from pandac.PandaModules import Point3, ForceNode, LinearVectorForce, CollisionHandlerEvent, CollisionNode, CollisionSphere, Camera, PerspectiveLens, Vec4, Point2, ActorNode, Vec3, BitMask32 from direct.interval.IntervalGlobal import Sequence, Parallel, Func, Wait, LerpPosInterval, ActorInterval, LerpScaleInterval, ProjectileInterval, SoundInterval from direct.directnotify import DirectNotifyGlobal from direct.gui.DirectFrame import DirectFrame from direct.gui.DirectGui import DGG from toontown.toonbase import ToontownGlobals from direct.task.Task import Task from direct.fsm import ClassicFSM, State from toontown.toonbase import TTLocalizer from toontown.minigame.DistributedMinigame import DistributedMinigame from toontown.minigame import SwingVine from toontown.minigame import ArrowKeys from toontown.minigame import VineGameGlobals from toontown.minigame import VineTreasure from toontown.minigame import MinigameAvatarScorePanel from toontown.toonbase import ToontownTimer from toontown.minigame import VineHeadFrame from toontown.minigame import VineBat class DistributedVineGame(DistributedMinigame): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedVineGame') UpdateLocalToonTask = 'VineGameUpdateLocalToonTask' LocalPhysicsRadius = 1.5 Gravity = 32 ToonVerticalRate = 0.25 FallingNot = 0 FallingNormal = 1 FallingSpider = 2 FallingBat = 3 JumpingFrame = 128 ToonMaxRightFrame = 35 def __init__(self, cr): DistributedMinigame.__init__(self, cr) self.JumpSpeed = 64 self.TwoVineView = True self.ArrowToChangeFacing = True self.gameFSM = ClassicFSM.ClassicFSM('DistributedVineGame', [State.State('off', self.enterOff, self.exitOff, ['play']), State.State('play', self.enterPlay, self.exitPlay, ['cleanup', 'showScores', 'waitShowScores']), State.State('waitShowScores', self.enterWaitShowScores, self.exitWaitShowScores, ['cleanup', 'showScores']), State.State('showScores', self.enterShowScores, self.exitShowScores, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup') self.addChildGameFSM(self.gameFSM) self.cameraTopView = (17.6, 6.18756, 43.9956, 0, -89, 0) self.cameraThreeQuarterView = (0, -63.2, 16.3, 0, 0, 0) self.cameraSidePos = Point3(0, -63.2, 16.3) self.cameraTwoVineSidePos = Point3(0, -53, 17.3) self.cameraTwoVineAdj = 5 self.cameraSideView = (-15, -53, 17.3, 0, 0, 0) self.localPhysicsNP = None self.vines = [] self.physicsHandler = None self.lastJumpVine = -1 self.lastJumpPos = None self.lastJumpT = 0 self.lastJumpFacingRight = True self.lastJumpTime = 0 self.toonInfo = {} self.otherToonPhysics = {} self.headFrames = {} self.changeFacingInterval = None self.attachingToVineCamIval = None self.localToonJumpAnimIval = None self.endingTracks = {} self.endingTrackTaskNames = [] self.sendNewVineTUpdateAsap = False self.lastNewVineTUpdate = 0 self.defaultMaxX = (VineGameGlobals.NumVines + 1) * VineGameGlobals.VineXIncrement return def getClimbDir(self, avId): retval = 0 if avId in self.toonInfo: retval = self.toonInfo[avId][5] return retval def moveCameraToSide(self): camera.reparentTo(render) p = self.cameraSideView camera.setPosHpr(p[0], p[1], p[2], p[3], p[4], p[5]) def getTitle(self): return TTLocalizer.VineGameTitle def getInstructions(self): return TTLocalizer.VineGameInstructions def getMaxDuration(self): return 0 def defineConstants(self): self.ShowToonSpheres = 0 def load(self): self.notify.debug('load') DistributedMinigame.load(self) self.defineConstants() self.music = base.loader.loadMusic('phase_4/audio/bgm/MG_Vine.mid') self.gameAssets = loader.loadModel('phase_4/models/minigames/vine_game') self.gameBoard = self.gameAssets.find('**/background') self.gameBoard.reparentTo(render) self.gameBoard.show() self.gameBoard.setPosHpr(0, 0, 0, 0, 0, 0) self.gameBoard.setTransparency(1) self.gameBoard.setColorScale(1, 1, 1, 0.5) self.gameBoard.setScale(1.0) self.gameBoard.hide(VineGameGlobals.RadarCameraBitmask) self.treasureModel = self.gameAssets.find('**/bananas') self.setupVineCourse() self.grabSound = base.loader.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_bananas.mp3') self.jumpSound = base.loader.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_jump.mp3') self.catchSound = base.loader.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_catch.mp3') self.spiderHitSound = base.loader.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_spider_hit.mp3') self.batHitVineSound = base.loader.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_bat_hit.mp3') self.batHitMidairSound = base.loader.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_bat_hit_midair.mp3') self.winSound = base.loader.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_finish.mp3') self.fallSound = base.loader.loadSfx('phase_4/audio/sfx/MG_sfx_vine_game_fall.mp3') self.loadBats() self.createBatIvals() bothPlatform = loader.loadModel('phase_4/models/minigames/vine_game_shelf') self.startPlatform = bothPlatform.find('**/start1') self.startPlatform.setPos(-16, 0, 15) self.startPlatform.reparentTo(render) self.startPlatform.setScale(1.0, 1.0, 0.75) self.endPlatform = bothPlatform.find('**/end1') endPos = self.vines[VineGameGlobals.NumVines - 1].getPos() self.endPlatform.setPos(endPos[0] + 20, 0, 15) self.endPlatform.reparentTo(render) self.endPlatform.setScale(1.0, 1.0, 0.75) def unload(self): self.notify.debug('unload') DistributedMinigame.unload(self) self.removeChildGameFSM(self.gameFSM) del self.gameFSM del self.music self.gameAssets.removeNode() self.gameBoard.removeNode() del self.gameBoard self.treasureModel.removeNode() del self.treasureModel for vine in self.vines: vine.unload() del vine self.vines = [] self.destroyBatIvals() for bat in self.bats: bat.destroy() del bat self.bats = [] del self.grabSound del self.jumpSound del self.catchSound del self.spiderHitSound del self.batHitVineSound del self.batHitMidairSound del self.winSound del self.fallSound if self.localToonJumpAnimIval: self.localToonJumpAnimIval.finish() del self.localToonJumpAnimIval self.startPlatform.removeNode() self.endPlatform.removeNode() def onstage(self): self.notify.debug('onstage') DistributedMinigame.onstage(self) for avId in self.avIdList: self.updateToonInfo(avId, vineIndex=0, vineT=VineGameGlobals.VineStartingT, posX=0, posZ=0, facingRight=0, climbDir=0, fallingInfo=self.FallingNot) self.scorePanels = [] self.gameBoard.reparentTo(render) self.moveCameraToSide() self.arrowKeys = ArrowKeys.ArrowKeys() handlers = [self.upArrowKeyHandler, self.downArrowKeyHandler, self.leftArrowKeyHandler, self.rightArrowKeyHandler, None] self.arrowKeys.setPressHandlers(handlers) self.numTreasures = len(self.vines) - 1 self.treasures = [] for i in range(self.numTreasures): height = self.randomNumGen.randrange(10, 25) xPos = self.randomNumGen.randrange(12, 18) pos = Point3(self.vines[i].getX() + 15, 0, height) self.treasures.append(VineTreasure.VineTreasure(self.treasureModel, pos, i, self.doId)) gravityFN = ForceNode('world-forces') gravityFNP = render.attachNewNode(gravityFN) gravityForce = LinearVectorForce(0, 0, -self.Gravity) gravityFN.addForce(gravityForce) base.physicsMgr.addLinearForce(gravityForce) self.gravityForce = gravityForce self.gravityForceFNP = gravityFNP lt = base.localAvatar radius = 0.7 handler = CollisionHandlerEvent() handler.setInPattern('ltCatch-%fn') self.bodyColEventNames = [] self.ltLegsCollNode = CollisionNode('catchLegsCollNode') self.bodyColEventNames.append('ltCatch-%s' % 'catchLegsCollNode') self.ltLegsCollNode.setCollideMask(VineGameGlobals.SpiderBitmask) self.ltTorsoCollNode = CollisionNode('catchTorsoCollNode') self.bodyColEventNames.append('ltCatch-%s' % 'catchTorsoCollNode') self.ltTorsoCollNode.setCollideMask(VineGameGlobals.SpiderBitmask) self.ltHeadCollNode = CollisionNode('catchHeadCollNode') self.bodyColEventNames.append('ltCatch-%s' % 'catchHeadCollNode') self.ltHeadCollNode.setCollideMask(VineGameGlobals.SpiderBitmask) self.ltLHandCollNode = CollisionNode('catchLHandCollNode') self.bodyColEventNames.append('ltCatch-%s' % 'catchLHandCollNode') self.ltLHandCollNode.setCollideMask(VineGameGlobals.SpiderBitmask) self.ltRHandCollNode = CollisionNode('catchRHandCollNode') self.bodyColEventNames.append('ltCatch-%s' % 'catchRHandCollNode') self.ltRHandCollNode.setCollideMask(VineGameGlobals.SpiderBitmask) legsCollNodepath = lt.attachNewNode(self.ltLegsCollNode) legsCollNodepath.hide() head = base.localAvatar.getHeadParts().getPath(2) headCollNodepath = head.attachNewNode(self.ltHeadCollNode) headCollNodepath.hide() torso = base.localAvatar.getTorsoParts().getPath(2) torsoCollNodepath = torso.attachNewNode(self.ltTorsoCollNode) torsoCollNodepath.hide() self.torso = torsoCollNodepath lHand = base.localAvatar.getLeftHands()[0] lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode) lHandCollNodepath.hide() rHand = base.localAvatar.getRightHands()[0] rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode) rHandCollNodepath.hide() lt.cTrav.addCollider(legsCollNodepath, handler) lt.cTrav.addCollider(headCollNodepath, handler) lt.cTrav.addCollider(lHandCollNodepath, handler) lt.cTrav.addCollider(rHandCollNodepath, handler) lt.cTrav.addCollider(torsoCollNodepath, handler) if self.ShowToonSpheres: legsCollNodepath.show() headCollNodepath.show() lHandCollNodepath.show() rHandCollNodepath.show() torsoCollNodepath.show() self.ltLegsCollNode.addSolid(CollisionSphere(0, 0, radius, radius)) self.ltHeadCollNode.addSolid(CollisionSphere(0, 0, 0, radius)) self.ltLHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0)) self.ltRHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0)) self.ltTorsoCollNode.addSolid(CollisionSphere(0, 0, radius, radius * 2)) self.toonCollNodes = [legsCollNodepath, headCollNodepath, lHandCollNodepath, rHandCollNodepath, torsoCollNodepath] for eventName in self.bodyColEventNames: self.accept(eventName, self.toonHitSomething) self.introTrack = self.getIntroTrack() self.introTrack.start() return def offstage(self): self.notify.debug('offstage') for panel in self.scorePanels: panel.cleanup() del self.scorePanels self.gameBoard.hide() DistributedMinigame.offstage(self) self.arrowKeys.destroy() del self.arrowKeys for avId in self.avIdList: av = self.getAvatar(avId) if av: av.dropShadow.show() av.resetLOD() for treasure in self.treasures: treasure.destroy() del self.treasures base.physicsMgr.removeLinearForce(self.gravityForce) self.gravityForceFNP.removeNode() for collNode in self.toonCollNodes: while collNode.node().getNumSolids(): collNode.node().removeSolid(0) base.localAvatar.cTrav.removeCollider(collNode) del self.toonCollNodes for eventName in self.bodyColEventNames: self.ignore(eventName) self.ignoreAll() if self.introTrack.isPlaying(): self.introTrack.finish() del self.introTrack for vine in self.vines: vine.stopSwing() vine.hide() self.startPlatform.hide() self.endPlatform.hide() def handleDisabledAvatar(self, avId): self.notify.debug('handleDisabledAvatar') self.notify.debug('avatar ' + str(avId) + ' disabled') DistributedMinigame.handleDisabledAvatar(self, avId) def updateToonInfo(self, avId, vineIndex = None, vineT = None, posX = None, posZ = None, facingRight = None, climbDir = None, velX = None, velZ = None, fallingInfo = None): newVineIndex = vineIndex newVineT = vineT newPosX = posX newPosZ = posZ newFacingRight = facingRight newClimbDir = climbDir newVelX = velX newVelZ = velZ newFallingInfo = fallingInfo oldInfo = None if avId in self.toonInfo: oldInfo = self.toonInfo[avId] if vineIndex == None: newVineIndex = oldInfo[0] if vineT == None: newVineT = oldInfo[1] if posX == None: newPosX = oldInfo[2] if posZ == None: newPosZ = oldInfo[3] if facingRight == None: newFacingRight = oldInfo[4] if climbDir == None: newClimbDir = oldInfo[5] if velX == None: newVelX = oldInfo[6] if velZ == None: newVelZ = oldInfo[7] if fallingInfo == None: newFallingInfo = oldInfo[8] if newVineIndex < -1 or newVineIndex >= len(self.vines): self.notify.warning('invalid vineIndex for %d, forcing 0' % avId) newVineIndex = 0 if newVineT < 0 or newVineT > 1: self.notify.warning('invalid vineT for %d, setting to 0' % avId) if not (newFacingRight == 0 or newFacingRight == 1): self.notify.warning('invalid facingRight for %d, forcing to 1' % avId) newFacingRight = 1 if newPosX < -1000 or newPosX > 2000: self.notify.warning('invalid posX for %d, forcing to 0' % avId) newPosX = 0 if newPosZ < -100 or newPosZ > 1000: self.notify.warning('invalid posZ for %d, forcing to 0' % avId) newPosZ = 0 if newVelX is not None and (newVelX < -1000 or newVelX > 1000): self.notify.warning('invalid velX %s for %d, forcing to 0' % (newVelX, avId)) newVelX = 0 if newVelZ is not None and (newVelZ < -1000 or newVelZ > 1000): self.notify.warning('invalid velZ %s for %d, forcing to 0' % (newVelZ, avId)) newVelZ = 0 if newFallingInfo < self.FallingNot or