2019-11-02 17:27:54 -05:00
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from direct.gui.DirectGui import DirectFrame, DGG
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2022-12-16 18:40:57 -06:00
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from panda3d.core import Vec2, VBase4F
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from panda3d.core import CardMaker, NodePath
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from panda3d.core import Texture, PNMImage
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2022-09-19 15:47:30 -05:00
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from enum import IntEnum
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2019-11-02 17:27:54 -05:00
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DEFAULT_MASK_RESOLUTION = 32
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DEFAULT_RADIUS_RATIO = 0.05
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MAP_RESOLUTION = 320
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2022-11-08 08:14:06 -06:00
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MazeRevealType = IntEnum('MazeRevealType', ('SmoothCircle', 'HardCircle', 'Square'), start=0)
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2019-11-02 17:27:54 -05:00
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MAZE_REVEAL_TYPE = MazeRevealType.SmoothCircle
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class MazeMapGui(DirectFrame):
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notify = directNotify.newCategory('MazeMapGui')
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def __init__(self, mazeCollTable, maskResolution = None, radiusRatio = None, bgColor = (0.8, 0.8, 0.8), fgColor = (0.5, 0.5, 0.5, 1.0)):
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DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
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self.hide()
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self._bgColor = bgColor
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self._fgColor = fgColor
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self._mazeCollTable = mazeCollTable
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self._mazeWidth = len(self._mazeCollTable[0])
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self._mazeHeight = len(self._mazeCollTable)
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self._maskResolution = maskResolution or DEFAULT_MASK_RESOLUTION
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if radiusRatio is None:
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self._radius = self._maskResolution * DEFAULT_RADIUS_RATIO
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else:
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self._radius = self._maskResolution * radiusRatio
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self._revealedCells = []
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for y in range(self._mazeHeight):
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self._revealedCells.append([])
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for u in range(self._mazeWidth):
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self._revealedCells[y].append(False)
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self._revealFunctions = {MazeRevealType.SmoothCircle: self._revealSmoothCircle,
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MazeRevealType.HardCircle: self._revealHardCircle,
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MazeRevealType.Square: self._revealSquare}
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self._revealFunction = MAZE_REVEAL_TYPE
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self.map = self._createMapTextureCard()
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self.map.reparentTo(self)
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self.maskedLayer = self.attachNewNode('maskedLayer')
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self.mask = self._createMaskTextureCard()
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self.mask.reparentTo(self)
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self.visibleLayer = self.attachNewNode('visibleLayer')
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self._laffMeterModel = loader.loadModel('phase_3/models/gui/laff_o_meter')
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self._toon2marker = {}
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return
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def _createMapTextureCard(self):
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mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
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mapImage.fill(*self._bgColor)
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2019-12-01 16:38:32 -06:00
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fgColor = VBase4F(*self._fgColor)
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2019-11-02 17:27:54 -05:00
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for x in range(self._mazeHeight):
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for y in range(self._mazeWidth):
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if self._mazeCollTable[y][x] == 1:
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ax = float(x) / self._mazeWidth * MAP_RESOLUTION
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invertedY = self._mazeHeight - 1 - y
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ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
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self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)
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mapTexture = Texture('mapTexture')
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mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
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mapTexture.setMinfilter(Texture.FTLinear)
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mapTexture.load(mapImage)
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mapTexture.setWrapU(Texture.WMClamp)
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mapTexture.setWrapV(Texture.WMClamp)
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mapImage.clear()
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del mapImage
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cm = CardMaker('map_cardMaker')
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cm.setFrame(-1.0, 1.0, -1.0, 1.0)
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map = self.attachNewNode(cm.generate())
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map.setTexture(mapTexture, 1)
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return map
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def _createMaskTextureCard(self):
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self._maskImage = PNMImage(self._maskResolution, self._maskResolution, 4)
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for x in range(self._maskResolution):
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for y in range(self._maskResolution):
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self._maskImage.setXelA(x, y, 0, 0, 0, 1)
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self.maskTexture = Texture('maskTexture')
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self.maskTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
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self.maskTexture.setMinfilter(Texture.FTLinear)
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self.maskTexture.setWrapU(Texture.WMClamp)
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self.maskTexture.setWrapV(Texture.WMClamp)
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self.maskTexture.load(self._maskImage)
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base.graphicsEngine.renderFrame()
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cm = CardMaker('mask_cardMaker')
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cm.setFrame(-1.1, 1.1, -1.1, 1.1)
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mask = self.attachNewNode(cm.generate())
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mask.setTexture(self.maskTexture, 1)
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mask.setTransparency(1)
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return mask
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def _drawSquare(self, image, ulx, uly, size, color):
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x = int(ulx)
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while x <= ulx + size:
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y = int(uly)
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while y <= uly + size:
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if x > 0 and y > 0 and x < image.getXSize() and y < image.getYSize():
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image.setXelA(x, y, color)
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y += 1
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x += 1
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def destroy(self):
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del self._mazeCollTable
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del self._maskResolution
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del self._radius
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del self._revealedCells
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del self._revealFunctions
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del self._revealFunction
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self.map.removeNode()
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del self.map
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self.mask.removeNode()
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del self.mask
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self.maskedLayer.removeNode()
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del self.maskedLayer
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self.visibleLayer.removeNode()
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del self.visibleLayer
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self._maskImage.clear()
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del self._maskImage
