Ejemplo n.º 1
0
class CogdoMemoGui(DirectFrame):

    def __init__(self, parent):
        DirectFrame.__init__(self, parent=parent, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self._initModel()
        self.hide()
        return

    def destroy(self):
        ToontownIntervals.cleanup('memocount_pulse')
        self._countLabel.removeNode()
        del self._countLabel
        self._memoIcon.removeNode()
        del self._memoIcon
        DirectFrame.destroy(self)

    def posNextToLaffMeter(self):
        self.setPos(-0.975, 0, -0.875)

    def _initModel(self):
        self._countLabel = DirectLabel(parent=self, relief=None, pos=(0.0625, 0, -0.025), scale=CogdoGameConsts.MemoGuiTextScale, text=str(0), text_fg=CogdoGameConsts.MemoGuiTextColor, text_shadow=(0.2, 0.2, 0.2, 1), text_align=TextNode.ALeft, text_font=ToontownGlobals.getToonFont())
        self._memoIcon = CogdoUtil.loadModel('memo_card', game='shared', group='gui')
        self._memoIcon.reparentTo(self)
        self._memoIcon.setScale(MEMOICON_SCALE)
        return

    def setCount(self, count):
        self._countLabel['text'] = str(count)
        self._countLabel.setText()
        ToontownIntervals.cleanup('memocount_pulse')
        ToontownIntervals.start(ToontownIntervals.getPulseLargerIval(self._memoIcon, 'memocount_pulse', scale=MEMOICON_SCALE))
class CogdoMemoGui(DirectFrame):

    def __init__(self, parent):
        DirectFrame.__init__(self, parent=parent, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self._initModel()
        self.hide()
        return

    def destroy(self):
        ToontownIntervals.cleanup('memocount_pulse')
        self._countLabel.removeNode()
        del self._countLabel
        self._memoIcon.removeNode()
        del self._memoIcon
        DirectFrame.destroy(self)

    def posNextToLaffMeter(self):
        self.setPos(-0.975, 0, -0.875)

    def _initModel(self):
        self._countLabel = DirectLabel(parent=self, relief=None, pos=(0.0625, 0, -0.025), scale=CogdoGameConsts.MemoGuiTextScale, text=str(0), text_fg=CogdoGameConsts.MemoGuiTextColor, text_shadow=(0.2, 0.2, 0.2, 1), text_align=TextNode.ALeft, text_font=ToontownGlobals.getToonFont())
        self._memoIcon = CogdoUtil.loadModel('memo_card', game='shared', group='gui')
        self._memoIcon.reparentTo(self)
        self._memoIcon.setScale(MEMOICON_SCALE)
        return

    def setCount(self, count):
        self._countLabel['text'] = str(count)
        self._countLabel.setText()
        ToontownIntervals.cleanup('memocount_pulse')
        ToontownIntervals.start(ToontownIntervals.getPulseLargerIval(self._memoIcon, 'memocount_pulse', scale=MEMOICON_SCALE))
class RepairNail(NodePath, FSM.FSM):
    
    def __init__(self, name, parent, nailModel):
        self.config = RepairGlobals.Hammering
        NodePath.__init__(self, name)
        FSM.FSM.__init__(self, 'Nail_%sFSM' % name)
        self.reparentTo(parent)
        self.nailModel = nailModel
        self._initVars()
        self._initVisuals()

    
    def _initVars(self):
        self.totalClicks = 0
        self.remainingPercent = 1.0

    
    def _initVisuals(self):
        self.visual = self.attachNewNode('RepairNail.visual')
        self.nailModel.find('**/nail_collision').setPos(0.0, -35.0, 0.0)
        self.nailModel.setScale(1.5)
        self.nailModel.find('**/nail_collision').setCollideMask(NAIL_COLLIDE_MASK)
        self.nailModel.find('**/nail_collision').setPythonTag('nail', self)
        self.nailModel.find('**/nail_collision').hide()
        self.nailModel.reparentTo(self.visual)
        self.nailModel.find('**/nail_model').setHpr(0.0, 20.0, 0.0)
        self.nailModel.setDepthTest(True)
        self.nailModel.setDepthWrite(True)
        self.shadow = self.nailModel.find('**/shadow')
        self.shadow.reparentTo(self)
        self.shadow.setPos(0.0, -0.040000000000000001, 0.02)
        self.shadow.setDepthTest(True)
        self.shadow.setDepthWrite(True)
        self.shadow.setScale(2.0)
        self.shadow.setTransparency(1)
        self.shadow.setSa(0.59999999999999998)
        self.resultLabel = DirectLabel(text = '', relief = None, text_fg = (1.0, 1.0, 1.0, 1.0), text_shadow = (0.0, 0.0, 0.0, 1.0), text_font = PiratesGlobals.getPirateFont(), scale = (0.050000000000000003, 0.050000000000000003, 0.050000000000000003), pos = (0.0, 0.0, -0.089999999999999997), parent = self)

    
    def removeNode(self):
        self.visual.removeNode()
        del self.visual
        self.resultLabel.destroy()
        NodePath.removeNode(self)

    
    def setShadow(self, percent):
        self.shadow.setScale(percent * 1.0 + 1.3999999999999999)
        self.shadow.setSa(1.0 - percent * 0.20000000000000001 + 0.20000000000000001)

    
    def hitNail(self, percentage):
        self.remainingPercent = max(0.0, self.remainingPercent - percentage)
        self.totalClicks += 1
        self.setShadow(self.remainingPercent)
        newDepth = (1.0 - self.remainingPercent) * HAMMERED_DEPTH
        self.visual.setZ(newDepth)
        if self.remainingPercent <= 0.0:
            for i in range(len(self.config.rankingThresholds)):
                if self.totalClicks >= self.config.rankingThresholds[i]:
                    break
                    continue
            
            self.request('Hammered', PLocalizer.Minigame_Repair_Hammering_Thresholds[i])
            return True
        
        return False

    
    def enterActive(self):
        self.visual.setZ(0.0)
        self.remainingPercent = 1.0
        self.totalClicks = 0
        self.setShadow(1.0)

    
    def exitActive(self):
        pass

    
    def enterHammered(self, successText):
        self.resultLabel['text'] = successText
        self.resultLabel.setText()

    
    def exitHammered(self):
        self.resultLabel['text'] = ''
        self.resultLabel.setText()

    
    def enterIdle(self):
        self.stash()

    
    def exitIdle(self):
        self.unstash()
class CogdoFlyingFuelGui(DirectFrame):

    def __init__(self, parent):
        DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self.reparentTo(parent)
        self.active = 0
        self._initModel()
        self._initIntervals()
        return

    def _initModel(self):
        self.setPos(Globals.Gui.FuelPos2D[0], 0.0, Globals.Gui.FuelPos2D[1])
        self.gui = CogdoUtil.loadFlyingModel('propellerMeter', group='gui')
        self.gui.reparentTo(self)
        self.gui.setBin('fixed', 0)
        self.healthBar = self.gui.find('**/healthBar')
        self.healthBar.setBin('fixed', 1)
        self.healthBar.setColor(*Globals.Gui.FuelNormalColor)
        bottomBarLocator = self.gui.find('**/bottomOfBar_loc')
        bottomBarPos = bottomBarLocator.getPos(render)
        topBarLocator = self.gui.find('**/topOfBar_loc')
        topBarPos = topBarLocator.getPos(render)
        zDist = topBarPos.getZ() - bottomBarPos.getZ()
        self.fuelLowIndicator = self.gui.find('**/fuelLowIndicator')
        self.fuelLowIndicator.setBin('fixed', 2)
        pos = self.fuelLowIndicator.getPos(render)
        newPos = pos
        newPos.setZ(bottomBarPos.getZ() + zDist * Globals.Gameplay.FuelLowAmt)
        self.fuelLowIndicator.setPos(render, newPos)
        self.fuelVeryLowIndicator = self.gui.find('**/fuelVeryLowIndicator')
        self.fuelVeryLowIndicator.setBin('fixed', 2)
        pos = self.fuelVeryLowIndicator.getPos(render)
        newPos = pos
        newPos.setZ(bottomBarPos.getZ() + zDist * Globals.Gameplay.FuelVeryLowAmt)
        self.fuelVeryLowIndicator.setPos(render, newPos)
        self.propellerMain = self.gui.find('**/propellers')
        self.propellerMain.setBin('fixed', 3)
        self.propellerHead = self.gui.find('**/propellerHead')
        self.propellerHead.setBin('fixed', 4)
        self.blades = []
        self.activeBlades = []
        index = 1
        blade = self.propellerMain.find('**/propeller%d' % index)
        while not blade.isEmpty():
            self.blades.append(blade)
            index += 1
            blade = self.propellerMain.find('**/propeller%d' % index)

        for blade in self.blades:
            self.activeBlades.append(blade)

        self.bladeNumberLabel = DirectLabel(parent=self.propellerHead, relief=None, pos=(Globals.Gui.FuelNumBladesPos2D[0], 0, Globals.Gui.FuelNumBladesPos2D[1]), scale=Globals.Gui.FuelNumBladesScale, text=str(len(self.activeBlades)), text_align=TextNode.ACenter, text_fg=(0.0,
         0.0,
         -0.002,
         1), text_shadow=(0.75, 0.75, 0.75, 1), text_font=ToontownGlobals.getInterfaceFont())
        self.bladeNumberLabel.setBin('fixed', 5)
        return

    def _initIntervals(self):
        self._healthIval = LerpFunctionInterval(self.healthBar.setSz, fromData=0.0, toData=1.0, duration=2.0)
        self.baseSpinDuration = 2.0
        self._spinIval = LerpFunctionInterval(self.propellerMain.setR, fromData=0.0, toData=-360.0, duration=self.baseSpinDuration)

    def show(self):
        DirectFrame.show(self)
        self._spinIval.loop()

    def hide(self):
        DirectFrame.hide(self)
        self._spinIval.pause()

    def resetBlades(self):
        self.setBlades(len(self.blades))

    def setBlades(self, fuelState):
        if fuelState not in Globals.Gameplay.FuelStates:
            return
        numBlades = fuelState - 1
        if len(self.activeBlades) != numBlades:
            for i in range(len(self.activeBlades)):
                blade = self.activeBlades.pop()
                blade.stash()

            if numBlades > len(self.blades):
                numBlades = len(self.blades)
            for i in range(numBlades):
                blade = self.blades[i]
                self.activeBlades.append(blade)
                blade.unstash()

            self.bladeNumberLabel['text'] = str(len(self.activeBlades))
            self.bladeNumberLabel.setText()
        self.updateHealthBarColor()

    def bladeLost(self):
        if len(self.activeBlades) > 0:
            blade = self.activeBlades.pop()
            blade.stash()
            self.bladeNumberLabel['text'] = str(len(self.activeBlades))
            self.bladeNumberLabel.setText()
        self.updateHealthBarColor()

