from pandac.PandaModules import * from toontown.toonbase.ToonBaseGlobal import * from .DistributedMinigame import * from direct.interval.IntervalGlobal import * from .OrthoWalk import * from direct.showbase.PythonUtil import Functor, bound, lineupPos, lerp from direct.fsm import ClassicFSM, State from direct.fsm import State from toontown.toonbase import TTLocalizer from . import CatchGameGlobals from direct.task.Task import Task from toontown.toon import Toon from toontown.suit import Suit from . import MinigameAvatarScorePanel from toontown.toonbase import ToontownTimer from toontown.toonbase import ToontownGlobals from . import CatchGameToonSD from . import Trajectory import math from direct.distributed import DistributedSmoothNode from direct.showbase.RandomNumGen import RandomNumGen from . import MinigameGlobals from toontown.toon import ToonDNA from toontown.suit import SuitDNA from .CatchGameGlobals import DropObjectTypes from .CatchGameGlobals import Name2DropObjectType from .DropPlacer import * from .DropScheduler import * from functools import reduce class DistributedCatchGame(DistributedMinigame): DropTaskName = 'dropSomething' EndGameTaskName = 'endCatchGame' SuitWalkTaskName = 'catchGameSuitWalk' DropObjectPlurals = {'apple': TTLocalizer.CatchGameApples, 'orange': TTLocalizer.CatchGameOranges, 'pear': TTLocalizer.CatchGamePears, 'coconut': TTLocalizer.CatchGameCoconuts, 'watermelon': TTLocalizer.CatchGameWatermelons, 'pineapple': TTLocalizer.CatchGamePineapples, 'anvil': TTLocalizer.CatchGameAnvils} def __init__(self, cr): DistributedMinigame.__init__(self, cr) self.gameFSM = ClassicFSM.ClassicFSM('DistributedCatchGame', [State.State('off', self.enterOff, self.exitOff, ['play']), State.State('play', self.enterPlay, self.exitPlay, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup') self.addChildGameFSM(self.gameFSM) self.setUsesSmoothing() self.setUsesLookAround() def getTitle(self): return TTLocalizer.CatchGameTitle def getInstructions(self): return TTLocalizer.CatchGameInstructions % {'fruit': self.DropObjectPlurals[self.fruitName], 'badThing': self.DropObjectPlurals['anvil']} def getMaxDuration(self): return CatchGameGlobals.GameDuration + 5 def load(self): self.notify.debug('load') DistributedMinigame.load(self) self.defineConstants() groundModels = ['phase_4/models/minigames/treehouse_2players', 'phase_4/models/minigames/treehouse_2players', 'phase_4/models/minigames/treehouse_3players', 'phase_4/models/minigames/treehouse_4players'] index = self.getNumPlayers() - 1 self.ground = loader.loadModel(groundModels[index]) self.ground.setHpr(180, -90, 0) self.dropShadow = loader.loadModel('phase_3/models/props/drop_shadow') self.dropObjModels = {} for objType in DropObjectTypes: if objType.name not in ['anvil', self.fruitName]: continue model = loader.loadModel(objType.modelPath) self.dropObjModels[objType.name] = model modelScales = {'apple': 0.7, 'orange': 0.7, 'pear': 0.5, 'coconut': 0.7, 'watermelon': 0.6, 'pineapple': 0.45} if objType.name in modelScales: model.setScale(modelScales[objType.name]) if objType == Name2DropObjectType['pear']: model.setZ(-.6) if objType == Name2DropObjectType['coconut']: model.setP(180) if objType == Name2DropObjectType['watermelon']: model.setH(135) model.setZ(-.5) if objType == Name2DropObjectType['pineapple']: model.setZ(-1.7) if objType == Name2DropObjectType['anvil']: model.setZ(-self.ObjRadius) model.flattenMedium() self.music = base.loader.loadMusic('phase_4/audio/bgm/MG_toontag.mid') self.sndGoodCatch = base.loader.loadSfx('phase_4/audio/sfx/SZ_DD_treasure.mp3') self.sndOof = base.loader.