newFallingInfo > self.FallingBat: self.notify.warning('invalid fallingInfo for %d, forcing to 0' % avId) newFallingInfo = 0 newInfo = [newVineIndex, newVineT, newPosX, newPosZ, newFacingRight, newClimbDir, newVelX, newVelZ, newFallingInfo] self.toonInfo[avId] = newInfo if oldInfo: self.applyToonInfoChange(avId, newInfo, oldInfo) self.sanityCheck() return def applyToonInfoChange(self, avId, newInfo, oldInfo): if not self.isInPlayState(): return oldVine = oldInfo[0] newVine = newInfo[0] if not oldVine == newVine: self.notify.debug('we have a vine change') if oldVine == -1: self.notify.debug(' we were jumping and now attaching to a new vine') newVineT = newInfo[1] newFacingRight = newInfo[4] self.vines[newVine].attachToon(avId, newVineT, newFacingRight) if newVine == VineGameGlobals.NumVines - 1: self.doEndingTrackTask(avId) elif newVine == -1: self.notify.debug('we were attached to a vine and we are now jumping') curInfo = self.vines[oldVine].getAttachedToonInfo(avId) self.vines[oldVine].detachToon(avId) if not avId == self.localAvId: posX = newInfo[2] posZ = newInfo[3] velX = newInfo[6] velZ = newInfo[7] self.makeOtherToonJump(avId, posX, posZ, velX, velZ) else: self.notify.warning('should not happen directly going from one vine to another') self.vines[oldVine].detachToon(avId) newVineT = newInfo[1] newFacingRight = newInfo[4] self.vines[newVine].attachToon(avId, newVineT, newFacingRight) elif newVine == oldVine and newInfo[4] != oldInfo[4]: self.notify.debug('# still on the same vine, but we changed facing') self.vines[newVine].changeAttachedToonFacing(avId, newInfo[4]) elif newVine >= 0: self.vines[newVine].changeAttachedToonT(avId, newInfo[1]) else: self.notify.debug('we are still falling') if oldInfo[8] != newInfo[8]: if not avId == self.localAvId: posX = newInfo[2] posZ = newInfo[3] velX = newInfo[6] velZ = newInfo[7] self.makeOtherToonFallFromMidair(avId, posX, posZ, velX, velZ) def sanityCheck(self): if not self.isInPlayState(): return for avId in list(self.toonInfo.keys()): myVineIndex = self.toonInfo[avId][0] foundVines = [] foundVineIndex = -1 for curVine in range(len(self.vines)): curInfo = self.vines[curVine].getAttachedToonInfo(avId) if curInfo: foundVines.append(curVine) foundVineIndex = curVine if len(foundVines) > 1: self.notify.warning('toon %d is attached to vines %s' % (avId, foundVines)) if not foundVineIndex == myVineIndex and not myVineIndex == VineGameGlobals.NumVines - 1: self.notify.warning('avId=%d foundVineIndex=%d != myVineIndex=%d' % (avId, foundVineIndex, myVineIndex)) def getVineAndVineInfo(self, avId): retVine = -1 retInfo = None for curVine in range(len(self.vines)): curInfo = self.vines[curVine].getAttachedToonInfo(avId) if curInfo: retVine = curVine retInfo = curInfo break if self.toonInfo[avId][0] != retVine: self.notify.warning("getVineAndVineInfo don't agree, toonInfo[%d]=%s, retVine=%d" % (avId, self.toonInfo[avId][0], retVine)) return (retVine, curInfo) def setGameReady(self): if not self.hasLocalToon: return self.notify.debug('setGameReady') if DistributedMinigame.setGameReady(self): return self.toonOffsets = {} self.toonOffsetsFalling = {} for index in range(self.numPlayers): avId = self.avIdList[index] toon = self.getAvatar(avId) if toon: toon.reparentTo(render) toon.setPos(0, 0, 0) toon.setHpr(0, 0, 0) self.toonOffsets[avId] = self.calcToonOffset(toon) toon.dropShadow.hide() newHeadFrame = VineHeadFrame.VineHeadFrame(toon) newHeadFrame.hide() self.headFrames[avId] = newHeadFrame toon.useLOD(1000) toon.setX(-100) def calcToonOffset(self, toon): offset = Point3(0, 0, 0) toon.pose('swing', 74) leftHand = toon.find('**/leftHand') if not leftHand.isEmpty(): offset = leftHand.getPos(toon) return offset def setGameStart(self, timestamp): if not self.hasLocalToon: return self.notify.debug('setGameStart') DistributedMinigame.setGameStart(self, timestamp) if self.introTrack.isPlaying(): self.introTrack.finish() self.gameFSM.request('play') def enterOff(self): self.notify.debug('enterOff') def exitOff(self): pass def enterPlay(self): self.notify.debug('enterPlay') if base.localAvatar.laffMeter: base.localAvatar.laffMeter.stop() self.createRadar() self.scores = [0] * self.numPlayers spacing = 0.4 for i in range(self.numPlayers): avId = self.avIdList[i] avName = self.getAvatarName(avId) scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(avId, avName) scorePanel.setScale(0.9) scorePanel.setPos(0.75 - spacing * (self.numPlayers - 1 - i), 0.0, 0.85) scorePanel.makeTransparent(0.75) self.scorePanels.append(scorePanel) for vine in self.vines: vine.show() vine.startSwing() self.startBatIvals() for avId in self.avIdList: toon = self.getAvatar(avId) if toon: if avId == self.localAvId: self.attachLocalToonToVine(0, VineGameGlobals.VineStartingT) else: self.vines[0].attachToon(avId, VineGameGlobals.VineStartingT, self.lastJumpFacingRight) self.timer = ToontownTimer.ToontownTimer() self.timer.posInTopRightCorner() self.timer.setTime(VineGameGlobals.GameDuration) self.timer.countdown(VineGameGlobals.GameDuration, self.timerExpired) base.playMusic(self.music, looping=1, volume=0.9) self.__spawnUpdateLocalToonTask() def exitPlay(self): self.notify.debug('exitPlay') if base.localAvatar.laffMeter: base.localAvatar.laffMeter.start() self.timer.stop() self.timer.destroy() del self.timer self.clearLocalPhysics() for ival in self.batIvals: ival.finish() del ival self.batIvals = [] self.music.stop() def enterWaitShowScores(self): self.notify.debug('enterWaitShowScores') def exitWaitShowScores(self): self.notify.debug('exitWaitShowScores') def enterShowScores(self): self.notify.debug('enterShowScores') lerpTrack = Parallel() lerpDur = 0.5 tY = 0.6 bY = -.05 lX = -.5 cX = 0 rX = 0.5 scorePanelLocs = (((cX, bY),), ((lX, bY), (rX, bY)), ((cX, tY), (lX, bY), (rX, bY)), ((lX, tY), (rX, tY), (lX, bY), (rX, bY))) scorePanelLocs = scorePanelLocs[self.numPlayers - 1] for i in range(self.numPlayers): panel = self.scorePanels[i] pos = scorePanelLocs[i] lerpTrack.append(Parallel(LerpPosInterval(panel, lerpDur, Point3(pos[0], 0, pos[1]), blendType='easeInOut'), LerpScaleInterval(panel, lerpDur, Vec3(panel.getScale()) * 2.0, blendType='easeInOut'))) self.showScoreTrack = Parallel(lerpTrack, Sequence(Wait(VineGameGlobals.ShowScoresDuration), Func(self.gameOver))) self.showScoreTrack.start() def exitShowScores(self): self.showScoreTrack.pause() del self.showScoreTrack def enterCleanup(self): self.notify.debug('enterCleanup') self.destroyRadar() self.