    def updateHealthBarColor(self):
        color = Globals.Gui.NumBlades2FuelColor[len(self.activeBlades)]
        self.healthBar.setColor(*color)

    def setPropellerSpinRate(self, newRate):
        self._spinIval.setPlayRate(newRate)

    def setRefuelLerpFromData(self):
        startScale = self.healthBar.getSz()
        self._healthIval.fromData = startScale

    def setFuel(self, fuel):
        self.fuel = fuel

    def update(self):
        self.healthBar.setSz(self.fuel)

    def destroy(self):
        self.bladeNumberLabel.removeNode()
        self.bladeNumberLabel = None
        self._healthIval.clearToInitial()
        del self._healthIval
        self.healthBar = None
        self.fuelLowIndicator = None
        self.fuelVeryLowIndicator = None
        self.propellerMain = None
        self.propellerHead = None
        del self.blades[:]
        del self.activeBlades[:]
        self.gui.detachNode()
        self.gui = None
        DirectFrame.destroy(self)
        return
Ejemplo n.º 5
0
class RepairSawingGame(RepairMincroGame):
    sawSounds = None
    boardComplet = None
    boardDestroyed = None

    def __init__(self, repairGame):
        self.config = RepairGlobals.Sawing
        notify = DirectNotifyGlobal.directNotify.newCategory(
            'RepairSawingGame')
        RepairMincroGame.__init__(self, repairGame, 'sawing',
                                  PLocalizer.Minigame_Repair_Sawing_Start)

    def _initVars(self):
        RepairMincroGame._initVars(self)
        self.boardsPool = {}
        self.currentBoard = None
        self.currentBoardIndex = 0
        self.onDeckBoard = None
        self.onDeckBoardIndex = 0
        self.totalScore = 0.0
        self.hitZone1Penalty = False
        self.hitZone2Penalty = False
        self.hitBoardPenalty = False
        self.moveDiffForSound = 0.0
        self.startPositions = (Point3(0.0, 0.0, 0.0), )
        self.currentStartIndex = 0
        self.lastMousePos = None
        self.board_left = None
        self.board_right = None
        self.cut = None
        self.zone1_right = None
        self.zone1_left = None
        self.zone2_right = None
        self.zone2_left = None
        self.piece1 = None
        self.piece2 = None
        self.lastHitIndex = -1
        self.sawWaypoints = []

    def _initAudio(self):
        RepairMincroGame._initAudio(self)
        if not self.sawSounds:
            RepairSawingGame.sawSounds = (
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_INOUT01),
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_INOUT02),
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_INOUT03),
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_INOUT04))
            RepairSawingGame.boardComplete = loadSfx(
                SoundGlobals.SFX_MINIGAME_REPAIR_SAW_COMPLETE)
            RepairSawingGame.boardDestroyed = loadSfx(
                SoundGlobals.SFX_MINIGAME_REPAIR_SAW_FAIL)

    def _initVisuals(self):
        RepairMincroGame._initVisuals(self)
        self.setBin('fixed', 36)
        self.model = loader.loadModel('models/gui/pir_m_gui_srp_sawing_main')
        sawModel = self.model.find('**/saw')
        sawModel.setR(193)
        sawModel.setPos(0.90000000000000002, 0.0, -0.16500000000000001)
        sawModel.setBin('gui-popup', 0)
        self.sawButton = RepairSaw(
            parent=self,
            clickDownCommand=self.sawAttachedToMouse,
            clickUpCommand=self.sawRemovedFromMouse,
            geom=sawModel,
            text_pos=(0.20000000000000001, -0.29999999999999999),
            text_fg=(1, 0, 0, 1),
            scale=(0.29999999999999999, 0.29999999999999999,
                   0.29999999999999999),
            relief=None,
            pressEffect=0,
            frameSize=(-0.050000000000000003, 1.05, -0.29999999999999999,
                       0.050000000000000003),
            rolloverSound=None,
            clickSound=None)
        self.sawingLine = RepairSawingLine(self,
                                           self.config.sawlineLineThickness,
                                           self.config.sawlineColor,
                                           self.config.sawlineLinespawnDist)
        self.progressDescriptionLabel = DirectLabel(
            text=PLocalizer.Minigame_Repair_Sawing_Description,
            text_fg=(1.0, 1.0, 1.0, 1.0),
            text_pos=(0.0, 0.0),
            text_shadow=(0.0, 0.0, 0.0, 1.0),
            text_font=PiratesGlobals.getPirateFont(),
            text_align=TextNode.ARight,
            relief=None,
            scale=(0.080000000000000002, 0.080000000000000002,
                   0.080000000000000002),
            pos=(-0.20000000000000001, 0.0, 0.5),
            parent=self)
        self.progressLabel = DirectLabel(
            text=PLocalizer.Minigame_Repair_Sawing_Thresholds[3],
            text_fg=(1.0, 1.0, 1.0, 1.0),
            text_pos=(0.0, 0.0),
            text_shadow=(0.0, 0.0, 0.0, 1.0),
            text_font=PiratesGlobals.getPirateFont(),
            text_align=TextNode.ALeft,
            relief=None,
            scale=(0.080000000000000002, 0.080000000000000002,
                   0.080000000000000002),
            pos=(-0.17999999999999999, 0.0, 0.5),
            parent=self)
        self.boardDestroyedLabel = DirectLabel(
            text=PLocalizer.Minigame_Repair_Sawing_Board_Destroyed,
            text_fg=(1.0, 0.0, 0.0, 1.0),
            text_pos=(0.0, 0.0),
            text_font=PiratesGlobals.getPirateFont(),
            text_shadow=(0.0, 0.0, 0.0, 1.0),
            relief=None,
            scale=(0.10000000000000001, 0.10000000000000001,
                   0.10000000000000001),
            pos=(0.0, 0.0, 0.10000000000000001),
            parent=self)
        self.boardDestroyedLabel.setBin('fixed', 38)
        self.boardDestroyedLabel.stash()

    def _initIntervals(self):
        RepairMincroGame._initIntervals(self)
        self.newBoardSequence = Sequence(
            name='RepairSawingGame.newBoardSequence')
        self.splitBoardSequence = Sequence(
            name='RepairSawGame.splitBoardSequence')
        self.dropBoardSequence = Sequence(
            name='RepairSawGame.dropBoardSequence')

    def getNewBoard(self, boardIndex):
        board = self.model.find('**/wood%i' % boardIndex).copyTo(
            NodePath('board%i' % len(self.boardsPool)))
        board.reparentTo(self)
        piece1 = board.find('**/piece_1')
        piece1.setPythonTag('piece_1', self.piece1)
        piece1.setY(self.config.boardYDist)
        piece2 = board.find('**/piece_2')
        piece2.setPythonTag('piece_2', self.piece2)
        piece2.setY(self.config.boardYDist)
        pieceCut = board.find('**/piece_cut')
        pieceCut.setPythonTag('cut', self.cut)
        pieceCut.setColor(self.config.cutColor)
        pieceCut.setY(self.config.boardYDist)
        board_left = piece1.find('**/board')
        board_left.setPythonTag('left', self.board_left)
        board_right = piece2.find('**/board')
        board_right.setPythonTag('right', self.board_right)
        zone1_right = piece2.find('**/zone_1')
        zone1_right.setPythonTag('zone1_right', self.zone1_right)
        zone1_right.setColor(self.config.zone1Color)
        zone1_left = piece1.find('**/zone_1')
        zone1_left.setPythonTag('zone1_left', self.zone1_left)
        zone1_left.setColor(self.config.zone1Color)
        zone2_right = piece2.find('**/zone_2')
        zone2_right.setPythonTag('zone2_right', self.zone2_right)
        zone2_right.setColor(self.config.zone2Color)
        zone2_left = piece1.find('**/zone_2')
        zone2_left.setPythonTag('zone2_left', self.zone2_left)
        zone2_left.setColor(self.config.zone2Color)
        board.stash()
        return board

    def reset(self):
        for key in self.boardsPool.keys():
            board = self.boardsPool[key]
            board.removeNode()

        self.boardsPool.clear()
        if self.currentBoard:
            self.currentBoard.removeNode()
            self.currentBoard = None

        if self.onDeckBoard:
            self.onDeckBoard.removeNode()
            self.onDeckBoard = None

        for boardIndex in self.currentDifficultySet:
            boardIndex -= 1
            if 'copy1_%s' % boardIndex not in self.boardsPool:
                board = self.getNewBoard(boardIndex)
                self.boardsPool['copy1_%s' % boardIndex] = board

            if 'copy2_%s' % boardIndex not in self.boardsPool:
                board = self.getNewBoard(boardIndex)
                self.boardsPool['copy2_%s' % boardIndex] = board
                continue

        self.currentBoardIndex = 0
        self.currentBoard = None
        self.moveNewBoardOnDeck()
        self.onDeckBoard.unstash()
        self.totalScore = 0
        self.startPositions = (Point3(0.0, 0.0, 0.0), )
        self.sawButton.stash()
        self.sawButton.reparentTo(self)
        self.lastHitIndex = -1
        self.moveDiffForSound = 0.0
        RepairMincroGame.reset(self)
        self.repairGame.gui.setTutorial(self.name)
        self.repairGame.gui.setTitle(self.name)

    def destroy(self):
        RepairMincroGame.destroy(self)
        taskMgr.remove('SawingGame.updateSawTask')
        self.sawButton.destroy()
        self.sawButton.removeNode()
        del self.sawButton
        if self.currentBoard:
            self.currentBoard.removeNode()
            self.currentBoard = None

        if self.onDeckBoard:
            self.onDeckBoard.removeNode()
            self.onDeckBoard = None

        self.sawingLine = None
        self.progressDescriptionLabel.destroy()
        self.progressDescriptionLabel = None
        self.progressLabel.destroy()
        self.progressLabel = None
        self.boardDestroyedLabel.destroy()
        self.boardDestroyedLabel = None
        for key in self.boardsPool.keys():
            board = self.boardsPool[key]
            if not board.isEmpty():
                board.removeNode()
                continue

        self.boardsPool.clear()
        self.newBoardSequence.clearToInitial()
        del self.newBoardSequence
        self.splitBoardSequence.clearToInitial()
        del self.splitBoardSequence
        self.dropBoardSequence.clearToInitial()
        del self.dropBoardSequence

    def setDifficulty(self, difficulty):
        RepairMincroGame.setDifficulty(self, difficulty)
        percent = difficulty / self.repairGame.difficultyMax
        difIndex = int(
            math.floor(percent * (len(self.config.difficultySets) - 1)))
        self.currentDifficultySet = self.config.difficultySets[difIndex]

