279 lines
13 KiB
Python
279 lines
13 KiB
Python
from panda3d.core import *
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from direct.directnotify import DirectNotifyGlobal
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from direct.showbase.DirectObject import DirectObject
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from direct.showbase import PythonUtil
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from direct.interval.IntervalGlobal import *
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from toontown.minigame import ToonBlitzGlobals
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from toontown.toonbase import ToontownGlobals
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from toontown.suit import Suit
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from toontown.suit import SuitDNA
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from toontown.battle.BattleProps import *
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from toontown.battle import MovieUtil
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from toontown.battle import BattleParticles, BattleProps
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from direct.particles import ParticleEffect
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import math, random
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COLOR_RED = VBase4(1, 0, 0, 0.3)
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class TwoDEnemy(DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory('TwoDEnemy')
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def __init__(self, enemyMgr, index, suitAttribs):
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self.enemyMgr = enemyMgr
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self.game = self.enemyMgr.section.sectionMgr.game
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self.index = index
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self.moveIval = None
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self.propTrack = None
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self.animTrack = None
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self.shotTrack = None
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self.deathTrack = None
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self.deathSuit = None
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self.suitSound = None
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self.deleteMeCallback = None
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self.isMovingUpDown = False
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self.isMovingLeftRight = False
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self.showCollSpheres = False
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self.isDestroyed = False
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self.isGoingUp = False
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self.setupEnemy(suitAttribs)
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BattleParticles.loadParticles()
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return
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def destroy(self):
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if self.isDestroyed:
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return
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self.isDestroyed = True
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if hasattr(self.suit, 'prop') and self.suit.prop:
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self.suit.prop.stash()
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if self.propTrack:
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self.propTrack.finish()
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self.propTrack = None
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if self.suitSound:
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self.suitSound.stop()
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del self.suitSound
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if self.animTrack:
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self.animTrack.finish()
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self.animTrack = None
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if self.shotTrack != None:
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self.shotTrack.finish()
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self.shotTrack = None
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if self.deathTrack != None:
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self.deathTrack.finish()
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self.deathTrack = None
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if self.deathSuit:
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self.deathSuit.detachNode()
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self.suit.cleanupLoseActor()
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self.deathSuit = None
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if self.moveIval:
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self.moveIval.pause()
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del self.moveIval
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if self.suit:
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self.suit.delete()
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self.suit = None
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BattleParticles.unloadParticles()
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self.ignore(self.game.uniqueName('enter' + self.suitName))
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self.game = None
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self.enemyMgr = None
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return
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def setupEnemy(self, suitAttribs):
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suitType = suitAttribs[0]
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self.suit = Suit.Suit()
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suitDNA = SuitDNA.SuitDNA()
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suitDNA.newSuit(suitType)
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self.suit.setDNA(suitDNA)
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self.suit.pose('walk', 0)
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self.suitName = 'Enemy-%s' % self.index
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self.suit.setName(self.suitName)
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self.suit.nametag3d.stash()
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self.suit.nametag.destroy()
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suitPosAttribs = suitAttribs[1]
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initX, initY, initZ = suitPosAttribs[0]
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initPos = Point3(initX, initY, initZ)
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if len(suitPosAttribs) == 3:
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finalX, finalY, finalZ = suitPosAttribs[1]
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finalPos = Point3(finalX, finalY, finalZ)
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posIvalDuration = suitPosAttribs[2]
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self.clearMoveIval()
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def getForwardIval(blendTypeStr, self = self):
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forwardIval = LerpPosInterval(self.suit, posIvalDuration, pos=finalPos, startPos=initPos, name='%s-moveFront' % self.suitName, blendType=blendTypeStr, fluid=1)
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return forwardIval
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def getBackwardIval(blendTypeStr, self = self):
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backwardIval = LerpPosInterval(self.suit, posIvalDuration, pos=initPos, startPos=finalPos, name='%s-moveBack' % self.suitName, blendType=blendTypeStr, fluid=1)
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return backwardIval