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.mp3') self.sndAnvilLand = base.loader.loadSfx('phase_4/audio/sfx/AA_drop_anvil_miss.mp3') self.sndPerfect = base.loader.loadSfx('phase_4/audio/sfx/ring_perfect.mp3') self.toonSDs = {} avId = self.localAvId toonSD = CatchGameToonSD.CatchGameToonSD(avId, self) self.toonSDs[avId] = toonSD toonSD.load() if self.WantSuits: suitTypes = ['f', 'tm', 'pp', 'dt'] self.suits = [] for type in suitTypes: suit = Suit.Suit() d = SuitDNA.SuitDNA() d.newSuit(type) suit.setDNA(d) suit.pose('walk', 0) self.suits.append(suit) self.__textGen = TextNode('ringGame') self.__textGen.setFont(ToontownGlobals.getSignFont()) self.__textGen.setAlign(TextNode.ACenter) self.introMovie = self.getIntroMovie() def unload(self): self.notify.debug('unload') DistributedMinigame.unload(self) self.removeChildGameFSM(self.gameFSM) del self.gameFSM self.introMovie.finish() del self.introMovie del self.__textGen for avId in list(self.toonSDs.keys()): toonSD = self.toonSDs[avId] toonSD.unload() del self.toonSDs for suit in self.suits: suit.reparentTo(hidden) suit.delete() del self.suits self.ground.removeNode() del self.ground self.dropShadow.removeNode() del self.dropShadow for model in list(self.dropObjModels.values()): model.removeNode() del self.dropObjModels del self.music del self.sndGoodCatch del self.sndOof del self.sndAnvilLand del self.sndPerfect def getObjModel(self, objName): return self.dropObjModels[objName].copyTo(hidden) def __genText(self, text): self.__textGen.setText(text) return self.__textGen.generate() def calcDifficultyConstants(self, difficulty, numPlayers): ToonSpeedRange = [16.0, 25.0] self.ToonSpeed = lerp(ToonSpeedRange[0], ToonSpeedRange[1], difficulty) self.SuitSpeed = self.ToonSpeed / 2.0 self.SuitPeriodRange = [lerp(5.0, 3.0, self.getDifficulty()), lerp(15.0, 8.0, self.getDifficulty())] def scaledDimensions(widthHeight, scale): w, h = widthHeight return [math.sqrt(scale * w * w), math.sqrt(scale * h * h)] BaseStageDimensions = [20, 15] areaScales = [1.0, 1.0, 3.0 / 2, 4.0 / 2] self.StageAreaScale = areaScales[numPlayers - 1] self.StageLinearScale = math.sqrt(self.StageAreaScale) self.notify.debug('StageLinearScale: %s' % self.StageLinearScale) self.StageDimensions = scaledDimensions(BaseStageDimensions, self.StageAreaScale) self.notify.debug('StageDimensions: %s' % self.StageDimensions) self.StageHalfWidth = self.StageDimensions[0] / 2.0 self.StageHalfHeight = self.StageDimensions[1] / 2.0 MOHs = [24] * 2 + [26, 28] self.MinOffscreenHeight = MOHs[self.getNumPlayers() - 1] distance = math.sqrt(self.StageDimensions[0] * self.StageDimensions[0] + self.StageDimensions[1] * self.StageDimensions[1]) distance /= self.StageLinearScale if self.DropPlacerType == PathDropPlacer: distance /= 1.5 ToonRunDuration = distance / self.ToonSpeed offScreenOnScreenRatio = 1.0 fraction = 1.0 / 3 * 0.85 self.BaselineOnscreenDropDuration = ToonRunDuration / (fraction * (1.0 + offScreenOnScreenRatio)) self.notify.debug('BaselineOnscreenDropDuration=%s' % self.BaselineOnscreenDropDuration) self.OffscreenTime = offScreenOnScreenRatio * self.BaselineOnscreenDropDuration self.notify.debug('OffscreenTime=%s' % self.OffscreenTime) self.BaselineDropDuration = self.BaselineOnscreenDropDuration + self.OffscreenTime self.MaxDropDuration = self.BaselineDropDuration self.DropPeriod = self.BaselineDropDuration / 2.0 scaledNumPlayers = (numPlayers - 1.0) * 0.75 + 1.0 self.DropPeriod /= scaledNumPlayers typeProbs = {'fruit': 3, 'anvil': 1} probSum = reduce(lambda x, y: x + y, list(typeProbs.values())) for key in list(typeProbs.keys()): typeProbs[key] = float(typeProbs[key]) / probSum scheduler = DropScheduler(CatchGameGlobals.GameDuration, self.FirstDropDelay, self.DropPeriod, self.MaxDropDuration, self.FasterDropDelay, self.FasterDropPeriodMult) self.totalDrops = 0 while not