from pandac.PandaModules import * from toontown.toonbase.ToonBaseGlobal import * from direct.interval.IntervalGlobal import * from DistributedMinigame import * from direct.distributed.ClockDelta import * from direct.fsm import ClassicFSM, State from direct.fsm import State from direct.task import Task import ArrowKeys import TargetGameGlobals from toontown.toonbase import ToontownGlobals from toontown.toonbase import TTLocalizer import math from math import * import random import random import RubberBand import FogOverlay def circleX(angle, radius, centerX, centerY): x = radius * cos(angle) + centerX return x def circleY(angle, radius, centerX, centerY): y = radius * sin(angle) + centerY return y def getCirclePoints(segCount, centerX, centerY, radius, wideX = 1.0, wideY = 1.0): returnShape = [] for seg in range(0, segCount): coordX = wideX * circleX(pi * 2.0 * float(float(seg) / float(segCount)), radius, centerX, centerY) coordY = wideY * circleY(pi * 2.0 * float(float(seg) / float(segCount)), radius, centerX, centerY) returnShape.append((coordX, coordY, 1)) coordX = wideX * circleX(pi * 2.0 * float(0 / segCount), radius, centerX, centerY) coordY = wideY * circleY(pi * 2.0 * float(0 / segCount), radius, centerX, centerY) returnShape.append((coordX, coordY, 1)) return returnShape def getRingPoints(segCount, centerX, centerY, radius, thickness = 2.0, wideX = 1.0, wideY = 1.0): returnShape = [] for seg in range(0, segCount): coordX = wideX * circleX(pi * 2.0 * float(float(seg) / float(segCount)), radius - thickness, centerX, centerY) coordY = wideY * circleY(pi * 2.0 * float(float(seg) / float(segCount)), radius - thickness, centerX, centerY) returnShape.append((coordX, coordY, 1)) coordX = wideX * circleX(pi * 2.0 * float(float(seg) / float(segCount)), radius, centerX, centerY) coordY = wideY * circleY(pi * 2.0 * float(float(seg) / float(segCount)), radius, centerX, centerY) returnShape.append((coordX, coordY, 1)) return returnShape def addRing(attachNode, color, vertexCount, radius, layer = 0, thickness = 1.0): targetGN = GeomNode('target Circle') zFloat = 0.025 targetCircleShape = getRingPoints(5 + vertexCount, 0.0, 0.0, radius, thickness) gFormat = GeomVertexFormat.getV3cp() targetCircleVertexData = GeomVertexData('holds my vertices', gFormat, Geom.UHDynamic) targetCircleVertexWriter = GeomVertexWriter(targetCircleVertexData, 'vertex') targetCircleColorWriter = GeomVertexWriter(targetCircleVertexData, 'color') for vertex in targetCircleShape: targetCircleVertexWriter.addData3f(0.0 + vertex[0], 0.0 + vertex[1], zFloat) targetCircleColorWriter.addData4f(1.0, 1.0, 1.0, 1.0) targetTris = GeomTristrips(Geom.UHStatic) sizeTarget = len(targetCircleShape) for countVertex in range(0, sizeTarget): targetTris.addVertex(countVertex) targetTris.addVertex(0) targetTris.addVertex(1) targetTris.closePrimitive() targetGeom = Geom(targetCircleVertexData) targetGeom.addPrimitive(targetTris) attachNode.addGeom(targetGeom) return targetGeom def addCircle(attachNode, color, vertexCount, radius, layer = 0): targetGN = GeomNode('target Circle') zFloat = 0.025 targetCircleShape = getCirclePoints(5 + vertexCount, 0.0, 0.0, radius) gFormat = GeomVertexFormat.getV3cp() targetCircleVertexData = GeomVertexData('holds my vertices', gFormat, Geom.UHDynamic) targetCircleVertexWriter = GeomVertexWriter(targetCircleVertexData, 'vertex') targetCircleColorWriter = GeomVertexWriter(targetCircleVertexData, 'color') targetCircleVertexWriter.addData3f(0.0, 0.0, zFloat) targetCircleColorWriter.addData4f(1.0, 1.0, 1.0, 1.0) for vertex in targetCircleShape: targetCircleVertexWriter.addData3f(0.0 + vertex[0], 0.0 + vertex[1], zFloat) targetCircleColorWriter.addData4f(1.0, 1.0, 1.0, 1.0) targetTris = GeomTrifans(Geom.UHStatic) sizeTarget = len(targetCircleShape) targetTris.addVertex(0) for countVertex in range(1, sizeTarget + 1): targetTris.addVertex(countVertex) targetTris.addVertex(1) targetTris.closePrimitive() targetGeom = Geom(targetCircleVertexData) targetGeom.addPrimitive(targetTris) attachNode.addGeom(targetGeom) return targetGeom def checkPlace(placeX, placeY, fillSize, placeList): goodPlacement = 1 for place in placeList: distance = math.sqrt((place[0] - placeX) * (place[0] - placeX) + (place[1] - placeY) * (place[1] - placeY)) distance = distance - (fillSize + place[2]) if distance <= 0.0: goodPlacement = 0 break return goodPlacement class DistributedTargetGame(DistributedMinigame): UPDATE_ENVIRON_TASK = 'TargetGameUpdateEnvironTask' UPDATE_LOCALTOON_TASK = 'TargetGameUpdateLocalToonTask' UPDATE_SHADOWS_TASK = 'TargetGameUpdateShadowsTask' COLLISION_DETECTION_TASK = 'TargetGameCollisionDetectionTask' END_GAME_WAIT_TASK = 'TargetGameCollisionDetectionTask' UPDATE_POWERBAR_TASK = 'TargetGameUpdatePowerBarTask' GAME_DONE_TASK = 'gameDoneTask' UPDATE_COUNTDOWN_TASK = 'countdown task' FLY2FALL_CAM_TASK = 'fly2FallCameraTask' PRELAUNCH_CAM_TASK = 'prelaunchCameraTask' SCORE_CAM_TASK = 'scoreCameraTask' TOONSTRETCHTASK = 'tooncamtask' UPDATE_LOCAL_TOON_PRIORITY = 0 UPDATE_POWER_BAR_PRIORITY = 1 UPDATE_RUBBER_BAND_PRIORITY = 2 COLLISION_DETECTION_PRIORITY = 5 UPDATE_SHADOWS_PRIORITY = 47 UMBRELLA_TEXTURE_LIST = ['phase_4/maps/mg_slingshot_umbrella_blue.jpg', 'phase_4/maps/mg_slingshot_umbrella_purple.jpg', 'phase_4/maps/mg_slingshot_umbrella_red.jpg', 'phase_4/maps/mg_slingshot_umbrella_yellow.jpg'] RT_UNKNOWN = 0 RT_SUCCESS = 1 RT_GROUPSUCCESS = 2 RT_FAILURE = 3 def __init__(self, cr): DistributedMinigame.