    def splitBoard(self):
        self.sawingLine.reset()
        board = self.currentBoard
        boardIndex = self.currentBoardIndex
        if self.hitZone2Penalty:
            boardSplitAnim = Parallel(
                LerpPosInterval(self.board_left,
                                duration=self.config.splitBoardAnimTime,
                                pos=Point3(-2.0, 0.0, 0.0)),
                LerpPosInterval(self.board_right,
                                duration=self.config.splitBoardAnimTime,
                                pos=Point3(2.0, 0.0, 0.0)),
                LerpFunc(self.zone2_left.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0),
                LerpFunc(self.zone2_right.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0),
                LerpFunc(self.zone1_left.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0),
                LerpFunc(self.zone1_right.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0),
                LerpFunc(self.cut.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0))
        elif self.hitZone1Penalty:
            boardSplitAnim = Parallel(
                LerpPosInterval(self.board_left,
                                duration=self.config.splitBoardAnimTime,
                                pos=Point3(-2.0, 0.0, 0.0)),
                LerpPosInterval(self.board_right,
                                duration=self.config.splitBoardAnimTime,
                                pos=Point3(2.0, 0.0, 0.0)),
                LerpPosInterval(self.zone2_left,
                                duration=self.config.splitBoardAnimTime,
                                pos=Point3(-2.0, 0.0, 0.0)),
                LerpPosInterval(self.zone2_right,
                                duration=self.config.splitBoardAnimTime,
                                pos=Point3(2.0, 0.0, 0.0)),
                LerpFunc(self.zone1_left.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0),
                LerpFunc(self.zone1_right.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0),
                LerpFunc(self.cut.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0))
        else:
            boardSplitAnim = Parallel(
                LerpPosInterval(self.piece1,
                                duration=self.config.splitBoardAnimTime,
                                pos=Point3(-2.0, self.config.boardYDist, 0.0)),
                LerpPosInterval(self.piece2,
                                duration=self.config.splitBoardAnimTime,
                                pos=Point3(2.0, self.config.boardYDist, 0.0)),
                LerpFunc(self.cut.setSa,
                         duration=self.config.splitBoardAnimTime / 2.0,
                         fromData=1.0,
                         toData=0.0))
        self.splitBoardSequence = Sequence(
            Func(self.updateScore),
            Func(self.boardComplete.play),
            boardSplitAnim,
            Func(board.stash),
            Func(self.piece1.setPos, self.piece1.getPos()),
            Func(self.piece2.setPos, self.piece2.getPos()),
            Func(self.board_right.setPos, self.board_right.getPos()),
            Func(self.board_left.setPos, self.board_left.getPos()),
            Func(self.zone2_right.setPos, self.zone2_right.getPos()),
            Func(self.zone2_left.setPos, self.zone2_left.getPos()),
            Func(self.zone1_right.setPos, self.zone1_right.getPos()),
            Func(self.zone1_left.setPos, self.zone1_left.getPos()),
            Func(self.cut.setSa, 1.0),
            Func(self.zone1_right.setSa, 1.0),
            Func(self.zone1_left.setSa, 1.0),
            Func(self.zone2_right.setSa, 1.0),
            Func(self.zone2_left.setSa, 1.0),
            Func(self.board_right.setSa, 1.0),
            Func(self.board_left.setSa, 1.0),
            Func(self.loadNewBoard),
            Func(self.addBoardBackToPool, board, boardIndex),
            name='RepairSawGame.splitBoardSequence')
        self.splitBoardSequence.start()

    def dropBoard(self):
        board = self.currentBoard
        boardIndex = self.currentBoardIndex
        self.dropBoardSequence = Sequence(
            Parallel(
                Sequence(Func(self.boardDestroyedLabel.unstash), Wait(1.5),
                         Func(self.boardDestroyedLabel.stash)),
                Sequence(
                    Wait(0.5), Func(self.boardDestroyed.play),
                    Func(self.sawingLine.reset),
                    LerpPosInterval(board,
                                    duration=self.config.splitBoardAnimTime,
                                    pos=Point3(0.0, 0.0, -2.0)),
                    Func(board.stash), Wait(0.5), Func(self.loadNewBoard),
                    Func(self.addBoardBackToPool, board, boardIndex))),
            name='RepairSawGame.dropBoardSequence')
        self.dropBoardSequence.start()

    def addBoardBackToPool(self, board, boardIndex):
        if 'copy1_%s' % boardIndex not in self.boardsPool:
            self.boardsPool['copy1_%s' % boardIndex] = board
        elif 'copy2_%s' % boardIndex not in self.boardsPool:
            self.boardsPool['copy2_%s' % boardIndex] = board
        else:
            self.notify.error(
                'Two copies of board type %i already in the boardsPool!' %
                boardIndex)

    def updateScoreText(self):
        self.progressLabel.unstash()
        self.progressDescriptionLabel.unstash()
        if self.hitBoardPenalty:
            self.progressLabel[
                'text'] = PLocalizer.Minigame_Repair_Sawing_Thresholds[0]
            self.progressLabel['text_fg'] = Vec4(1.0, 0.0, 0.0, 1.0)
            self.progressLabel.setText()
        elif self.hitZone2Penalty:
            self.progressLabel[
                'text'] = PLocalizer.Minigame_Repair_Sawing_Thresholds[1]
            self.progressLabel['text_fg'] = Vec4(1.0, 0.5, 0.0, 1.0)
            self.progressLabel.setText()
        elif self.hitZone1Penalty:
            self.progressLabel[
                'text'] = PLocalizer.Minigame_Repair_Sawing_Thresholds[2]
            self.progressLabel['text_fg'] = Vec4(1.0, 1.0, 0.0, 1.0)
            self.progressLabel.setText()
        else:
            self.progressLabel[
                'text'] = PLocalizer.Minigame_Repair_Sawing_Thresholds[3]
            self.progressLabel['text_fg'] = Vec4(0.0, 1.0, 0.0, 1.0)
            self.progressLabel.setText()

    def moveNewBoardOnDeck(self):
        boardIndex = random.randint(0, len(self.currentDifficultySet) - 1)
        boardType = self.currentDifficultySet[boardIndex]
        boardType -= 1
        if 'copy1_%s' % boardType in self.boardsPool:
            self.onDeckBoard = self.boardsPool['copy1_%s' % boardType]
            del self.boardsPool['copy1_%s' % boardType]
        elif 'copy2_%s' % boardType in self.boardsPool:
            self.onDeckBoard = self.boardsPool['copy2_%s' % boardType]
            del self.boardsPool['copy2_%s' % boardType]
        else:
            self.notify.error('No copies of board type %i in the boardsPool!' %
                              boardType)
        self.onDeckBoardIndex = boardType
        self.onDeckBoard.setScale(0.25)
        self.onDeckBoard.setPos(0.5, -2.0, 0.56000000000000005)
        self.onDeckBoard.unstash()

    def loadNewBoard(self):
        self.progressLabel.stash()
        self.progressDescriptionLabel.stash()
        if self.totalScore >= self.config.totalPoints:
            if self.onDeckBoard:
                self.onDeckBoard.stash()

            self.progressDescriptionLabel.stash()
            taskMgr.remove('SawingGame.updateSawTask')
            self.request('Outro')
            return None

        self.currentBoard = self.onDeckBoard
        self.currentBoardIndex = self.onDeckBoardIndex
        self.piece1 = self.currentBoard.find('**/piece_1')
        self.piece1.setTransparency(1)
        self.piece2 = self.currentBoard.find('**/piece_2')
        self.piece2.setTransparency(1)
        self.cut = self.currentBoard.find('**/piece_cut')
        self.cut.setColor(self.config.cutColor)
        self.cut.setTransparency(1)
        self.board_left = self.piece1.find('**/board')
        self.board_left.setTransparency(1)
        self.zone1_left = self.piece1.find('**/zone_1')
        self.zone1_left.setTransparency(1)
        self.zone2_left = self.piece1.find('**/zone_2')
        self.zone2_left.setTransparency(1)
        self.board_right = self.piece2.find('**/board')
        self.board_right.setTransparency(1)
        self.zone1_right = self.piece2.find('**/zone_1')
        self.zone1_right.setTransparency(1)
        self.zone2_right = self.piece2.find('**/zone_2')
        self.zone2_right.setTransparency(1)
        self.board_left.setCollideMask(SAW_COLLIDE_MASK)
        self.board_right.setCollideMask(SAW_COLLIDE_MASK)
        self.cut.setCollideMask(SAW_COLLIDE_MASK)
        self.zone1_right.setCollideMask(SAW_COLLIDE_MASK)
        self.zone1_left.setCollideMask(SAW_COLLIDE_MASK)
        self.zone2_right.setCollideMask(SAW_COLLIDE_MASK)
        self.zone2_left.setCollideMask(SAW_COLLIDE_MASK)
        self.startPositions = (
            self.currentBoard.find('**/locator_start_0').getPos() +
            Point3(*self.config.activeBoardPosition),
            self.currentBoard.find('**/locator_start_1').getPos() +
            Point3(*self.config.activeBoardPosition))
        self.currentStartIndex = 0
        for waypoint in self.sawWaypoints:
            waypoint.removeNode()

        self.sawWaypoints = []
        locator = self.currentBoard.find('**/locator_0')
        index = 0
        while not locator.isEmpty():
            self.sawWaypoints.append(
                SawWaypoint(index, self.currentBoard, locator.getPos()))
            locator = self.currentBoard.find('**/locator_%i' % (index + 1))
            index += 1
        self.sawButton.deactivate()
        self.sawButton.setPos(self.startPositions[self.currentStartIndex])
        self.hitBoardPenalty = False
        self.hitZone1Penalty = False
        self.hitZone2Penalty = False
        self.lastMousePos = None
        self.moveDiffForSound = self.config.playSawingSoundDelta + 0.10000000000000001
        self.newBoardSequence = Sequence(
            Parallel(
                self.currentBoard.posInterval(
                    self.config.newBoardAnimTime,
                    Point3(*self.config.activeBoardPosition)),
                self.currentBoard.scaleInterval(self.config.newBoardAnimTime,
                                                1.0)),
            name='RepairSawingGame.newBoardSequence')
        if self.state in ['Game']:
            self.newBoardSequence.append(Func(self.sawButton.activate))

        self.newBoardSequence.append(Wait(0.5))
        self.newBoardSequence.append(Func(self.moveNewBoardOnDeck))
        self.newBoardSequence.start()

    def updateSawTask(self, task):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            relative = Point3(mpos.getX(), 0.0, mpos.getY())
            relative = self.getRelativePoint(render2d, relative)
            moveDiff = 0.0
            if self.lastMousePos != None:
                moveDiff = (relative - self.lastMousePos).length()

            pickedObjects = self.repairGame.mousePicker.getCollisions(
                self.currentBoard, useIntoNodePaths=True)
            self.updateWaypoints()
            if len(pickedObjects) > 0:
                self.moveDiffForSound += moveDiff
                if self.moveDiffForSound > self.config.playSawingSoundDelta:
                    sawSoundPlaying = False
                    for sound in self.sawSounds:
                        if sound.status() == 2:
                            sawSoundPlaying = True
                            break
                            continue