scheduler.doneDropping(): scheduler.stepT() self.totalDrops += 1 self.numFruits = int(self.totalDrops * typeProbs['fruit']) self.numAnvils = int(self.totalDrops - self.numFruits) def getNumPlayers(self): return self.numPlayers def defineConstants(self): self.notify.debug('defineConstants') self.DropPlacerType = RegionDropPlacer fruits = {ToontownGlobals.ToontownCentral: 'apple', ToontownGlobals.DonaldsDock: 'orange', ToontownGlobals.DaisyGardens: 'pear', ToontownGlobals.MinniesMelodyland: 'coconut', ToontownGlobals.TheBrrrgh: 'watermelon', ToontownGlobals.DonaldsDreamland: 'pineapple'} self.fruitName = fruits[self.getSafezoneId()] self.ShowObjSpheres = 0 self.ShowToonSpheres = 0 self.ShowSuitSpheres = 0 self.PredictiveSmoothing = 1 self.UseGravity = 1 self.TrickShadows = 1 self.WantSuits = 1 self.FirstDropDelay = 0.5 self.FasterDropDelay = int(2.0 / 3 * CatchGameGlobals.GameDuration) self.notify.debug('will start dropping fast after %s seconds' % self.FasterDropDelay) self.FasterDropPeriodMult = 0.5 self.calcDifficultyConstants(self.getDifficulty(), self.getNumPlayers()) self.notify.debug('ToonSpeed: %s' % self.ToonSpeed) self.notify.debug('total drops: %s' % self.totalDrops) self.notify.debug('numFruits: %s' % self.numFruits) self.notify.debug('numAnvils: %s' % self.numAnvils) self.ObjRadius = 1.0 dropGridDimensions = [[5, 5], [5, 5], [6, 6], [7, 7]] self.DropRows, self.DropColumns = dropGridDimensions[self.getNumPlayers() - 1] self.cameraPosTable = [[0, -29.36, 28.17]] * 2 + [[0, -32.87, 30.43], [0, -35.59, 32.1]] self.cameraHpr = [0, -35, 0] self.CameraPosHpr = self.cameraPosTable[self.getNumPlayers() - 1] + self.cameraHpr for objType in DropObjectTypes: self.notify.debug('*** Object Type: %s' % objType.name) objType.onscreenDuration = objType.onscreenDurMult * self.BaselineOnscreenDropDuration self.notify.debug('onscreenDuration=%s' % objType.onscreenDuration) v_0 = 0.0 t = objType.onscreenDuration x_0 = self.MinOffscreenHeight x = 0.0 g = 2.0 * (x - x_0 - v_0 * t) / (t * t) self.notify.debug('gravity=%s' % g) objType.trajectory = Trajectory.Trajectory(0, Vec3(0, 0, x_0), Vec3(0, 0, v_0), gravMult=abs(g / Trajectory.Trajectory.gravity)) objType.fallDuration = objType.onscreenDuration + self.OffscreenTime def grid2world(self, column, row): x = column / float(self.DropColumns - 1) y = row / float(self.DropRows - 1) x = x * 2.0 - 1.0 y = y * 2.0 - 1.0 x *= self.StageHalfWidth y *= self.StageHalfHeight return (x, y) def showPosts(self): self.hidePosts() self.posts = [Toon.Toon(), Toon.Toon(), Toon.Toon(), Toon.Toon()] for i in range(len(self.posts)): toon = self.posts[i] toon.setDNA(base.localAvatar.getStyle()) toon.reparentTo(render) x = self.StageHalfWidth y = self.StageHalfHeight if i > 1: x = -x if i % 2: y = -y toon.setPos(x, y, 0) def hidePosts(self): if hasattr(self, 'posts'): for toon in self.posts: toon.removeNode() del self.posts def showDropGrid(self): self.hideDropGrid() self.dropMarkers = [] print('dropRows: %s' % self.DropRows) print('dropCols: %s' % self.DropColumns) for row in range(self.DropRows): self.dropMarkers.append([]) rowList = self.dropMarkers[row] for column in range(self.DropColumns): toon = Toon.Toon() toon.setDNA(base.localAvatar.getStyle()) toon.reparentTo(render) toon.setScale(1.0 / 3) x, y = self.grid2world(column, row) toon.setPos(x, y, 0) rowList.append(toon) def hideDropGrid(self): if hasattr(self, 'dropMarkers'): for row in self.dropMarkers: for marker in row: marker.removeNode() del self.dropMarkers def onstage(self): self.notify.debug('onstage') DistributedMinigame.onstage(self) self.ground.reparentTo(render) self.scorePanels = [] camera.reparentTo(render) camera.setPosHpr(*self.CameraPosHpr) lt = base.localAvatar lt.reparentTo(render) self.