oldschool-toontown/toontown/minigame/TwoDGameToonSD.py

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from pandac.PandaModules import *
from toontown.toonbase.ToonBaseGlobal import *
from direct.interval.IntervalGlobal import *
from toontown.toonbase.ToontownGlobals import *
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import StateData
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from . import ToonBlitzGlobals
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from otp.otpbase import OTPGlobals
from direct.task.Task import Task
from toontown.minigame import TwoDBattleMgr
from toontown.racing import RaceHeadFrame
COLOR_RED = VBase4(1, 0, 0, 0.3)
class TwoDGameToonSD(StateData.StateData):
notify = DirectNotifyGlobal.directNotify.newCategory('TwoDGameToonSD')
FallBackAnim = 'slip-backward'
NeutralAnim = 'neutral'
RunAnim = 'run'
ShootGun = 'water-gun'
Victory = 'victory'
animList = [FallBackAnim,
NeutralAnim,
RunAnim,
ShootGun,
Victory]
ScoreTextGenerator = TextNode('ScoreTextGenerator')
def __init__(self, avId, game):
self.avId = avId
self.game = game
self.isLocal = avId == base.localAvatar.doId
self.toon = self.game.getAvatar(self.avId)
self.unexpectedExit = False
self.fallBackIval = None
self.fallDownIval = None
self.victoryIval = None
self.squishIval = None
self.fsm = ClassicFSM.ClassicFSM('TwoDGameAnimFSM-%s' % self.avId, [State.State('init', self.enterInit, self.exitInit, ['normal']),
State.State('normal', self.enterNormal, self.exitNormal, ['shootGun',
'fallBack',
'fallDown',
'victory',
'squish']),
State.State('shootGun', self.enterShootGun, self.exitShootGun, ['normal',
'fallBack',
'fallDown',
'victory',
'squish']),
State.State('fallBack', self.enterFallBack, self.exitFallBack, ['normal', 'fallDown', 'squish']),
State.State('fallDown', self.enterFallDown, self.exitFallDown, ['normal']),
State.State('squish', self.enterSquish, self.exitSquish, ['normal']),
State.State('victory', self.enterVictory, self.exitVictory, ['normal', 'fallDown']),
State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'init', 'cleanup')
self.scoreText = None
self.load()
self.progressLineLength = self.game.assetMgr.faceEndPos[0] - self.game.assetMgr.faceStartPos[0]
self.conversionRatio = self.progressLineLength / self.game.gameLength
self.scoreTextSeq = None
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return
def load(self):
for anim in self.animList:
self.toon.pose(anim, 0)
self.battleMgr = TwoDBattleMgr.TwoDBattleMgr(self.game, self.toon)
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self.squishSound = base.loader.loadSfx('phase_3.5/audio/dial/AV_' + self.toon.style.getAnimal() + '_exclaim.ogg')
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def destroy(self):
if self.fallBackIval != None:
self.fallBackIval.finish()
self.fallBackIval = None
if self.fallDownIval != None:
self.fallDownIval.finish()
self.fallDownIval = None
if self.squishIval != None:
self.squishIval.finish()
self.squishIval = None
if self.victoryIval != None:
self.victoryIval.finish()
self.victoryIval = None
self.hideScoreText()
self.headFrame.destroy()
self.battleMgr.destroy()
del self.battleMgr
del self.fsm
return
def enter(self):
self.fsm.enterInitialState()
def exit(self, unexpectedExit = False):
self.unexpectedExit = unexpectedExit
self.fsm.requestFinalState()
def enterInit(self):
self.notify.debug('enterInit')
self.toon.startBlink()
