oldschool-toontown/toontown/cogdominium/CogdoMazeGameGuis.py
Little Cat 1801d2b9fb
all: replace pandac.PandaModules imports.
UD/AI + Client boots up.
2022-12-16 20:40:57 -04:00

266 lines
9.9 KiB
Python

from direct.gui.DirectLabel import DirectLabel
from direct.gui.DirectGui import DirectFrame, DGG
from direct.task.Task import Task
from direct.interval.MetaInterval import Sequence, Parallel
from direct.interval.FunctionInterval import Wait, Func
from panda3d.core import TextNode, NodePath, Point3, CardMaker
from toontown.toonbase import ToontownGlobals
from toontown.toonbase import TTLocalizer
from toontown.toonbase import ToontownIntervals
from toontown.minigame.MazeMapGui import MazeMapGui
from . import CogdoMazeGameGlobals as Globals
from . import CogdoUtil
class CogdoMazeMapGui(MazeMapGui):
def __init__(self, mazeCollTable):
MazeMapGui.__init__(self, mazeCollTable, bgColor=Globals.MapGuiBgColor, fgColor=Globals.MapGuiFgColor)
self._suit2marker = {}
self._initModel()
self.setPos(*Globals.MapGuiPos)
self.setScale(Globals.MapGuiScale)
def destroy(self):
for marker in list(self._suit2marker.values()):
marker.removeNode()
del self._suit2marker
self._entrance.removeNode()
del self._entrance
self._exit.removeNode()
del self._exit
del self._exitOpen
del self._exitClosed
self._suitMarkerTemplate.removeNode()
del self._suitMarkerTemplate
self._waterCoolerTemplate.removeNode()
del self._waterCoolerTemplate
MazeMapGui.destroy(self)
def _initModel(self):
baseName = '**/tt_t_gui_cmg_miniMap_'
cardModel = CogdoUtil.loadMazeModel('miniMap_cards', group='gui')
cm = CardMaker('bg')
cm.setFrame(-1.1, 1.1, -1.1, 1.1)
bg = self.attachNewNode(cm.generate())
bg.setColor(*self._bgColor)
bg.setBin('fixed', 0)
frame = cardModel.find(baseName + 'frame')
frame.reparentTo(self)
frame.setScale(2.5)
frame.setPos(0.01, 0, -0.01)
self._entrance = cardModel.find(baseName + 'entrance')
self._entrance.reparentTo(self)
self._entrance.setScale(0.35)
self._entrance.hide()
self._exit = NodePath('exit')
self._exit.setScale(0.35)
self._exit.reparentTo(self)
self._exitOpen = cardModel.find(baseName + 'exitOpen')
self._exitOpen.reparentTo(self._exit)
self._exitClosed = cardModel.find(baseName + 'exitClosed')
self._exitClosed.reparentTo(self._exit)
self._suitMarkerTemplate = cardModel.find(baseName + 'cogIcon')
self._suitMarkerTemplate.detachNode()
self._suitMarkerTemplate.setScale(0.225)
self._waterCoolerTemplate = cardModel.find(baseName + 'waterDrop')
self._waterCoolerTemplate.detachNode()
self._waterCoolerTemplate.setScale(0.225)
self._exit.hide()
cardModel.removeNode()
def addWaterCooler(self, tX, tY):
marker = NodePath('WaterCoolerMarker-%i-%i' % (tX, tY))
self._waterCoolerTemplate.copyTo(marker)
marker.reparentTo(self.maskedLayer)
x, y = self.tile2gui(tX, tY)
marker.setPos(*self.gui2pos(x, y))
def addSuit(self, suit):
marker = NodePath('SuitMarker-%i' % len(self._suit2marker))
self._suitMarkerTemplate.copyTo(marker)
marker.reparentTo(self)
self._suit2marker[suit] = marker
def removeSuit(self, suit):
self._suit2marker[suit].removeNode()
del self._suit2marker[suit]
def updateSuit(self, suit, tX, tY):
x, y = self.tile2gui(tX, tY)
self._suit2marker[suit].setPos(*self.gui2pos(x, y))
def showExit(self):
self._exit.show()
self._exitClosed.hide()
def hideExit(self):
self._exit.hide()
def placeExit(self, tX, tY):
x, y = self.tile2gui(tX, tY)
self._exit.setPos(*self.gui2pos(x, y))
self._exit.setZ(self._exit, 0.3)
def placeEntrance(self, tX, tY):
x, y = self.tile2gui(tX, tY)
self._entrance.setPos(*self.gui2pos(x, y))
self._entrance.setZ(self._entrance, -0.35)
self._entrance.show()
class CogdoMazeBossCodeFrame(DirectFrame):
def __init__(self, id, code, modelToCopy):
DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
self._id = id
self._model = modelToCopy.copyTo(self)
self._model.setPos(0, 0, 0)
self._bg = self._model.find('**/bossBackground')
self._bossIcon = self._model.find('**/bossIcon')
self._bossIconX = self._model.find('**/bossIconX')
self._bossIconX.reparentTo(self._bossIcon)
self._bossIconX.hide()
self._bg.hide()
self._bossIcon.setBin('fixed', 2)
self._bg.setBin('fixed', 3)
self._label = DirectLabel(parent=self._bg, relief=None, scale=Globals.BossCodeFrameLabelScale, text=code, pos=(0, 0, -0.03), text_align=TextNode.ACenter, text_fg=Globals.BossCodeFrameLabelNormalColor, text_shadow=(0, 0, 0, 0), text_font=ToontownGlobals.getSuitFont())
