582 lines
21 KiB
Python
582 lines
21 KiB
Python
from pandac.PandaModules import Point3, CollisionSphere, CollisionNode
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from direct.showbase.DirectObject import DirectObject
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from direct.showbase.PythonUtil import Functor
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from direct.showbase.RandomNumGen import RandomNumGen
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from direct.task.Task import Task
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from toontown.minigame.MazeSuit import MazeSuit
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from toontown.toonbase import ToontownGlobals
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from CogdoGameGatherable import CogdoMemo
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from CogdoMazePlayer import CogdoMazePlayer
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from CogdoMazeLocalPlayer import CogdoMazeLocalPlayer
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from CogdoMazeGuiManager import CogdoMazeGuiManager
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from CogdoGameAudioManager import CogdoGameAudioManager
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from CogdoMazeGameObjects import CogdoMazeExit, CogdoMazeDrop
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from CogdoMazeSuits import CogdoMazeSuit, CogdoMazeSlowMinionSuit, CogdoMazeFastMinionSuit, CogdoMazeBossSuit
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from CogdoMazeGameMovies import CogdoMazeGameIntro, CogdoMazeGameFinish
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import CogdoMazeGameGlobals as Globals
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import CogdoUtil
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import math
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import random
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class CogdoMazeGame(DirectObject):
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notify = directNotify.newCategory('CogdoMazeGame')
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UpdateTaskName = 'CogdoMazeGameUpdateTask'
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RemoveGagTaskName = 'CogdoMazeGameRemoveGag'
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PlayerCoolerCollision = '%s-into-%s' % (Globals.LocalPlayerCollisionName, Globals.WaterCoolerCollisionName)
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PlayerDropCollision = '%s-into-%s' % (Globals.LocalPlayerCollisionName, Globals.DropCollisionName)
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def __init__(self, distGame):
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self.distGame = distGame
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self._allowSuitsHitToons = base.config.GetBool('cogdomaze-suits-hit-toons', True)
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def load(self, cogdoMazeFactory, numSuits, bossCode):
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self._initAudio()
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self.maze = cogdoMazeFactory.createCogdoMaze()
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suitSpawnSpot = self.maze.createRandomSpotsList(numSuits, self.distGame.randomNumGen)
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self.guiMgr = CogdoMazeGuiManager(self.maze, bossCode)
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self.suits = []
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self.suitsById = {}
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self.shakers = []
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self.toonsThatRevealedDoor = []
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self.quake = 0
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self.dropCounter = 0
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self.drops = {}
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self.gagCounter = 0
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self.gags = []
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self.hackTemp = False
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self.dropGen = RandomNumGen(self.distGame.doId)
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self.gagTimeoutTasks = []
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self.finished = False
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self.lastBalloonTimestamp = None
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difficulty = self.distGame.getDifficulty()
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serialNum = 0
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for i in xrange(numSuits[0]):
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suitRng = RandomNumGen(self.distGame.doId + serialNum * 10)
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suit = CogdoMazeBossSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[0][i])
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self.addSuit(suit)
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self.guiMgr.mazeMapGui.addSuit(suit.suit)
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serialNum += 1
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for i in xrange(numSuits[1]):
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suitRng = RandomNumGen(self.distGame.doId + serialNum * 10)
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suit = CogdoMazeFastMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[1][i])
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self.addSuit(suit)
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serialNum += 1
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for i in xrange(numSuits[2]):
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suitRng = RandomNumGen(self.distGame.doId + serialNum * 10)
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suit = CogdoMazeSlowMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[2][i])
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self.addSuit(suit)
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serialNum += 1
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self.toonId2Door = {}
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self.keyIdToKey = {}
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self.players = []
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self.toonId2Player = {}
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cellPos = (int(self.maze.width / 2), self.maze.height - 1)
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pos = self.maze.tile2world(*cellPos)