                    if sawSoundPlaying == False:
                        sound = random.choice(self.sawSounds)
                        sound.play()
                        self.moveDiffForSound = 0.0

                if self.board_right in pickedObjects or self.board_left in pickedObjects:
                    for waypoint in self.sawWaypoints:
                        waypoint.hit = False

                    self.hitBoardPenalty = True
                    self.dropBoard()
                    self.sawButton.deactivate()
                elif self.cut in pickedObjects:
                    self.updateWaypoints()
                elif self.zone1_right in pickedObjects or self.zone1_left in pickedObjects:
                    self.updateWaypoints()
                    if self.hitZone1Penalty == False:
                        self.hitZone1Penalty = True

                elif self.zone2_right in pickedObjects or self.zone2_left in pickedObjects:
                    self.updateWaypoints()
                    if self.hitZone2Penalty == False:
                        self.hitZone2Penalty = True

                self.updateScoreText()
            else:
                boardComplete = True
                for waypoint in self.sawWaypoints:
                    if not waypoint.hit:
                        boardComplete = False
                        break
                        continue

                if boardComplete:
                    self.splitBoard()
                    self.sawButton.deactivate()

            self.lastMousePos = self.sawButton.getPos()

        return Task.cont

    def updateScore(self):
        if not self.hitBoardPenalty:
            currBoardScore = self.config.pointsPerBoard
            if not self.hitZone1Penalty:
                pass
            currBoardScore -= self.config.pointsLostForZone1 * self.hitZone2Penalty
            currBoardScore -= self.config.pointsLostForZone2 * self.hitZone2Penalty
            rating = 4 - 1 * self.hitZone2Penalty - 3 * self.hitZone1Penalty
            self.totalScore += currBoardScore
            self.totalScore = min(self.totalScore, self.config.totalPoints)
            percent = int((self.totalScore / self.config.totalPoints) * 100.0)
            self.repairGame.d_reportMincroGameProgress(percent, rating)

    def resetWaypoints(self):
        for waypoint in self.sawWaypoints:
            waypoint.hit = False

    def updateWaypoints(self):
        waypointList = self.getHitWaypoints()
        for waypointIndex in waypointList:
            self.lastHitIndex = waypointIndex
            self.sawWaypoints[waypointIndex].hit = True
            if waypointIndex == 0 and not (self.sawWaypoints[-1].hit):
                self.currentStartIndex = 0
                continue
            if waypointIndex == len(
                    self.sawWaypoints) - 1 and not (self.sawWaypoints[0].hit):
                self.currentStartIndex = 1
                continue

    def getHitWaypoints(self):
        waypointsHit = []
        testDelta = self.config.testWaypointDelta
        for i in range(len(self.sawWaypoints)):
            waypointPos = self.sawWaypoints[i].getPos(self)
            closestDistance = 9999
            if self.lastMousePos != None:
                currMousePos = self.sawButton.getPos()
                lastMousePos = self.lastMousePos
                totalLength = (currMousePos - lastMousePos).length()
                testLength = testDelta
                while testLength < totalLength:
                    testPos = (currMousePos - lastMousePos) * (
                        testLength / totalLength) + lastMousePos
                    self.updateSawLine(testPos)
                    testDistance = (testPos - waypointPos).length()
                    closestDistance = min(testDistance, closestDistance)
                    testLength += testDelta

            self.updateSawLine(self.sawButton.getPos())
            testDistance = (self.sawButton.getPos() - waypointPos).length()
            closestDistance = min(testDistance, closestDistance)
            if closestDistance < self.config.waypointRange[
                    self.currentBoardIndex]:
                waypointsHit.append(i)
                continue

        return waypointsHit

    def updateSawLine(self, pos):
        if pos.getX() < -0.63300000000000001 or pos.getX(
        ) > 0.63300000000000001:
            self.sawingLine.reset()
            return None

        if pos.getZ() < -0.183 or pos.getZ() > 0.375:
            self.sawingLine.reset()
            return None

        self.sawingLine.update(pos)

    def getClosestPosition(self, positions):
        closestIndex = -1
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            relative = Point3(mpos.getX(), 0.0, mpos.getY())
            relative = self.getRelativePoint(base.a2dBackground, relative)
            bestDistance = 99999.0
            for i in range(len(positions)):
                dX = relative.getX() - positions[i].getX()
                dZ = relative.getZ() - positions[i].getZ()
                newDistance = dX * dX + dZ * dZ
                if newDistance < bestDistance:
                    bestDistance = newDistance
                    closestIndex = i
                    continue

        return closestIndex

    def sawAttachedToMouse(self):
        self.lastHitIndex = -1
        if not taskMgr.hasTaskNamed('SawingGame.updateSawTask'):
            taskMgr.add(self.updateSawTask,
                        'SawingGame.updateSawTask',
                        priority=2)

    def sawRemovedFromMouse(self):
        if not self.sawButton.isStashed():
            self.sawButton.setPos(self.startPositions[self.currentStartIndex])
            self.lastHitIndex = -1
            self.resetWaypoints()
            self.lastMousePos = None
            self.progressLabel.stash()
            self.progressDescriptionLabel.stash()
            self.sawingLine.reset()
            self.hitBoardPenalty = False
            self.hitZone1Penalty = False
            self.hitZone2Penalty = False

        taskMgr.remove('SawingGame.updateSawTask')

    def enterIntro(self):
        RepairMincroGame.enterIntro(self)
        self.loadNewBoard()

    def enterGame(self):
        RepairMincroGame.enterGame(self)
        self.repairGame.mousePicker.setCollisionMask(SAW_COLLIDE_MASK)
        self.sawButton.activate()

    def exitGame(self):
        RepairMincroGame.exitGame(self)
        self.sawButton.deactivate()
        self.repairGame.mousePicker.clearCollisionMask()
        taskMgr.remove('SawingGame.updateSawTask')
        self.splitBoardSequence.clearToInitial()
        self.dropBoardSequence.clearToInitial()
        localAvatar.guiMgr._showCursor()

    def enterOutro(self):
        RepairMincroGame.enterOutro(self)
        self.repairGame.d_reportMincroGameScore(150)
class RepairMincroGame(DirectFrame, FSM.FSM):
    readySound = None
    goSound = None
    completeSound = None
    
    def __init__(self, repairGame, name, startText):
        DirectFrame.__init__(self, parent = repairGame.gui, relief = None)
        FSM.FSM.__init__(self, '%sFSM' % name)
        self.defaultTransitions = {
            'Idle': [
                'Intro',
                'Final'],
            'Intro': [
                'Game',
                'Idle',
                'Final'],
            'Game': [
                'Outro',
                'Idle',
                'Final'],
            'Outro': [
                'Idle',
                'Final'],
            'Final': [] }
        self.name = name
        self.repairGame = repairGame
        self.startText = startText
        self._initVars()
        self._initAudio()
        self._initVisuals()
        self._initIntervals()
        self.request('Idle')

    
    def _initVars(self):
        self.complete = False
        self.difficulty = 0

    
    def _initAudio(self):
        if not self.readySound:
            RepairMincroGame.readySound = loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_GENERAL_READY)
            RepairMincroGame.goSound = loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_GENERAL_GO)
            RepairMincroGame.completeSound = loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_GENERAL_GAMECOMPLETE)
        

    
    def _initVisuals(self):
        self.countDownLabel = DirectLabel(text = self.startText, text_fg = (1.0, 1.0, 1.0, 1.0), text_shadow = (0.0, 0.0, 0.0, 1.0), text_font = PiratesGlobals.getPirateFont(), scale = (0.16, 0.16, 0.16), pos = (0.0, 0.0, 0.14999999999999999), parent = self, relief = None, textMayChange = 1)
        self.countDownLabel.setBin('fixed', 37)
        self.winLabel = DirectLabel(text = PLocalizer.Minigame_Repair_Win, text_fg = (1.0, 1.0, 1.0, 1.0), text_font = PiratesGlobals.getPirateFont(), text_shadow = (0.0, 0.0, 0.0, 1.0), scale = (0.16, 0.16, 0.16), pos = RepairGlobals.Common.youWinPos[self.name], relief = None, parent = self)
        self.winLabel.setBin('fixed', 37)
        self.winLabel.stash()
        self.scoreLabel = DirectLabel(text = PLocalizer.Minigame_Repair_Win, text_fg = (1.0, 1.0, 1.0, 1.0), text_font = PiratesGlobals.getPirateFont(), text_shadow = (0.0, 0.0, 0.0, 1.0), scale = (0.10000000000000001, 0.10000000000000001, 0.10000000000000001), pos = RepairGlobals.Common.scorePos[self.name], relief = None, parent = self)
        self.scoreLabel.setBin('fixed', 37)
        self.scoreLabel.stash()
        self.postWinLabel = DirectLabel(text = PLocalizer.Minigame_Repair_Pick_New_Game, text_fg = (1.0, 1.0, 1.0, 1.0), text_font = PiratesGlobals.getPirateFont(), text_shadow = (0.0, 0.0, 0.0, 1.0), scale = (0.14000000000000001, 0.14000000000000001, 0.14000000000000001), pos = RepairGlobals.Common.youWinPos[self.name], relief = None, textMayChange = 1, parent = self.repairGame.gui)
        self.postWinLabel.setBin('fixed', 37)
        self.postWinLabel.stash()

