 if angle > pi * 1.5 or angle < pi * 0.5: newAngle = pi * 0.0 hit.addForce(forceM * force, newAngle)