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if abs(finalZ - initZ) > 0.0:
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def setIsGoingUp(value):
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self.isGoingUp = value
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self.isMovingUpDown = True
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self.suit.setH(90)
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self.suit.prop = None
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if self.suit.prop == None:
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self.suit.prop = BattleProps.globalPropPool.getProp('propeller')
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self.suit.prop.setScale(1.1)
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self.suit.prop.setColor(1, 1, 0.6, 1)
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head = self.suit.find('**/joint_head')
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self.suit.prop.reparentTo(head)
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self.propTrack = Sequence(ActorInterval(self.suit.prop, 'propeller', startFrame=8, endFrame=25, playRate=2.0))
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self.animTrack = Sequence(ActorInterval(self.suit, 'landing', startFrame=8, endFrame=28, playRate=0.5), ActorInterval(self.suit, 'landing', startFrame=8, endFrame=28, playRate=-0.5))
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self.moveIval = Sequence(Func(setIsGoingUp, True), getForwardIval('easeInOut'), Func(setIsGoingUp, False), getBackwardIval('easeInOut'))
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self.suitSound = base.loadSfx('phase_4/audio/sfx/TB_propeller.ogg')
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else:
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self.isMovingLeftRight = True
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self.moveIval = Sequence(Func(self.setHeading, finalPos, initPos), getForwardIval('noBlend'), Func(self.setHeading, initPos, finalPos), getBackwardIval('noBlend'))
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self.suit.setPos(initX, initY, initZ)
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self.suit.dropShadow.hide()
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self.setupCollision()
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return
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def setupCollision(self):
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collSphere = CollisionSphere(0, 0, 2, 2)
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collSphere.setTangible(1)
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collNode = CollisionNode(self.game.uniqueName(self.suitName))
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collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
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collNode.addSolid(collSphere)
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self.collNodePath = self.suit.attachNewNode(collNode)
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self.collNodePath.hide()
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if self.showCollSpheres:
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self.collNodePath.show()
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self.accept(self.game.uniqueName('enter' + self.suitName), self.handleEnemyCollision)
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def clearMoveIval(self):
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if self.moveIval:
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self.moveIval.pause()
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del self.moveIval
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self.moveIval = None
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return
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def start(self, elapsedTime):
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if self.moveIval:
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self.moveIval.loop()
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self.moveIval.setT(elapsedTime)
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if self.isMovingLeftRight:
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self.suit.loop('walk')
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elif self.isMovingUpDown:
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self.propTrack.loop()
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self.animTrack.loop()
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base.playSfx(self.suitSound, node=self.suit, looping=1)
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def enterPause(self):
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if hasattr(self, 'moveIval') and self.moveIval:
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self.moveIval.pause()
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self.suit.loop('neutral')
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if self.suitSound:
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self.suitSound.stop()
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def exitPause(self):
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if hasattr(self, 'moveIval') and self.moveIval:
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self.moveIval.resume()
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if self.isMovingLeftRight:
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self.suit.loop('walk')
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elif self.isMovingUpDown:
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self.propTrack.loop()
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self.animTrack.loop()
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base.playSfx(self.suitSound, node=self.suit, looping=1, volume=0.1)
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def handleEnemyCollision(self, cevent):
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messenger.send('enemyHit')
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def setHeading(self, finalPos, initPos):
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diffX = finalPos.getX() - initPos.getX()
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angle = -90 * diffX / math.fabs(diffX)
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startAngle = self.suit.getH()
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startAngle = PythonUtil.fitSrcAngle2Dest(startAngle, angle)
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dur = 0.1 * abs(startAngle - angle) / 90
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self.suitTurnIval = LerpHprInterval(self.suit, dur, Point3(angle, 0, 0), startHpr=Point3(startAngle, 0, 0), name='SuitLerpHpr')
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self.suitTurnIval.start()
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def blinkColor(self, color, duration):
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blink = Sequence(LerpColorScaleInterval(self.suit, 0.5, color, startColorScale=VBase4(1, 1, 1, 1)), LerpColorScaleInterval(self.suit, 0.5, VBase4(1, 1, 1, 1), startColorScale=color))
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track = Sequence(Func(blink.loop), Wait(duration), Func(blink.finish))
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return track
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def doShotTrack(self):
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blinkRed = self.blinkColor(COLOR_RED, 2)
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point = Point3(self.suit.getX(render), self.suit.getY(render), self.suit.getZ(render) + self.suit.height / 2.0)
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scale = 0.3
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splashHold = 0.1
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def prepSplash(splash, point):
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if callable(point):
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point = point()
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splash.reparentTo(render)
