oldschool-toontown/toontown/cogdominium/CogdoFlyingLocalPlayer.py

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import math
import random
from panda3d.core import Vec3
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from direct.directnotify import DirectNotifyGlobal
from direct.task.Task import Task
from direct.interval.FunctionInterval import Wait
from direct.interval.IntervalGlobal import Func, LerpFunc, LerpPosInterval, LerpHprInterval, LerpFunctionInterval
from direct.interval.MetaInterval import Sequence, Parallel
from direct.showbase.PythonUtil import bound as clamp
from direct.distributed.ClockDelta import globalClockDelta
from otp.otpbase import OTPGlobals
from toontown.minigame.OrthoDrive import OrthoDrive
from toontown.minigame.OrthoWalk import OrthoWalk
from toontown.toonbase import TTLocalizer
from .CogdoFlyingCollisions import CogdoFlyingCollisions
from .CogdoFlyingPlayer import CogdoFlyingPlayer
from .CogdoFlyingGuiManager import CogdoFlyingGuiManager
from .CogdoFlyingInputManager import CogdoFlyingInputManager
from .CogdoFlyingCameraManager import CogdoFlyingCameraManager
from .CogdoFlyingObjects import CogdoFlyingPlatform, CogdoFlyingGatherable
from .CogdoFlyingLegalEagle import CogdoFlyingLegalEagle
from . import CogdoFlyingGameGlobals as Globals
from enum import IntEnum
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class CogdoFlyingLocalPlayer(CogdoFlyingPlayer):
notify = DirectNotifyGlobal.directNotify.newCategory('CogdoFlyingLocalPlayer')
BroadcastPosTask = 'CogdoFlyingLocalPlayerBroadcastPos'
PlayWaitingMusicEventName = 'PlayWaitingMusicEvent'
RanOutOfTimeEventName = 'RanOutOfTimeEvent'
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PropStates = IntEnum('PropStates', ('Normal', 'Overdrive', 'Off'), start=0)
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def __init__(self, toon, game, level, guiMgr):
CogdoFlyingPlayer.__init__(self, toon)
self.defaultTransitions = {'Inactive': ['FreeFly', 'Running'],
'FreeFly': ['Inactive',
'OutOfTime',
'Death',
'FlyingUp',
'Running',
'HitWhileFlying',
'InWhirlwind'],
'FlyingUp': ['Inactive',
'OutOfTime',
'Death',
'FreeFly',
'Running',
'HitWhileFlying',
'InWhirlwind'],
'InWhirlwind': ['Inactive',
'OutOfTime',
'Death',
'FreeFly',
'HitWhileFlying'],
'HitWhileFlying': ['Inactive',
'OutOfTime',
'Death',
'FreeFly',
'InWhirlwind'],
'Death': ['Inactive', 'OutOfTime', 'Spawn'],
'Running': ['Inactive',
'OutOfTime',
'FreeFly',
'FlyingUp',
'Refuel',
'WaitingForWin',
'HitWhileRunning'],
'HitWhileRunning': ['Inactive',
'OutOfTime',
'Death',
'Running',
'FreeFly'],
'Spawn': ['Inactive',
'OutOfTime',
'Running',
'WaitingForWin'],
'OutOfTime': ['Inactive', 'Spawn'],
'WaitingForWin': ['Inactive', 'Win'],
'Win': ['Inactive']}
self.game = game
self._level = level
self._guiMgr = guiMgr
self._inputMgr = CogdoFlyingInputManager()
self._cameraMgr = CogdoFlyingCameraManager(camera, render, self, self._level)
self.velocity = Vec3(0.0, 0.0, 0.0)
self.instantaneousVelocity = Vec3(0.0, 0.0, 0.0)
self.controlVelocity = Vec3(0.0, 0.0, 0.0)
self.fanVelocity = Vec3(0.0, 0.0, 0.0)
self.activeFans = []
self.fansStillHavingEffect = []
self.fanIndex2ToonVelocity = {}
self.legalEagleInterestRequest = {}
self.activeWhirlwind = None
self.oldPos = Vec3(0.0, 0.0, 0.0)
self.checkpointPlatform = None
self.isHeadInCeiling = False
self.isToonOnFloor = False
self.fuel = 0.0
self.score = 0
self.postSpawnState = 'Running'
self.didTimeRunOut = False
self.hasPressedCtrlYet = False
self.hasPickedUpFirstPropeller = False
self.surfacePoint = None
self.legalEagleHitting = False
self.propState = None
self.broadcastPeriod = Globals.AI.BroadcastPeriod
self.initSfx()
self.initLocalPlayerIntervals()
self.initCollisions()
self.initOrthoWalker()
self.playerNumber = -1
self.fuel = 0.0
self._guiMgr.setFuel(self.fuel)
self.setCheckpointPlatform(self._level.startPlatform)
return None
def initSfx(self):
audioMgr = base.cogdoGameAudioMgr
self._deathSfx = audioMgr.createSfx('death')
self._hitByWhirlwindSfx = audioMgr.createSfx('toonInWhirlwind')
self._bladeBreakSfx = audioMgr.createSfx('bladeBreak')
self._collideSfx = audioMgr.createSfx('collide')
self._toonHitSfx = audioMgr.createSfx('toonHit')
self._getMemoSfx = audioMgr.createSfx('getMemo')
self._getLaffSfx = audioMgr.createSfx('getLaff')
self._getRedTapeSfx = audioMgr.createSfx('getRedTape')
self._refuelSfx = audioMgr.createSfx('refuel')
self._fanSfx = audioMgr.createSfx('fan')
self._invulDebuffSfx = audioMgr.createSfx('invulDebuff')
self._invulBuffSfx = audioMgr.createSfx('invulBuff')
self._winSfx = audioMgr.createSfx('win')
self._loseSfx = audioMgr.createSfx('lose')
self._refuelSpinSfx = audioMgr.createSfx('refuelSpin')
self._propellerSfx = audioMgr.createSfx('propeller', self.toon)
def destroySfx(self):
del self._deathSfx
del self._hitByWhirlwindSfx