    
    def _initIntervals(self):
        normalPos = Vec3(0.0, 0.0, 0.14999999999999999)
        belowScreenPos = Vec3(normalPos.getX(), normalPos.getY(), normalPos.getZ() - 0.25)
        aboveScreenPos = Vec3(normalPos.getX(), normalPos.getY(), normalPos.getZ() + 0.25)
        self.introSequence = Sequence(Func(self.setCountDown, PLocalizer.Minigame_Repair_Countdown_Ready), Parallel(LerpFunc(self.countDownLabel.setPos, fromData = belowScreenPos, toData = normalPos, duration = 0.25), LerpFunc(self.countDownLabel.setAlphaScale, fromData = 0.0, toData = 1.0, duration = 0.25)), Func(self.readySound.play), Wait(0.5), Parallel(LerpFunc(self.countDownLabel.setPos, fromData = normalPos, toData = aboveScreenPos, duration = 0.25), LerpFunc(self.countDownLabel.setAlphaScale, fromData = 1.0, toData = 0.0, duration = 0.25)), Func(self.setCountDown, self.startText), Parallel(LerpFunc(self.countDownLabel.setPos, fromData = belowScreenPos, toData = normalPos, duration = 0.25), LerpFunc(self.countDownLabel.setAlphaScale, fromData = 0.0, toData = 1.0, duration = 0.25)), Func(self.goSound.play), Wait(0.5), Parallel(LerpFunc(self.countDownLabel.setPos, fromData = normalPos, toData = aboveScreenPos, duration = 0.25), LerpFunc(self.countDownLabel.setAlphaScale, fromData = 1.0, toData = 0.0, duration = 0.25)), Func(self.request, 'Game'), name = 'RepairMincroGame.introSequence')
        normalPos = Vec3(RepairGlobals.Common.youWinPos[self.name])
        normalScorePos = Vec3(RepairGlobals.Common.scorePos[self.name])
        belowScreenPos = Vec3(normalPos.getX(), normalPos.getY(), normalPos.getZ() - 0.25)
        aboveScreenPos = Vec3(normalPos.getX(), normalPos.getY(), normalPos.getZ() + 0.25)
        belowScreenScorePos = Vec3(normalScorePos.getX(), normalScorePos.getY(), normalScorePos.getZ() - 0.25)
        aboveScreenScorePos = Vec3(normalScorePos.getX(), normalScorePos.getY(), normalScorePos.getZ() + 0.25)
        self.outroSequence = Sequence(Func(self.winLabel.setAlphaScale, 0), Func(self.scoreLabel.setAlphaScale, 0), Func(self.postWinLabel.setAlphaScale, 0), Func(self.winLabel.setPos, belowScreenPos), Func(self.scoreLabel.setPos, belowScreenScorePos), Func(self.postWinLabel.setPos, belowScreenPos), Func(self.setScoreLabelText), Func(self.winLabel.unstash), Func(self.scoreLabel.unstash), Func(self.postWinLabel.unstash), Parallel(LerpFunc(self.scoreLabel.setPos, fromData = belowScreenScorePos, toData = normalScorePos, duration = 0.25), LerpFunc(self.scoreLabel.setAlphaScale, fromData = 0.0, toData = 1.0, duration = 0.25), LerpFunc(self.winLabel.setPos, fromData = belowScreenPos, toData = normalPos, duration = 0.25), LerpFunc(self.winLabel.setAlphaScale, fromData = 0.0, toData = 1.0, duration = 0.25)), Func(self.completeSound.play), Wait(1.0), Parallel(LerpFunc(self.winLabel.setPos, fromData = normalPos, toData = aboveScreenPos, duration = 0.25), LerpFunc(self.winLabel.setAlphaScale, fromData = 1.0, toData = 0.0, duration = 0.25), LerpFunc(self.scoreLabel.setPos, fromData = normalScorePos, toData = aboveScreenScorePos, duration = 0.25), LerpFunc(self.scoreLabel.setAlphaScale, fromData = 1.0, toData = 0.0, duration = 0.25)), Func(self.winLabel.stash), Func(self.scoreLabel.stash), Func(self.stashPostWinLabelIfCycleComplete), Wait(0.25), Parallel(LerpFunc(self.postWinLabel.setPos, fromData = belowScreenPos, toData = normalPos, duration = 0.25), LerpFunc(self.postWinLabel.setAlphaScale, fromData = 0.0, toData = 1.0, duration = 0.25)), name = 'outroSequence')
        self.cleanupSequence = Sequence(Parallel(LerpFunc(self.postWinLabel.setPos, fromData = normalPos, toData = aboveScreenPos, duration = 0.5), LerpFunc(self.postWinLabel.setAlphaScale, fromData = 1.0, toData = 0.0, duration = 0.5), LerpFunc(self.scoreLabel.setAlphaScale, fromData = 1.0, toData = 0.0, duration = 0.5)), Func(self.scoreLabel.stash), Func(self.postWinLabel.stash), name = 'cleanupSequence')

    
    def updatePostWinLabel(self):
        if self.repairGame.isThereAnOpenGame():
            self.postWinLabel['text'] = PLocalizer.Minigame_Repair_Pick_New_Game
        else:
            self.postWinLabel['text'] = PLocalizer.Minigame_Repair_Waiting_For_Players
        self.postWinLabel.setText()

    
    def setScoreLabelText(self):
        labelSet = False
        for i in [
            0,
            1,
            2]:
            if not labelSet:
                percent = self.difficulty / self.repairGame.difficultyMax
                dif = RepairGlobals.Common.speedThresholds[self.name][i][1] - RepairGlobals.Common.speedThresholds[self.name][i][0]
                goalTime = RepairGlobals.Common.speedThresholds[self.name][i][0] + dif * percent
                if self.repairGame.repairClock.gameTime < goalTime:
                    labelSet = True
                    self.scoreLabel['text'] = PLocalizer.Minigame_Repair_Speed_Thresholds[i]
                
            self.repairGame.repairClock.gameTime < goalTime
        
        if not labelSet:
            self.scoreLabel['text'] = PLocalizer.Minigame_Repair_Speed_Thresholds[3]
        

    
    def stashPostWinLabelIfCycleComplete(self):
        if self.repairGame.isCycleComplete():
            self.postWinLabel.stash()
        

    
    def setDifficulty(self, difficulty):
        self.difficulty = difficulty

    
    def setCountDown(self, text):
        self.countDownLabel['text'] = text
        self.countDownLabel.setText()
        self.countDownLabel.setAlphaScale(0.0)

    
    def destroy(self):
        DirectFrame.destroy(self)
        self.countDownLabel.destroy()
        del self.countDownLabel
        self.winLabel.destroy()
        del self.winLabel
        self.introSequence.clearToInitial()
        del self.introSequence
        self.outroSequence.clearToInitial()
        del self.outroSequence
        self.cleanupSequence.clearToInitial()
        del self.cleanupSequence
        del self.repairGame
        self.cleanup()

    
    def reset(self):
        self.complete = False
        self.repairGame.repairClock.stop()

    
    def enterIdle(self):
        self.stash()

    
    def exitIdle(self):
        pass

    
    def enterIntro(self):
        self.unstash()
        self.countDownLabel.unstash()
        self.introSequence.start()
        self.reset()
        self.countDownLabel.reparentTo(self)

    
    def exitIntro(self):
        self.countDownLabel.stash()
        self.introSequence.clearToInitial()

    
    def enterGame(self):
        self.repairGame.repairClock.restart()

    
    def exitGame(self):
        self.repairGame.repairClock.pause()

    
    def enterOutro(self):
        self.outroSequence.start()
        self.complete = True

    
    def exitOutro(self):
        self.outroSequence.finish()
        self.cleanupSequence.start()
        self.reset()
        self.repairGame.gui.clearTutorial()
        self.repairGame.gui.clearTitle()

    
    def enterFinal(self):
        pass
class CogdoFlyingFuelGui(DirectFrame):

    def __init__(self, parent):
        DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self.reparentTo(parent)
        self.active = 0
        self._initModel()
        self._initIntervals()
        return

    def _initModel(self):
        self.setPos(Globals.Gui.FuelPos2D[0], 0.0, Globals.Gui.FuelPos2D[1])
        self.gui = CogdoUtil.loadFlyingModel('propellerMeter', group='gui')
        self.gui.reparentTo(self)
        self.gui.setBin('fixed', 0)
        self.healthBar = self.gui.find('**/healthBar')
        self.healthBar.setBin('fixed', 1)
        self.healthBar.setColor(*Globals.Gui.FuelNormalColor)
        bottomBarLocator = self.gui.find('**/bottomOfBar_loc')
        bottomBarPos = bottomBarLocator.getPos(render)
        topBarLocator = self.gui.find('**/topOfBar_loc')
        topBarPos = topBarLocator.getPos(render)
        zDist = topBarPos.getZ() - bottomBarPos.getZ()
        self.fuelLowIndicator = self.gui.find('**/fuelLowIndicator')
        self.fuelLowIndicator.setBin('fixed', 2)
        pos = self.fuelLowIndicator.getPos(render)
        newPos = pos
        newPos.setZ(bottomBarPos.getZ() + zDist * Globals.Gameplay.FuelLowAmt)
        self.fuelLowIndicator.setPos(render, newPos)
        self.fuelVeryLowIndicator = self.gui.find('**/fuelVeryLowIndicator')
        self.fuelVeryLowIndicator.setBin('fixed', 2)
        pos = self.fuelVeryLowIndicator.getPos(render)
        newPos = pos
        newPos.setZ(bottomBarPos.getZ() + zDist * Globals.Gameplay.FuelVeryLowAmt)
        self.fuelVeryLowIndicator.setPos(render, newPos)
        self.propellerMain = self.gui.find('**/propellers')
        self.propellerMain.setBin('fixed', 3)
        self.propellerHead = self.gui.find('**/propellerHead')
        self.propellerHead.setBin('fixed', 4)
        self.blades = []
        self.activeBlades = []
        index = 1
        blade = self.propellerMain.find('**/propeller%d' % index)
        while not blade.isEmpty():
            self.blades.append(blade)
            index += 1
            blade = self.propellerMain.find('**/propeller%d' % index)

        for blade in self.blades:
            self.activeBlades.append(blade)

        self.bladeNumberLabel = DirectLabel(parent=self.propellerHead, relief=None, pos=(Globals.Gui.FuelNumBladesPos2D[0], 0, Globals.Gui.FuelNumBladesPos2D[1]), scale=Globals.Gui.FuelNumBladesScale, text=str(len(self.activeBlades)), text_align=TextNode.ACenter, text_fg=(0.0,
         0.0,
         -0.002,
         1), text_shadow=(0.75, 0.75, 0.75, 1), text_font=ToontownGlobals.getInterfaceFont())
        self.bladeNumberLabel.setBin('fixed', 5)
        return

    def _initIntervals(self):
        self._healthIval = LerpFunctionInterval(self.healthBar.setSz, fromData=0.0, toData=1.0, duration=2.0)
        self.baseSpinDuration = 2.0
        self._spinIval = LerpFunctionInterval(self.propellerMain.setR, fromData=0.0, toData=-360.0, duration=self.baseSpinDuration)

    def show(self):
        DirectFrame.show(self)
        self._spinIval.loop()

    def hide(self):
        DirectFrame.hide(self)
        self._spinIval.pause()

    def resetBlades(self):
        self.setBlades(len(self.blades))

    def setBlades(self, fuelState):
        if fuelState not in Globals.Gameplay.FuelStates:
            return
        numBlades = fuelState - 1
        if len(self.activeBlades) != numBlades:
            for i in range(len(self.activeBlades)):
                blade = self.activeBlades.pop()
                blade.stash()

            if numBlades > len(self.blades):
                numBlades = len(self.blades)
            for i in range(numBlades):
                blade = self.blades[i]
                self.activeBlades.append(blade)
                blade.unstash()

            self.bladeNumberLabel['text'] = str(len(self.activeBlades))
            self.bladeNumberLabel.setText()
        self.updateHealthBarColor()