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splash.setPos(point)
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scale = splash.getScale()
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splash.setBillboardPointWorld()
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splash.setScale(scale)
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splash = globalPropPool.getProp('splash-from-splat')
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splash.setScale(scale)
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splashTrack = Sequence(Func(prepSplash, splash, point), ActorInterval(splash, 'splash-from-splat'), Wait(splashHold), Func(MovieUtil.removeProp, splash))
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self.shotTrack = Parallel(Func(self.game.assetMgr.playSplashSound), blinkRed, splashTrack)
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self.shotTrack.start()
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def doDeathTrack(self):
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def removeDeathSuit(suit, deathSuit):
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if not deathSuit.isEmpty():
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deathSuit.detachNode()
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suit.cleanupLoseActor()
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if self.suitSound:
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self.suitSound.stop()
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self.deathSuit = self.suit.getLoseActor()
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self.deathSuit.reparentTo(self.enemyMgr.enemiesNP)
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self.deathSuit.setPos(render, self.suit.getPos(render))
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self.deathSuit.setHpr(render, self.suit.getHpr(render))
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self.suit.hide()
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self.collNodePath.reparentTo(self.deathSuit)
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treasureSpawnPoint = Point3(self.suit.getX(), self.suit.getY(), self.suit.getZ() + self.suit.height / 2.0)
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gearPoint = Point3(0, 0, self.suit.height / 2.0 + 2.0)
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spinningSound = base.loadSfx('phase_3.5/audio/sfx/Cog_Death.ogg')
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deathSound = base.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart_%s.ogg' % random.randint(1, 6))
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smallGears = BattleParticles.createParticleEffect(file='gearExplosionSmall')
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singleGear = BattleParticles.createParticleEffect('GearExplosion', numParticles=1)
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smallGearExplosion = BattleParticles.createParticleEffect('GearExplosion', numParticles=10)
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bigGearExplosion = BattleParticles.createParticleEffect('BigGearExplosion', numParticles=30)
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smallGears.setPos(gearPoint)
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singleGear.setPos(gearPoint)
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smallGearExplosion.setPos(gearPoint)
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bigGearExplosion.setPos(gearPoint)
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smallGears.setDepthWrite(False)
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singleGear.setDepthWrite(False)
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smallGearExplosion.setDepthWrite(False)
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bigGearExplosion.setDepthWrite(False)
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if self.isMovingLeftRight:
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self.enterPause()
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suitTrack = Sequence(Func(self.collNodePath.stash), ActorInterval(self.deathSuit, 'lose', startFrame=80, endFrame=140), Func(removeDeathSuit, self.suit, self.deathSuit, name='remove-death-suit'))
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explosionTrack = Sequence(Wait(1.5), MovieUtil.createKapowExplosionTrack(self.deathSuit, explosionPoint=gearPoint))
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soundTrack = Sequence(SoundInterval(spinningSound, duration=1.6, startTime=0.6, volume=0.8, node=self.deathSuit), SoundInterval(deathSound, volume=0.32, node=self.deathSuit))
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gears1Track = Sequence(ParticleInterval(smallGears, self.deathSuit, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track')
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gears2MTrack = Track((0.0, explosionTrack), (0.7, ParticleInterval(singleGear, self.deathSuit, worldRelative=0, duration=5.7, cleanup=True)), (5.2, ParticleInterval(smallGearExplosion, self.deathSuit, worldRelative=0, duration=1.2, cleanup=True)), (5.4, ParticleInterval(bigGearExplosion, self.deathSuit, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack')
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elif self.isMovingUpDown:
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def getFinalPos():
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if self.isGoingUp:
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direction = 1.0
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else:
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direction = -1.0
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pos = Point3(self.deathSuit.getX(), self.deathSuit.getY(), self.deathSuit.getZ() + 2.0 * direction)
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return pos
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deathMoveIval = LerpPosInterval(self.deathSuit, 1.5, pos=getFinalPos(), name='%s-deathSuitMove' % self.suitName, blendType='easeInOut', fluid=1)
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suitTrack = Sequence(Func(self.collNodePath.stash), Parallel(ActorInterval(self.deathSuit, 'lose', startFrame=80, endFrame=140), deathMoveIval), Func(removeDeathSuit, self.suit, self.deathSuit, name='remove-death-suit'))
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explosionTrack = Sequence(Wait(1.5), MovieUtil.createKapowExplosionTrack(self.deathSuit, explosionPoint=gearPoint))
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soundTrack = Sequence(SoundInterval(spinningSound, duration=1.6, startTime=0.6, volume=0.8, node=self.deathSuit), SoundInterval(deathSound, volume=0.32, node=self.deathSuit))
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gears1Track = Sequence(ParticleInterval(smallGears, self.deathSuit, worldRelative=0, duration=4.3, cleanup=True), name='gears1Track')
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gears2MTrack = Track((0.0, explosionTrack), (0.0, ParticleInterval(singleGear, self.deathSuit, worldRelative=0, duration=5.7, cleanup=True)), (2.7, ParticleInterval(smallGearExplosion, self.deathSuit, worldRelative=0, duration=1.2, cleanup=True)), (2.9, ParticleInterval(bigGearExplosion, self.deathSuit, worldRelative=0, duration=1.0, cleanup=True)), name='gears2MTrack')
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def removeParticle(particle):
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if particle and hasattr(particle, 'renderParent'):
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particle.cleanup()
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del particle
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removeParticles = Parallel(Func(removeParticle, smallGears), Func(removeParticle, singleGear), Func(removeParticle, smallGearExplosion), Func(removeParticle, bigGearExplosion))
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self.deathTrack = Sequence(Parallel(suitTrack, gears2MTrack, gears1Track, soundTrack), removeParticles, Func(self.destroy))
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self.deathTrack.start()
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