__placeToon(self.localAvId) lt.setSpeed(0, 0) toonSD = self.toonSDs[self.localAvId] toonSD.enter() toonSD.fsm.request('normal') self.orthoWalk.stop() radius = 0.7 handler = CollisionHandlerEvent() handler.setInPattern('ltCatch%in') self.ltLegsCollNode = CollisionNode('catchLegsCollNode') self.ltLegsCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask) self.ltHeadCollNode = CollisionNode('catchHeadCollNode') self.ltHeadCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask) self.ltLHandCollNode = CollisionNode('catchLHandCollNode') self.ltLHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask) self.ltRHandCollNode = CollisionNode('catchRHandCollNode') self.ltRHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask) legsCollNodepath = lt.attachNewNode(self.ltLegsCollNode) legsCollNodepath.hide() head = base.localAvatar.getHeadParts().getPath(2) headCollNodepath = head.attachNewNode(self.ltHeadCollNode) headCollNodepath.hide() 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(lHandCollNodepath, handler) if self.ShowToonSpheres: legsCollNodepath.show() headCollNodepath.show() lHandCollNodepath.show() rHandCollNodepath.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.toonCollNodes = [legsCollNodepath, headCollNodepath, lHandCollNodepath, rHandCollNodepath] if self.PredictiveSmoothing: DistributedSmoothNode.activateSmoothing(1, 1) self.introMovie.start() def offstage(self): self.notify.debug('offstage') DistributedSmoothNode.activateSmoothing(1, 0) self.introMovie.finish() for avId in list(self.toonSDs.keys()): self.toonSDs[avId].exit() self.hidePosts() self.hideDropGrid() for collNode in self.toonCollNodes: while collNode.node().getNumSolids(): collNode.node().removeSolid(0) base.localAvatar.cTrav.removeCollider(collNode) del self.toonCollNodes for panel in self.scorePanels: panel.cleanup() del self.scorePanels self.ground.reparentTo(hidden) DistributedMinigame.offstage(self) def handleDisabledAvatar(self, avId): self.notify.debug('handleDisabledAvatar') self.notify.debug('avatar ' + str(avId) + ' disabled') self.toonSDs[avId].exit(unexpectedExit=True) del self.toonSDs[avId] DistributedMinigame.handleDisabledAvatar(self, avId) def __placeToon(self, avId): toon = self.getAvatar(avId) idx = self.avIdList.index(avId) x = lineupPos(idx, self.numPlayers, 4.0) toon.setPos(x, 0, 0) toon.setHpr(180, 0, 0) def setGameReady(self): if not self.hasLocalToon: return self.notify.debug('setGameReady') if DistributedMinigame.setGameReady(self): return headCollNP = base.localAvatar.find('**/catchHeadCollNode') if headCollNP and not headCollNP.isEmpty(): headCollNP.hide() for avId in self.remoteAvIdList: toon = self.getAvatar(avId) if toon: toon.reparentTo(render) self.__placeToon(avId) toonSD = CatchGameToonSD.CatchGameToonSD(avId, self) self.toonSDs[avId] = toonSD toonSD.load() toonSD.enter() toonSD.fsm.request('normal') toon.startSmooth() def setGameStart(self, timestamp): if not self.hasLocalToon: return self.notify.debug('setGameStart') DistributedMinigame.setGameStart(self, timestamp) self.introMovie.finish() camera.reparentTo(render) camera.setPosHpr(*self.CameraPosHpr) self.gameFSM.request('play') def enterOff(self): self.notify.debug('enterOff') def exitOff(self): pass def enterPlay(self): self.notify.debug('enterPlay') self.orthoWalk.start() for suit in self.suits: suitCollSphere = CollisionSphere(0, 0, 0, 1.0) suit.collSphereName = 'suitCollSphere%s' % self.suits.index(suit) suitCollSphere.setTangible(0) suitCollNode = CollisionNode(self.uniqueName(suit.collSphereName)) suitCollNode.setIntoCollideMask(ToontownGlobals.WallBitmask) suitCollNode.addSolid(suitCollSphere) suit.collNodePath = suit.attachNewNode(suitCollNode) suit.collNodePath.hide() if