__init__(self, cr) self.gameFSM = ClassicFSM.ClassicFSM('DistributedTargetGame', [State.State('off', self.enterOff, self.exitOff, ['prelaunch']), State.State('prelaunch', self.enterPrelaunch, self.exitPrelaunch, ['launch']), State.State('launch', self.enterLaunch, self.exitLaunch, ['fly']), State.State('fly', self.enterFly, self.exitFly, ['fall', 'bouncing', 'score']), State.State('fall', self.enterFall, self.exitFall, ['bouncing', 'score']), State.State('bouncing', self.enterBouncing, self.exitBouncing, ['score']), State.State('score', self.enterScore, self.exitScore, ['cleanup', 'prelaunch']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup') self.addChildGameFSM(self.gameFSM) self.targets = None self.round = 1 self.signalLaunch = 0 self.stretchX = 0 self.stretchY = 0 self.targetsPlaced = [] self.pattern = None self.maxDist = 50 self.targetMarker = None self.umbrellaColorSelect = [1, 1, 1, 1] self.localTrack = None self.hitInfo = None return def getTitle(self): return TTLocalizer.TargetGameTitle def getInstructions(self): p = self.avIdList.index(self.localAvId) if self.isSinglePlayer(): text = TTLocalizer.TargetGameInstructionsSinglePlayer else: text = TTLocalizer.TargetGameInstructionsMultiPlayer return text def getMaxDuration(self): return 60 def defineConstants(self): self.CAMERA_Y = -25 self.TOON_Y = 0 self.FAR_PLANE_DIST = 370 tScreenCenterToEdge = 1.0 self.TOONXZ_SPEED = TargetGameGlobals.MAX_TOONXZ / tScreenCenterToEdge self.WATER_DEPTH = 75.0 self.ENVIRON_LENGTH = TargetGameGlobals.ENVIRON_LENGTH self.ENVIRON_WIDTH = TargetGameGlobals.ENVIRON_WIDTH self.ENVIRON_START_OFFSET = 20.0 self.TOON_INITIAL_SPACING = 14.0 waterZOffset = 28.0 self.SEA_FLOOR_Z = -self.WATER_DEPTH / 2.0 + waterZOffset self.FOGDISTGROUND = 600 self.FOGDISTCLOUD = 200 farPlaneDist = self.CAMERA_Y + self.FAR_PLANE_DIST - self.TOON_Y self.ringGroupArrivalPeriod = 3.0 self.AMB_COLOR = Vec4(0.75, 0.8, 1.0, 1.0) self.CLOUD_COLOR = Vec4(1.0, 1.0, 1.0, 1.0) self.SHADOW_Z_OFFSET = 0.1 self.Y_VIS_MAX = self.FAR_PLANE_DIST self.Y_VIS_MIN = self.CAMERA_Y targetRadius = TargetGameGlobals.TARGET_RADIUS * 1.025 self.GAME_END_DELAY = 1.0 self.TOON_LOD = 1000 self.speedLaunch = 60 self.speedStall = 30 self.speedForward = 0 self.airResistance = 0.1 self.umbrellaResistance = 0.11 self.distance = 0 self.zVel = 0 self.lastPressed = None self.lastPressTime = None self.driftX = 0 self.driftY = 0 self.launchLaterial = 0 self.laterial = 0 self.gravity = 12.5 self.inList = [] self.placeShift = 10 self.startPower = 10 self.canPressRight = 1 self.canPressLeft = 1 self.jumpCount = 0 self.trampZ = 3.6 self.trampBounceCount = 0 self.cameraState = 'Low' self.updateTick = 0 self.hitInfo = None return def load(self): self.notify.debug('load') DistributedMinigame.load(self) self.defineConstants() self.help = DirectLabel(parent=aspect2d, relief=None, pos=(-0.0, 0, -0.8), text=TTLocalizer.TargetGameCountdown, text_scale=0.08, text_fg=(1, 1, 1, 1)) self.help.hide() self.fogOver = FogOverlay.FogOverlay(Point3(self.CLOUD_COLOR[0], self.CLOUD_COLOR[1], self.CLOUD_COLOR[2])) self.scoreboard = DirectFrame(parent=aspect2d, relief=None, geom=DGG.getDefaultDialogGeom(), geom_color=ToontownGlobals.GlobalDialogColor, geom_scale=(1.75, 1, 0.75), pos=(0, 0, 0.587)) self.roundLabel = DirectLabel(parent=self.scoreboard, relief=None, pos=(0, 0, 0.28), text=TTLocalizer.TargetGameBoard % self.round, text_scale=0.08) av1Label = DirectLabel(parent=self.scoreboard, relief=None, pos=(-0.8, 0, 0.14), text_align=TextNode.ALeft, text=' ', text_scale=0.08) av2Label = DirectLabel(parent=self.scoreboard, relief=None, pos=(-0.8, 0, 0.02), text_align=TextNode.ALeft, text=' ', text_scale=0.08) av3Label = DirectLabel(parent=self.scoreboard, relief=None, pos=(-0.8, 0, -0.1), text_align=TextNode.ALeft, text=' ', text_scale=0.08) av4Label = DirectLabel(parent=self.scoreboard, relief=None, pos=(-0.8, 0, -0.22), text_align=TextNode.ALeft, text=' ', text_scale=0.08) score1Label = DirectLabel(parent=self.scoreboard, relief=None, pos=(0.8, 0, 0.14), text_align=TextNode.ARight, text=' ', text_scale=0.08) score2Label = DirectLabel(parent=self.scoreboard, relief=None, pos=(0.8, 0, 0.02), text_align=TextNode.ARight, text=' ', text_scale=0.08) score3Label = DirectLabel(parent=self.scoreboard, relief=None, pos=(0.8, 0, -0.1), text_align=TextNode.ARight, text=' ', text_scale=0.08) score4Label = DirectLabel(parent=self.scoreboard, relief=None, pos=(0.8, 0, -0.22), text_align=TextNode.ARight, text=' ', text_scale=0.08) self.avLabels = [av1Label, av2Label, av3Label, av4Label] self.scoreLabels = [score1Label, score2Label, score3Label, score4Label] self.scoreboard.hide() self.music = base.loadMusic('phase_4/audio/bgm/MG_Diving.mid') self.sndAmbience = None self.skyListLow = [] self.skyListMid = [] loadBase = 'phase_4/models/minigames/' self.modelName = 'slingshot_game_desert4.bam' self.trampoline = loader.loadModel('phase_4/models/minigames/slingshot_game_tramp.bam') self.trampoline.setBin('ground', 100) self.trampoline.find('**/tramp_shadow').hide() self.cacti = loader.loadModel('phase_4/models/minigames/slingshot_game_cacti.bam') self.cactusA = self.cacti.find('**/cactus_a') self.cactusB = self.cacti.find('**/cactus_b') self.findGround = '**/sand_layer1' self.findSky = '**/blue_sky_layer1' self.findCloudExtra = '**/cloud_layer1' self.findCloud = '**/cloud_layer_alpha' self.findLeftMount = '**/mountain_set_b' self.findRightMount = '**/mountain_c' self.findBack = '**/backdrop_layer1' self.environModel = loader.loadModel(loadBase + self.modelName) self.skyGN = GeomNode('sky Geometry') self.skyNode1 = self.environModel.attachNewNode(self.skyGN) leftMountModel = self.environModel.find(self.findLeftMount) rightMountModel = self.environModel.find(self.findRightMount) wrongCloud = self.environModel.find(self.findCloudExtra) wrongCloud.hide() backModel = self.environModel.find(self.findBack) backModel.hide() leftMountModel.hide() rightMountModel.hide() groundModel = self.environModel.find(self.findGround) groundModel.setBin('ground', 0) groundModel.setZ(-0.05) skyModel = self.environModel.find(self.findSky) skyModel2 = self.environModel.find(self.findCloud) skyModel3 = self.environModel.attachNewNode('skyLow') skyModel2.copyTo(skyModel3) skyModel.setZ(76.0) skyModel.setColorScale(1.0, 1.0, 1.0, 1.0) skyModel.setBin('ground', 2) skyModel2.setZ(63.0) skyModel2.setDepthWrite(0) skyModel2.setTransparency(1) skyModel2.setColorScale(1.0, 1.0, 1.0, 1.0) skyModel2.setTwoSided(True) skyModel2.setBin('fixed', 3) skyModel2.setR(180) skyModel3.setZ(50.0) skyModel3.setDepthWrite(0) skyModel3.setTransparency(1) skyModel3.setColorScale(1.0, 1.0, 1.0, 1.0) skyModel3.setTwoSided(True) skyModel3.setBin('fixed', 4) self.skyListLow.append(skyModel3) self.lowSky = skyModel3 self.environModel.setPos(0, -5.0, 0) self.environModel.flattenMedium() self.environModel.setScale(15.0, 15.0, 2.0) self.dropShadowModel = loader.loadModel('phase_3/models/props/drop_shadow') self.dropShadowModel.setColor(0, 0, 0, 0.5) self.dropShadowModel.flattenMedium() self.toonDropShadows = [] self.