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self._exit = CogdoMazeExit()
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self._exit.reparentTo(render)
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self._exit.setPos(self.maze.exitPos)
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self._exit.stash()
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self.guiMgr.mazeMapGui.placeExit(*cellPos)
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self._collNode2waterCooler = {}
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for waterCooler in self.maze.getWaterCoolers():
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pos = waterCooler.getPos(render)
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tpos = self.maze.world2tile(pos[0], pos[1])
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self.guiMgr.mazeMapGui.addWaterCooler(*tpos)
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self._collNode2waterCooler[waterCooler.collNode] = waterCooler
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self.pickups = []
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self.gagModel = CogdoUtil.loadMazeModel('waterBalloon')
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self._movie = CogdoMazeGameIntro(self.maze, self._exit, self.distGame.randomNumGen)
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self._movie.load()
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return
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def _initAudio(self):
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self._audioMgr = CogdoGameAudioManager(Globals.MusicFiles, Globals.SfxFiles, camera, cutoff=Globals.AudioCutoff)
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self._quakeSfx1 = self._audioMgr.createSfx('quake')
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self._quakeSfx2 = self._audioMgr.createSfx('quake')
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def _destroyAudio(self):
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self._quakeSfx1.destroy()
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self._quakeSfx2.destroy()
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del self._quakeSfx1
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del self._quakeSfx2
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self._audioMgr.destroy()
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del self._audioMgr
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def addSuit(self, suit):
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id = suit.serialNum
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self.suits.append(suit)
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if suit.type == Globals.SuitTypes.Boss:
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self.shakers.append(suit)
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self.suitsById[id] = suit
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def removeSuit(self, suit):
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id = suit.serialNum
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del self.suitsById[id]
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if suit.type == Globals.SuitTypes.Boss:
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self.shakers.remove(suit)
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self.guiMgr.showBossCode(id)
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self.guiMgr.mazeMapGui.removeSuit(suit.suit)
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self.suits.remove(suit)
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suit.destroy()
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def unload(self):
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self.toonsThatRevealedDoor = []
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for suit in self.suits:
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suit.destroy()
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del self.suits
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for id in self.drops.keys():
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self.cleanupDrop(id)
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self.__stopUpdateTask()
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self.ignoreAll()
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self.maze.destroy()
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del self.maze
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self._exit.destroy()
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del self._exit
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self.guiMgr.destroy()
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del self.guiMgr
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for player in self.players:
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player.destroy()
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del self.players
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del self.toonId2Player
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del self.localPlayer
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for pickup in self.pickups:
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pickup.destroy()
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self._destroyAudio()
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del self.distGame
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def onstage(self):
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self._exit.onstage()
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self.maze.onstage()
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def offstage(self):
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self.maze.offstage()
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self._exit.offstage()
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for suit in self.suits:
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suit.offstage()
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def startIntro(self):
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self._movie.play()
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self._audioMgr.playMusic('normal')
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def endIntro(self):
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self._movie.end()
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self._movie.unload()
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del self._movie
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base.camLens.setMinFov(ToontownGlobals.CogdoFov/(4./3.))