self.ShowSuitSpheres: suit.collNodePath.show() self.accept(self.uniqueName('enter' + suit.collSphereName), self.handleSuitCollision) 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) self.fruitsCaught = 0 self.droppedObjCaught = {} self.dropIntervals = {} self.droppedObjNames = [] self.dropSchedule = [] self.numItemsDropped = 0 self.scheduleDrops() self.startDropTask() if self.WantSuits: self.startSuitWalkTask() self.timer = ToontownTimer.ToontownTimer() self.timer.posInTopRightCorner() self.timer.setTime(CatchGameGlobals.GameDuration) self.timer.countdown(CatchGameGlobals.GameDuration, self.timerExpired) self.timer.setTransparency(1) self.timer.setColorScale(1, 1, 1, 0.75) base.playMusic(self.music, looping=0, volume=0.9) def exitPlay(self): self.stopDropTask() self.stopSuitWalkTask() if hasattr(self, 'perfectIval'): self.perfectIval.pause() del self.perfectIval self.timer.stop() self.timer.destroy() del self.timer self.music.stop() for suit in self.suits: self.ignore(self.uniqueName('enter' + suit.collSphereName)) suit.collNodePath.removeNode() for ival in list(self.dropIntervals.values()): ival.finish() del self.dropIntervals del self.droppedObjNames del self.droppedObjCaught del self.dropSchedule taskMgr.remove(self.EndGameTaskName) def timerExpired(self): pass def __handleCatch(self, objNum): self.notify.debug('catch: %s' % objNum) self.showCatch(self.localAvId, objNum) objName = self.droppedObjNames[objNum] objTypeId = CatchGameGlobals.Name2DOTypeId[objName] self.sendUpdate('claimCatch', [objNum, objTypeId]) self.finishDropInterval(objNum) def showCatch(self, avId, objNum): isLocal = avId == self.localAvId objName = self.droppedObjNames[objNum] objType = Name2DropObjectType[objName] if objType.good: if objNum not in self.droppedObjCaught: if isLocal: base.playSfx(self.sndGoodCatch) fruit = self.getObjModel(objName) toon = self.getAvatar(avId) rHand = toon.getRightHands()[0] self.toonSDs[avId].eatFruit(fruit, rHand) else: self.toonSDs[avId].fsm.request('fallForward') self.droppedObjCaught[objNum] = 1 def setObjectCaught(self, avId, objNum): if not self.hasLocalToon: return if self.gameFSM.getCurrentState().getName() != 'play': self.notify.warning('ignoring msg: object %s caught by %s' % (objNum, avId)) return isLocal = avId == self.localAvId if not isLocal: self.notify.debug('AI: avatar %s caught %s' % (avId, objNum)) self.finishDropInterval(objNum) self.showCatch(avId, objNum) objName = self.droppedObjNames[objNum] if Name2DropObjectType[objName].good: i = self.avIdList.index(avId) self.scores[i] += 1 self.scorePanels[i].setScore(self.scores[i]) self.fruitsCaught += 1 def finishDropInterval(self, objNum): if objNum in self.dropIntervals: self.dropIntervals[objNum].finish() def scheduleDrops(self): self.droppedObjNames = [self.fruitName] * self.numFruits + ['anvil'] * self.numAnvils self.randomNumGen.shuffle(self.droppedObjNames) dropPlacer = self.DropPlacerType(self, self.getNumPlayers(), self.droppedObjNames) while not dropPlacer.doneDropping(): self.dropSchedule.append(dropPlacer.getNextDrop()) def startDropTask(self): taskMgr.add(self.dropTask, self.DropTaskName) def stopDropTask(self): taskMgr.remove(self.DropTaskName) def dropTask(self, task): curT = self.getCurrentGameTime() while self.dropSchedule[0][0] <= curT: drop = self.dropSchedule[0] self.dropSchedule = self.dropSchedule[1:] dropTime, objName, dropCoords = drop objNum = self.numItemsDropped lastDrop = len(self.dropSchedule) == 0 x, y = self.grid2world(*dropCoords) dropIval = self.getDropIval(x, y, objName, objNum) def cleanup(self = self, objNum = objNum, lastDrop = lastDrop): del self.dropIntervals[objNum] if lastDrop: self.sendUpdate('reportDone') dropIval.append(Func(cleanup)) self.dropIntervals[objNum] = dropIval