__textGen = TextNode('targetGame') self.__textGen.setFont(ToontownGlobals.getSignFont()) self.__textGen.setAlign(TextNode.ACenter) self.powerBar = DirectWaitBar(guiId='launch power bar', pos=(0.0, 0, -0.65), relief=DGG.SUNKEN, frameSize=(-2.0, 2.0, -0.2, 0.2), borderWidth=(0.02, 0.02), scale=0.25, range=100, sortOrder=50, frameColor=(0.5, 0.5, 0.5, 0.5), barColor=(1.0, 0.0, 0.0, 1.0), text='0%', text_scale=0.26, text_fg=(1, 1, 1, 1), text_align=TextNode.ACenter, text_pos=(0, -0.05)) self.power = self.startPower self.powerBar['value'] = self.power self.powerBar.hide() self.rubberBands = [] self.umbrella = loader.loadModel('phase_4/models/minigames/slingshot_game_umbrellas.bam') pick = random.randint(0, 3) self.umbrellaColorSelect[pick] = 0 tex = loader.loadTexture(DistributedTargetGame.UMBRELLA_TEXTURE_LIST[pick]) tex.setMinfilter(Texture.FTLinearMipmapLinear) tex.setMagfilter(Texture.FTLinear) self.umbrella.setTexture(tex, 1) open = self.umbrella.find('**/open_umbrella') open.hide() open.setPos(0.1, 0.2, -0.1) open.setHpr(-90.0, 0.0, 15.0) closed = self.umbrella.find('**/closed_umbrella') closed.show() hands = localAvatar.getRightHands() ce = CompassEffect.make(NodePath(), CompassEffect.PRot) closed.node().setEffect(ce) closed.setHpr(0.0, 100.0, 35.0) for hand in hands: self.umbrella.instanceTo(hand) self.remoteUmbrellas = {} self.addSound('wind1', 'target_cloud.mp3', 'phase_4/audio/sfx/') self.addSound('trampoline', 'target_trampoline_2.mp3', 'phase_4/audio/sfx/') self.addSound('launch', 'target_launch.mp3', 'phase_4/audio/sfx/') self.addSound('miss', 'target_Lose.mp3', 'phase_4/audio/sfx/') self.addSound('score', 'target_happydance.mp3', 'phase_4/audio/sfx/') self.addSound('impact', 'target_impact_grunt1.mp3', 'phase_4/audio/sfx/') self.addSound('umbrella', 'target_chute.mp3', 'phase_4/audio/sfx/') self.addSound('bounce', 'target_impact_only.mp3', 'phase_4/audio/sfx/') self.flySound = loader.loadSfx('phase_4/audio/sfx/target_wind_fly_loop.wav') self.flySound.setVolume(0.0) self.flySound.setPlayRate(1.0) self.flySound.setLoop(True) self.flySound.play() self.rubberSound = loader.loadSfx('phase_4/audio/sfx/target_stretching_aim_loop.mp3') self.rubberSound.setVolume(0.0) self.rubberSound.setPlayRate(1.0) self.rubberSound.setLoop(True) self.rubberSound.play() self.flutterSound = loader.loadSfx('phase_4/audio/sfx/target_wind_float_clothloop.wav') self.flutterSound.setVolume(1.0) self.flutterSound.setPlayRate(1.0) self.flutterSound.setLoop(True) return def addSound(self, name, soundName, path = None): if not hasattr(self, 'soundTable'): self.soundTable = {} if path: self.soundPath = path soundSource = '%s%s' % (self.soundPath, soundName) self.soundTable[name] = loader.loadSfx(soundSource) def playSound(self, name, volume = 1.0): if hasattr(self, 'soundTable'): self.soundTable[name].setVolume(volume) self.soundTable[name].play() def addSkys(self, instance): low = instance.find('**/skyLow') mid = instance.find(self.findCloud) self.skyListLow.append(low) self.skyListMid.append(mid) def setTargetSeed(self, targetSeed, extra = None): if not self.hasLocalToon: return random.seed(targetSeed) self.pattern = TargetGameGlobals.difficultyPatterns[self.getSafezoneId()] print 'seed %s' % targetSeed self.setupTargets() def setupTargets(self): fieldWidth = self.ENVIRON_WIDTH * 3 fieldLength = self.ENVIRON_LENGTH * 3.7 self.targetSubParts = [2, 2, 2, 1] self.targetList = self.pattern[0] self.targetValue = self.pattern[1] self.targetSize = self.pattern[2] self.targetColors = self.pattern[3] self.targetSubParts = self.pattern[4] highestValue = 0 for value in self.targetValue: if value > highestValue: highestValue = value placeList = [] self.jumpColor = TargetGameGlobals.colorBlack self.placeValue = highestValue * 0.5 self.jumpSize = self.pattern[5] self.jumpNum = self.pattern[6] self.accept('enterJump', self.jumpIn) self.accept('exitJump', self.jumpOut) self.targets = render.attachNewNode('targetGameTargets') for typeIndex in range(len(self.targetList)): for targetIndex in range(self.targetList[typeIndex]): goodPlacement = 0 while not goodPlacement: placeX = random.random() * (fieldWidth * 0.6) - fieldWidth * 0.6 * 0.5 placeY = (random.random() * 0.6 + (0.0 + 0.4 * (self.placeValue * 1.0 / (highestValue * 1.0)))) * fieldLength fillSize = self.targetSize[typeIndex] goodPlacement = checkPlace(placeX, placeY, fillSize, placeList) placeList.append((placeX, placeY, fillSize)) subIndex = self.targetSubParts[typeIndex] first = 1 while subIndex: combinedIndex = typeIndex + subIndex - 1 targetGN = GeomNode('target Circle') targetNodePathGeom = self.targets.attachNewNode(targetGN) targetNodePathGeom.setPos(placeX, placeY, 0) points = self.targetSize[combinedIndex] / 2 + 20 order = len(self.targetList) - combinedIndex + 10 if first: first = 0 geo = addCircle(targetGN, self.targetColors[combinedIndex], points, self.targetSize[combinedIndex], order) else: thickness = abs(self.targetSize[combinedIndex] - self.targetSize[combinedIndex + 1]) - 0.0 geo = addRing(targetGN, self.targetColors[combinedIndex], points, self.targetSize[combinedIndex], order, thickness) targetNodePathGeom.setBin('ground', combinedIndex * 2 + 1) targetNodePathGeom.setColorScale(self.targetColors[combinedIndex]['Red'], self.targetColors[combinedIndex]['Green'], self.targetColors[combinedIndex]['Blue'], self.targetColors[combinedIndex]['Alpha']) targetNodePathGeom.setDepthWrite(False) targetNodePathGeom.setDepthTest(False) targetNodePathGeom.setTransparency(TransparencyAttrib.MAlpha) self.targetsPlaced.append((placeX, placeY, combinedIndex, geo)) subIndex -= 1 for jump in range(self.jumpNum): normJumpSize = 6.8 goodPlacement = 0 while not goodPlacement: placeX = random.random() * (fieldWidth * 0.6) - fieldWidth * 0.6 * 0.5 placeY = (random.random() * 0.6 + (0.0 + 0.4 * (self.placeValue * 1.0 / (highestValue * 1.0)))) * fieldLength fillSize = self.jumpSize goodPlacement = checkPlace(placeX, placeY, fillSize, placeList) placeList.append((placeX, placeY, fillSize)) target = CollisionSphere(0, 0, 0, self.jumpSize) target.setTangible(0) targetNode = CollisionNode('Jump') targetNode.addSolid(target) targetGN = GeomNode('target jump Circle') targetNodePathGeom = self.targets.attachNewNode(targetGN) trampI = self.trampoline.copyTo(self.targets) trampI.setPos(placeX, placeY, 0.05) latScale = self.jumpSize / normJumpSize trampI.setScale(latScale, latScale, 1.0) targetNodePath = self.targets.attachNewNode(targetNode) targetNodePath.setPos(placeX, placeY, 0.0) targetNodePathGeom.setPos(placeX, placeY, 0.05) points = self.jumpSize / 2 + 20 order = 0 addCircle(targetGN, self.jumpColor, points, self.jumpSize + 0.5, order) targetNodePathGeom.setColorScale(self.jumpColor['Red'], self.jumpColor['Green'], self.jumpColor['Blue'], 0.25) targetNodePathGeom.setBin('ground', 20) targetNodePathGeom.setDepthWrite(True) targetNodePathGeom.setTransparency(TransparencyAttrib.MAlpha) cactusCount = 30 for cactus in range(cactusCount): placeX = random.random() * (fieldWidth * 0.75) - fieldWidth * 0.75 * 0.5 placeY = 5.0 + random.random() * (fieldLength - 5.0) targetGN = GeomNode('cactus') cactus = random.choice([self.cactusA, self.cactusB]) targetNodePathGeom = self.targets.attachNewNode(targetGN) targetNodePathGeom = self.targets.attachNewNode(targetGN) cactusI = cactus.copyTo(self.targets) cactusI.setPos(placeX, placeY, 0) cactusI.setHpr(random.random() * 360, 0, 0) cactusI.setScale(0.5 + random.random()) def unload(self): self.notify.debug('unload') DistributedMinigame.unload(self) del self.__textGen del self.toonDropShadows self.dropShadowModel.removeNode() del self.dropShadowModel self.environModel.removeNode() del self.environModel self.fogOver.delete() self.umbrella.removeNode() del self.umbrella for umbrella in self.remoteUmbrellas: self.remoteUmbrellas[umbrella].removeNode() self.remoteUmbrellas.clear() del self.remoteUmbrellas self.flySound.stop() del self.flySound self.rubberSound.stop() del self.rubberSound self.flutterSound.stop() del self.flutterSound del self.music del self.sndAmbience self.removeChildGameFSM(self.gameFSM) del self.gameFSM if self.targets: self.targets.remove() del self.targets self.scoreboard.destroy() del self.scoreboard self.powerBar.destroy() del self.powerBar self.help.destroy() del self.help if self.localTrack: self.localTrack.finish() del self.localTrack def onstage(self): self.notify.debug('onstage') DistributedMinigame.onstage(self) self.arrowKeys = ArrowKeys.ArrowKeys() toon = base.localAvatar toon.reparentTo(render) toon.setAnimState('SitStart', 1.0) toon.useLOD(self.TOON_LOD) self.__placeToon(self.localAvId) self.localStartPos = toon.getPos() localBand = RubberBand.RubberBand(toon, Point3(0, -1.75, 0), taskPriority=self.UPDATE_RUBBER_BAND_PRIORITY) tP = self.getToonPlace(self.localAvId) pos = Point3(tP[0], tP[1] + 10, tP[2]) localBand.setPos(pos) self.rubberBands.append(localBand) toon.dropShadow.hide() toonPos = base.localAvatar.getPos() camera.reparentTo(render) toonPos = self.getAvatar(self.localAvId).getPos() camera.setPosHpr(toonPos[0], toonPos[1] - 18, toonPos[2] + 10, 0, -15, 0) base.camLens.setFov(80) base.camLens.setFar(self.FOGDISTGROUND) base.setBackgroundColor(self.AMB_COLOR) self.__fog = Fog('ringGameFog') if base.wantFog: self.__fog.setColor(self.AMB_COLOR) self.__fog.setLinearRange(0.1, self.FOGDISTGROUND) render.setFog(self.__fog) self.environNode = render.attachNewNode('environNode') self.environBlocks = [] maxI = 4 self.maxDist = (maxI - 1) * self.ENVIRON_LENGTH for i in range(-1, maxI + 1): instance = self.environModel.copyTo(self.environNode) y = self.ENVIRON_LENGTH * i instance.setY(y) self.addSkys(instance) self.environBlocks.append(instance) jRange = 3 for j in range(0, jRange): instance = self.environModel.copyTo(self.environNode) x = self.ENVIRON_WIDTH * (j + 1) instance.setY(y) instance.setX(-x) height = random.random() * 5.0 + 5.0 heading = random.random() * 15.0 - 7.5 self.addSkys(instance) self.environBlocks.append(instance) if j == jRange - 2: mount = instance.find(self.findLeftMount) mount.setScale(1.0, 1.1, height) mount.setBin('ground', 1) mount.show() sand = mount.find('**/sand_b') sand.hide() mount.setPos(mount.getX() + 8.5, 0, 0.0) if i >= maxI - 1: mount.setHpr(310, 0, 0) mount.setScale(1.0, 1.5, height * 1.2) mount.setPos(mount.getX() - 2.0, 0, 0.0) if i == maxI: mount.hide() if i == -1: mount.setHpr(50, 0, 0) mount.setScale(1.0, 1.5, height * 1.2) mount.setPos(mount.getX() + 5.0, 3.0, 0.0) if j == jRange - 1: sand = instance.find(self.findGround) sand.hide() for j in range(0, jRange): instance = self.environModel.copyTo(self.environNode) x = self.ENVIRON_WIDTH * (j + 1) instance.setY(y) instance.setX(x) height = random.random() * 5.0 + 5.0 heading = random.random() * 15.0 - 7.5 self.addSkys(instance) self.environBlocks.append(instance) if j == jRange - 2: mount = instance.find(self.findRightMount) mount.setScale(1.0, 1.1, height) mount.setBin('ground', 1) mount.show() sand = mount.find('**/sand_c') sand.hide() mount.setPos(mount.getX() - 8.5, 0, 0.0) if i >= maxI - 1: mount.setHpr(50, 0, 0) mount.setScale(1.0, 1.5, height * 1.2) mount.setPos(mount.getX() + 2.0, 0, 0.0) if i == maxI: mount.hide() if i == -1: mount.setHpr(310, 0, 0) mount.setScale(1.0, 1.5, height * 1.2) mount.setPos(mount.getX() - 5.0, 3.0, 0.0) if j == jRange - 1: sand = instance.find(self.findGround) sand.hide() self.__addToonDropShadow(self.getAvatar(self.localAvId)) self.__spawnUpdateEnvironTask() self.__spawnUpdateShadowsTask() self.__spawnUpdateLocalToonTask() if self.music: base.playMusic(self.music, looping=1, volume=0.8) if None != self.sndAmbience: base.playSfx(self.sndAmbience, looping=1, volume=0.8) return def reset(self): toon = base.localAvatar toon.setAnimState('SitStart', 1.0) toon.useLOD(self.TOON_LOD) self.__placeToon(self.localAvId) toon.dropShadow.hide() self.__spawnUpdateLocalToonTask() toonPos = base.localAvatar.getPos() camera.setPosHpr(toonPos[0], toonPos[1] - 26, toonPos[2] + 10, 0, -15, 0) base.camLens.setFov(80) self.resetNums() def resetNums(self): self.stretchX = 0 self.stretchY = 0 self.driftX = 0 self.driftY = 0 self.driftY = 0 self.jumpCount = 0 self.trampBounceCount = 0 self.cameraState = 'Low' def offstage(self): self.notify.debug('offstage') DistributedMinigame.offstage(self) if self.music: self.music.stop() if None != self.sndAmbience: self.sndAmbience.stop() self.__killUpdateLocalToonTask() self.__killUpdateShadowsTask() self.__killUpdateEnvironTask() self.