del self._bladeBreakSfx
del self._collideSfx
del self._toonHitSfx
del self._propellerSfx
del self._getMemoSfx
del self._getLaffSfx
del self._refuelSfx
del self._fanSfx
del self._invulBuffSfx
del self._invulDebuffSfx
del self._getRedTapeSfx
del self._refuelSpinSfx
def setPlayerNumber(self, num):
self.playerNumber = num
def getPlayerNumber(self):
return self.playerNumber
def initOrthoWalker(self):
orthoDrive = OrthoDrive(9.778, maxFrameMove=0.5, wantSound=True)
self.orthoWalk = OrthoWalk(orthoDrive, broadcast=False, collisions=False, broadcastPeriod=Globals.AI.BroadcastPeriod)
def initLocalPlayerIntervals(self):
self.coolDownAfterHitInterval = Sequence(Wait(Globals.Gameplay.HitCooldownTime), Func(self.setEnemyHitting, False), name='coolDownAfterHitInterval-%i' % self.toon.doId)
self.deathInterval = Sequence(Func(self.resetVelocities), Parallel(Parallel(Func(self._deathSfx.play), LerpHprInterval(self.toon, 1.0, Vec3(720, 0, 0)), LerpFunctionInterval(self.toon.setScale, fromData=1.0, toData=0.1, duration=1.0), self.toon.posInterval(0.5, Vec3(0, 0, -25), other=self.toon)), Sequence(Wait(0.5), Func(base.transitions.irisOut))), Func(self.toon.stash), Wait(1.0), Func(self.toonSpawnFunc), name='%s.deathInterval' % self.__class__.__name__)
self.outOfTimeInterval = Sequence(Func(messenger.send, CogdoFlyingLocalPlayer.PlayWaitingMusicEventName), Func(self._loseSfx.play), Func(base.transitions.irisOut), Wait(1.0), Func(self.resetVelocities), Func(self._guiMgr.setMessage, '', transition=None), Func(self.toon.stash), Func(self.toonSpawnFunc), name='%s.outOfTimeInterval' % self.__class__.__name__)
self.spawnInterval = Sequence(Func(self.resetToonFunc), Func(self._cameraMgr.update, 0.0), Func(self._level.update), Func(self.toon.cnode.broadcastPosHprFull), Func(base.transitions.irisIn), Wait(0.5), Func(self.toon.setAnimState, 'TeleportIn'), Func(self.toon.unstash), Wait(1.5), Func(self.requestPostSpawnState), name='%s.spawnInterval' % self.__class__.__name__)
self.waitingForWinInterval = Sequence(Func(self._guiMgr.setMessage, TTLocalizer.CogdoFlyingGameWaiting % '.'), Wait(1.5), Func(self._guiMgr.setMessage, TTLocalizer.CogdoFlyingGameWaiting % '..'), Wait(1.5), Func(self._guiMgr.setMessage, TTLocalizer.CogdoFlyingGameWaiting % '...'), Wait(1.5), name='%s.waitingForWinInterval' % self.__class__.__name__)
self.waitingForWinSeq = Sequence(Func(self.setWaitingForWinState), Wait(4.0), Func(self.removeAllMemos), Wait(2.0), Func(self.game.distGame.d_sendRequestAction, Globals.AI.GameActions.LandOnWinPlatform, 0), Func(self.playWaitingForWinInterval), name='%s.waitingForWinSeq' % self.__class__.__name__)
self.winInterval = Sequence(Func(self._guiMgr.setMessage, ''), Wait(4.0), Func(self.game.distGame.d_sendRequestAction, Globals.AI.GameActions.WinStateFinished, 0), name='%s.winInterval' % self.__class__.__name__)
self.goSadSequence = Sequence(Wait(2.5), Func(base.transitions.irisOut, 1.5), name='%s.goSadSequence' % self.__class__.__name__)
self.introGuiSeq = Sequence(Wait(0.5), Parallel(Func(self._guiMgr.setTemporaryMessage, TTLocalizer.CogdoFlyingGameMinimapIntro, duration=5.0), Sequence(Wait(1.0), Func(self._guiMgr.presentProgressGui))), Wait(5.0), Func(self._guiMgr.setMessage, TTLocalizer.CogdoFlyingGamePickUpAPropeller), name='%s.introGuiSeq' % self.__class__.__name__)
return
def goSad(self):
self.goSadSequence.start()
def setWaitingForWinState(self):
if self.didTimeRunOut:
self.toon.b_setAnimState('Sad')
self._guiMgr.setMessage(TTLocalizer.CogdoFlyingGameOutOfTime, transition='blink')
else:
self._winSfx.play()
messenger.send(CogdoFlyingLocalPlayer.PlayWaitingMusicEventName)
self.toon.b_setAnimState('victory')
self._guiMgr.setMessage(TTLocalizer.CogdoFlyingGameYouMadeIt)
def removeAllMemos(self):
if self.didTimeRunOut:
messenger.send(CogdoFlyingLocalPlayer.RanOutOfTimeEventName)
def playWaitingForWinInterval(self):
if not self.game.distGame.isSinglePlayer():
self.waitingForWinInterval.loop()
def resetToonFunc(self):
self.resetToon(resetFuel=self.hasPickedUpFirstPropeller)
def _loopPropellerSfx(self, playRate = 1.0, volume = 1.0):
self._propellerSfx.loop(playRate=playRate, volume=1.0)
def initCollisions(self):
avatarRadius = 2.0
reach = 4.0
self.flyerCollisions = CogdoFlyingCollisions()
self.flyerCollisions.setWallBitMask(OTPGlobals.WallBitmask)
self.flyerCollisions.setFloorBitMask(OTPGlobals.FloorBitmask)
self.flyerCollisions.initializeCollisions(base.cTrav, self.toon, avatarRadius, OTPGlobals.FloorOffset, reach)
self.flyerCollisions.setCollisionsActive(0)
floorColl = CogdoFlyingPlatform.FloorCollName
ceilingColl = CogdoFlyingPlatform.CeilingCollName
self.accept('Flyer.cHeadCollSphere-enter-%s' % ceilingColl, self.__handleHeadCollisionIntoCeiling)
self.accept('Flyer.cHeadCollSphere-exit-%s' % ceilingColl, self.__handleHeadCollisionExitCeiling)