__killUpdateLocalToonTask() self.cleanupEndingTracks() for avId in self.headFrames: self.headFrames[avId].destroy() def exitCleanup(self): pass def __spawnUpdateLocalToonTask(self): taskMgr.remove(self.UpdateLocalToonTask) taskMgr.add(self.__updateLocalToonTask, self.UpdateLocalToonTask) def __killUpdateLocalToonTask(self): taskMgr.remove(self.UpdateLocalToonTask) def clearLocalPhysics(self): if self.localPhysicsNP: an = self.localPhysicsNP.node() base.physicsMgr.removePhysicalNode(an) self.localPhysicsNP.removeNode() del self.localPhysicsNP self.localPhysicsNP = None if hasattr(self, 'treasureCollNodePath') and self.treasureCollNodePath: self.treasureCollNodePath.removeNode() return def handleLocalToonFellDown(self): self.notify.debug('attaching toon back to vine since he fell') self.fallSound.play() vineToAttach = self.lastJumpVine if self.toonInfo[self.localAvId][8] == self.FallingSpider: if self.vines[vineToAttach].hasSpider: vineToAttach -= 1 if vineToAttach < 0: vineToAttach = 0 self.attachLocalToonToVine(vineToAttach, VineGameGlobals.VineFellDownT) def makeCameraFollowJumpingToon(self): camera.setHpr(0, 0, 0) if self.TwoVineView: camera.setPos(self.cameraTwoVineSidePos) maxVine = self.lastJumpVine + 1 if maxVine >= len(self.vines): maxVine = len(self.vines) - 1 maxX = self.defaultMaxX if self.vines: maxX = self.vines[maxVine].getX() minVine = self.lastJumpVine - 1 if minVine < 0: minVine = 0 minX = 0 if self.vines: minX = self.vines[minVine].getX() camera.setX(base.localAvatar.getX(render)) if camera.getX() > maxX: camera.setX(maxX) if camera.getX() < minX: camera.setX(minX) else: camera.setPos(self.cameraSidePos) maxVine = self.lastJumpVine + 1 if maxVine >= len(self.vines): maxVine = len(self.vines) - 1 maxX = self.vines[maxVine].getX() minVine = self.lastJumpVine - 1 if minVine < 0: minVine = 0 minX = self.vines[minVine].getX() camera.setX(base.localAvatar.getX(render)) if camera.getX() > maxX: camera.setX(maxX) if camera.getX() < minX: camera.setX(minX) def __updateOtherToonsClimbing(self): for avId in list(self.toonInfo.keys()): if avId == self.localAvId: continue toonInfo = self.toonInfo[avId] vineIndex = toonInfo[0] if vineIndex == -1: continue climbDir = toonInfo[5] if climbDir == None or climbDir == 0: continue curT = toonInfo[1] dt = globalClock.getDt() diffT = 0 baseVerticalRate = self.ToonVerticalRate if climbDir == -1: diffT -= baseVerticalRate * dt if climbDir == 1: diffT += baseVerticalRate * dt newT = curT + diffT if newT > 1: newT = 1 if newT < 0: newT = 0 if not newT == curT: toonInfo[1] = newT self.vines[vineIndex].changeAttachedToonT(avId, newT) return def __updateLocalToonTask(self, task): dt = globalClock.getDt() self.updateRadar() self.__updateOtherToonsClimbing() for bat in self.bats: bat.checkScreech() if self.localPhysicsNP: pos = self.localPhysicsNP.getPos(render) if pos[2] < 0: self.handleLocalToonFellDown() avId = self.localAvId curInfo = None for vineIndex in range(len(self.vines)): curInfo = self.vines[vineIndex].getAttachedToonInfo(avId) if curInfo: break if not curInfo: if avId not in self.endingTracks: self.makeCameraFollowJumpingToon() if self.localPhysicsNP: pos = self.localPhysicsNP.getPos(render) else: curT = curInfo[0] diffT = 0 baseVerticalRate = self.ToonVerticalRate onEndVine = vineIndex == len(self.vines) - 1 if self.arrowKeys.upPressed() and not onEndVine and self.isInPlayState(): diffT -= baseVerticalRate * dt if self.arrowKeys.downPressed() and not onEndVine and self.isInPlayState(): diffT += baseVerticalRate * dt newT = curT + diffT if newT > 1: newT = 1 if newT < 0: newT = 0 oldClimbDir = self.getClimbDir(avId) climbDir = 0 if diffT < 0: climbDir = -1 elif diffT > 0: climbDir = 1 if not newT == curT: self.vines[vineIndex].changeAttachedToonT(avId, newT) if newT != curT or self.getClimbDir(avId) and not curT == 1.0 or oldClimbDir != climbDir: if oldClimbDir != climbDir: self.sendNewVineTUpdateAsap = True self.b_setNewVineT(avId, newT, climbDir) return task.cont def setupCollisions(self, anp): fromObject = anp.attachNewNode(CollisionNode('colNode')) fromObject.node().addSolid(CollisionSphere(0, 0, 0, self.LocalPhysicsRadius)) fromCollideMask = ToontownGlobals.PieBitmask self.notify.debug('fromCollideMask = %s' % fromCollideMask) fromObject.node().setFromCollideMask(fromCollideMask) self.handler = CollisionHandlerEvent() self.handler.addInPattern('%fn-into') base.cTrav.setRespectPrevTransform(True) base.cTrav.addCollider(fromObject, self.handler) eventName = '%s-into' % fromObject.getName() self.accept(eventName, self.swingVineEnter) height = base.localAvatar.getHeight() self.treasureSphereName = 'treasureCollider' center = Point3(0, 0, 0) radius = VineTreasure.VineTreasure.RADIUS self.treasureCollSphere = CollisionSphere(center[0], center[1], center[2], radius) self.treasureCollSphere.setTangible(0) self.treasureCollNode = CollisionNode(self.treasureSphereName) self.treasureCollNode.setFromCollideMask(ToontownGlobals.WallBitmask) self.treasureCollNode.addSolid(self.treasureCollSphere) self.treasureCollNodePath = self.torso.attachNewNode(self.treasureCollNode) self.treasureHandler = CollisionHandlerEvent() self.treasureHandler.addInPattern('%fn-intoTreasure') base.cTrav.addCollider(self.treasureCollNodePath, self.treasureHandler) eventName = '%s-intoTreasure' % self.treasureCollNodePath.getName() self.notify.debug('eventName = %s' % eventName) self.accept(eventName, self.treasureEnter) def getFocusCameraPos(self, vineIndex, facingRight): retPos = Point3(0, 0, 0) if self.TwoVineView: pos = self.vines[vineIndex].getPos() retPos = Point3(self.cameraTwoVineSidePos) if vineIndex == 0: nextVinePos = self.vines[vineIndex + 1].getPos() newX = (pos.getX() + nextVinePos.getX()) / 2.0 newX -= self.cameraTwoVineAdj retPos.setX(newX) elif vineIndex == VineGameGlobals.NumVines - 1: nextVinePos = self.vines[vineIndex].getPos() nextVinePos.setX(nextVinePos.getX() + VineGameGlobals.VineXIncrement) newX = (pos.getX() + nextVinePos.getX()) / 2.0 newX += self.cameraTwoVineAdj retPos.setX(newX) else: otherVineIndex = vineIndex - 1 if self.lastJumpFacingRight: otherVineIndex = vineIndex + 1 nextVinePos = self.vines[otherVineIndex].getPos() newX = (pos.getX() + nextVinePos.getX()) / 2.0 if self.lastJumpFacingRight: newX -= self.cameraTwoVineAdj