__killCountDownTask() del self.soundTable self.__removeAllToonDropShadows() render.clearFog() base.camLens.setFar(ToontownGlobals.DefaultCameraFar) base.camLens.setFov(ToontownGlobals.DefaultCameraFov) camera.setHpr(0, 90, 0) base.setBackgroundColor(ToontownGlobals.DefaultBackgroundColor) self.arrowKeys.destroy() del self.arrowKeys for block in self.environBlocks: del block self.environNode.removeNode() del self.environNode for avId in self.avIdList: av = self.getAvatar(avId) if av: av.dropShadow.show() av.resetLOD() for band in self.rubberBands: band.delete() rubberBands = [] self.targetsPlaced = [] return def handleDisabledAvatar(self, avId): self.notify.debug('handleDisabledAvatar') self.notify.debug('avatar ' + str(avId) + ' disabled') self.__removeToonDropShadow(self.remoteToons[avId]) DistributedMinigame.handleDisabledAvatar(self, avId) def __genText(self, text): self.__textGen.setText(text) return self.__textGen.generate() def __placeToon(self, avId): toon = self.getAvatar(avId) i = self.avIdList.index(avId) numToons = float(self.numPlayers) x = i * self.TOON_INITIAL_SPACING x -= self.TOON_INITIAL_SPACING * (numToons - 1) / 2.0 pos = self.getToonPlace(avId) toon.setPosHpr(pos[0], pos[1], pos[2], 0, 0, 0) def getToonPlace(self, avId): toon = self.getAvatar(avId) i = self.avIdList.index(avId) numToons = float(self.numPlayers) x = i * self.TOON_INITIAL_SPACING x -= self.TOON_INITIAL_SPACING * (numToons - 1) / 2.0 pos = Point3(x + self.placeShift, self.TOON_Y, 1.0) return pos def setGameReady(self): if not self.hasLocalToon: return self.notify.debug('setGameReady') if DistributedMinigame.setGameReady(self): return if not self.isSinglePlayer(): base.localAvatar.collisionsOff() cSphere = CollisionSphere(0.0, 0.0, 0.0, TargetGameGlobals.CollisionRadius) cSphereNode = CollisionNode('RingGameSphere-%s' % self.localAvId) cSphereNode.addSolid(cSphere) cSphereNode.setFromCollideMask(TargetGameGlobals.CollideMask) cSphereNode.setIntoCollideMask(BitMask32.allOff()) self.cSphereNodePath = base.localAvatar.attachNewNode(cSphereNode) self.pusher = CollisionHandlerPusher() self.pusher.addCollider(self.cSphereNodePath, base.localAvatar) self.pusher.setHorizontal(0) self.cTrav = CollisionTraverser('DistributedRingGame') self.cTrav.addCollider(self.cSphereNodePath, self.pusher) self.remoteToonCollNPs = {} for avId in self.remoteAvIdList: toon = self.getAvatar(avId) if toon: cSphere = CollisionSphere(0.0, 0.0, 0.0, TargetGameGlobals.CollisionRadius) cSphereNode = CollisionNode('RingGameSphere-%s' % avId) cSphereNode.addSolid(cSphere) cSphereNode.setCollideMask(TargetGameGlobals.CollideMask) cSphereNP = toon.attachNewNode(cSphereNode) self.remoteToonCollNPs[avId] = cSphereNP for avId in self.remoteAvIdList: toon = self.getAvatar(avId) if toon: toon.reparentTo(render) self.__placeToon(avId) toon.setAnimState('SitStart', 1.0) toon.useLOD(self.TOON_LOD) toon.dropShadow.hide() self.__addToonDropShadow(toon) band = RubberBand.RubberBand(toon, Point3(0, -1.75, 0), taskPriority=self.UPDATE_RUBBER_BAND_PRIORITY) tP = self.getToonPlace(avId) pos = Point3(tP[0], tP[1] + 10, tP[2]) band.setPos(pos) self.rubberBands.append(band) umbrella = self.umbrella.copyTo(render) self.remoteUmbrellas[avId] = umbrella test = 0 kill = 16 while test == 0 and kill > 0: kill -= 1 pick = random.randint(0, 3) if self.umbrellaColorSelect[pick]: self.umbrellaColorSelect[pick] = 0 test = 1 tex = loader.loadTexture(DistributedTargetGame.UMBRELLA_TEXTURE_LIST[pick]) tex.setMinfilter(Texture.FTLinearMipmapLinear) tex.setMagfilter(Texture.FTLinear) umbrella.setTexture(tex, 1) open = umbrella.find('**/open_umbrella') open.hide() open.setPos(0.1, 0.2, -0.1) open.setHpr(-90.0, 180.0, 0.0) open.setScale(1.5) closed = umbrella.find('**/closed_umbrella') closed.show() hand = toon.find('**/joint_Rhold') ce = CompassEffect.make(NodePath(), CompassEffect.PRot) closed.node().setEffect(ce) closed.setHpr(0.0, 90.0, 35.0) umbrella.reparentTo(hand) toon.startSmooth() self.remoteToons = {} for avId in self.remoteAvIdList: toon = self.getAvatar(avId) self.remoteToons[avId] = toon labelIndex = 0 for avId in self.avIdList: av = self.getAvatar(avId) self.avLabels[labelIndex]['text'] = av.getName() labelIndex += 1 def setGameStart(self, timestamp): if not self.hasLocalToon: return self.notify.debug('setGameStart') DistributedMinigame.setGameStart(self, timestamp) self.gameFSM.request('prelaunch') def enterOff(self): self.notify.debug('enterOff') def exitOff(self): pass def enterPrelaunch(self): self.defineConstants() self.resetNums() self.gameFSM.request('launch') self.powerBar.show() self.powerBar['value'] = self.startPower camera.reparentTo(render) self.__placeToon(self.localAvId) toonPos = self.getAvatar(self.localAvId).getPos() newPos = Point3(toonPos[0], toonPos[1] - 25, toonPos[2] + 7) newHpr = Point3(0, -15, 0) self.cameraWork = camera.posHprInterval(2.5, newPos, newHpr, blendType='easeInOut') self.cameraWork.start() base.camLens.setFov(80) self.stretchY = self.startPower self.power = self.startPower self.scoreboard.hide() open = self.umbrella.find('**/open_umbrella') open.hide() closed = self.umbrella.find('**/closed_umbrella') closed.show() self.umbrella.setScale(1.0) if self.targetMarker: self.targetMarker.removeNode() def exitPrelaunch(self): pass def enterLaunch(self): self.__spawnUpdatePowerBarTask() self.__spawnCountDownTask() self.help.show() self.help['text'] = TTLocalizer.TargetGameCountHelp def exitLaunch(self): self.cameraWork.finish() self.__killUpdatePowerBarTask() self.speedLaunch = self.power self.powerBar.hide() self.playSound('launch') def enterFly(self): self.notify.debug('enterFly') self.__spawnCollisionDetectionTask() self.__placeToon(self.localAvId) self.speedForward = self.speedLaunch self.laterial = -self.launchLaterial * 7 self.zVel = self.speedForward * 0.5 toon = base.localAvatar toon.b_setAnimState('swim', 1.0) toon.stopBobSwimTask() toon.dropShadow.hide() camera.reparentTo(base.localAvatar) camera.setPosHpr(0, self.CAMERA_Y + self.TOON_Y + 12, 5, 0, -15, 0) base.camLens.setFov(80) self.help.show() self.help['text'] = TTLocalizer.TargetGameFlyHelp self.rubberSound.setVolume(0.0) self.rubberSound.setPlayRate(1.0) self.rubberSound.stop() def exitFly(self): taskMgr.remove(self.END_GAME_WAIT_TASK) self.