self.accept('Flyer.cFloorEventSphere-exit-%s' % floorColl, self.__handleEventCollisionExitFloor)
self.accept('Flyer.cRayNode-enter-%s' % floorColl, self.__handleRayCollisionEnterFloor)
self.accept('Flyer.cRayNode-again-%s' % floorColl, self.__handleRayCollisionAgainFloor)
def enable(self):
CogdoFlyingPlayer.enable(self)
self.toon.hideName()
def disable(self):
CogdoFlyingPlayer.disable(self)
def isLegalEagleInterestRequestSent(self, index):
if index in self.legalEagleInterestRequest:
return True
else:
return False
def setLegalEagleInterestRequest(self, index):
if index not in self.legalEagleInterestRequest:
self.legalEagleInterestRequest[index] = True
else:
CogdoFlyingLocalPlayer.notify.warning('Attempting to set an legal eagle interest request when one already exists:%s' % index)
def clearLegalEagleInterestRequest(self, index):
if index in self.legalEagleInterestRequest:
del self.legalEagleInterestRequest[index]
def setBackpackState(self, state):
if state == self.backpackState:
return
CogdoFlyingPlayer.setBackpackState(self, state)
if state in Globals.Gameplay.BackpackStates:
if state == Globals.Gameplay.BackpackStates.Normal:
messenger.send(CogdoFlyingGuiManager.ClearMessageDisplayEventName)
elif state == Globals.Gameplay.BackpackStates.Targeted:
messenger.send(CogdoFlyingGuiManager.EagleTargetingLocalPlayerEventName)
elif state == Globals.Gameplay.BackpackStates.Attacked:
messenger.send(CogdoFlyingGuiManager.EagleAttackingLocalPlayerEventName)
def requestPostSpawnState(self):
self.request(self.postSpawnState)
def toonSpawnFunc(self):
self.game.distGame.b_toonSpawn(self.toon.doId)
def __handleHeadCollisionIntoCeiling(self, collEntry):
self.isHeadInCeiling = True
self.surfacePoint = self.toon.getPos()
self._collideSfx.play()
if self.controlVelocity[2] > 0.0:
self.controlVelocity[2] = -self.controlVelocity[2] / 2.0
def __handleHeadCollisionExitCeiling(self, collEntry):
self.isHeadInCeiling = False
self.surfacePoint = None
return
def landOnPlatform(self, collEntry):
surfacePoint = collEntry.getSurfacePoint(render)
intoNodePath = collEntry.getIntoNodePath()
platform = CogdoFlyingPlatform.getFromNode(intoNodePath)
if platform is not None:
if not platform.isStartOrEndPlatform():
taskMgr.doMethodLater(0.5, self.delayedLandOnPlatform, 'delayedLandOnPlatform', extraArgs=[platform])
elif platform.isEndPlatform():
taskMgr.doMethodLater(1.0, self.delayedLandOnWinPlatform, 'delayedLandOnWinPlatform', extraArgs=[platform])
self.isToonOnFloor = True
self.controlVelocity = Vec3(0.0, 0.0, 0.0)
self.toon.setPos(render, surfacePoint)
self.toon.setHpr(0, 0, 0)
self.request('Running')
return
def __handleRayCollisionEnterFloor(self, collEntry):
fromNodePath = collEntry.getFromNodePath()
intoNodePath = collEntry.getIntoNodePath()
intoName = intoNodePath.getName()
fromName = fromNodePath.getName()
toonPos = self.toon.getPos(render)
collPos = collEntry.getSurfacePoint(render)
if toonPos.getZ() < collPos.getZ() + Globals.Gameplay.RayPlatformCollisionThreshold:
if not self.isToonOnFloor and self.state in ['FreeFly', 'FlyingUp']:
self.landOnPlatform(collEntry)
def __handleRayCollisionAgainFloor(self, collEntry):
fromNodePath = collEntry.getFromNodePath()
intoNodePath = collEntry.getIntoNodePath()
intoName = intoNodePath.getName()
fromName = fromNodePath.getName()
toonPos = self.toon.getPos(render)
collPos = collEntry.getSurfacePoint(render)
if toonPos.getZ() < collPos.getZ() + Globals.Gameplay.RayPlatformCollisionThreshold:
if not self.isToonOnFloor and self.state in ['FreeFly', 'FlyingUp']:
self.landOnPlatform(collEntry)
def __handleEventCollisionExitFloor(self, collEntry):
fromNodePath = collEntry.getFromNodePath()
intoNodePath = collEntry.getIntoNodePath()
intoName = intoNodePath.getName()
fromName = fromNodePath.getName()
if self.isToonOnFloor:
self.notify.debug('~~~Exit Floor:%s -> %s' % (intoName, fromName))
self.isToonOnFloor = False
taskMgr.remove('delayedLandOnPlatform')
taskMgr.remove('delayedLandOnWinPlatform')
if self.state not in ['FlyingUp', 'Spawn']:
self.notify.debug('Exited floor')
self.request('FreeFly')
def delayedLandOnPlatform(self, platform):
self.setCheckpointPlatform(platform)
return Task.done
def delayedLandOnWinPlatform(self, platform):
self.setCheckpointPlatform(self._level.endPlatform)
self.request('WaitingForWin')
return Task.done
def handleTimerExpired(self):
if self.state not in ['WaitingForWin', 'Win']:
self.setCheckpointPlatform(self._level.endPlatform)
self.postSpawnState = 'WaitingForWin'
self.didTimeRunOut = True
if self.state not in ['Death']:
self.request('OutOfTime')
def ready(self):
self.resetToon(resetFuel=False)
self._cameraMgr.enable()
self._cameraMgr.update()
def start(self):
CogdoFlyingPlayer.start(self)
self.toon.collisionsOff()
self.flyerCollisions.setAvatar(self.toon)
self.flyerCollisions.setCollisionsActive(1)