    def bladeLost(self):
        if len(self.activeBlades) > 0:
            blade = self.activeBlades.pop()
            blade.stash()
            self.bladeNumberLabel['text'] = str(len(self.activeBlades))
            self.bladeNumberLabel.setText()
        self.updateHealthBarColor()

    def updateHealthBarColor(self):
        color = Globals.Gui.NumBlades2FuelColor[len(self.activeBlades)]
        self.healthBar.setColor(*color)

    def setPropellerSpinRate(self, newRate):
        self._spinIval.setPlayRate(newRate)

    def setRefuelLerpFromData(self):
        startScale = self.healthBar.getSz()
        self._healthIval.fromData = startScale

    def setFuel(self, fuel):
        self.fuel = fuel

    def update(self):
        self.healthBar.setSz(self.fuel)

    def destroy(self):
        self.bladeNumberLabel.removeNode()
        self.bladeNumberLabel = None
        self._healthIval.clearToInitial()
        del self._healthIval
        self.healthBar = None
        self.fuelLowIndicator = None
        self.fuelVeryLowIndicator = None
        self.propellerMain = None
        self.propellerHead = None
        del self.blades[:]
        del self.activeBlades[:]
        self.gui.detachNode()
        self.gui = None
        DirectFrame.destroy(self)
        return
Ejemplo n.º 8
0
class RepairBarnacle(DirectFrame, FSM.FSM):
    __module__ = __name__
    barnacleFallSounds = None

    def __init__(self, name, barnacleGeom):
        self.config = RepairGlobals.Careening
        DirectFrame.__init__(self, parent=None, relief=None)
        self.barnacleGeom = barnacleGeom
        FSM.FSM.__init__(self, 'Barnacle_%sFSM' % name)
        self._initAudio()
        self._initVars()
        self._initGUI()
        return

    def _initVars(self):
        self.heat = 0.0
        self.hp = 100
        self.maxHP = 100
        self.currentShake = None
        self.fallingAnim = None
        return

    def _initAudio(self):
        if not self.barnacleFallSounds:
            RepairBarnacle.barnacleFallSounds = (
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE1),
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE2),
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE3),
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE4),
                loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE5))

    def _initGUI(self):
        self.barnacleGeom.reparentTo(self)
        self.barnacleGeom.setScale(0.6)
        self.barnacleGeom.setR(random.random() * 360)
        if self.config.showBarnacleHP:
            self.hpLabel = DirectLabel(text='',
                                       scale=(0.025, 0.025, 0.025),
                                       pos=(0.0, 0.0, -0.01),
                                       textMayChange=1,
                                       parent=self)

    def destroy(self):
        if self.currentShake is not None:
            self.currentShake.clearToInitial()
            self.currentShake = None
        del self.currentShake
        if self.fallingAnim is not None:
            self.fallingAnim.clearToInitial()
            self.fallingAnim = None
        del self.fallingAnim
        self.cleanup()
        if self.config.showBarnacleHP:
            self.hpLabel.destroy()
            del self.hpLabel
        DirectFrame.destroy(self)
        self.barnacleGeom.removeNode()
        del self.barnacleGeom
        return

    def setMaxHP(self, newMaxHP, globalMaxHP):
        self.maxHP = newMaxHP
        self.globalMaxHP = globalMaxHP

    def setHP(self, newHP):
        self.hp = newHP
        if self.config.showBarnacleHP:
            self.hpLabel['text'] = '%i' % self.hp
            self.hpLabel.setText()
        if self.hp <= 0.0:
            self.hp = 0.0
            self.request('Falling')
        self.setScale(self.hp * MAX_SCALE_ADD / self.globalMaxHP + MIN_SCALE)

    def reduceHP(self, pushDir, powerScale):
        amount = pushDir.length()
        pushDir.normalize()
        self.heat = min(1.0, self.heat + amount)
        amount *= 50
        if amount > MAX_SCRUB_AMT:
            amount = MAX_SCRUB_AMT
        amount *= powerScale
        newHP = self.hp - amount
        self.setHP(newHP)
        if self.currentShake is None:
            self.currentShake = Sequence(
                LerpPosInterval(
                    self,
                    duration=0.03,
                    pos=(self.getX() - pushDir[0] * (0.01 + amount / 1000.0),
                         self.getY(),
                         self.getZ() - pushDir[1] * (0.01 + amount / 1000.0)),
                    blendType='easeIn'),
                LerpPosInterval(self,
                                duration=0.06,
                                pos=(self.getX(), self.getY(), self.getZ()),
                                blendType='easeOut'),
                LerpPosInterval(
                    self,
                    duration=0.04,
                    pos=(self.getX() + pushDir[0] * (0.0075 + amount / 2000.0),
                         self.getY(),
                         self.getZ() + pushDir[1] * (0.005 + amount / 2000.0)),
                    blendType='easeIn'),
                LerpPosInterval(self,
                                duration=0.08,
                                pos=(self.getX(), self.getY(), self.getZ()),
                                blendType='easeOut'),
                Func(self.clearCurrentShake))
            self.currentShake.start()
        return

    def checkCollision(self, mousePosition):
        sld = Point3(mousePosition.getX(), 0.0,
                     mousePosition.getY()) - self.getPos(render2d)
        return self.getCurrentOrNextState() == 'Idle' and sld.length(
        ) < self.config.barnacleRadius * self.getScale().getX()

    def clearCurrentShake(self):
        self.currentShake = None
        return

    def enterIdle(self):
        visibleIndex = random.uniform(0,
                                      self.barnacleGeom.getNumChildren() - 1)
        for i in range(self.barnacleGeom.getNumChildren() - 1):
            self.barnacleGeom.getChild(i).unstash()

        newHP = self.maxHP
        self.heat = 0.0
        self.setHP(newHP)
        self.unstash()

    def exitIdle(self):
        pass

    def enterFalling(self):
        if self.currentShake is not None:
            self.currentShake.finish()
        sound = random.choice(self.barnacleFallSounds)
        sound.play()
        self.fallingAnim = Sequence(
            LerpPosInterval(self,
                            duration=2.0,
                            pos=(self.getX(), self.getY(), self.getZ() - 2.0),
                            blendType='easeIn'), Func(self.request, 'Clean'))
        self.fallingAnim.start()
        return

    def exitFalling(self):
        self.stash()

    def enterClean(self):
        pass

    def exitClean(self):
        pass
Ejemplo n.º 9
0
class RepairNail(NodePath, FSM.FSM):
    
    def __init__(self, name, parent, nailModel):
        self.config = RepairGlobals.Hammering
        NodePath.__init__(self, name)
        FSM.FSM.__init__(self, 'Nail_%sFSM' % name)
        self.reparentTo(parent)
        self.nailModel = nailModel
        self._initVars()
        self._initVisuals()

    
    def _initVars(self):
        self.totalClicks = 0
        self.remainingPercent = 1.0

    
    def _initVisuals(self):
        self.visual = self.attachNewNode('RepairNail.visual')
        self.nailModel.find('**/nail_collision').setPos(0.0, -35.0, 0.0)
        self.nailModel.setScale(1.5)
        self.nailModel.find('**/nail_collision').setCollideMask(NAIL_COLLIDE_MASK)
        self.nailModel.find('**/nail_collision').setPythonTag('nail', self)
        self.nailModel.find('**/nail_collision').hide()
        self.nailModel.reparentTo(self.visual)
        self.nailModel.find('**/nail_model').setHpr(0.0, 20.0, 0.0)
        self.nailModel.setDepthTest(True)
        self.nailModel.setDepthWrite(True)
        self.shadow = self.nailModel.find('**/shadow')
        self.shadow.reparentTo(self)
        self.shadow.setPos(0.0, -0.040000000000000001, 0.02)
        self.shadow.setDepthTest(True)
        self.shadow.setDepthWrite(True)
        self.shadow.setScale(2.0)
        self.shadow.setTransparency(1)
        self.shadow.setSa(0.59999999999999998)
        self.resultLabel = DirectLabel(text = '', relief = None, text_fg = (1.0, 1.0, 1.0, 1.0), text_shadow = (0.0, 0.0, 0.0, 1.0), text_font = PiratesGlobals.getPirateFont(), scale = (0.050000000000000003, 0.050000000000000003, 0.050000000000000003), pos = (0.0, 0.0, -0.089999999999999997), parent = self)

    
    def removeNode(self):
        self.visual.removeNode()
        del self.visual
        self.resultLabel.destroy()
        NodePath.removeNode(self)

    
    def setShadow(self, percent):
        self.shadow.setScale(percent * 1.0 + 1.3999999999999999)
        self.shadow.setSa(1.0 - percent * 0.20000000000000001 + 0.20000000000000001)

    
    def hitNail(self, percentage):
        self.remainingPercent = max(0.0, self.remainingPercent - percentage)
        self.totalClicks += 1
        self.setShadow(self.remainingPercent)
        newDepth = (1.0 - self.remainingPercent) * HAMMERED_DEPTH
        self.visual.setZ(newDepth)
        if self.remainingPercent <= 0.0:
            for i in range(len(self.config.rankingThresholds)):
                if self.totalClicks >= self.config.rankingThresholds[i]:
                    break
                    continue
            
            self.request('Hammered', PLocalizer.Minigame_Repair_Hammering_Thresholds[i])
            return True
        
        return False

    
    def enterActive(self):
        self.visual.setZ(0.0)
        self.remainingPercent = 1.0
        self.totalClicks = 0
        self.setShadow(1.0)

    
    def exitActive(self):
        pass

    
    def enterHammered(self, successText):
        self.resultLabel['text'] = successText
        self.resultLabel.setText()

    
    def exitHammered(self):
        self.resultLabel['text'] = ''
        self.resultLabel.setText()

    
    def enterIdle(self):
        self.stash()

    
    def exitIdle(self):
        self.unstash()
Ejemplo n.º 10
0
class DirectTooltip():
    def __init__(self):

        self.tooltipText = DirectLabel(
            text = "Tooltip",
            text_fg = (1,1,1,1),
            text_scale = 0.05,
            text_align = TextNode.ALeft,
            frameColor = (0, 0, 0, 0.75),
            borderWidth = (0.1, 0.1))
        self.tooltipText.setTransparency(True)

        self.textXShift = 0.05
        self.textYShift = -0.08

        self.mousePos = None

        # this will determine when the tooltip should be moved in the
        # respective direction, whereby
        # 1  : display edge
        # <1 : margin inside the window
        # >1 : margin outside the window
        self.xEdgeStartShift = 0.99
        self.yEdgeStartShift = 0.99

        self.tooltipText.hide()

    def show(self, text=None, args=None):
        if text is not None:
            self.tooltipText.setText(text)
            self.tooltipText.resetFrameSize()
        self.tooltipText.show()

        # add the tooltips update task so it will be updated every frame
        base.taskMgr.add(self.updateTooltipPos, "task_updateTooltipPos")

    def delete(self, args=None):
        self.tooltipText.removeNode()