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self.maskTexture.clear()
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del self.maskTexture
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self._laffMeterModel.removeNode()
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del self._laffMeterModel
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DirectFrame.destroy(self)
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def _revealSmoothCircle(self, x, y, center):
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length = (Vec2(x, y) - center).length()
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goalAlpha = max(0.0, length / float(self._radius) - 0.5)
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2019-12-01 16:38:32 -06:00
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self._maskImage.setXelA(x, y, VBase4F(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))
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2019-11-02 17:27:54 -05:00
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def _revealHardCircle(self, x, y, center):
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length = (Vec2(x, y) - center).length()
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if length <= self._radius:
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2019-12-01 16:38:32 -06:00
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self._maskImage.setXelA(x, y, VBase4F(0, 0, 0, 0))
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2019-11-02 17:27:54 -05:00
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def _revealSquare(self, x, y, center):
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2019-12-01 16:38:32 -06:00
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self._maskImage.setXelA(x, y, VBase4F(0, 0, 0, 0))
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2019-11-02 17:27:54 -05:00
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def _drawHole(self, x, y):
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center = Vec2(x, y)
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ul = center - Vec2(self._radius, self._radius)
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lr = center + Vec2(self._radius, self._radius)
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x = int(ul[0])
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while x <= lr[0]:
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y = int(ul[1])
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while y <= lr[1]:
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if x > 0 and y > 0 and x < self._maskResolution and y < self._maskResolution:
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self._revealFunctions[self._revealFunction](x, y, center)
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y += 1
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x += 1
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self.maskTexture.load(self._maskImage)
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self.mask.setTexture(self.maskTexture, 1)
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def _createSimpleMarker(self, size, color = (1, 1, 1)):
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halfSize = size * 0.5
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cm = CardMaker('mazemap_simple_marker')
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cm.setFrame(-halfSize, halfSize, -halfSize, halfSize)
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markerNP = self.maskedLayer.attachNewNode(cm.generate())
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markerNP.setColor(*color)
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return markerNP
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def tile2gui(self, x, y):
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y = self._mazeHeight - y
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cellWidth = self._maskResolution / self._mazeWidth
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cellHeight = self._maskResolution / self._mazeHeight
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ax = float(x) / self._mazeWidth * self._maskResolution
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ax += cellWidth
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ay = float(y) / self._mazeHeight * self._maskResolution
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ay += cellHeight
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return (ax, ay)
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def gui2pos(self, x, y):
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return (x / self._maskResolution * 2.0 - 0.97, 0, y / self._maskResolution * -2.0 + 1.02)
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def _getToonMarker(self, toon):
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hType = toon.style.getType()
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if hType == 'rabbit':
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hType = 'bunny'
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return self._laffMeterModel.find('**/' + hType + 'head')
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def addToon(self, toon, tX, tY):
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marker = NodePath('toon_marker-%i' % toon.doId)
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marker.reparentTo(self)
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self._getToonMarker(toon).copyTo(marker)
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marker.setColor(toon.style.getHeadColor())
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if toon.isLocal():
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marker.setScale(0.07)
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else:
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marker.setScale(0.05)
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marker.flattenStrong()
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marker.setPos(*self.gui2pos(*self.tile2gui(tX, tY)))
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self._toon2marker[toon] = marker
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def removeToon(self, toon):
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2019-12-30 00:07:56 -06:00
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if toon not in self._toon2marker:
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2019-11-02 17:27:54 -05:00
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return
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self._toon2marker[toon].removeNode()
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del self._toon2marker[toon]
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def updateToon(self, toon, tX, tY):
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2019-12-30 00:07:56 -06:00
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if toon not in self._toon2marker:
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2019-11-02 17:27:54 -05:00
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return
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x, y = self.tile2gui(tX, tY)
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self._toon2marker[toon].setPos(*self.gui2pos(x, y))
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if tY < 0 or tY >= len(self._revealedCells):
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self.notify.warning('updateToon earlying out:')
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self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
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self.notify.warning('len(_revealedCells): %s' % (len(self._revealedCells),))
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if len(self._revealedCells) > 0:
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self.notify.warning('len(_revealedCells[0]): %s' % (len(self._revealedCells[0]),))
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return
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if tX < 0 or tX >= len(self._revealedCells[tY]):
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self.notify.warning('updateToon earlying out:')
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self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
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self.notify.warning('len(_revealedCells): %s' % (len(self._revealedCells),))
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if tY < len(self._revealedCells):
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self.notify.warning('len(_revealedCells[tY]): %s' % (len(self._revealedCells[tY]),))
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elif len(self._revealedCells) > 0:
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self.notify.warning('len(_revealedCells[0]): %s' % (len(self._revealedCells[0]),))
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return
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if not self._revealedCells[tY][tX]:
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self._drawHole(x, y)
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self._revealedCells[tY][tX] = True
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def revealCell(self, x, y):
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ax, ay = self.tile2gui(x, y)
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if not self._revealedCells[y][x]:
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self._drawHole(ax, ay)
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self._revealedCells[y][x] = True
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def revealAll(self):
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for x in range(self._maskResolution):
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for y in range(self._maskResolution):
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self._maskImage.setXelA(x, y, 0, 0, 0, 0)
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self.revealCell(0, 0)
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def reset(self):
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for x in range(self._maskResolution):
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for y in range(self._maskResolution):
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self._maskImage.setXelA(x, y, 0, 0, 0, 1)
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