else: newX += self.cameraTwoVineAdj retPos.setX(newX) else: pos = self.vines[vineIndex].getPos() retPos.setX(pos.getX()) self.notify.debug('getFocusCameraPos returning %s' % retPos) return retPos def focusCameraOnVine(self, vineIndex): camera.setHpr(0, 0, 0) newCameraPos = self.getFocusCameraPos(vineIndex, self.lastJumpFacingRight) camera.setPos(newCameraPos) def attachLocalToonToVine(self, vineIndex, vineT, focusCameraImmediately = True, playSfx = False): self.notify.debug('focusCameraImmediately = %s' % focusCameraImmediately) if playSfx: self.catchSound.play() self.clearLocalPhysics() vine = self.vines[vineIndex] self.lastJumpVine = -1 self.lastJumpPos = None self.lastJumpT = 0 if focusCameraImmediately: self.focusCameraOnVine(vineIndex) self.b_setNewVine(self.localAvId, vineIndex, vineT, self.lastJumpFacingRight) return def setupJumpingTransitionIval(self, vineIndex): self.doingJumpTransition = False self.localToonJumpAnimIval = self.createJumpingTransitionIval(vineIndex) if self.localToonJumpAnimIval: self.doingJumpTransition = True def createJumpingTransitionIval(self, vineIndex): retval = None curInfo = self.vines[vineIndex].getAttachedToonInfo(base.localAvatar.doId) if curInfo: swingSeq = curInfo[6] if swingSeq: curFrame = -1 for i in range(len(swingSeq)): self.notify.debug('testing actor interval i=%d' % i) actorIval = swingSeq[i] if not actorIval.isStopped(): testFrame = actorIval.getCurrentFrame() self.notify.debug('actor ival is not stopped, testFrame=%f' % testFrame) if testFrame: curFrame = testFrame break if curFrame > -1: duration = 0.25 if curFrame > self.ToonMaxRightFrame: desiredFps = abs(self.JumpingFrame - curFrame) / duration playRate = desiredFps / 24.0 retval = ActorInterval(base.localAvatar, 'swing', startFrame=curFrame, endFrame=self.JumpingFrame, playRate=playRate) else: numFrames = curFrame + 1 numFrames += SwingVine.SwingVine.MaxNumberOfFramesInSwingAnim - self.JumpingFrame + 1 desiredFps = numFrames / duration playRate = desiredFps / 24.0 toonJump1 = ActorInterval(base.localAvatar, 'swing', startFrame=curFrame, endFrame=0, playRate=playRate) toonJump2 = ActorInterval(base.localAvatar, 'swing', startFrame=SwingVine.SwingVine.MaxNumberOfFramesInSwingAnim - 1, endFrame=self.JumpingFrame, playRate=playRate) retval = Sequence(toonJump1, toonJump2) return retval def detachLocalToonFromVine(self, vineIndex, facingRight): vine = self.vines[vineIndex] self.lastJumpVine = vineIndex self.lastJumpTime = self.getCurrentGameTime() self.curFrame = base.localAvatar.getCurrentFrame() curInfo = vine.getAttachedToonInfo(base.localAvatar.doId) if curInfo: self.lastJumpPos = curInfo[1] self.lastJumpT = curInfo[0] else: self.lastJumpPos = None self.lastJumpT = 0 self.notify.warning('vine %d failed get tooninfo %d' % (vineIndex, base.localAvatar.doId)) self.setupJumpingTransitionIval(vineIndex) self.vines[vineIndex].detachToon(base.localAvatar.doId) return def treasureEnter(self, entry): self.notify.debug('---- treasure Enter ---- ') self.notify.debug('%s' % entry) name = entry.getIntoNodePath().getName() parts = name.split('-') if len(parts) < 3: self.notify.debug('collided with %s, but returning' % name) return if not int(parts[1]) == self.doId: self.notify.debug("collided with %s, but doId doesn't match" % name) return treasureNum = int(parts[2]) self.__treasureGrabbed(treasureNum) def swingVineEnter(self, entry): self.notify.debug('%s' % entry) self.notify.debug('---- swingVine Enter ---- ') name = entry.getIntoNodePath().getName() parts = name.split('-') if len(parts) < 3: self.notify.debug('collided with %s, but returning' % name) return vineIndex = int(parts[1]) if vineIndex < 0 or vineIndex >= len(self.vines): self.notify.warning('invalid vine index %d' % vineIndex) return if vineIndex == self.lastJumpVine: if self.lastJumpPos: diff = self.lastJumpPos - entry.getSurfacePoint(render) if diff.length() < self.LocalPhysicsRadius: return if self.getCurrentGameTime() - self.lastJumpTime < VineGameGlobals.JumpTimeBuffer: return fallingInfo = self.toonInfo[self.localAvId][8] if fallingInfo == self.FallingSpider or fallingInfo == self.FallingBat: return if abs(self.lastJumpVine - vineIndex) > 1: return vine = self.vines[vineIndex] vineT = vine.calcTFromTubeHit(entry) self.attachLocalToonToVine(vineIndex, vineT, False, playSfx=True) self.setupAttachingToVineCamIval(vineIndex, self.lastJumpFacingRight) def makeOtherToonJump(self, avId, posX, posZ, velX, velZ): if avId not in self.otherToonPhysics: an = ActorNode('other-physics%s' % avId) anp = render.attachNewNode(an) base.physicsMgr.attachPhysicalNode(an) self.otherToonPhysics[avId] = (an, anp) an, anp = self.otherToonPhysics[avId] anp.setPos(posX, 0, posZ) av = base.cr.doId2do.get(avId) if av: av.reparentTo(anp) av.setPos(-self.toonOffsets[self.localAvId]) av.pose('swing', self.JumpingFrame) self.notify.debug('pose set to swing jumping frame.') if velX >= 0: anp.setH(-90) else: anp.setH(90) physObject = an.getPhysicsObject() physObject.setVelocity(velX, 0, velZ) def makeOtherToonFallFromMidair(self, avId, posX, posZ, velX, velZ): if avId not in self.otherToonPhysics: an = ActorNode('other-physics%s' % avId) anp = render.attachNewNode(an) base.physicsMgr.attachPhysicalNode(an) self.otherToonPhysics[avId] = (an, anp) an, anp = self.otherToonPhysics[avId] anp.setPos(posX, 0, posZ) av = base.cr.doId2do.get(avId) if av: av.reparentTo(anp) av.setPos(-self.toonOffsets[self.localAvId]) if velX >= 0: anp.setH(-90) else: anp.setH(90) physObject = an.getPhysicsObject() physObject.setVelocity(velX, 0, velZ) def makeLocalToonJump(self, vineIndex, t, pos, normal): self.jumpSound.play() self.clearChangeFacingInterval() self.clearAttachingToVineCamIval() an = ActorNode('av-physics') anp = render.attachNewNode(an) anp.setPos(pos) base.localAvatar.reparentTo(anp) base.localAvatar.setPos(-self.toonOffsets[self.localAvId]) if normal.getX() >= 0: self.lastJumpFacingRight = True anp.setH(-90) else: anp.setH(90) self.lastJumpFacingRight = False base.physicsMgr.attachPhysicalNode(an) physObject = an.getPhysicsObject() velocity = normal * self.JumpSpeed velocity *= t self.notify.debug('jumping from vine with velocity of %s' % velocity) physObject.setVelocity(velocity) self.localPhysicsNP = anp self.setupCollisions(anp) if self.doingJumpTransition: self.localToonJumpAnimIval.start() else: base.localAvatar.pose('swing', self.JumpingFrame) self.b_setJumpingFromVine(self.localAvId, vineIndex, self.lastJumpFacingRight, pos[0], pos[2], velocity[0], velocity[2]) def makeLocalToonFallFromVine(self, fallingInfo): self.clearAttachingToVineCamIval() self.clearChangeFacingInterval() vineIndex, vineInfo = self.getVineAndVineInfo(self.localAvId) if vineIndex == -1: self.notify.warning('we are not attached to a vine') return pos = vineInfo[1] self.detachLocalToonFromVine(vineIndex, self.lastJumpFacingRight) self.clearChangeFacingInterval() an = ActorNode('av-physics') anp = render.attachNewNode(an) anp.setPos(vineInfo[1]) base.localAvatar.reparentTo(anp) base.localAvatar.setPos(-self.toonOffsets[self.localAvId]) if self.lastJumpFacingRight: anp.setH(-90) else: anp.setH(90) base.physicsMgr.attachPhysicalNode(an) physObject = an.getPhysicsObject() velocity = Vec3(0, 0, -0.1) physObject.setVelocity(velocity) self.localPhysicsNP = anp self.b_setFallingFromVine(self.localAvId, vineIndex, self.lastJumpFacingRight, pos[0], pos[2], velocity[0], velocity[2], fallingInfo) def makeLocalToonFallFromMidair(self, fallingInfo): vineIndex, vineInfo = self.getVineAndVineInfo(self.localAvId) if not vineIndex == -1: self.notify.warning(' makeLocalToonFallFromMidair we are still attached to a vine') return if not self.localPhysicsNP: self.notify.warning('self.localPhysicsNP is invalid') return pos = self.localPhysicsNP.getPos() an = self.localPhysicsNP.node() physObject = an.getPhysicsObject() velocity = Vec3(0, 0, -0.1) physObject.setVelocity(velocity) self.b_setFallingFromMidair(self.localAvId, self.lastJumpFacingRight, pos[0], pos[2], velocity[0], velocity[2], fallingInfo) def changeLocalToonFacing(self, vineIndex, swingVineInfo, newFacingRight): self.lastJumpFacingRight = newFacingRight self.attachLocalToonToVine(vineIndex, swingVineInfo[0], focusCameraImmediately=False) self.setupChangeFacingInterval(vineIndex, newFacingRight) def upArrowKeyHandler(self): self.sendNewVineTUpdateAsap = True def downArrowKeyHandler(self): self.sendNewVineTUpdateAsap = True def rightArrowKeyHandler(self): curInfo = None for vineIndex in range(len(self.vines)): curInfo = self.vines[vineIndex].getAttachedToonInfo(base.localAvatar.doId) if curInfo: break if not curInfo: return if vineIndex == len(self.vines) - 1: return if not self.isInPlayState(): return doJump = True if self.ArrowToChangeFacing: if not self.lastJumpFacingRight: doJump = False self.changeLocalToonFacing(vineIndex, curInfo, True) if doJump: self.detachLocalToonFromVine(vineIndex, 1) normal = curInfo[2] self.makeLocalToonJump(vineIndex, curInfo[0], curInfo[1], normal) return def leftArrowKeyHandler(self): curInfo = None for vineIndex in range(len(self.vines)): curInfo = self.vines[vineIndex].getAttachedToonInfo(base.localAvatar.doId) if curInfo: break curInfo = self.vines[vineIndex].getAttachedToonInfo(base.localAvatar.doId) if not curInfo: return if vineIndex == 0: return if vineIndex == len(self.vines) - 1: return if not self.isInPlayState(): return doJump = True if self.ArrowToChangeFacing: if self.lastJumpFacingRight: doJump = False self.changeLocalToonFacing(vineIndex, curInfo, False) if doJump: self.detachLocalToonFromVine(vineIndex, 0) normal = curInfo[2] normal *= -1 self.makeLocalToonJump(vineIndex, curInfo[0], curInfo[1], normal) return def b_setNewVine(self, avId, vineIndex, vineT, facingRight): self.setNewVine(avId, vineIndex, vineT, facingRight) self.d_setNewVine(avId, vineIndex, vineT, facingRight) def d_setNewVine(self, avId, vineIndex, vineT, facingRight): self.notify.debug('setNewVine avId=%d vineIndex=%s' % (avId, vineIndex)) self.sendUpdate('setNewVine', [avId, vineIndex, vineT, facingRight]) def setNewVine(self, avId, vineIndex, vineT, facingRight): self.updateToonInfo(avId, vineIndex=vineIndex, vineT=vineT, facingRight=facingRight, climbDir=0, fallingInfo=self.FallingNot) def b_setNewVineT(self, avId, vineT, climbDir): self.setNewVineT(avId, vineT, climbDir) self.d_setNewVineT(avId, vineT, climbDir) def d_setNewVineT(self, avId, vineT, climbDir): sendIt = False curTime = self.getCurrentGameTime() if self.sendNewVineTUpdateAsap: sendIt = True elif curTime - self.lastNewVineTUpdate > 0.2: sendIt = True if sendIt: self.sendUpdate('setNewVineT', [avId, vineT, climbDir]) self.sendNewVineTUpdateAsap = False self.lastNewVineTUpdate = self.getCurrentGameTime() def setNewVineT(self, avId, vineT, climbDir): self.updateToonInfo(avId, vineT=vineT, climbDir=climbDir) def b_setJumpingFromVine(self, avId, vineIndex, facingRight, posX, posZ, velX, velZ): self.setJumpingFromVine(avId, vineIndex, facingRight, posX, posZ, velX, velZ) self.d_setJumpingFromVine(avId, vineIndex, facingRight, posX, posZ, velX, velZ) def d_setJumpingFromVine(self, avId, vineIndex, facingRight, posX, posZ, velX, velZ): self.sendUpdate('setJumpingFromVine', [avId, vineIndex, facingRight, posX, posZ, velX, velZ]) def setJumpingFromVine(self, avId, vineIndex, facingRight, posX, posZ, velX, velZ): self.updateToonInfo(avId, vineIndex=-1, facingRight=facingRight, posX=posX, posZ=posZ, velX=velX, velZ=velZ) def b_setFallingFromVine(self, avId, vineIndex, facingRight, posX, posZ, velX, velZ, fallingInfo): self.setFallingFromVine(avId, vineIndex, facingRight, posX, posZ, velX, velZ, fallingInfo) self.d_setFallingFromVine(avId, vineIndex, facingRight, posX, posZ, velX, velZ, fallingInfo) def d_setFallingFromVine(self, avId, vineIndex, facingRight, posX, posZ, velX, velZ, fallingInfo): self.sendUpdate('setFallingFromVine', [avId, vineIndex, facingRight, posX, posZ, velX, velZ, fallingInfo]) def setFallingFromVine(self, avId, vineIndex, facingRight, posX, posZ, velX, velZ, fallingInfo): self.updateToonInfo(avId, vineIndex=-1, facingRight=facingRight, posX=posX, posZ=posZ, velX=velX, velZ=velZ, fallingInfo=fallingInfo) def b_setFallingFromMidair(self, avId, facingRight, posX, posZ, velX, velZ, fallingInfo): self.setFallingFromMidair(avId, facingRight, posX, posZ, velX, velZ, fallingInfo) self.d_setFallingFromMidair(avId, facingRight, posX, posZ, velX, velZ, fallingInfo) def d_setFallingFromMidair(self, avId, facingRight, posX, posZ, velX, velZ, fallingInfo): self.sendUpdate('setFallingFromMidair', [avId, facingRight, posX, posZ, velX, velZ, fallingInfo]) def setFallingFromMidair(self, avId, facingRight, posX, posZ, velX, velZ, fallingInfo): self.updateToonInfo(avId=avId, facingRight=facingRight, posX=posX, posZ=posZ, velX=velX, velZ=velZ, fallingInfo=fallingInfo) def