        # remove the tooltips update task
        base.taskMgr.remove("task_updateTooltipPos")

    def updateTooltipPos(self, task):
        # calculate new aspec tratio
        wp = base.win.getProperties()
        aspX = 1.0
        aspY = 1.0
        wpXSize = wp.getXSize()
        wpYSize = wp.getYSize()
        if wpXSize > wpYSize:
            aspX = wpXSize / float(wpYSize)
        else:
            aspY = wpYSize / float(wpXSize)

        # variables to store the mouses current x and y position
        x = 0.0
        y = 0.0
        if base.mouseWatcherNode.hasMouse():
            self.tooltipText.show()
            # get the mouse position
            x = base.mouseWatcherNode.getMouseX()
            y = base.mouseWatcherNode.getMouseY()

            # Move the tooltip to the mouse

            # set the text to the current mouse position
            self.tooltipText.setPos(
                (x*aspX) + self.textXShift,
                0,
                (y*aspY)+self.textYShift)

            bounds = self.tooltipText.getBounds()
            # bounds = left, right, bottom, top

            # calculate the texts bounds respecting its current position
            xLeft = self.tooltipText.getX() + bounds[0]*self.tooltipText.getScale()[0]
            xRight = self.tooltipText.getX() + bounds[1]*self.tooltipText.getScale()[0]
            yUp = self.tooltipText.getZ() + bounds[3]*self.tooltipText.getScale()[1]
            yDown = self.tooltipText.getZ() + bounds[2]*self.tooltipText.getScale()[1]

            # these will be used to shift the text in the desired direction
            xShift = 0.0
            yShift = 0.0
            if xRight/aspX > self.xEdgeStartShift:
                # shift to the left
                xShift = self.xEdgeStartShift - xRight/aspX
            elif xLeft/aspX < -self.xEdgeStartShift:
                # shift to the right
                xShift = -(self.xEdgeStartShift + xLeft/aspX)
            if yUp/aspY > self.yEdgeStartShift:
                # shift down
                yShift = self.yEdgeStartShift - yUp/aspY
            elif yDown/aspY < -self.yEdgeStartShift:
                # shift up
                yShift = -(self.yEdgeStartShift + yDown/aspY)

            # some aspect ratio calculation
            xShift *= aspX
            yShift *= aspY

            # move the tooltip to the new position
            self.tooltipText.setX(self.tooltipText.getX() + xShift)
            self.tooltipText.setZ(self.tooltipText.getZ() + yShift)
        else:
            self.tooltipText.delete()


        # continue the task until it got manually stopped
        return task.cont
Ejemplo n.º 11
0
class Player(GameObject, ArmedObject):
    def __init__(self, shipSpec):
        GameObject.__init__(self, Vec3(0, 0,
                                       0), None, None, shipSpec.maxShields,
                            shipSpec.maxSpeed, "player", MASK_INTO_PLAYER, 2)
        ArmedObject.__init__(self)

        self.acceleration = shipSpec.acceleration
        self.turnRate = shipSpec.turnRate

        self.numGuns = len(shipSpec.gunPositions)
        self.numMissiles = shipSpec.numMissiles
        self.maxEnergy = shipSpec.maxEnergy
        self.energyRechargeRate = shipSpec.energyRechargeRate
        self.shieldRechargeRate = shipSpec.shieldRechargeRate

        self.energy = shipSpec.maxEnergy

        for gunPos in shipSpec.gunPositions:
            np = self.actor.attachNewNode(PandaNode("gun node"))
            np.setPos(gunPos)

            gun = BlasterWeapon()
            self.addWeapon(gun, 0, np)

        missileSetCounter = 1
        for missilePos in shipSpec.missilePositions:
            np = self.actor.attachNewNode(PandaNode("missile node"))
            np.setPos(missilePos)

            gun = RocketWeapon()
            self.addWeapon(gun, missileSetCounter, np)
            missileSetCounter += 1

        self.numMissileSets = missileSetCounter - 1
        self.missileSetIndex = 0

        light = PointLight("basic light")
        light.setColor(Vec4(1, 1, 1, 1))
        light.setAttenuation((1, 0.01, 0.001))
        self.lightNP = self.root.attachNewNode(light)
        self.lightNP.setZ(1)
        Common.framework.showBase.render.setLight(self.lightNP)

        self.colliderNP.node().setFromCollideMask(MASK_WALLS
                                                  | MASK_FROM_PLAYER)

        Common.framework.pusher.addCollider(self.colliderNP, self.root)
        Common.framework.traverser.addCollider(self.colliderNP,
                                               Common.framework.pusher)

        Common.framework.showBase.camera.reparentTo(self.actor)
        Common.framework.showBase.camera.setPos(0, 0, 0)
        Common.framework.showBase.camera.setHpr(0, 0, 0)

        lens = Common.framework.showBase.camLens

        lens.setNear(0.03)

        ratio = lens.getAspectRatio()

        lens.setFov(75 * ratio)

        self.lastMousePos = Vec2(0, 0)
        self.mouseSpeedHori = 50.0
        self.mouseSpeedVert = 30.0
        self.mouseSensitivity = 1.0

        self.targetingRay = CollisionSegment(0, 0, 0, 0, 100, 0)
        self.targetingRayNode = CollisionNode("lock ray")
        self.targetingRayNode.addSolid(self.targetingRay)
        self.targetingRayNode.setFromCollideMask(MASK_ENEMY_LOCK_SPHERE)
        self.targetingRayNode.setIntoCollideMask(0)
        self.targetingRayNP = self.actor.attachNewNode(self.targetingRayNode)
        self.targetingQueue = CollisionHandlerQueue()

        self.prospectiveLockTarget = None
        self.lockTargetTimer = 0
        self.lockDuration = 1

        Common.framework.traverser.addCollider(self.targetingRayNP,
                                               self.targetingQueue)

        #rayNodePath.show()

        self.uiRoot = aspect2d.attachNewNode(PandaNode("player UI"))

        cardMaker = CardMaker("UI maker")
        cardMaker.setFrame(-1, 1, -1, 1)

        self.centreSpot = self.uiRoot.attachNewNode(cardMaker.generate())
        self.centreSpot.setTexture(
            Common.framework.showBase.loader.loadTexture(
                "../Section2SpaceflightDocking/UI/spot.png"))
        self.centreSpot.setTransparency(True)
        self.centreSpot.setPos(0, 0, 0)
        self.centreSpot.setScale(0.01)
        self.centreSpot.setAlphaScale(0.5)

        self.directionIndicator = self.uiRoot.attachNewNode(
            cardMaker.generate())
        self.directionIndicator.setTexture(
            Common.framework.showBase.loader.loadTexture(
                "../Section2SpaceflightDocking/UI/directionIndicator.png"))
        self.directionIndicator.setTransparency(True)
        self.directionIndicator.setScale(0.05)
        self.directionIndicator.hide()

        self.lockMarkerRoot = self.uiRoot.attachNewNode(
            PandaNode("lock marker root"))
        for i in range(4):
            markerRotationNP = self.lockMarkerRoot.attachNewNode(
                PandaNode("lock marker rotation"))
            marker = markerRotationNP.attachNewNode(cardMaker.generate())
            marker.setTexture(
                Common.framework.showBase.loader.loadTexture(
                    "../Section2SpaceflightDocking/UI/lockMarker.png"))
            marker.setTransparency(True)
            markerRotationNP.setScale(0.04)
            markerRotationNP.setR(i * 90)
        self.lockMarkerRoot.hide()

        self.lockBar = Common.framework.showBase.loader.loadModel(
            "../Section2SpaceflightDocking/UI/uiLockBar")
        self.lockBar.reparentTo(self.uiRoot)
        self.lockBar.setScale(0.15)
        #self.lockBar.hide()

        cardMaker.setFrame(-1, 1, 0, 1)

        self.cockpit = Common.framework.showBase.loader.loadModel(
            "../Section2SpaceflightDocking/Models/{0}".format(
                shipSpec.cockpitModelFile))
        self.cockpit.reparentTo(self.actor)

        healthBarRoot = self.cockpit.find("**/healthBar")
        if healthBarRoot is None or healthBarRoot.isEmpty():
            healthBarRoot = self.uiRoot.attachNewNode(
                PandaNode("health bar root"))
            print("No health bar root found!")

        energyBarRoot = self.cockpit.find("**/energyBar")
        if energyBarRoot is None or energyBarRoot.isEmpty():
            energyBarRoot = self.uiRoot.attachNewNode(
                PandaNode("energy bar root"))
            print("No energy bar root found!")

        missileCounterRoot = self.cockpit.find("**/missileCounter")
        if missileCounterRoot is None or missileCounterRoot.isEmpty():
            missileCounterRoot = self.uiRoot.attachNewNode(
                PandaNode("missile counter root"))
            print("No missile counter root found!")

        radarRoot = self.cockpit.find("**/radar")
        if radarRoot is None or radarRoot.isEmpty():
            radarRoot = self.uiRoot.attachNewNode(PandaNode("radar root"))
            print("No radar root found!")

        speedometerRoot = self.cockpit.find("**/speedometer")
        if speedometerRoot is None or speedometerRoot.isEmpty():
            speedometerRoot = self.uiRoot.attachNewNode(
                PandaNode("speedometer root"))
            print("No speedometer root found!")

