oldschool-toontown/toontown/minigame/MazeMapGui.py

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