__killCollisionDetectionTask() self.help.hide() def enterFall(self): self.notify.debug('enterLaunch') toon = base.localAvatar toon.b_setAnimState('jumpAirborne', 1.0) toon.dropShadow.hide() self.speedForward = self.speedForward * 0.5 self.gravity = 4 newHpr = Point3(0, -68, 0) newPos = Point3(0, self.CAMERA_Y + self.TOON_Y + 15, 15) camera.lerpPosHpr(newPos, newHpr, 2.5, blendType='easeInOut', task=self.FLY2FALL_CAM_TASK) open = self.umbrella.find('**/open_umbrella') open.show() closed = self.umbrella.find('**/closed_umbrella') closed.hide() self.umbrella.setHpr(0, 180.0, -25.0) self.umbrella.setScale(1.5) self.help.show() self.help['text'] = TTLocalizer.TargetGameFallHelp self.playSound('umbrella') self.flutterSound.play() def exitFall(self): self.flutterSound.stop() def enterBouncing(self): self.notify.debug('enterLaunch') self.gravity = 12.5 open = self.umbrella.find('**/open_umbrella') open.hide() closed = self.umbrella.find('**/closed_umbrella') closed.hide() self.umbrella.setHpr(0, 0, 0) self.umbrella.setScale(1.0) toon = base.localAvatar toon.b_setAnimState('neutral', 1.0) toon.dropShadow.hide() self.help.show() self.help['text'] = TTLocalizer.TargetGameBounceHelp def exitBouncing(self): pass def enterScore(self): def count(value, list): count = 0 for item in list: if value == item: count += 1 return count self.notify.debug('enterScore') self.__killUpdateLocalToonTask() self.__spawnGameDoneTask() self.scoreboard.show() score = 1 self.sendUpdate('setScore', [base.localAvatar.getX(), base.localAvatar.getY()]) topValue = 0 hitTarget = None for target in self.targetsPlaced: radius = self.targetSize[target[2]] value = self.targetValue[target[2]] posX = target[0] posY = target[1] dx = posX - base.localAvatar.getX() dy = posY - base.localAvatar.getY() distance = math.sqrt(dx * dx + dy * dy) if distance < radius and topValue < value: topValue = value hitTarget = target hitX = posX hitY = posY if hitTarget: targetGN = GeomNode('target Circle') targetNodePathGeom = self.targets.attachNewNode(targetGN) targetNodePathGeom.setPos(hitX, hitY, 0) addRing(targetGN, TargetGameGlobals.colorBlack, 100, self.targetSize[hitTarget[2]] + 0.5, 0) targetNodePathGeom.setColorScale(TargetGameGlobals.colorWhite['Red'], TargetGameGlobals.colorWhite['Green'], TargetGameGlobals.colorWhite['Blue'], TargetGameGlobals.colorWhite['Alpha']) targetNodePathGeom.setBin('ground', hitTarget[2] * 2 + 100) targetNodePathGeom.setDepthWrite(False) targetNodePathGeom.setDepthTest(False) targetNodePathGeom.setTransparency(TransparencyAttrib.MAlpha) self.targetMarker = targetNodePathGeom score = topValue self.localTrack = Sequence() if self.hitInfo == 'OnButt': self.localTrack.append(ActorInterval(base.localAvatar, 'slip-forward', startFrame=25, endFrame=55)) self.hitInfo = 'GettingUp' else: self.localTrack.append(ActorInterval(base.localAvatar, 'slip-forward', startFrame=50, endFrame=55)) self.localTrack.append(Wait(0.5)) if score <= 1: self.localTrack.append(Parallel(Func(base.localAvatar.b_setAnimState, 'Sad', 1.0), Func(self.playSound, 'miss'))) else: self.localTrack.append(Parallel(Func(base.localAvatar.b_setAnimState, 'victory', 1.0), Func(self.playSound, 'score'))) newHpr = Point3(180, 10, 0) newPos = Point3(0, -(self.CAMERA_Y + self.TOON_Y + 12), 1) camera.lerpPosHpr(newPos, newHpr, 5.0, blendType='easeInOut', task=self.SCORE_CAM_TASK) self.help.hide() self.localTrack.start() return def exitScore(self): pass def enterCleanup(self): self.notify.debug('enterCleanup') if not self.isSinglePlayer(): for np in self.remoteToonCollNPs.values(): np.removeNode() del self.remoteToonCollNPs self.cSphereNodePath.removeNode() del self.cSphereNodePath del self.pusher del self.cTrav base.localAvatar.collisionsOn() def exitCleanup(self): pass def signalDone(self): self.sendUpdate('setPlayerDone', []) def __spawnUpdatePowerBarTask(self): taskMgr.remove(self.UPDATE_POWERBAR_TASK) taskMgr.add(self.__updatePowerBarTask, self.UPDATE_POWERBAR_TASK, priority=self.UPDATE_POWER_BAR_PRIORITY) self.rubberSound.play() self.bandVolume = 0.0 def __killUpdatePowerBarTask(self): taskMgr.remove(self.UPDATE_POWERBAR_TASK) taskMgr.remove(self.TOONSTRETCHTASK) def __spawnCountDownTask(self): self.countDown = 10 self.signalLaunch = 0 taskMgr.remove(self.UPDATE_COUNTDOWN_TASK) self.doCountDown() def __killCountDownTask(self): taskMgr.remove(self.UPDATE_COUNTDOWN_TASK) def __spawnGameDoneTask(self): taskMgr.remove(self.GAME_DONE_TASK) taskMgr.doMethodLater(5.0, self.__gameDone, self.GAME_DONE_TASK) def __killUpdateGameDoneTask(self): taskMgr.remove(self.GAME_DONE_TASK) def __spawnUpdateLocalToonTask(self): self.__initPosBroadcast() taskMgr.remove(self.UPDATE_LOCALTOON_TASK) taskMgr.add(self.__updateLocalToonTask, self.UPDATE_LOCALTOON_TASK, priority=self.UPDATE_LOCAL_TOON_PRIORITY) def __killUpdateLocalToonTask(self): taskMgr.remove(self.UPDATE_LOCALTOON_TASK) def doCountDown(self, task = None): if self.countDown < 0: self.signalLaunch = 1 else: self.powerBar['text'] = TTLocalizer.TargetGameCountdown % self.countDown self.countDown -= 1 taskMgr.doMethodLater(1.0, self.doCountDown, self.UPDATE_COUNTDOWN_TASK) def __initPosBroadcast(self): self.__posBroadcastPeriod = 0.2 self.__timeSinceLastPosBroadcast = 0.0 self.__lastPosBroadcast = self.getAvatar(self.localAvId).getPos() self.__storeStop = 0 lt = self.getAvatar(self.localAvId) lt.d_clearSmoothing() lt.sendCurrentPosition() def __posBroadcast(self, dt): self.__timeSinceLastPosBroadcast += dt if self.__timeSinceLastPosBroadcast > self.__posBroadcastPeriod: self.__timeSinceLastPosBroadcast -= self.__posBroadcastPeriod self.getAvatar(self.localAvId).cnode.broadcastPosHprFull() def __spawnUpdateEnvironTask(self): taskMgr.remove(self.UPDATE_ENVIRON_TASK) taskMgr.add(self.__updateEnvironTask, self.UPDATE_ENVIRON_TASK) def __killUpdateEnvironTask(self): taskMgr.remove(self.UPDATE_ENVIRON_TASK) def __updateEnvironTask(self, task): return dt = globalClock.getDt() self.speedForward = self.speedForward - self.speedForward * self.airResistance * dt t = globalClock.getFrameTime() - self.