self.toon.stopLookAround()
self.toon.useLOD(1000)
self.toon.dropShadow.hide()
def exitInit(self):
pass
def enterNormal(self):
self.notify.debug('enterNormal')
def exitNormal(self):
pass
def enterFallBack(self):
self.notify.debug('enterFallBack')
fallBackDist = 9
self.blinkRed = self.blinkColor(COLOR_RED, 2)
duration = 4
animName = self.FallBackAnim
startFrame = 1
endFrame = 22
totalFrames = self.toon.getNumFrames(animName)
frames = totalFrames - 1 - startFrame
frameRate = self.toon.getFrameRate(animName)
newRate = frames / duration
playRate = newRate / frameRate
fallBackAnim = Sequence(ActorInterval(self.toon, animName, startTime=startFrame / newRate, endTime=endFrame / newRate, playRate=playRate), ActorInterval(self.toon, animName, startFrame=23, playRate=1), FunctionInterval(self.resume))
self.fallBackIval = Parallel(self.blinkRed, fallBackAnim)
if self.isLocal:
self.game.ignoreInputs()
self.toon.controlManager.currentControls.lifter.setVelocity(12)
if self.toon.getH() == 90:
endPoint = Point3(self.toon.getX() + fallBackDist, self.toon.getY(), self.toon.getZ())
else:
endPoint = Point3(self.toon.getX() - fallBackDist, self.toon.getY(), self.toon.getZ())
enemyHitTrajectory = LerpFunc(self.toon.setX, fromData=self.toon.getX(), toData=endPoint.getX(), duration=0.75, name='enemyHitTrajectory')
self.fallBackIval.append(enemyHitTrajectory)
base.playSfx(self.game.assetMgr.sndOof)
self.fallBackIval.start()
def exitFallBack(self):
self.fallBackIval.pause()
self.blinkRed.finish()
if self.isLocal:
if self.game.gameFSM.getCurrentState().getName() == 'play':
self.game.acceptInputs()
def shootGun(self):
if self.fsm.getCurrentState().getName() == 'shootGun':
self.fsm.request('normal')
self.fsm.request('shootGun')
def enterShootGun(self):
self.battleMgr.shoot()
self.fsm.request('normal')
def exitShootGun(self):
pass
def enterFallDown(self):
self.notify.debug('enterFallDown')
self.fallDownIval = Sequence()
self.blinkRed = self.blinkColor(COLOR_RED, 2)
if self.isLocal:
self.game.ignoreInputs()
base.playSfx(self.game.assetMgr.fallSound)
pos = self.game.sectionMgr.getLastSpawnPoint()
toonRespawnIval = Sequence(Wait(1), Func(base.localAvatar.setPos, pos))
self.fallDownIval.append(toonRespawnIval)
self.fallDownIval.append(Func(self.resume))
self.fallDownIval.append(self.blinkRed)
self.fallDownIval.start()
def exitFallDown(self):
if self.isLocal:
if self.game.gameFSM.getCurrentState().getName() == 'play':
self.game.acceptInputs()
def enterSquish(self):
self.notify.debug('enterSquish')
if self.isLocal:
self.game.ignoreInputs()
self.toon.setAnimState('Squish')
self.toon.stunToon()
base.playSfx(self.squishSound, node=self.toon, volume=2)
self.blinkRed = self.blinkColor(COLOR_RED, 3)
self.squishIval = Parallel(self.blinkRed, Sequence(Wait(2.5), Func(self.resume)))
self.squishIval.start()
def exitSquish(self):
if self.isLocal:
if self.game.gameFSM.getCurrentState().getName() == 'play':
self.game.acceptInputs()
def enterVictory(self):
self.notify.debug('enterVictory')
outsideElevatorPos = self.game.sectionMgr.exitElevator.find('**/loc_elevator_front').getPos(render)
insideElevatorPos = self.game.sectionMgr.exitElevator.find('**/loc_elevator_inside').getPos(render)
runToElevator = Parallel(LerpPosInterval(self.toon, self.game.timeToRunToElevator, outsideElevatorPos), ActorInterval(self.toon, self.RunAnim, loop=1, duration=self.game.timeToRunToElevator))