self.numItemsDropped += 1 dropIval.start(curT - dropTime) if lastDrop: return Task.done return Task.cont def setEveryoneDone(self): if not self.hasLocalToon: return if self.gameFSM.getCurrentState().getName() != 'play': self.notify.warning('ignoring setEveryoneDone msg') return self.notify.debug('setEveryoneDone') def endGame(task, self = self): if not CatchGameGlobals.EndlessGame: self.gameOver() return Task.done self.notify.debug('num fruits: %s' % self.numFruits) self.notify.debug('num catches: %s' % self.fruitsCaught) self.timer.hide() if self.fruitsCaught >= self.numFruits: self.notify.debug('perfect game!') perfectTextSubnode = hidden.attachNewNode(self.__genText(TTLocalizer.CatchGamePerfect)) perfectText = hidden.attachNewNode('perfectText') perfectTextSubnode.reparentTo(perfectText) frame = self.__textGen.getCardActual() offsetY = -abs(frame[2] + frame[3]) / 2.0 perfectTextSubnode.setPos(0, 0, offsetY) perfectText.setColor(1, 0.1, 0.1, 1) def fadeFunc(t, text = perfectText): text.setColorScale(1, 1, 1, t) def destroyText(text = perfectText): text.removeNode() textTrack = Sequence(Func(perfectText.reparentTo, aspect2d), Parallel(LerpScaleInterval(perfectText, duration=0.5, scale=0.3, startScale=0.0), LerpFunctionInterval(fadeFunc, fromData=0.0, toData=1.0, duration=0.5)), Wait(2.0), Parallel(LerpScaleInterval(perfectText, duration=0.5, scale=1.0), LerpFunctionInterval(fadeFunc, fromData=1.0, toData=0.0, duration=0.5, blendType='easeIn')), Func(destroyText), WaitInterval(0.5), Func(endGame, None)) soundTrack = SoundInterval(self.sndPerfect) self.perfectIval = Parallel(textTrack, soundTrack) self.perfectIval.start() else: taskMgr.doMethodLater(1, endGame, self.EndGameTaskName) return def getDropIval(self, x, y, dropObjName, num): objType = Name2DropObjectType[dropObjName] dropNode = hidden.attachNewNode('catchDropNode%s' % num) dropNode.setPos(x, y, 0) shadow = self.dropShadow.copyTo(dropNode) shadow.setZ(0.2) shadow.setColor(1, 1, 1, 1) object = self.getObjModel(dropObjName) object.reparentTo(dropNode) if dropObjName in ['watermelon', 'anvil']: objH = object.getH() absDelta = {'watermelon': 12, 'anvil': 15}[dropObjName] delta = (self.randomNumGen.random() * 2.0 - 1.0) * absDelta newH = objH + delta else: newH = self.randomNumGen.random() * 360.0 object.setH(newH) sphereName = 'FallObj%s' % num radius = self.ObjRadius if objType.good: radius *= lerp(1.0, 1.3, self.getDifficulty()) collSphere = CollisionSphere(0, 0, 0, radius) collSphere.setTangible(0) collNode = CollisionNode(sphereName) collNode.setCollideMask(ToontownGlobals.CatchGameBitmask) collNode.addSolid(collSphere) collNodePath = object.attachNewNode(collNode) collNodePath.hide() if self.ShowObjSpheres: collNodePath.show() catchEventName = 'ltCatch' + sphereName def eatCollEntry(forward, collEntry): forward() self.accept(catchEventName, Functor(eatCollEntry, Functor(self.__handleCatch, num))) def cleanup(self = self, dropNode = dropNode, num = num, event = catchEventName): self.ignore(event) dropNode.removeNode() duration = objType.fallDuration onscreenDuration = objType.onscreenDuration dropHeight = self.MinOffscreenHeight targetShadowScale = 0.3 if self.TrickShadows: intermedScale = targetShadowScale * (self.OffscreenTime / self.BaselineDropDuration) shadowScaleIval = Sequence(LerpScaleInterval(shadow, self.OffscreenTime, intermedScale, startScale=0)) shadowScaleIval.append(LerpScaleInterval(shadow, duration - self.OffscreenTime, targetShadowScale, startScale=intermedScale)) else: shadowScaleIval = LerpScaleInterval(shadow, duration, targetShadowScale, startScale=0) targetShadowAlpha = 0.4 shadowAlphaIval = LerpColorScaleInterval(shadow, self.OffscreenTime, Point4(1, 1, 