return
def destroy(self):
ToontownIntervals.cleanup('boss_code%i' % self._id)
DirectFrame.destroy(self)
def showNumber(self):
self.setHit(False)
self._bossIconX.show()
ToontownIntervals.cleanup('boss_code%i' % self._id)
ToontownIntervals.start(Sequence(Parallel(ToontownIntervals.getPresentGuiIval(self._bossIcon, '', startPos=(0, 0, -0.15))), Wait(1.0), ToontownIntervals.getPulseLargerIval(self._bg, ''), name='boss_code%i' % self._id))
def setHit(self, hit):
if hit:
self._model.setColorScale(Globals.BlinkColor)
else:
self._model.setColorScale(1.0, 1.0, 1.0, 1.0)
def highlightNumber(self):
self._label['text_fg'] = Globals.BossCodeFrameLabelHighlightColor
class CogdoMazeBossGui(DirectFrame):
def __init__(self, code):
DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
self._code = str(code)
self._codeLength = len(self._code)
self._markersShown = 0
self._markers = []
self._initModel()
self.setPos(*Globals.BossGuiPos)
self.setScale(Globals.BossGuiScale)
self.hide()
return
def destroy(self):
ToontownIntervals.cleanup('bosscodedoor')
self._model.removeNode()
del self._model
self._titleLabel.removeNode()
del self._titleLabel
for marker in self._markers:
marker.destroy()
del self._markers
DirectFrame.destroy(self)
def _initModel(self):
codeFrameGap = Globals.BossCodeFrameGap
codeFrameWidth = Globals.BossCodeFrameWidth
self._model = CogdoUtil.loadMazeModel('bossCog', group='gui')
self._model.reparentTo(self)
self._model.find('**/frame').setBin('fixed', 1)
titleLabelPos = self._model.find('**/title_label_loc').getPos()
self._titleLabel = DirectLabel(parent=self, relief=None, scale=Globals.BossGuiTitleLabelScale, text=TTLocalizer.CogdoMazeGameBossGuiTitle.upper(), pos=titleLabelPos, text_align=TextNode.ACenter, text_fg=(0, 0, 0, 1), text_shadow=(0, 0, 0, 0), text_font=ToontownGlobals.getSuitFont())
self._titleLabel.setBin('fixed', 1)
bossCard = self._model.find('**/bossCard')
self._openDoor = self._model.find('**/doorOpen')
self._closedDoor = self._model.find('**/doorClosed')
self._openDoor.stash()
spacingX = codeFrameWidth + codeFrameGap
startX = -0.5 * ((self._codeLength - 1) * spacingX - codeFrameGap)
for i in range(self._codeLength):
marker = CogdoMazeBossCodeFrame(i, self._code[i], bossCard)
marker.reparentTo(self)
marker.setPos(bossCard, startX + spacingX * i, 0, 0)
self._markers.append(marker)
bossCard.removeNode()
return
def showHit(self, bossIndex):
self._markers[bossIndex].setHit(True)
def showNumber(self, bossIndex):
self._markers[bossIndex].setHit(False)
self._markers[bossIndex].showNumber()
self._markersShown += 1
if self._markersShown == self._codeLength:
self._openDoor.unstash()
self._closedDoor.stash()
ToontownIntervals.start(ToontownIntervals.getPulseLargerIval(self._openDoor, 'bosscodedoor'))
class CogdoMazeHud:
def __init__(self):
self._update = None
self._initQuestArrow()
return
def _initQuestArrow(self):
matchingGameGui = loader.loadModel('phase_3.5/models/gui/matching_game_gui')
arrow = matchingGameGui.find('**/minnieArrow')
arrow.setScale(Globals.QuestArrowScale)
arrow.setColor(*Globals.QuestArrowColor)
arrow.setHpr(90, -90, 0)
self._questArrow = NodePath('Arrow')
arrow.reparentTo(self._questArrow)
self._questArrow.reparentTo(render)
self.hideQuestArrow()
matchingGameGui.removeNode()
def destroy(self):
self.__stopUpdateTask()
self._questArrow.removeNode()
self._questArrow = None
return
def showQuestArrow(self, parent, nodeToPoint, offset = Point3(0, 0, 0)):
self._questArrowNodeToPoint = nodeToPoint
self._questArrowParent = parent
self._questArrowOffset = offset
self._questArrow.unstash()
self._questArrowVisible = True
self.__startUpdateTask()
def hideQuestArrow(self):
self._questArrow.stash()
self.__stopUpdateTask()
self._questArrowVisible = False
self._questArrowNodeToPoint = None
return
def __startUpdateTask(self):
self.__stopUpdateTask()
self._update = taskMgr.add(self._updateTask, 'CogdoMazeHud_Update', 45)
def __stopUpdateTask(self):
if self._update is not None:
taskMgr.remove(self._update)
return
def _updateTask(self, task):
if self._questArrowVisible:
self._questArrow.setPos(self._questArrowParent, self._questArrowOffset)
self._questArrow.lookAt(self._questArrowNodeToPoint)
return Task.cont