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for player in self.players:
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self.placePlayer(player)
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if player.toon is localAvatar:
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localAvatar.sendCurrentPosition()
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player.request('Ready')
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def startFinish(self):
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self._movie = CogdoMazeGameFinish(self.localPlayer, self._exit)
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self._movie.load()
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self._movie.play()
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def endFinish(self):
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self._movie.end()
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self._movie.unload()
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del self._movie
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def placeEntranceElevator(self, elevator):
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pos = self.maze.elevatorPos
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elevator.setPos(pos)
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tpos = self.maze.world2tile(pos[0], pos[1])
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self.guiMgr.mazeMapGui.placeEntrance(*tpos)
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def initPlayers(self):
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for toonId in self.distGame.getToonIds():
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toon = self.distGame.getToon(toonId)
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if toon is not None:
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if toon.isLocal():
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player = CogdoMazeLocalPlayer(len(self.players), base.localAvatar, self, self.guiMgr)
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self.localPlayer = player
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else:
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player = CogdoMazePlayer(len(self.players), toon)
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self._addPlayer(player)
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return
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def start(self):
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self.accept(self.PlayerDropCollision, self.handleLocalToonMeetsDrop)
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self.accept(self.PlayerCoolerCollision, self.handleLocalToonMeetsWaterCooler)
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self.accept(CogdoMazeExit.EnterEventName, self.handleLocalToonEntersDoor)
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self.accept(CogdoMemo.EnterEventName, self.handleLocalToonMeetsPickup)
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if self._allowSuitsHitToons:
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self.accept(CogdoMazeSuit.COLLISION_EVENT_NAME, self.handleLocalToonMeetsSuit)
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self.accept(CogdoMazePlayer.GagHitEventName, self.handleToonMeetsGag)
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self.accept(CogdoMazeSuit.GagHitEventName, self.handleLocalSuitMeetsGag)
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self.accept(CogdoMazeSuit.DeathEventName, self.handleSuitDeath)
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self.accept(CogdoMazeSuit.ThinkEventName, self.handleSuitThink)
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self.accept(CogdoMazeBossSuit.ShakeEventName, self.handleBossShake)
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self.accept(CogdoMazePlayer.RemovedEventName, self._removePlayer)
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self.__startUpdateTask()
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for player in self.players:
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player.handleGameStart()
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player.request('Normal')
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for suit in self.suits:
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suit.onstage()
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suit.gameStart(self.distGame.getStartTime())
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def exit(self):
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self._quakeSfx1.stop()
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self._quakeSfx2.stop()
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for suit in self.suits:
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suit.gameEnd()
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self.ignore(self.PlayerDropCollision)
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self.ignore(self.PlayerCoolerCollision)
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self.ignore(CogdoMazeExit.EnterEventName)
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self.ignore(CogdoMemo.EnterEventName)
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self.ignore(CogdoMazeSuit.COLLISION_EVENT_NAME)
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self.ignore(CogdoMazePlayer.GagHitEventName)
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self.ignore(CogdoMazeSuit.GagHitEventName)
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self.ignore(CogdoMazeSuit.DeathEventName)
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self.ignore(CogdoMazeSuit.ThinkEventName)
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self.ignore(CogdoMazeBossSuit.ShakeEventName)
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self.ignore(CogdoMazePlayer.RemovedEventName)
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self.__stopUpdateTask()
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for timeoutTask in self.gagTimeoutTasks:
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taskMgr.remove(timeoutTask)
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self.finished = True
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self.localPlayer.handleGameExit()