1, targetShadowAlpha), startColorScale=Point4(1, 1, 1, 0)) shadowIval = Parallel(shadowScaleIval, shadowAlphaIval) if self.UseGravity: def setObjPos(t, objType = objType, object = object): z = objType.trajectory.calcZ(t) object.setZ(z) setObjPos(0) dropIval = LerpFunctionInterval(setObjPos, fromData=0, toData=onscreenDuration, duration=onscreenDuration) else: startPos = Point3(0, 0, self.MinOffscreenHeight) object.setPos(startPos) dropIval = LerpPosInterval(object, onscreenDuration, Point3(0, 0, 0), startPos=startPos, blendType='easeIn') ival = Sequence(Func(Functor(dropNode.reparentTo, render)), Parallel(Sequence(WaitInterval(self.OffscreenTime), dropIval), shadowIval), Func(cleanup), name='drop%s' % num) landSound = None if objType == Name2DropObjectType['anvil']: landSound = self.sndAnvilLand if landSound: ival.append(SoundInterval(landSound)) return ival def startSuitWalkTask(self): ival = Parallel(name='catchGameMetaSuitWalk') rng = RandomNumGen(self.randomNumGen) delay = 0.0 while delay < CatchGameGlobals.GameDuration: delay += lerp(self.SuitPeriodRange[0], self.SuitPeriodRange[0], rng.random()) walkIval = Sequence(name='catchGameSuitWalk') walkIval.append(Wait(delay)) def pickY(self = self, rng = rng): return lerp(-self.StageHalfHeight, self.StageHalfHeight, rng.random()) m = [2.5, 2.5, 2.3, 2.1][self.getNumPlayers() - 1] startPos = Point3(-(self.StageHalfWidth * m), pickY(), 0) stopPos = Point3(self.StageHalfWidth * m, pickY(), 0) if rng.choice([0, 1]): startPos, stopPos = stopPos, startPos walkIval.append(self.getSuitWalkIval(startPos, stopPos, rng)) ival.append(walkIval) ival.start() self.suitWalkIval = ival def stopSuitWalkTask(self): self.suitWalkIval.finish() del self.suitWalkIval def getSuitWalkIval(self, startPos, stopPos, rng): data = {} lerpNP = render.attachNewNode('catchGameSuitParent') def setup(self = self, startPos = startPos, stopPos = stopPos, data = data, lerpNP = lerpNP, rng = rng): if len(self.suits) == 0: return suit = rng.choice(self.suits) data['suit'] = suit self.suits.remove(suit) suit.reparentTo(lerpNP) suit.loop('walk') suit.setPlayRate(self.SuitSpeed / ToontownGlobals.SuitWalkSpeed, 'walk') suit.setPos(0, 0, 0) lerpNP.setPos(startPos) suit.lookAt(stopPos) def cleanup(self = self, data = data, lerpNP = lerpNP): if 'suit' in data: suit = data['suit'] suit.reparentTo(hidden) self.suits.append(suit) lerpNP.removeNode() distance = Vec3(stopPos - startPos).length() duration = distance / self.SuitSpeed ival = Sequence(FunctionInterval(setup), LerpPosInterval(lerpNP, duration, stopPos), FunctionInterval(cleanup)) return ival def handleSuitCollision(self, collEntry): self.toonSDs[self.localAvId].fsm.request('fallBack') timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime()) self.sendUpdate('hitBySuit', [self.localAvId, timestamp]) def hitBySuit(self, avId, timestamp): if not self.hasLocalToon: return if self.gameFSM.getCurrentState().getName() != 'play': self.notify.warning('ignoring msg: av %s hit by suit' % avId) return toon = self.getAvatar(avId) if toon == None: return self.notify.debug('avatar %s hit by a suit' % avId) if avId != self.localAvId: self.toonSDs[avId].fsm.request('fallBack') return def enterCleanup(self): self.notify.debug('enterCleanup') def exitCleanup(self): pass def initOrthoWalk(self): self.notify.debug('startOrthoWalk') def doCollisions(oldPos, newPos, self = self): x = bound(newPos[0], self.StageHalfWidth, -self.StageHalfWidth) y = bound(newPos[1], self.StageHalfHeight, -self.StageHalfHeight) newPos.setX(x) newPos.setY(y) return newPos orthoDrive = OrthoDrive(self.ToonSpeed, customCollisionCallback=doCollisions) self.orthoWalk = OrthoWalk(orthoDrive, broadcast=not self.isSinglePlayer()) def