self._levelBounds = self._level.getBounds()
self.introGuiSeq.start()
self.request('Running')
def exit(self):
self.request('Inactive')
CogdoFlyingPlayer.exit(self)
self._cameraMgr.disable()
self.flyerCollisions.setCollisionsActive(0)
self.flyerCollisions.setAvatar(None)
taskMgr.remove('delayedLandOnFuelPlatform')
taskMgr.remove('delayedLandOnWinPlatform')
self.ignoreAll()
return
def unload(self):
self.toon.showName()
self.toon.collisionsOn()
self._destroyEventIval()
self._destroyEnemyHitIval()
CogdoFlyingPlayer.unload(self)
self._fanSfx.stop()
self.flyerCollisions.deleteCollisions()
del self.flyerCollisions
self.ignoreAll()
taskMgr.remove('delayedLandOnPlatform')
taskMgr.remove('delayedLandOnWinPlatform')
self.checkpointPlatform = None
self._cameraMgr.disable()
del self._cameraMgr
del self.game
self._inputMgr.destroy()
del self._inputMgr
self.introGuiSeq.clearToInitial()
del self.introGuiSeq
if self.goSadSequence:
self.goSadSequence.clearToInitial()
del self.goSadSequence
if self.coolDownAfterHitInterval:
self.coolDownAfterHitInterval.clearToInitial()
del self.coolDownAfterHitInterval
if self.deathInterval:
self.deathInterval.clearToInitial()
del self.deathInterval
if self.spawnInterval:
self.spawnInterval.clearToInitial()
del self.spawnInterval
if self.outOfTimeInterval:
self.outOfTimeInterval.clearToInitial()
del self.outOfTimeInterval
if self.winInterval:
self.winInterval.clearToInitial()
del self.winInterval
if self.waitingForWinInterval:
self.waitingForWinInterval.clearToInitial()
del self.waitingForWinInterval
if self.waitingForWinSeq:
self.waitingForWinSeq.clearToInitial()
del self.waitingForWinSeq
del self.activeFans[:]
del self.fansStillHavingEffect[:]
self.fanIndex2ToonVelocity.clear()
self.orthoWalk.stop()
self.orthoWalk.destroy()
del self.orthoWalk
self.destroySfx()
return
def setCheckpointPlatform(self, platform):
self.checkpointPlatform = platform
def resetVelocities(self):
self.fanVelocity = Vec3(0.0, 0.0, 0.0)
self.controlVelocity = Vec3(0.0, 0.0, 0.0)
self.velocity = Vec3(0.0, 0.0, 0.0)
def resetToon(self, resetFuel = True):
CogdoFlyingPlayer.resetToon(self)
self.resetVelocities()
del self.activeFans[:]
del self.fansStillHavingEffect[:]
self.fanIndex2ToonVelocity.clear()
self._fanSfx.stop()
spawnPos = self.checkpointPlatform.getSpawnPosForPlayer(self.getPlayerNumber(), render)
self.activeWhirlwind = None
self.toon.setPos(render, spawnPos)
self.toon.setHpr(render, 0, 0, 0)
if resetFuel:
self.resetFuel()
self.isHeadInCeiling = False
self.isToonOnFloor = True
return
def activateFlyingBroadcast(self):
self.timeSinceLastPosBroadcast = 0.0
self.lastPosBroadcast = self.toon.getPos()
self.lastHprBroadcast = self.toon.getHpr()
toon = self.toon
toon.d_clearSmoothing()
toon.sendCurrentPosition()
taskMgr.remove(self.BroadcastPosTask)
taskMgr.add(self.doBroadcast, self.BroadcastPosTask)
def shutdownFlyingBroadcast(self):
taskMgr.remove(self.BroadcastPosTask)
def doBroadcast(self, task):
dt = globalClock.getDt()
self.timeSinceLastPosBroadcast += dt
if self.timeSinceLastPosBroadcast >= self.broadcastPeriod:
self.timeSinceLastPosBroadcast = 0.0
self.toon.cnode.broadcastPosHprFull()
return Task.cont
def died(self, timestamp):
self.request('Death')
def spawn(self, timestamp):
self.request('Spawn')
def updateToonFlyingState(self, dt):
leftPressed = self._inputMgr.arrowKeys.leftPressed()
rightPressed = self._inputMgr.arrowKeys.rightPressed()
upPressed = self._inputMgr.arrowKeys.upPressed()
downPressed = self._inputMgr.arrowKeys.downPressed()
jumpPressed = self._inputMgr.arrowKeys.jumpPressed()
if not self.hasPressedCtrlYet and jumpPressed and self.isFuelLeft():
self.hasPressedCtrlYet = True
messenger.send(CogdoFlyingGuiManager.FirstPressOfCtrlEventName)
if jumpPressed and self.isFuelLeft():
if self.state == 'FreeFly' and self.isInTransition() == False:
self.notify.debug('FreeFly -> FlyingUp')
self.request('FlyingUp')
elif self.state == 'FlyingUp' and self.isInTransition() == False:
self.notify.debug('FlyingUp -> FreeFly')
self.request('FreeFly')
if leftPressed and not rightPressed:
self.toon.setH(self.toon, Globals.Gameplay.ToonTurning['turningSpeed'] * dt)
max = Globals.Gameplay.ToonTurning['maxTurningAngle']
if self.toon.getH() > max:
self.toon.setH(max)
elif rightPressed and not leftPressed:
self.toon.setH(self.toon, -1.0 * Globals.Gameplay.ToonTurning['turningSpeed'] * dt)
min = -1.0 * Globals.Gameplay.ToonTurning['maxTurningAngle']
if self.toon.getH() < min:
self.toon.setH(min)
def updateControlVelocity(self, dt):
leftPressed = self._inputMgr.arrowKeys.leftPressed()
rightPressed = self._inputMgr.arrowKeys.rightPressed()
upPressed = self._inputMgr.arrowKeys.upPressed()
downPressed = self._inputMgr.arrowKeys.downPressed()
jumpPressed = self._inputMgr.arrowKeys.jumpPressed()
if leftPressed:
self.controlVelocity[0] -= Globals.Gameplay.ToonAcceleration['turning'] * dt
if rightPressed:
self.controlVelocity[0] += Globals.Gameplay.ToonAcceleration['turning'] * dt
if upPressed:
self.controlVelocity[1] += Globals.Gameplay.ToonAcceleration['forward'] * dt
if downPressed:
self.controlVelocity[2] -= Globals.Gameplay.ToonAcceleration['activeDropDown'] * dt
self.controlVelocity[1] -= Globals.Gameplay.ToonAcceleration['activeDropBack'] * dt
if jumpPressed and self.isFuelLeft():
self.controlVelocity[2] += Globals.Gameplay.ToonAcceleration['boostUp'] * dt
minVal = -Globals.Gameplay.ToonVelMax['turning']
maxVal = Globals.Gameplay.ToonVelMax['turning']
if not leftPressed and not rightPressed or self.controlVelocity[0] > maxVal or self.controlVelocity[0] < minVal:
x = self.dampenVelocityVal(self.controlVelocity[0], 'turning', 'turning', minVal, maxVal, dt)
self.controlVelocity[0] = x
minVal = -Globals.Gameplay.ToonVelMax['backward']
maxVal = Globals.Gameplay.ToonVelMax['forward']
if not upPressed and not downPressed or self.controlVelocity[1] > maxVal or self.controlVelocity[1] < minVal:
y = self.dampenVelocityVal(self.controlVelocity[1], 'backward', 'forward', minVal, maxVal, dt)
self.controlVelocity[1] = y
if self.isFuelLeft():
minVal = -Globals.Gameplay.ToonVelMax['fall']
else:
minVal = -Globals.Gameplay.ToonVelMax['fallNoFuel']
maxVal = Globals.Gameplay.ToonVelMax['boost']
if self.controlVelocity[2] > minVal:
if (not self._inputMgr.arrowKeys.jumpPressed() or not self.isFuelLeft()) and not self.isToonOnFloor:
self.controlVelocity[2] -= Globals.Gameplay.ToonAcceleration['fall'] * dt
if self.controlVelocity[2] < 0.0 and self.isToonOnFloor:
self.controlVelocity[2] = 0.0
minVal = -Globals.Gameplay.ToonVelMax['turning']
maxVal = Globals.Gameplay.ToonVelMax['turning']
self.controlVelocity[0] = clamp(self.controlVelocity[0], minVal, maxVal)
minVal = -Globals.Gameplay.ToonVelMax['backward']
maxVal = Globals.Gameplay.ToonVelMax['forward']
self.controlVelocity[1] = clamp(self.controlVelocity[1], minVal, maxVal)
if self.isFuelLeft():
minVal = -Globals.Gameplay.ToonVelMax['fall']
else:
minVal = -Globals.Gameplay.ToonVelMax['fallNoFuel']
maxVal = Globals.Gameplay.ToonVelMax['boost']
self.controlVelocity[2] = clamp(self.controlVelocity[2], minVal, maxVal)
def updateFanVelocity(self, dt):
fanHeight = Globals.Gameplay.FanCollisionTubeHeight
min = Globals.Gameplay.FanMinPower
max = Globals.Gameplay.FanMaxPower
powerRange = max - min
for fan in self.activeFans:
blowVec = fan.getBlowDirection()
blowVec *= Globals.Gameplay.ToonAcceleration['fan'] * dt
if Globals.Gameplay.UseVariableFanPower:
distance = fan.model.getDistance(self.toon)
power = math.fabs(distance / fanHeight - 1.0) * powerRange + min
power = clamp(power, min, max)
blowVec *= power
fanVelocity = self.fanIndex2ToonVelocity[fan.index]
fanVelocity += blowVec
removeList = []
for fan in self.fansStillHavingEffect:
if fan not in self.activeFans:
blowVec = fan.getBlowDirection()
blowVec *= Globals.Gameplay.ToonDeceleration['fan'] * dt
fanVelocity = Vec3(self.fanIndex2ToonVelocity[fan.index])
lastLen = fanVelocity.length()
fanVelocity -= blowVec
if fanVelocity.length() > lastLen:
removeList.append(fan)
else:
self.fanIndex2ToonVelocity[fan.index] = fanVelocity
for fan in removeList:
self.fansStillHavingEffect.remove(fan)
del self.fanIndex2ToonVelocity[fan.index]
self.fanVelocity = Vec3(0.0, 0.0, 0.0)
for fan in self.fansStillHavingEffect:
self.fanVelocity += self.fanIndex2ToonVelocity[fan.index]
minVal = -Globals.Gameplay.ToonVelMax['fan']
maxVal = Globals.Gameplay.ToonVelMax['fan']
self.fanVelocity[0] = clamp(self.fanVelocity[0], minVal, maxVal)
self.fanVelocity[1] = clamp(self.fanVelocity[1], minVal, maxVal)
self.fanVelocity[2] = clamp(self.fanVelocity[2], minVal, maxVal)
def dampenVelocityVal(self, velocityVal, typeNeg, typePos, minVal, maxVal, dt):
if velocityVal > 0.0:
velocityVal -= Globals.Gameplay.ToonDeceleration[typePos] * dt
velocityVal = clamp(velocityVal, 0.0, maxVal)
elif velocityVal < 0.0:
velocityVal += Globals.Gameplay.ToonDeceleration[typeNeg] * dt
velocityVal = clamp(velocityVal, minVal, 0.0)
return velocityVal
def allowFuelDeath(self):
if Globals.Gameplay.DoesToonDieWithFuel:
return True
else:
return not self.isFuelLeft()
def updateToonPos(self, dt):
toonWorldY = self.toon.getY(render)
if self.hasPickedUpFirstPropeller == False:
if toonWorldY > -7.6:
self.toon.setY(-7.6)
elif toonWorldY < -35.0:
self.toon.setY(-35.0)
return
self.velocity = self.controlVelocity + self.fanVelocity
vel = self.velocity * dt
self.toon.setPos(self.toon, vel[0], vel[1], vel[2])
toonPos = self.toon.getPos()
if Globals.Dev.DisableDeath:
pass
elif toonPos[2] < 0.0 and self.state in ['FreeFly', 'FlyingUp'] and self.allowFuelDeath():
self.postSpawnState = 'Running'
self.game.distGame.b_toonDied(self.toon.doId)
if toonPos[2] > self._levelBounds[2][1]:
self.controlVelocity[2] = 0.0
self.fanVelocity[2] = 0.0
toonPos = Vec3(clamp(toonPos[0], self._levelBounds[0][0], self._levelBounds[0][1]), clamp(toonPos[1], self._levelBounds[1][0], self._levelBounds[1][1]), clamp(toonPos[2], self._levelBounds[2][0], self._levelBounds[2][1]))
if self.isHeadInCeiling and toonPos[2] > self.surfacePoint[2]:
toonPos[2] = self.surfacePoint[2]
self.toon.setPos(toonPos)
if self.toon.getY(render) < -10:
self.toon.setY(-10.0)
def printFanInfo(self, string):
if len(self.fanIndex2ToonVelocity) > 0:
self.notify.info('==AFTER %s==' % string)
self.notify.info('Fan velocity:%s' % self.fanVelocity)
if len(self.activeFans) > 0:
self.notify.info('%s' % self.activeFans)
if len(self.fanIndex2ToonVelocity) > 0:
self.notify.info('%s' % self.fanIndex2ToonVelocity)
if len(self.fansStillHavingEffect) > 0:
self.notify.info('%s' % self.fansStillHavingEffect)
def resetFuel(self):
self.setFuel(Globals.Gameplay.FuelNormalAmt)
def isFuelLeft(self):
return self.fuel > 0.0
def setFuel(self, fuel):
self.fuel = fuel
self._guiMgr.setFuel(fuel)
if self.fuel <= 0.0:
fuelState = Globals.Gameplay.FuelStates.FuelEmpty
elif self.fuel < Globals.Gameplay.FuelVeryLowAmt:
fuelState = Globals.Gameplay.FuelStates.FuelVeryLow
elif self.fuel < Globals.Gameplay.FuelLowAmt:
fuelState = Globals.Gameplay.FuelStates.FuelLow
else:
fuelState = Globals.Gameplay.FuelStates.FuelNormal
if fuelState > self.fuelState:
self.game.distGame.b_toonSetBlades(self.toon.doId, fuelState)
if fuelState < self.fuelState:
if self.state in ['FlyingUp', 'FreeFly', 'Running']:
self.game.distGame.b_toonBladeLost(self.toon.doId)
def resetBlades(self):
CogdoFlyingPlayer.resetBlades(self)
self._guiMgr.resetBlades()
def setBlades(self, fuelState):
CogdoFlyingPlayer.setBlades(self, fuelState)
self._guiMgr.setBlades(fuelState)
def bladeLost(self):
CogdoFlyingPlayer.bladeLost(self)
self._bladeBreakSfx.play(volume=0.35)
self._guiMgr.bladeLost()
def updateFuel(self, dt):
if Globals.Dev.InfiniteFuel:
self.setFuel(Globals.Gameplay.FuelNormalAmt)
elif self.state in Globals.Gameplay.DepleteFuelStates and self.fuel > 0.0:
self.setFuel(self.fuel - Globals.Gameplay.FuelBurnRate * dt)
elif self.fuel < 0.0:
self.setFuel(0.0)
def update(self, dt = 0.0):
self.instantaneousVelocity = (self.toon.getPos() - self.oldPos) / dt
self.oldPos = self.toon.getPos()
self.updateFuel(dt)
if self.isFlying():
self.updateToonFlyingState(dt)
if self.state in ['FreeFly', 'FlyingUp', 'Death']:
self.updateControlVelocity(dt)
self.updateFanVelocity(dt)
self.updateToonPos(dt)
self._cameraMgr.update(dt)
def isFlying(self):
if self.state in ['FreeFly', 'FlyingUp']:
return True
else:
return False
def pressedControlWhileRunning(self):
if self.isFuelLeft() and self.state == 'Running':
self.notify.debug('Pressed Control and have fuel')
self.request('FlyingUp')
else:
self.ignore('control')
self.ignore('lcontrol')
self.acceptOnce('control', self.pressedControlWhileRunning)
self.acceptOnce('lcontrol', self.pressedControlWhileRunning)
def setPropellerState(self, propState):
if not self.hasPickedUpFirstPropeller:
propState = CogdoFlyingLocalPlayer.PropStates.Off
if self.propState != propState:
oldState = self.propState
self.propState = propState
if self.propState == CogdoFlyingLocalPlayer.PropStates.Normal:
if not self.propellerSpinLerp.isPlaying():
self.propellerSpinLerp.loop()
self.setPropellerSpinRate(Globals.Gameplay.NormalPropSpeed)
self._guiMgr.setPropellerSpinRate(Globals.Gameplay.NormalPropSpeed)
self._loopPropellerSfx(playRate=0.7, volume=0.8)
elif self.propState == CogdoFlyingLocalPlayer.PropStates.Overdrive:
if not self.propellerSpinLerp.isPlaying():
self.propellerSpinLerp.loop()
self.setPropellerSpinRate(Globals.Gameplay.OverdrivePropSpeed)
self._guiMgr.setPropellerSpinRate(Globals.Gameplay.OverdrivePropSpeed)
self._loopPropellerSfx(playRate=1.1)
elif self.propState == CogdoFlyingLocalPlayer.PropStates.Off:
self.propellerSpinLerp.pause()
self._propellerSfx.stop()
def enterInactive(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self._inputMgr.disable()
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Off)
self.shutdownFlyingBroadcast()
def filterInactive(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitInactive(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self._inputMgr.enable()
self.activateFlyingBroadcast()
def enterSpawn(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.toon.b_setAnimState('Happy', 1.0)
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
self.spawnInterval.start()
def filterSpawn(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitSpawn(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
def enterFreeFly(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
if self.oldState in ['Running', 'HitWhileRunning']:
self.toon.jumpStart()