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for player in self.players:
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player.request('Done')
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self.guiMgr.hideTimer()
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self.guiMgr.hideMazeMap()
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self.guiMgr.hideBossGui()
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def _addPlayer(self, player):
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self.players.append(player)
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self.toonId2Player[player.toon.doId] = player
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def _removePlayer(self, player):
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if player in self.players:
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self.players.remove(player)
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else:
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for cPlayer in self.players:
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if cPlayer.toon == player.toon:
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self.players.remove(cPlayer)
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break
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if player.toon.doId in self.toonId2Player:
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del self.toonId2Player[player.toon.doId]
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self.guiMgr.mazeMapGui.removeToon(player.toon)
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def handleToonLeft(self, toonId):
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self._removePlayer(self.toonId2Player[toonId])
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def __startUpdateTask(self):
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self.__stopUpdateTask()
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taskMgr.add(self.__updateTask, CogdoMazeGame.UpdateTaskName, 45)
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def __stopUpdateTask(self):
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taskMgr.remove(CogdoMazeGame.UpdateTaskName)
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taskMgr.remove('loopSecondQuakeSound')
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def __updateTask(self, task):
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dt = globalClock.getDt()
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self.localPlayer.update(dt)
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for player in self.players:
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curTX, curTY = self.maze.world2tileClipped(player.toon.getX(), player.toon.getY())
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self.guiMgr.mazeMapGui.updateToon(player.toon, curTX, curTY)
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self.__updateGags()
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if Globals.QuakeSfxEnabled:
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self.__updateQuakeSound()
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for pickup in self.pickups:
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pickup.update(dt)
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MazeSuit.thinkSuits(self.suits, self.distGame.getStartTime())
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return Task.cont
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def __updateGags(self):
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remove = []
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for i in xrange(len(self.gags)):
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balloon = self.gags[i]
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if balloon.isSingleton():
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remove.append(i)
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elif balloon.getParent() == render:
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loc = self.maze.world2tile(balloon.getX(), balloon.getY())
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if not self.maze.isAccessible(loc[0], loc[1]):
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self.removeGag(balloon)
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remove.reverse()
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for i in remove:
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self.gags.pop(i)
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def __updateQuakeSound(self):
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shake = self.localPlayer.getCameraShake()
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if shake < 1.0:
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shake = 1.0
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volume = 3.0 * shake / Globals.CameraShakeMax
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if volume > 3.0:
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volume = 3.0
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if self._quakeSfx1.getAudioSound().status() != self._quakeSfx1.getAudioSound().PLAYING:
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self._quakeSfx1.loop(volume=volume)
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else:
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self._quakeSfx1.getAudioSound().setVolume(volume)
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volume = shake * shake / Globals.CameraShakeMax
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if not self.hackTemp and self._quakeSfx2.getAudioSound().status() != self._quakeSfx2.getAudioSound().PLAYING:
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taskMgr.doMethodLater(1.5, self._quakeSfx2.loop, 'loopSecondQuakeSound', extraArgs=[])
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self.hackTemp = True
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else:
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self._quakeSfx2.getAudioSound().setVolume(volume)
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def handleLocalToonMeetsSuit(self, suitType, suitNum):
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if self.localPlayer.state == 'Normal' and not self.localPlayer.invulnerable:
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self.distGame.b_toonHitBySuit(suitType, suitNum)