d_setFallingPos(self, avId, posX, posZ): self.sendUpdate('setFallingPos', [avId, posX, posZ]) def setFallingPos(self, avId, posX, posZ): self.updateToonInfo(avId, posX=posX, posZ=posZ) def __treasureGrabbed(self, treasureNum): self.treasures[treasureNum].showGrab() self.grabSound.play() self.sendUpdate('claimTreasure', [treasureNum]) def setTreasureGrabbed(self, avId, treasureNum): if not self.hasLocalToon: return self.notify.debug('treasure %s grabbed by %s' % (treasureNum, avId)) if avId != self.localAvId: self.treasures[treasureNum].showGrab() i = self.avIdList.index(avId) self.scores[i] += 1 self.scorePanels[i].setScore(self.scores[i]) def setScore(self, avId, score): if not self.hasLocalToon: return i = self.avIdList.index(avId) if hasattr(self, 'scorePanels'): self.scores[i] += score self.scorePanels[i].setScore(score) def timerExpired(self): self.notify.debug('game timer expired') if not VineGameGlobals.EndlessGame: if hasattr(self, 'gameFSM'): self.gameFSM.request('showScores') def allAtEndVine(self): if not self.hasLocalToon: return self.notify.debug('all at end vine') if not VineGameGlobals.EndlessGame: self.gameFSM.request('showScores') def clearChangeFacingInterval(self): if self.changeFacingInterval: self.changeFacingInterval.pause() del self.changeFacingInterval self.changeFacingInterval = None return def setupChangeFacingInterval(self, vineIndex, newFacingRight): self.clearChangeFacingInterval() self.changeFacingInterval = Sequence() if not (vineIndex == 0 or vineIndex == VineGameGlobals.NumVines - 1): destPos = self.getFocusCameraPos(vineIndex, newFacingRight) self.changeFacingInterval.append(LerpPosInterval(base.camera, 0.5, destPos)) self.changeFacingInterval.append(Func(self.clearChangeFacingInterval)) self.changeFacingInterval.start() def clearAttachingToVineCamIval(self): if self.attachingToVineCamIval: self.attachingToVineCamIval.pause() del self.attachingToVineCamIval self.attachingToVineCamIval = None return def setupAttachingToVineCamIval(self, vineIndex, facingRight): self.clearAttachingToVineCamIval() self.attachingToVineCamIval = Sequence() destPos = self.getFocusCameraPos(vineIndex, facingRight) self.attachingToVineCamIval.append(LerpPosInterval(base.camera, 0.5, destPos)) self.attachingToVineCamIval.append(Func(self.clearAttachingToVineCamIval)) self.attachingToVineCamIval.start() def createRadar(self): self.cCamera = render.attachNewNode('cCamera') self.cCamNode = Camera('cCam') self.cCamNode.setCameraMask(VineGameGlobals.RadarCameraBitmask) self.cLens = PerspectiveLens() xFov = 40 yFov = 2.5 self.cLens.setFov(xFov, yFov) self.cLens.setNear(0.1) self.cLens.setFar(1300.0) self.cCamNode.setLens(self.cLens) self.cCamNode.setScene(render) self.cCam = self.cCamera.attachNewNode(self.cCamNode) self.cCam.setPos(300, -850, 16.3) endY = yFov / xFov self.endZRadar = 0.09375 self.cDr = base.win.makeDisplayRegion(0, 1, 0, self.endZRadar) self.cDr.setSort(1) self.cDr.setClearDepthActive(1) self.cDr.setClearColorActive(1) self.cDr.setClearColor(Vec4(0.85, 0.95, 0.95, 1)) self.cDr.setCamera(self.cCam) self.radarSeparator = DirectFrame(relief=None, image=DGG.getDefaultDialogGeom(), image_color=(0.2, 0.0, 0.8, 1), image_scale=(2.65, 1.0, 0.01), pos=(0, 0, -0.8125)) self.oldBaseCameraMask = base.camNode.getCameraMask() base.camNode.setCameraMask(BitMask32.bit(0)) return def destroyRadar(self): base.win.removeDisplayRegion(self.cDr) self.cCamera.removeNode() del self.cCamera del self.cCamNode del self.cLens del self.cCam del self.cDr self.radarSeparator.destroy() del self.radarSeparator base.camNode.setCameraMask(self.oldBaseCameraMask) def updateRadar(self): for avId in self.headFrames: av = base.cr.doId2do.get(avId) headFrameShown = False if av: avPos = av.getPos(render) newPoint = self.mapRadarToAspect2d(render, avPos) if newPoint: headFrameShown = True self.headFrames[avId].setPos(newPoint[0], newPoint[1], newPoint[2]) if headFrameShown: self.headFrames[avId].show() else: self.headFrames[avId].hide() def mapRadarToAspect2d(self, node, point): if point[0] > 26: pass p3 = self.cCam.getRelativePoint(node, point) p2 = Point2() if not self.cLens.project(p3, p2): return None r2d = Point3(p2[0], 0, p2[1]) a2d = aspect2d.getRelativePoint(render2d, r2d) zAspect2DRadar = self.endZRadar * 2.0 - 1 oldZ = a2d.getZ() newZ = (oldZ + 1) / 2.0 * (zAspect2DRadar + 1) newZ -= 1 a2d.setZ(newZ) return a2d def localToonHitSpider(self, colEntry): self.notify.debug('toonHitSpider') if self.toonInfo[self.localAvId][0] == -1: fallingInfo = self.toonInfo[self.localAvId][8] if not (fallingInfo == self.FallingBat or fallingInfo == self.FallingSpider): self.spiderHitSound.play() self.makeLocalToonFallFromMidair(self.FallingSpider) else: self.spiderHitSound.play() self.makeLocalToonFallFromVine(self.FallingSpider) def localToonHitBat(self, colEntry): self.notify.debug('toonHitBat') if self.toonInfo[self.localAvId][0] == VineGameGlobals.NumVines - 1: return if self.toonInfo[self.localAvId][0] == -1: self.batHitMidairSound.play() fallingInfo = self.toonInfo[self.localAvId][8] if not (fallingInfo == self.FallingBat or fallingInfo == self.FallingSpider): self.makeLocalToonFallFromMidair(self.FallingBat) else: self.batHitVineSound.play() self.makeLocalToonFallFromVine(self.FallingBat) def toonHitSomething(self, colEntry): if not self.isInPlayState(): return intoName = colEntry.getIntoNodePath().getName() if 'spider' in intoName: self.localToonHitSpider(colEntry) elif 'bat' in intoName: self.localToonHitBat(colEntry) def setVineSections(self, vineSections): self.vineSections = vineSections def setupVineCourse(self): vineIndex = 0 for section in self.vineSections: for vineInfo in VineGameGlobals.CourseSections[section]: length, baseAngle, vinePeriod, spiderPeriod = vineInfo posX = vineIndex * VineGameGlobals.VineXIncrement newVine = SwingVine.SwingVine(vineIndex, posX, 0, VineGameGlobals.VineHeight, length=length, baseAngle=baseAngle, period=vinePeriod, spiderPeriod=spiderPeriod) self.vines.append(newVine) vineIndex += 1 def loadBats(self): self.bats = [] szId = self.getSafezoneId() self.batInfo = VineGameGlobals.BatInfo[szId] batIndex = 0 for batTuple in self.batInfo: newBat = VineBat.VineBat(batIndex, self.batInfo[batIndex][0]) xPos = VineGameGlobals.VineXIncrement * VineGameGlobals.NumVines + 100 