__timeBase self.distance = self.distance + dt * self.speedForward distance = self.distance distance %= self.ENVIRON_LENGTH self.environNode.setY(-distance) return Task.cont def __updatePowerBarTask(self, task): powerUp = 0 timeDiff = None if not self.arrowKeys.rightPressed(): self.canPressRight = 1 elif self.arrowKeys.rightPressed() and self.canPressRight: powerUp = 1 self.canPressRight = 0 if not self.arrowKeys.leftPressed(): self.canPressLeft = 1 elif self.arrowKeys.leftPressed() and self.canPressLeft: powerUp = 1 self.canPressLeft = 0 if self.lastPressTime: timeDiff = globalClock.getFrameTime() - self.lastPressTime if powerUp and not self.lastPressTime: self.lastPressTime = globalClock.getFrameTime() self.ticker = 0.0 elif powerUp: splitTime = abs(timeDiff) if splitTime < 0.15: splitTime = 0.15 self.power += 0.6 / abs(timeDiff) + 5.0 self.lastPressTime = globalClock.getFrameTime() self.powerBar['value'] = self.power if self.signalLaunch: self.lastPressTime = 1 self.ticker = 1 timeDiff = 100000 if self.lastPressTime: self.ticker += globalClock.getDt() if self.ticker >= 0.1: self.ticker = 0.0 powerDiv = 0.05 self.power -= 1.0 + 0.2 * (self.power * powerDiv * (self.power * powerDiv)) if timeDiff > 0.5: self.power = self.powerBar['value'] self.signalLaunch = 0 if self.power > 120: self.power = 120 if self.power < 40: self.power = 40 self.gameFSM.request('fly') self.stretchY = 0.9 * self.stretchY + 0.1 * self.power self.stretchX = 0.9 * self.stretchX + 0.1 * self.launchLaterial base.localAvatar.setY(self.localStartPos[1] - self.stretchY * 0.12) base.localAvatar.setX(self.localStartPos[0] + self.stretchX) dt = globalClock.getDt() self.__posBroadcast(dt) stretchDiff = abs(self.stretchY - self.power) * 0.2 self.bandVolume += stretchDiff self.bandVolume -= globalClock.getDt() self.rubberSound.setVolume(self.bandVolume) self.rubberSound.setPlayRate(1.0 + self.stretchY / 120.0) return task.cont def __updateLocalToonTask(self, task): stateName = None if self.gameFSM.getCurrentState(): stateName = self.gameFSM.getCurrentState().getName() toonPos = self.getAvatar(self.localAvId).getPos() dt = globalClock.getDt() if stateName == 'fall': self.speedForward = self.speedForward - self.speedForward * self.umbrellaResistance * dt self.laterial = self.laterial - self.laterial * self.umbrellaResistance * dt if toonPos[2] > 350.0: diff = toonPos[2] - 350.0 self.speedForward += -diff * dt * 0.05 else: self.speedForward = self.speedForward - self.speedForward * self.airResistance * dt self.laterial = self.laterial - self.laterial * self.airResistance * dt t = globalClock.getFrameTime() - self.__timeBase self.distance = self.distance + dt * self.speedForward if self.distance > self.maxDist: self.distance = self.maxDist if stateName in ['fall', 'bouncing']: if self.distance < 15.0: self.distance = 15.0 pos = [toonPos[0], self.distance, toonPos[2]] if stateName in ['fly', 'fall']: pos[0] += dt * self.laterial liftMult = 0 if stateName == 'fly': if self.arrowKeys.upPressed(): pass if self.arrowKeys.downPressed(): self.gameFSM.request('fall') elif stateName == 'fall': if self.driftX > self.TOONXZ_SPEED: self.driftX = self.TOONXZ_SPEED if self.driftX < -self.TOONXZ_SPEED: self.driftX = -self.TOONXZ_SPEED if self.driftY > self.TOONXZ_SPEED: self.driftY = self.TOONXZ_SPEED if self.driftY < -self.TOONXZ_SPEED: self.driftY = -self.TOONXZ_SPEED if self.arrowKeys.rightPressed(): self.driftX += self.TOONXZ_SPEED * dt if self.arrowKeys.leftPressed(): self.driftX -= self.TOONXZ_SPEED * dt if self.arrowKeys.upPressed(): self.driftY += self.TOONXZ_SPEED * dt if self.arrowKeys.downPressed(): self.driftY -= self.TOONXZ_SPEED * dt pos[0] += self.driftX * dt pos[1] += self.driftY * dt self.distance = pos[1] liftMult = 1 elif stateName == 'bouncing': pos[0] += self.driftX * dt pos[1] += self.driftY * dt self.distance = pos[1] else: xVel = 0.0 if self.arrowKeys.leftPressed(): xVel -= self.TOONXZ_SPEED if self.arrowKeys.rightPressed(): xVel += self.TOONXZ_SPEED self.launchLaterial += xVel * dt if self.launchLaterial < -TargetGameGlobals.MAX_LAT: self.launchLaterial = -TargetGameGlobals.MAX_LAT if self.launchLaterial > TargetGameGlobals.MAX_LAT: self.launchLaterial = TargetGameGlobals.MAX_LAT pos[0] = self.getToonPlace(self.localAvId)[0] - self.launchLaterial lift = (self.speedForward - self.speedStall) / self.speedStall * liftMult onScreenDebug.removeAllWithPrefix(self.getDisplayPrefix()) onScreenDebug.add('%s Vel' % self.getDisplayPrefix(), self.zVel) onScreenDebug.add('%s Lift' % self.getDisplayPrefix(), lift) onScreenDebug.add('%s Gravity' % self.getDisplayPrefix(), self.gravity) onScreenDebug.add('%s Pos' % self.getDisplayPrefix(), pos[2]) onScreenDebug.add('%s Drifty' % self.getDisplayPrefix(), self.driftY) if lift < 0: lift = 0 upforce = lift * 10.0 - self.gravity self.zVel += (lift - self.gravity) * dt pos[2] += self.zVel * dt if pos[2] < self.trampZ: if self.jumpCount: self.playSound('trampoline') rebound = 0.75 if self.trampBounceCount >= 1: rebound = 0.5 self.gameFSM.request('bouncing') pos[2] = self.trampZ if self.zVel != 0: signZ = self.zVel / abs(self.zVel) else: signZ = 1 self.zVel = -(self.zVel * rebound - signZ * 1.0) self.trampBounceCount += 1 if abs(self.zVel) < 1.0: self.zVel = 0 toon = base.localAvatar if stateName in ['fly', 'fall', 'bouncing']: toon.b_setAnimState('neutral', 1.0) toon.dropShadow.hide() self.gameFSM.request('score') elif pos[2] < 0.1: toon = base.localAvatar if stateName == 'fall' or stateName == 'fly': self.gameFSM.request('bouncing') if stateName == 'fly': ivolume = math.sqrt(abs(self.zVel) / 40.0) self.hitInfo = 'OnButt' self.localTrack = ActorInterval(toon, 'slip-forward', startFrame=12, endFrame=24) self.localTrack.start() self.playSound('impact', ivolume) self.playSound('bounce', ivolume) elif stateName == 'fall' or stateName == 'bouncing': ivolume = math.sqrt(abs(self.zVel) / 40.0) if ivolume > 0.4: if self.hitInfo == 'OnButt': self.localTrack = ActorInterval(toon, 'slip-forward', startFrame=13, endFrame=24) self.localTrack.start() else: self.localTrack = ActorInterval(toon, 'jump-land', startFrame=6, endFrame=21) self.localTrack.start() self.playSound('bounce', ivolume) pos[2] = 0.1 rebound = 0.5 self.speedForward = self.speedForward * rebound self.driftX = self.driftX * rebound self.driftY = self.driftY * rebound toon = base.localAvatar if self.zVel != 0: signZ = self.zVel / abs(self.zVel) else: signZ = 1 self.zVel = -(self.zVel * rebound - signZ * 1.0) if abs(self.zVel) < 1.0: self.zVel = 0 if stateName == 'fly' or stateName == 'bouncing': self.gameFSM.request('score') if pos[0] > TargetGameGlobals.MAX_FIELD_SPAN: pos[0] = TargetGameGlobals.MAX_FIELD_SPAN self.laterial = 0 if pos[0] < -TargetGameGlobals.MAX_FIELD_SPAN: pos[0] = -TargetGameGlobals.MAX_FIELD_SPAN self.laterial = 0 self.getAvatar(self.localAvId).setPos(pos[0], pos[1], pos[2]) if hasattr(self, 'cTrav'): self.cTrav.traverse(render) if stateName in ['fly', 'fall', 'bouncing']: self.