self.toon.setHpr(render, 0, 0, 0)
def filterFreeFly(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitFreeFly(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
def enterFlyingUp(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Overdrive)
if self.oldState in ['Running']:
self.toon.jumpStart()
self.toon.setHpr(render, 0, 0, 0)
def filterFlyingUp(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitFlyingUp(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
def enterHitWhileFlying(self, elapsedTime = 0.0):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.setEnemyHitting(True)
self._toonHitSfx.play()
self.startHitFlyingToonInterval()
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
def filterHitWhileFlying(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitHitWhileFlying(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.enemyHitIval.clearToInitial()
self.coolDownAfterHitInterval.clearToInitial()
self.coolDownAfterHitInterval.start()
def enterInWhirlwind(self, elapsedTime = 0.0):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self._hitByWhirlwindSfx.play()
self.startHitByWhirlwindInterval()
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
def filterInWhirlwind(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitInWhirlwind(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.eventIval.clearToInitial()
def enterHitWhileRunning(self, elapsedTime = 0.0):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.setEnemyHitting(True)
self._toonHitSfx.play()
self.toon.b_setAnimState('FallDown')
self.startHitRunningToonInterval()
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
def filterHitWhileRunning(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitHitWhileRunning(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.enemyHitIval.clearToInitial()
self.coolDownAfterHitInterval.clearToInitial()
self.coolDownAfterHitInterval.start()
def enterRunning(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.toon.b_setAnimState('Happy', 1.0)
if self.oldState not in ['Spawn', 'HitWhileRunning', 'Inactive']:
self.toon.jumpHardLand()
self._collideSfx.play()
self.orthoWalk.start()
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
self.ignore('control')
self.ignore('lcontrol')
self.acceptOnce('control', self.pressedControlWhileRunning)
self.acceptOnce('lcontrol', self.pressedControlWhileRunning)
def filterRunning(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitRunning(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.orthoWalk.stop()
self.ignore('control')
self.ignore('lcontrol')
def enterOutOfTime(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
if self.spawnInterval.isPlaying():
self.spawnInterval.clearToInitial()
self.ignoreAll()
self.introGuiSeq.clearToInitial()
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Off)
if not Globals.Dev.NoLegalEagleAttacks:
for eagle in self.legalEaglesTargeting:
messenger.send(CogdoFlyingLegalEagle.RequestRemoveTargetEventName, [eagle.index])
taskMgr.remove('delayedLandOnPlatform')
taskMgr.remove('delayedLandOnWinPlatform')
self.outOfTimeInterval.start()
def filterOutOfTime(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitOutOfTime(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
def enterDeath(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.propellerSmoke.stop()
self.deathInterval.start()
self.toon.b_setAnimState('jumpAirborne', 1.0)
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Off)
if not Globals.Dev.NoLegalEagleAttacks:
for eagle in self.legalEaglesTargeting:
messenger.send(CogdoFlyingLegalEagle.RequestRemoveTargetEventName, [eagle.index])
def filterDeath(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitDeath(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.deathInterval.clearToInitial()
def enterWaitingForWin(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self.resetFuel()
self._guiMgr.hideRefuelGui()
self.waitingForWinSeq.start()
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
if not Globals.Dev.NoLegalEagleAttacks:
self.game.forceClearLegalEagleInterestInToon(self.toon.doId)
def filterWaitingForWin(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitWaitingForWin(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
self.waitingForWinSeq.finish()
self.waitingForWinInterval.clearToInitial()
def enterWin(self):
CogdoFlyingLocalPlayer.notify.info("enter%s: '%s' -> '%s'" % (self.newState, self.oldState, self.newState))
self._guiMgr.stopTimer()
self.winInterval.start()
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
def filterWin(self, request, args):
if request == self.state:
return None
else:
return self.defaultFilter(request, args)
return None
def exitWin(self):
CogdoFlyingLocalPlayer.notify.debug("exit%s: '%s' -> '%s'" % (self.oldState, self.oldState, self.newState))