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def toonHitBySuit(self, toonId, suitType, suitNum, elapsedTime = 0.0):
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player = self.toonId2Player[toonId]
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if player.state == 'Normal':
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player.request('Hit', elapsedTime)
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def handleSuitDeath(self, suitType, suitNum):
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suit = self.suitsById[suitNum]
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self.dropMemos(suit)
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self.removeSuit(suit)
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def dropMemos(self, suit):
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numDrops = suit.memos
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if numDrops > 0:
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start = math.radians(random.randint(0, 360))
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step = math.radians(360.0 / numDrops)
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radius = 2.0
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for i in xrange(numDrops):
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angle = start + i * step
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x = radius * math.cos(angle) + suit.suit.getX()
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y = radius * math.sin(angle) + suit.suit.getY()
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self.generatePickup(x, y)
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def handleSuitThink(self, suit, TX, TY):
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if suit in self.shakers:
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self.guiMgr.mazeMapGui.updateSuit(suit.suit, TX, TY)
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suit.dropTimer += 1
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if suit.dropTimer >= Globals.DropFrequency:
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self.doDrop(suit)
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suit.dropTimer = 0
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def doDrop(self, boss):
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dropLoc = boss.pickRandomValidSpot()
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self.generateDrop(dropLoc[0], dropLoc[1])
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def handleBossShake(self, suit, strength):
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if Globals.BossShakeEnabled:
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self.shakeCamera(suit.suit, strength, Globals.BossMaxDistance)
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def randomDrop(self, centerTX, centerTY, radius):
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dropArray = []
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for i in xrange(1, distance):
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dropArray.append(i)
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dropArray.append(-1 * i)
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offsetTX = self.distGame.randomNumGen.choice(dropArray)
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offsetTY = self.distGame.randomNumGen.choice(dropArray)
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dropTX = sourceTX + offsetTX
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dropTY = sourceTY + offsetTY
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if self.maze.isWalkable(dropTX, dropTY):
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self.generateDrop(dropTX, dropTY)
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def generateDrop(self, TX, TY):
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drop = self.maze.tile2world(TX, TY)
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ival = self.createDrop(drop[0], drop[1])
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ival.start()
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def createDrop(self, x, y):
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self.dropCounter = self.dropCounter + 1
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id = self.dropCounter
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drop = CogdoMazeDrop(self, id, x, y)
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self.drops[id] = drop
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return drop.getDropIval()
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def cleanupDrop(self, id):
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if id in self.drops.keys():
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drop = self.drops[id]
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drop.destroy()
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del self.drops[id]
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def dropHit(self, node, id):
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if self.finished:
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return
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if Globals.DropShakeEnabled:
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self.shakeCamera(node, Globals.DropShakeStrength, Globals.DropMaxDistance)
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def shakeCamera(self, node, strength, distanceCutoff = 60.0):
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distance = self.localPlayer.toon.getDistance(node)
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shake = strength * (1 - distance / distanceCutoff)
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if shake > 0:
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self.localPlayer.shakeCamera(shake)
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def handleLocalToonMeetsDrop(self, collEntry):
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fcabinet = collEntry.getIntoNodePath()
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if fcabinet.getTag('isFalling') == str('False'):
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return
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if self.localPlayer.state == 'Normal' and not self.localPlayer.invulnerable:
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self.distGame.b_toonHitByDrop()
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def toonHitByDrop(self, toonId):
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player = self.toonId2Player[toonId]
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player.hitByDrop()
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def handleLocalToonMeetsGagPickup(self, collEntry):
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if self.localPlayer.equippedGag != None:
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return
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into = collEntry.getIntoNodePath()
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if into.hasPythonTag('id'):
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id = into.getPythonTag('id')
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self.distGame.d_sendRequestGagPickUp(id)
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return
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def hasGag(self, toonId, elapsedTime = 0.0):
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player = self.toonId2Player[toonId]
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player.equipGag()
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def handleLocalToonMeetsWaterCooler(self, collEntry):
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if self.localPlayer.equippedGag != None:
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return
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if self.lastBalloonTimestamp and globalClock.getFrameTime() - self.lastBalloonTimestamp < Globals.BalloonDelay:
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return
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collNode = collEntry.getIntoNode()
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waterCooler = self._collNode2waterCooler[collNode]
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self.lastBalloonTimestamp = globalClock.getFrameTime()
|
|
self.distGame.d_sendRequestGag(waterCooler.serialNum)
|
|
return
|
|
|
|
def requestUseGag(self, x, y, h):
|
|
self.distGame.b_toonUsedGag(x, y, h)
|
|
|
|
def toonUsedGag(self, toonId, x, y, h, elapsedTime = 0.0):
|
|
player = self.toonId2Player[toonId]
|
|
heading = h
|
|
pos = Point3(x, y, 0)
|
|
gag = player.showToonThrowingGag(heading, pos)
|
|
if gag is not None:
|
|
self.gags.append(gag)
|
|
return
|
|
|
|
def handleToonMeetsGag(self, avId, gag):
|
|
self.removeGag(gag)
|
|
self.distGame.b_toonHitByGag(avId)
|
|
|
|
def toonHitByGag(self, toonId, hitToon, elapsedTime = 0.0):
|
|
if toonId not in self.toonId2Player.keys() or hitToon not in self.toonId2Player.keys():
|
|
return
|
|
player = self.toonId2Player[hitToon]
|
|
player.hitByGag()
|
|
|
|
def handleLocalSuitMeetsGag(self, suitType, suitNum, gag):
|
|
self.removeGag(gag)
|
|
self.localPlayer.hitSuit(suitType)
|
|
self.distGame.b_suitHitByGag(suitType, suitNum)
|
|
|
|
def suitHitByGag(self, toonId, suitType, suitNum, elapsedTime = 0.0):
|
|
if suitType == Globals.SuitTypes.Boss:
|
|
self.guiMgr.showBossHit(suitNum)
|
|
if suitNum in self.suitsById.keys():
|
|
suit = self.suitsById[suitNum]
|
|
suit.hitByGag()
|
|
|
|
def removeGag(self, gag):
|
|
gag.detachNode()
|
|
|
|
def toonRevealsDoor(self, toonId):
|
|
self._exit.revealed = True
|
|
|
|
def openDoor(self, timeLeft):
|
|
self._audioMgr.playMusic('timeRunningOut')
|
|
if not self._exit.isOpen():
|
|
self._exit.open()
|
|
self.localPlayer.handleOpenDoor(self._exit)
|
|
self.guiMgr.showTimer(timeLeft, self._handleTimerExpired)
|
|
self.guiMgr.mazeMapGui.showExit()
|
|
self.guiMgr.mazeMapGui.revealAll()
|
|
|
|
def countdown(self, timeLeft):
|
|
self.guiMgr.showTimer(timeLeft, self._handleTimerExpired)
|
|
|
|
def timeAlert(self):
|
|
self._audioMgr.playMusic('timeRunningOut')
|
|
|
|
def _handleTimerExpired(self):
|
|
self.localPlayer.request('Done')
|
|
|
|
def toonEntersDoor(self, toonId):
|
|
player = self.toonId2Player[toonId]
|
|
self.guiMgr.mazeMapGui.removeToon(player.toon)
|
|
self._exit.playerEntersDoor(player)
|
|
self.localPlayer.handleToonEntersDoor(toonId, self._exit)
|
|
player.request('Done')
|
|
|
|
def generatePickup(self, x, y):
|
|
pickup = CogdoMemo(len(self.pickups), pitch=-90)
|
|
self.pickups.append(pickup)
|
|
pickup.reparentTo(self.maze.maze)
|
|
pickup.setPos(x, y, 1)
|
|
pickup.enable()
|
|
|
|
def handleLocalToonMeetsPickup(self, pickup):
|
|
pickup.disable()
|
|
self.distGame.d_sendRequestPickUp(pickup.serialNum)
|
|
|
|
def pickUp(self, toonId, pickupNum, elapsedTime = 0.0):
|
|
self.notify.debugCall()
|
|
player = self.toonId2Player[toonId]
|
|
pickup = self.pickups[pickupNum]
|
|
if not pickup.wasPickedUp():
|
|
pickup.pickUp(player.toon, elapsedTime)
|
|
self.localPlayer.handlePickUp(toonId)
|
|
|
|
def placePlayer(self, player):
|
|
toonIds = self.distGame.getToonIds()
|
|
if player.toon.doId not in toonIds:
|
|
return
|
|
i = toonIds.index(player.toon.doId)
|
|
x = int(self.maze.width / 2.0) - int(len(toonIds) / 2.0) + i
|
|
y = 2
|
|
while not self.maze.isAccessible(x, y):
|
|
y += 1
|
|
|
|
pos = self.maze.tile2world(x, y)
|
|
player.toon.setPos(pos[0], pos[1], 0)
|
|
self.guiMgr.mazeMapGui.addToon(player.toon, x, y)
|
|
|
|
def handleLocalToonEntersDoor(self, door):
|
|
localToonId = self.localPlayer.toon.doId
|
|
if self._exit.isOpen():
|
|
self.distGame.d_sendRequestAction(Globals.GameActions.EnterDoor, 0)
|
|
else:
|
|
if localToonId not in self.toonsThatRevealedDoor:
|
|
self.toonsThatRevealedDoor.append(localToonId)
|
|
self.localPlayer.handleToonRevealsDoor(localToonId, self._exit)
|
|
if not self._exit.revealed:
|
|
self.toonRevealsDoor(localToonId)
|
|
self.distGame.d_sendRequestAction(Globals.GameActions.RevealDoor, 0)
|
|
|
|
def handleToonWentSad(self, toonId):
|
|
if toonId == self.localPlayer.toon.doId:
|
|
for player in self.players:
|
|
player.removeGag()
|
|
|
|
elif toonId in self.toonId2Player.keys():
|
|
player = self.toonId2Player[toonId]
|
|
player.removeGag()
|
|
|
|
def handleToonDisconnected(self, toonId):
|
|
if toonId == self.localPlayer.toon.doId:
|
|
pass
|
|
elif toonId in self.toonId2Player.keys():
|
|
player = self.toonId2Player[toonId]
|
|
self._removePlayer(player)
|