danceIval = Parallel(LerpPosInterval(self.toon, 2, insideElevatorPos), ActorInterval(self.toon, self.Victory, loop=1, duration=ToonBlitzGlobals.GameDuration[self.game.getSafezoneId()]))
waitToLand = 0.0
if self.toon.getZ(render) > 13:
waitToLand = 1
self.victoryIval = Sequence(Wait(waitToLand), runToElevator, danceIval)
self.victoryIval.start()
def exitVictory(self):
pass
def enterCleanup(self):
self.notify.debug('enterCleanup')
self.toon.stopBlink()
self.toon.startLookAround()
self.toon.resetLOD()
self.toon.dropShadow.show()
def exitCleanup(self):
pass
def resume(self):
self.fsm.request('normal')
messenger.send('jumpLand')
def blinkColor(self, color, duration):
blink = Sequence(LerpColorScaleInterval(self.toon, 0.5, color, startColorScale=VBase4(1, 1, 1, 1)), LerpColorScaleInterval(self.toon, 0.5, VBase4(1, 1, 1, 1), startColorScale=color))
track = Sequence(Func(blink.loop), Wait(duration), Func(blink.finish))
return track
def setAnimState(self, newState, playRate):
if not self.unexpectedExit:
self.toon.setAnimState(newState, playRate)
def createHeadFrame(self, drawNum):
toon = base.cr.doId2do.get(self.avId, None)
self.headFrame = RaceHeadFrame.RaceHeadFrame(av=toon)
eyes = self.headFrame.head.find('**/eyes*')
eyes.setDepthTest(1)
eyes.setDepthWrite(1)
self.headFrame.configure(geom_scale=(0.5, 0.5, 0.5))
self.headFrame.setZ(self.game.assetMgr.faceStartPos[2])
self.headFrame.setDepthWrite(True)
self.headFrame.setDepthTest(True)
self.headFrame.reparentTo(self.game.assetMgr.aspect2dRoot)
self.headFrame.setY(-drawNum)
if self.isLocal:
self.headFrame.setScale(0.2)
else:
self.headFrame.setScale(0.15)
self.headFrame.setX(self.game.assetMgr.faceStartPos[0])
return
def update(self):
toonCurrX = self.toon.getX(render)
progress = toonCurrX - self.game.gameStartX
headFrameProgress = progress * self.conversionRatio
headFrameX = self.game.assetMgr.faceStartPos[0] + headFrameProgress
headFrameX = max(self.game.assetMgr.faceStartPos[0], headFrameX)
headFrameX = min(self.game.assetMgr.faceEndPos[0], headFrameX)
self.headFrame.setX(headFrameX)
def showScoreText(self, number, scale = 1.25):
if not number == 0:
if self.scoreText:
self.hideScoreText()
self.ScoreTextGenerator.setFont(OTPGlobals.getSignFont())
if number < 0:
self.ScoreTextGenerator.setText(str(number))
else:
self.ScoreTextGenerator.setText('+' + str(number))
self.ScoreTextGenerator.clearShadow()
self.ScoreTextGenerator.setAlign(TextNode.ACenter)
if number < 0:
r, g, b, a = (0.9, 0, 0, 1)
else:
r, g, b, a = (0.9, 0.9, 0, 1)
self.scoreTextNode = self.ScoreTextGenerator.generate()
self.scoreText = self.toon.attachNewNode(self.scoreTextNode)
self.scoreText.setScale(scale)
self.scoreText.setBillboardPointEye()
self.scoreText.setBin('fixed', 100)
self.scoreText.setPos(0, 0, self.toon.height / 2)
self.scoreText.setTransparency(1)
self.scoreText.setColor(r, g, b, a)
self.scoreText.setDepthTest(0)
self.scoreText.setDepthWrite(0)
self.scoreTextSeq = Sequence(self.scoreText.posInterval(0.5, Point3(0, 0, self.toon.height + 2), blendType='easeOut'), self.scoreText.colorInterval(0.25, Vec4(r, g, b, 0)), Func(self.hideScoreText))
self.scoreTextSeq.start()
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def hideScoreText(self):
if self.scoreTextSeq:
self.scoreTextSeq.finish()
self.scoreTextSeq = None
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if self.scoreText:
self.scoreText.removeNode()
self.scoreText = None
return