__posBroadcast(dt) visZ = camera.getZ(render) lowHeight = 100 lowRange = 20 opacityLow = 1 baseOpLow = 0.6 baseTransLow = 1.0 - baseOpLow if visZ < lowHeight - lowRange or visZ > lowHeight + lowRange: transLow = 1.0 else: dif = abs(visZ - lowHeight) transLow = dif / lowRange for item in self.skyListLow: item.setColorScale(1.0, 1.0, 1.0, transLow * baseOpLow) midHeight = 126 midRange = 20 opacityMid = 1 baseOpMid = 1.0 baseTransMid = 1.0 - baseOpMid if visZ < midHeight - midRange or visZ > midHeight + midRange: transMid = 1.0 else: dif = abs(visZ - midHeight) transMid = dif / midRange for item in self.skyListMid: item.setColorScale(1.0, 1.0, 1.0, transMid * baseOpMid) minTrans = min(1.0, transMid, transLow) fogVis = 1.0 - minTrans fogColor = self.AMB_COLOR * minTrans + self.CLOUD_COLOR * fogVis fogRange = minTrans * self.FOGDISTGROUND + fogVis * self.FOGDISTCLOUD newCamState = 'Low' if visZ > midHeight: newCamState = 'High' if self.cameraState != newCamState: self.cameraState = newCamState self.cloudRendering('High') elif visZ > lowHeight: newCamState = 'Mid' if self.cameraState != newCamState: if self.cameraState == 'Low': self.playSound('wind1') self.cameraState = newCamState self.cloudRendering('Mid') else: newCamState = 'Low' if self.cameraState != newCamState: self.cameraState = newCamState self.cloudRendering('Low') overlayOp = 0.5 self.fogOver.setOpacity(fogVis * overlayOp) vol = (self.speedForward + abs(self.zVel)) / 120.0 self.flySound.setVolume(vol) self.flySound.setPlayRate(1.0 + abs(self.zVel) * 0.005) if self.updateTick % 5 == 0: for avId in self.remoteAvIdList: toon = self.getAvatar(avId) if toon: state = toon.animFSM.getCurrentState().getName() umbrella = self.remoteUmbrellas.get(avId) if umbrella: if state == 'Sit': open = umbrella.find('**/open_umbrella') open.hide() closed = umbrella.find('**/closed_umbrella') closed.show() elif state == 'swim': open = umbrella.find('**/open_umbrella') open.hide() closed = umbrella.find('**/closed_umbrella') closed.show() elif state == 'jumpAirborne': open = umbrella.find('**/open_umbrella') open.show() closed = umbrella.find('**/closed_umbrella') closed.hide() elif state == 'neutral': open = umbrella.find('**/open_umbrella') open.hide() closed = umbrella.find('**/closed_umbrella') closed.hide() else: open = umbrella.find('**/open_umbrella') open.hide() closed = umbrella.find('**/closed_umbrella') closed.hide() self.updateTick += 1 return Task.cont def cloudRendering(self, layer): if layer == 'Low': for item in self.skyListMid: item.setBin('fixed', 3) for item in self.skyListLow: item.setBin('fixed', 4) elif layer == 'Mid': for item in self.skyListMid: item.setBin('fixed', 3) for item in self.skyListLow: item.setBin('fixed', 3) elif layer == 'High': for item in self.skyListMid: item.setBin('fixed', 4) for item in self.skyListLow: item.setBin('fixed', 3) def __addDropShadow_INTERNAL(self, object, scale_x, scale_y, scale_z, list): shadow = self.dropShadowModel.copyTo(render) shadow.setPos(0, self.CAMERA_Y, -100) shadow.setBin('shadow', 100) shadow.setDepthWrite(False) shadow.setDepthTest(True) shadow.setScale(scale_x, scale_y, scale_z) list.append([shadow, object]) def __removeDropShadow_INTERNAL(self, object, list): for i in range(len(list)): entry = list[i] if entry[1] == object: entry[0].removeNode() list.pop(i) return self.notify.warning('parent object ' + str(object) + ' not found in drop shadow list!') def __addToonDropShadow(self, object): self.__addDropShadow_INTERNAL(object, 0.5, 0.5, 0.5, self.toonDropShadows) def __removeToonDropShadow(self, object): self.__removeDropShadow_INTERNAL(object, self.toonDropShadows) def __removeAllToonDropShadows(self): for entry in self.toonDropShadows: entry[0].removeNode() self.toonDropShadows = [] def __spawnUpdateShadowsTask(self): taskMgr.remove(self.UPDATE_SHADOWS_TASK) taskMgr.add(self.__updateShadowsTask, self.UPDATE_SHADOWS_TASK, priority=self.UPDATE_SHADOWS_PRIORITY) def __killUpdateShadowsTask(self): taskMgr.remove(self.UPDATE_SHADOWS_TASK) def __updateShadowsTask(self, task): list = self.toonDropShadows for entry in list: object = entry[1] y = object.getY(render) x = object.getX(render) if self.jumpCount and object == base.localAvatar: z = self.trampZ + self.SHADOW_Z_OFFSET else: z = 0.0 + self.SHADOW_Z_OFFSET shadow = entry[0] shadow.setPos(x, y, z) return Task.cont def __spawnCollisionDetectionTask(self): self.__ringGroupsPassed = 0 taskMgr.remove(self.COLLISION_DETECTION_TASK) taskMgr.add(self.__collisionDetectionTask, self.COLLISION_DETECTION_TASK, priority=self.COLLISION_DETECTION_PRIORITY) def __killCollisionDetectionTask(self): taskMgr.remove(self.COLLISION_DETECTION_TASK) def __collisionDetectionTask(self, task): return Task.cont def __endGameDolater(self, task): self.gameOver() return Task.done def setTimeBase(self, timestamp): if not self.hasLocalToon: return self.__timeBase = globalClockDelta.networkToLocalTime(timestamp) def setColorIndices(self, a, b, c, d): if not self.hasLocalToon: return self.colorIndices = [a, b, c, d] def getDisplayPrefix(self): return 'TargetGame' def __gameDone(self, task = None): self.signalDone() return task.done def setGameDone(self, extra = None): self.gameOver() def setRoundDone(self): if not self.hasLocalToon: return self.round += 1 self.roundLabel['text'] = TTLocalizer.TargetGameBoard % self.round self.reset() self.gameFSM.request('prelaunch') def setSingleScore(self, score, avId): if not self.hasLocalToon: return for existIndex in range(len(self.avIdList)): if self.avIdList[existIndex] == avId: self.scoreLabels[existIndex]['text'] = '%s' % score def jumpIn(self, colEntry): self.jumpCount += 1 def jumpOut(self, colEntry): self.jumpCount -= 1 if self.jumpCount < 0: self.jumpCount = 0