def _destroyEventIval(self):
if hasattr(self, 'eventIval'):
self.eventIval.clearToInitial()
del self.eventIval
def startEventIval(self, ival):
self._destroyEventIval()
self.eventIval = ival
self.eventIval.start()
def _destroyEnemyHitIval(self):
if hasattr(self, 'enemyHitIval'):
self.enemyHitIval.clearToInitial()
del self.enemyHitIval
def startEnemyHitIval(self, ival):
self._destroyEnemyHitIval()
self.enemyHitIval = ival
self.enemyHitIval.start()
def isEnemyHitting(self):
return self.legalEagleHitting
def setEnemyHitting(self, value):
self.legalEagleHitting = value
def shouldLegalEagleBeInFrame(self):
if not self.isLegalEagleTarget():
return False
else:
index = len(self.legalEaglesTargeting) - 1
eagle = self.legalEaglesTargeting[index]
return eagle.shouldBeInFrame()
def startHitRunningToonInterval(self):
dur = self.toon.getDuration('slip-backward')
self.startEnemyHitIval(Sequence(Wait(dur), Func(self.request, 'Running'), name='hitByLegalEagleIval-%i' % self.toon.doId))
def startHitFlyingToonInterval(self):
hitByEnemyPos = self.toon.getPos(render)
collVec = hitByEnemyPos - self.collPos
collVec[2] = 0.0
collVec.normalize()
collVec *= Globals.Gameplay.HitKnockbackDist
def spinPlayer(t, rand):
if rand == 0:
self.toon.setH(-(t * 720.0))
else:
self.toon.setH(t * 720.0)
direction = random.randint(0, 1)
self.startEnemyHitIval(Sequence(Parallel(LerpFunc(spinPlayer, fromData=0.0, toData=1.0, duration=Globals.Gameplay.HitKnockbackTime, blendType='easeInOut', extraArgs=[direction]), LerpPosInterval(self.toon, duration=Globals.Gameplay.HitKnockbackTime, pos=hitByEnemyPos + collVec, blendType='easeOut')), Func(self.request, 'FreeFly'), name='hitByLegalEagleIval-%i' % self.toon.doId))
def startHitByWhirlwindInterval(self):
def spinPlayer(t):
self.controlVelocity[2] = 1.0
angle = math.radians(t * (720.0 * 2 - 180))
self.toon.setPos(self.activeWhirlwind.model.getX(self.game.level.root) + math.cos(angle) * 2, self.activeWhirlwind.model.getY(self.game.level.root) + math.sin(angle) * 2, self.toon.getZ())
def movePlayerBack(t):
self.toon.setY(self.activeWhirlwind.model.getY(self.game.level.root) - t * Globals.Gameplay.WhirlwindMoveBackDist)
self.startEventIval(Sequence(Func(self._cameraMgr.freeze), Func(self.activeWhirlwind.disable), LerpFunc(spinPlayer, fromData=0.0, toData=1.0, duration=Globals.Gameplay.WhirlwindSpinTime), LerpFunc(movePlayerBack, fromData=0.0, toData=1.0, duration=Globals.Gameplay.WhirlwindMoveBackTime, blendType='easeOut'), Func(self.activeWhirlwind.enable), Func(self._cameraMgr.unfreeze), Func(self.request, 'FreeFly'), name='spinPlayerIval-%i' % self.toon.doId))
def handleEnterWhirlwind(self, whirlwind):
self.activeWhirlwind = whirlwind
self.request('InWhirlwind')
def handleEnterEnemyHit(self, enemy, collPos):
self.collPos = collPos
if self.state in ['FlyingUp', 'FreeFly']:
self.request('HitWhileFlying')
elif self.state in ['Running']:
self.request('HitWhileRunning')
def handleEnterFan(self, fan):
if fan in self.activeFans:
return
if len(self.activeFans) == 0:
self._fanSfx.loop()
self.activeFans.append(fan)
if fan.index not in self.fanIndex2ToonVelocity:
self.fanIndex2ToonVelocity[fan.index] = Vec3(0.0, 0.0, 0.0)
if fan not in self.fansStillHavingEffect:
self.fansStillHavingEffect.append(fan)
def handleExitFan(self, fan):
if fan in self.activeFans:
self.activeFans.remove(fan)
if len(self.activeFans) == 0:
self._fanSfx.stop()
def handleDebuffPowerup(self, pickupType, elapsedTime):
self._invulDebuffSfx.play()
CogdoFlyingPlayer.handleDebuffPowerup(self, pickupType, elapsedTime)
messenger.send(CogdoFlyingGuiManager.ClearMessageDisplayEventName)
def handleEnterGatherable(self, gatherable, elapsedTime):
CogdoFlyingPlayer.handleEnterGatherable(self, gatherable, elapsedTime)
if gatherable.type == Globals.Level.GatherableTypes.Memo:
self.handleEnterMemo(gatherable)
elif gatherable.type == Globals.Level.GatherableTypes.Propeller:
self.handleEnterPropeller(gatherable)
elif gatherable.type == Globals.Level.GatherableTypes.LaffPowerup:
self._getLaffSfx.play()
elif gatherable.type == Globals.Level.GatherableTypes.InvulPowerup:
self._getRedTapeSfx.play()
messenger.send(CogdoFlyingGuiManager.InvulnerableEventName)
def handleEnterMemo(self, gatherable):
self.score += 1
if self.score == 1:
self._guiMgr.presentMemoGui()
self._guiMgr.setTemporaryMessage(TTLocalizer.CogdoFlyingGameMemoIntro, 4.0)
self._guiMgr.setMemoCount(self.score)
self._getMemoSfx.play()
def handleEnterPropeller(self, gatherable):
if self.fuel < 1.0:
if not self.hasPickedUpFirstPropeller:
messenger.send(CogdoFlyingGuiManager.PickedUpFirstPropellerEventName)
self.introGuiSeq.clearToInitial()
self.hasPickedUpFirstPropeller = True
self.setPropellerState(CogdoFlyingLocalPlayer.PropStates.Normal)
self.setFuel(1.0)
self._guiMgr.update()
self._refuelSfx.play()
self._refuelSpinSfx.play(volume=0.15)