destroyOrthoWalk(self): self.notify.debug('destroyOrthoWalk') self.orthoWalk.destroy() del self.orthoWalk def getIntroMovie(self): locNode = self.ground.find('**/locator_tree') treeNode = locNode.attachNewNode('treeNode') treeNode.setHpr(render, 0, 0, 0) def cleanupTree(treeNode = treeNode): treeNode.removeNode() initialCamPosHpr = (-0.21, -19.56, 13.94, 0.0, 26.57, 0.0) suitViewCamPosHpr = (0, -11.5, 13, 0, -35, 0) finalCamPosHpr = self.CameraPosHpr cameraIval = Sequence(Func(camera.reparentTo, render), Func(camera.setPosHpr, treeNode, *initialCamPosHpr), WaitInterval(4.0), LerpPosHprInterval(camera, 2.0, Point3(*suitViewCamPosHpr[:3]), Point3(*suitViewCamPosHpr[3:]), blendType='easeInOut', name='lerpToSuitView'), WaitInterval(4.0), LerpPosHprInterval(camera, 3.0, Point3(*finalCamPosHpr[:3]), Point3(*finalCamPosHpr[3:]), blendType='easeInOut', name='lerpToPlayView')) def getIntroToon(toonProperties, parent, pos): toon = Toon.Toon() dna = ToonDNA.ToonDNA() dna.newToonFromProperties(*toonProperties) toon.setDNA(dna) toon.reparentTo(parent) toon.setPos(*pos) toon.setH(180) toon.startBlink() return toon def cleanupIntroToon(toon): toon.detachNode() toon.stopBlink() toon.delete() def getThrowIval(toon, hand, object, leftToon, isAnvil = 0): anim = 'catch-intro-throw' grabFrame = 12 fullSizeFrame = 30 framePeriod = 1.0 / toon.getFrameRate(anim) objScaleDur = (fullSizeFrame - grabFrame) * framePeriod releaseFrame = 35 trajDuration = 1.6 trajDistance = 4 if leftToon: releaseFrame = 34 trajDuration = 1.0 trajDistance = 1 animIval = ActorInterval(toon, anim, loop=0) def getThrowDest(object = object, offset = trajDistance): dest = object.getPos(render) dest += Point3(0, -offset, 0) dest.setZ(0) return dest if leftToon: trajIval = ProjectileInterval(object, startVel=Point3(0, 0, 0), duration=trajDuration) else: trajIval = ProjectileInterval(object, endPos=getThrowDest, duration=trajDuration) trajIval = Sequence(Func(object.wrtReparentTo, render), trajIval, Func(object.wrtReparentTo, hidden)) if isAnvil: trajIval.append(SoundInterval(self.sndAnvilLand)) objIval = Track((grabFrame * framePeriod, Sequence(Func(object.reparentTo, hand), Func(object.setPosHpr, 0.05, -.13, 0.62, 0, 0, 336.8), LerpScaleInterval(object, objScaleDur, 1.0, startScale=0.1, blendType='easeInOut'))), (releaseFrame * framePeriod, trajIval)) def cleanup(object = object): object.reparentTo(hidden) object.removeNode() throwIval = Sequence(Parallel(animIval, objIval), Func(cleanup)) return throwIval tY = -4.0 tZ = 19.5 props = ['css', 'md', 'm', 'f', 9, 0, 9, 9, 13, 5, 11, 5, 8, 7] leftToon = getIntroToon(props, treeNode, [-2.3, tY, tZ]) props = ['mss', 'ls', 'l', 'm', 6, 0, 6, 6, 3, 5, 3, 5, 5, 0] rightToon = getIntroToon(props, treeNode, [1.8, tY, tZ]) fruit = self.getObjModel(self.fruitName) if self.fruitName == 'pineapple': fruit.setZ(0.42) fruit.flattenMedium() anvil = self.getObjModel('anvil') anvil.setH(100) anvil.setZ(0.42) anvil.flattenMedium() leftToonIval = getThrowIval(leftToon, leftToon.getRightHands()[0], fruit, leftToon=1) rightToonIval = getThrowIval(rightToon, rightToon.getLeftHands()[0], anvil, leftToon=0, isAnvil=1) animDur = leftToon.getNumFrames('catch-intro-throw') / leftToon.getFrameRate('catch-intro-throw') toonIval = Sequence(Parallel(Sequence(leftToonIval, Func(leftToon.loop, 'neutral')), Sequence(Func(rightToon.loop, 'neutral'), WaitInterval(animDur / 2.0), rightToonIval, Func(rightToon.loop, 'neutral')), WaitInterval(cameraIval.getDuration())), Func(cleanupIntroToon, leftToon), Func(cleanupIntroToon, rightToon)) self.treeNode = treeNode self.fruit = fruit self.anvil = anvil self.leftToon = leftToon self.rightToon = rightToon introMovie = Sequence(Parallel(cameraIval, toonIval), Func(cleanupTree)) return introMovie