newBat.setX(xPos) self.bats.append(newBat) batIndex += 1 def createBatIvals(self): self.batIvals = [] for batIndex in range(len(self.bats)): newBatIval = self.createBatIval(batIndex) self.batIvals.append(newBatIval) def startBatIvals(self): for batIval in self.batIvals: batIval.start() def destroyBatIvals(self): for batIval in self.batIvals: batIval.finish() self.batIvals = [] def createBatIval(self, batIndex): timeToTraverseField = self.batInfo[batIndex][0] initialDelay = self.batInfo[batIndex][1] startMultiplier = 1 if len(self.batInfo[batIndex]) >= 3: startMultiplier = 0.25 batIval = Sequence() batIval.append(Wait(initialDelay)) batIval.append(Func(self.bats[batIndex].startFlying)) startX = VineGameGlobals.VineXIncrement * VineGameGlobals.NumVines endX = -VineGameGlobals.VineXIncrement firstInterval = True while batIval.getDuration() < VineGameGlobals.GameDuration: batHeight = self.randomNumGen.randrange(VineGameGlobals.BatMinHeight, VineGameGlobals.BatMaxHeight) batIval.append(Func(self.bats[batIndex].startLap)) if firstInterval: newIval = LerpPosInterval(self.bats[batIndex], duration=timeToTraverseField * startMultiplier, pos=Point3(endX, 0, batHeight), startPos=Point3(startX * startMultiplier, 0, batHeight)) else: newIval = LerpPosInterval(self.bats[batIndex], duration=timeToTraverseField, pos=Point3(endX, 0, batHeight), startPos=Point3(startX, 0, batHeight)) batIval.append(newIval) firstInterval = False batIval.append(Func(self.bats[batIndex].stopFlying)) return batIval def isInPlayState(self): if not self.gameFSM.getCurrentState(): return False if not self.gameFSM.getCurrentState().getName() == 'play': return False return True def getIntroTrack(self): retval = Sequence() toonTakeoffs = Parallel() didCameraMove = False for index in range(len(self.avIdList)): avId = self.avIdList[index] if avId != self.localAvId: continue oneSeq = Sequence() oneSeqAndHowl = Parallel() av = base.cr.doId2do.get(avId) if av: toonOffset = self.calcToonOffset(av) platformPos = self.startPlatform.getPos() endPos = self.vines[0].getPos() endPos.setZ(endPos.getZ() - toonOffset.getZ() - VineGameGlobals.VineStartingT * self.vines[0].cableLength) xPos = platformPos[0] - 0.5 takeOffPos = Point3(xPos, platformPos[1], platformPos[2]) leftPos = Point3(xPos - 27, platformPos[1], platformPos[2]) self.notify.debug('leftPos = %s platformPos=%s' % (leftPos, platformPos)) startRunningPos = Point3(takeOffPos) startRunningPos.setX(startRunningPos.getX() - 7) oneSeq.append(Func(av.dropShadow.show)) oneSeq.append(Func(av.setH, -90)) oneSeq.append(Func(av.setPos, takeOffPos[0], takeOffPos[1], takeOffPos[2])) exclamationSfx = av.getDialogueSfx('exclamation', 0) oneSeq.append(Parallel(ActorInterval(av, 'confused', duration=3))) questionSfx = av.getDialogueSfx('question', 0) oneSeq.append(Parallel(ActorInterval(av, 'think', duration=3.0), SoundInterval(questionSfx, duration=3))) oneSeq.append(Func(av.setH, 90)) oneSeq.append(Func(av.setPlayRate, 1, 'walk')) oneSeq.append(Func(av.loop, 'walk')) oneSeq.append(Parallel(LerpPosInterval(av, pos=leftPos, duration=5.25), SoundInterval(av.soundWalk, loop=1, duration=5.25))) oneSeq.append(Func(av.setH, -90)) oneSeq.append(Func(av.loop, 'run')) oneSeq.append(Parallel(LerpPosInterval(av, pos=takeOffPos, duration=2.5), SoundInterval(av.soundRun, loop=1, duration=2.5))) oneSeq.append(Func(av.dropShadow.hide)) howlTime = oneSeq.getDuration() oneSeq.append(Parallel(LerpPosInterval(av, pos=endPos, duration=0.5), Func(av.pose, 'swing', self.JumpingFrame))) attachingToVineSeq = Sequence(ActorInterval(av, 'swing', startFrame=self.JumpingFrame, endFrame=143, playRate=2.0), ActorInterval(av, 'swing', startFrame=0, endFrame=86, playRate=2.0)) attachingToVine = Parallel(attachingToVineSeq, SoundInterval(self.catchSound)) if didCameraMove: oneSeq.append(attachingToVine) else: attachAndMoveCam = Parallel(attachingToVine, LerpPosInterval(base.camera, pos=self.getFocusCameraPos(0, True), duration=2)) oneSeq.append(attachAndMoveCam) oneSeq.append(Func(av.setPos, 0, 0, 0)) oneSeq.append(Func(av.setH, 0)) oneSeq.append(Func(self.vines[0].attachToon, avId, VineGameGlobals.VineStartingT, self.lastJumpFacingRight, setupAnim=False)) oneSeq.append(Func(self.vines[0].updateAttachedToons)) howlSfx = av.getDialogueSfx('special', 0) howlSeq = Sequence(Wait(howlTime), SoundInterval(howlSfx)) exclamationSeq = Sequence(Wait(0.5), SoundInterval(exclamationSfx)) oneSeqAndHowl = Parallel(oneSeq, howlSeq, exclamationSeq) toonTakeoffs.append(oneSeqAndHowl) retval.append(toonTakeoffs) return retval def doEndingTrackTask(self, avId): taskName = 'VineGameEnding-%s' % avId if avId not in self.endingTracks: taskMgr.doMethodLater(0.5, self.setupEndingTrack, taskName, extraArgs=(avId,)) self.endingTrackTaskNames.append(taskName) def debugCameraPos(self): self.notify.debug('cameraPos = %s' % base.camera.getPos()) def setupEndingTrack(self, avId): if avId in self.endingTracks: self.notify.warning('setupEndingTrack duplicate call avId=%d' % avId) return if len(self.vines) == 0: return endVine = VineGameGlobals.NumVines - 1 platformPos = self.endPlatform.getPos() avIndex = self.avIdList.index(avId) landingPos = Point3(platformPos) landingPos.setX(landingPos.getX() + avIndex * 2) endingTrack = Sequence() av = base.cr.doId2do.get(avId) avPos = av.getPos(render) cameraPos = base.camera.getPos() self.notify.debug('avPos=%s cameraPos=%s' % (avPos, base.camera.getPos())) if av: midX = landingPos[0] midZ = platformPos[2] + 6 jumpingTransition = self.createJumpingTransitionIval(endVine) endingTrack.append(Func(self.vines[endVine].detachToon, avId)) endingTrack.append(Func(av.wrtReparentTo, render)) endingTrack.append(Func(self.debugCameraPos)) endingTrack.append(Func(av.loop, 'jump-idle')) landingIval = Parallel(ProjectileInterval(av, startPos=av.getPos(render), endZ=landingPos[2], wayPoint=Point3(midX, 0, midZ), timeToWayPoint=1)) endingTrack.append(landingIval) endingTrack.append(Func(av.dropShadow.show)) endingTrack.append(Func(av.play, 'jump-land')) endingTrack.append(Func(self.winSound.play)) endingTrack.append(Func(av.loop, 'victory')) self.endingTracks[avId] = endingTrack endingTrack.start() return Task.done def cleanupEndingTracks(self): for taskName in self.endingTrackTaskNames: taskMgr.remove(taskName) for endingTrack in list(self.endingTracks.values()): endingTrack.finish del endingTrack self.endingTracks = {}