        self.radarDrawer = MeshDrawer()
        self.radarDrawer.setBudget(4096)

        self.radarDrawerNP = self.radarDrawer.getRoot()
        self.radarDrawerNP.reparentTo(radarRoot)
        self.radarDrawerNP.setTwoSided(True)
        self.radarDrawerNP.setLightOff()
        self.radarDrawerNP.setDepthWrite(False)
        self.radarDrawerNP.setTransparency(True)

        self.healthBar = healthBarRoot.attachNewNode(cardMaker.generate())
        self.healthBar.setSx(0.05)

        self.energyBar = energyBarRoot.attachNewNode(cardMaker.generate())
        self.energyBar.setSx(0.05)

        self.healthBarScalar = 0.00175
        self.energyBarScalar = 0.00175

        self.missileCounter = DirectLabel(text="",
                                          text_mayChange=True,
                                          scale=0.09,
                                          relief=None,
                                          parent=missileCounterRoot)

        self.maxRadarRange = 700
        self.radarSize = 0.3

        self.speedometer = DirectLabel(text="",
                                       text_mayChange=True,
                                       scale=0.09,
                                       relief=None,
                                       parent=speedometerRoot)

        self.updateHealthUI()
        self.updateEnergyUI()
        self.updateMissileUI()
        self.updateRadar()
        self.updateSpeedometer()

        self.updatingEffects = []

    def update(self, keys, dt):
        GameObject.update(self, dt)

        self.updateSpeedometer()

        self.walking = False

        quat = self.root.getQuat(Common.framework.showBase.render)
        forward = quat.getForward()
        right = quat.getRight()
        up = quat.getUp()

        if keys["up"]:
            self.walking = True
            self.velocity += forward * self.acceleration * dt
        if keys["down"]:
            self.walking = True
            self.velocity -= forward * self.acceleration * dt
        if keys["left"]:
            self.walking = True
            self.velocity -= right * self.acceleration * dt
        if keys["right"]:
            self.walking = True
            self.velocity += right * self.acceleration * dt
        if self.walking:
            self.inControl = True

        mouseWatcher = base.mouseWatcherNode
        if mouseWatcher.hasMouse():
            xSize = base.win.getXSize()
            ySize = base.win.getYSize()
            xPix = float(xSize % 2) / xSize
            yPix = float(ySize % 2) / ySize
            mousePos = Vec2(base.mouseWatcherNode.getMouse())
            mousePos.addX(-xPix)
            mousePos.addY(-yPix)
            if abs(mousePos.x) < xPix:
                mousePos.x = 0
            if abs(mousePos.y) < yPix:
                mousePos.y = 0

        else:
            mousePos = self.lastMousePos

        if mousePos.length() > 0.01:
            axis = right * (mousePos.y) + up * (-mousePos.x)
            axis.normalize()
            angle = mousePos.length() * self.turnRate * dt

            rotQuat = Quat()
            rotQuat.setFromAxisAngle(angle, axis)

            self.root.setQuat(quat * rotQuat)

        if not self.weaponSets[0][0].active:
            self.alterEnergy(
                math.sin(1.071 * self.energy / self.maxEnergy + 0.5) *
                self.energyRechargeRate * dt)

        self.updateEnergyUI()
        self.updateHealthUI()
        self.updateRadar()

        #self.root.setH(self.root.getH() - mousePos.x*self.mouseSpeedHori*self.mouseSensitivity)
        #self.actor.setP(self.actor.getP() + mousePos.y*self.mouseSpeedVert*self.mouseSensitivity)

        if keys["shoot"]:
            self.startFiringSet(0)
        else:
            self.ceaseFiringSet(0)

        if keys["shootSecondary"]:
            self.startFiringSet(self.missileSetIndex + 1)
        else:
            for i in range(self.numMissileSets):
                self.ceaseFiringSet(i + 1)

        [effect.update(self, dt) for effect in self.updatingEffects]
        [
            effect.cleanup() for effect in self.updatingEffects
            if not effect.active
        ]
        self.updatingEffects = [
            effect for effect in self.updatingEffects if effect.active
        ]

        if self.targetingQueue.getNumEntries() > 0:
            self.targetingQueue.sortEntries()
            entry = self.targetingQueue.getEntry(0)
            intoNP = entry.getIntoNodePath()
            if intoNP.hasPythonTag(TAG_OWNER):
                other = intoNP.getPythonTag(TAG_OWNER)
                if other is self.prospectiveLockTarget and other is not self.lockedTarget:
                    self.lockTargetTimer += dt
                    if self.lockTargetTimer >= self.lockDuration:
                        self.lockedTarget = other
                else:
                    self.lockTargetTimer = 0
                self.prospectiveLockTarget = other
            else:
                self.lockTargetTimer = 0
        else:
            self.lockTargetTimer = 0

        perc = self.lockTargetTimer / self.lockDuration
        self.lockBar.setTexOffset(TextureStage.getDefault(), 0, -perc * 1.1)

        if self.lockedTarget is not None:
            if self.lockedTarget.health <= 0:
                self.lockedTarget = None
            else:
                relPos = self.lockedTarget.root.getPos(self.root)
                planarVec = relPos.getXz()
                relDist = relPos.length()

                if relDist == 0:
                    angle = 0
                else:
                    angle = math.acos(relPos.y / relDist)

                if relDist > 200 or angle > 1.7453:
                    self.lockedTarget = None
                else:

                    if self.lockMarkerRoot.isHidden():
                        self.lockMarkerRoot.show()

                    camPt = Point2()
                    convertedPt = Common.framework.showBase.cam.getRelativePoint(
                        Common.framework.showBase.render,
                        self.lockedTarget.root.getPos(
                            Common.framework.showBase.render))
                    if Common.framework.showBase.camLens.project(
                            convertedPt, camPt):
                        self.lockMarkerRoot.setPos(
                            Common.framework.showBase.render2d, camPt.x, 0,
                            camPt.y)
                        if self.lockMarkerRoot.isHidden():
                            self.lockMarkerRoot.show()
                        for child in self.lockMarkerRoot.getChildren():
                            child.getChild(0).setZ(
                                (1.0 - min(1, relDist / 100)) * 5 + 0.2)
                    elif not self.lockMarkerRoot.isHidden():
                        self.lockMarkerRoot.hide()

                    if relPos.y < 0 or angle > 0.6:
                        planarVec.normalize()

                        self.directionIndicator.setPos(planarVec.x * 0.4, 0,
                                                       planarVec.y * 0.4)

                        angle = math.degrees(
                            math.atan2(planarVec.x, planarVec.y))
                        self.directionIndicator.setR(angle)

                        if self.directionIndicator.isHidden():
                            self.directionIndicator.show()
                    elif not self.directionIndicator.isHidden():
                        self.directionIndicator.hide()
        else:
            if not self.directionIndicator.isHidden():
                self.directionIndicator.hide()
            if not self.lockMarkerRoot.isHidden():
                self.lockMarkerRoot.hide()

    def weaponReset(self, weapon):
        ArmedObject.weaponFired(self, weapon)

        if isinstance(weapon, RocketWeapon):
            self.ceaseFiringSet(self.missileSetIndex + 1)
            self.missileSetIndex += 1
            if self.missileSetIndex >= self.numMissileSets:
                self.missileSetIndex = 0

    def attackPerformed(self, weapon):
        ArmedObject.attackPerformed(self, weapon)

    def postTraversalUpdate(self, dt):
        ArmedObject.update(self, dt)

    def alterHealth(self,
                    dHealth,
                    incomingImpulse,
                    knockback,
                    flinchValue,
                    overcharge=False):
        GameObject.alterHealth(self, dHealth, incomingImpulse, knockback,
                               flinchValue, overcharge)

        self.updateHealthUI()

        #self.hurtSound.play()

    def alterEnergy(self, dEnergy):
        self.energy += dEnergy
        if self.energy < 0:
            self.energy = 0
        elif self.energy > self.maxEnergy:
            self.energy = self.maxEnergy

    def alterMissileCount(self, dMissiles):
        self.numMissiles += dMissiles
        if self.numMissiles < 0:
            self.numMissiles = 0
        self.updateMissileUI()

    def updateHealthUI(self):
        perc = self.health / self.maxHealth
        newVal = max(0.01, self.health * self.healthBarScalar)
        self.healthBar.setSz(newVal)
        self.healthBar.setColorScale(1.0 - (perc - 0.5) / 0.5,
                                     min(1, perc / 0.5), 0, 1)
        #self.healthCounter.setText("{0:-.0f}".format(self.health))
        #self.healthCounter.setColorScale(1.0 - (perc - 0.5)/0.5, min(1, perc/0.5), 0, 1)

    def updateEnergyUI(self):
        perc = self.energy / self.maxEnergy
        newVal = max(0.01, self.energy * self.energyBarScalar)
        self.energyBar.setSz(newVal)
        self.energyBar.setColorScale(1.0 - (perc - 0.5) / 0.5,
                                     min(1, perc / 0.5), 0, 1)

    def updateMissileUI(self):
        self.missileCounter["text"] = "Missiles:\n{0}".format(self.numMissiles)
        self.missileCounter.setText()
        self.missileCounter.resetFrameSize()

    def updateSpeedometer(self):
        self.speedometer["text"] = "Speed:\n{0:0=2.0f}m/s".format(
            self.velocity.length() * 2)
        self.speedometer.setText()
        self.speedometer.resetFrameSize()

    def updateRadar(self):
        if Common.framework.currentLevel is not None:
            self.radarDrawer.begin(Common.framework.showBase.cam,
                                   Common.framework.showBase.render)

            uvs = Vec2(0, 0)

            spotSize = 0.015

            self.radarDrawer.tri(Vec3(-spotSize, 0,
                                      -spotSize), Vec4(0, 1, 0, 1), uvs,
                                 Vec3(spotSize, 0,
                                      -spotSize), Vec4(0, 1, 0, 1), uvs,
                                 Vec3(-spotSize, 0, spotSize),
                                 Vec4(0, 1, 0, 1), uvs)
            self.radarDrawer.tri(Vec3(-spotSize, 0,
                                      spotSize), Vec4(0, 1, 0, 1), uvs,
                                 Vec3(spotSize, 0,
                                      -spotSize), Vec4(0, 1, 0, 1), uvs,
                                 Vec3(spotSize, 0, spotSize), Vec4(0, 1, 0, 1),
                                 uvs)

            selfForward = Vec3(0, 1, 0)

            for enemy in Common.framework.currentLevel.enemies:
                enemyPos = enemy.root.getPos(self.root)
                dist = enemyPos.length()
                if dist < self.maxRadarRange:
                    distPerc = dist / self.maxRadarRange
                    enemyPos.normalize()
                    anglePerc = selfForward.angleDeg(enemyPos) / 180
                    enemyPos.setY(0)
                    enemyPos.normalize()
                    enemyPos *= anglePerc * self.radarSize
                    colour = Vec4(1, 0, 0,
                                  math.sin(max(0, 1 - distPerc) * 1.571))

                    self.radarDrawer.tri(
                        Vec3(-spotSize, 0, 0) + enemyPos, colour, uvs,
                        Vec3(spotSize, 0, 0) + enemyPos, colour, uvs,
                        Vec3(0, 0, spotSize) + enemyPos, colour, uvs)
                    self.radarDrawer.tri(
                        Vec3(spotSize, 0, 0) + enemyPos, colour, uvs,
                        Vec3(-spotSize, 0, 0) + enemyPos, colour, uvs,
                        Vec3(0, 0, -spotSize) + enemyPos, colour, uvs)

            self.radarDrawer.end()

    def addUpdatingEffect(self, effect):
        self.updatingEffects.append(effect)
        effect.start(self)

    def cleanup(self):
        if self.uiRoot is not None:
            self.uiRoot.removeNode()
            self.uiRoot = None
        self.healthBar = None

        if self.lightNP is not None:
            Common.framework.showBase.render.clearLight(self.lightNP)
            self.lightNP.removeNode()
            self.lightNP = None

        for effect in self.updatingEffects:
            effect.cleanup()
        self.updatingEffects = []

        ArmedObject.cleanup(self)
        GameObject.cleanup(self)
Ejemplo n.º 12
0
class CogdoFlyingGuiManager:
    def __init__(self, player):

        self.player = player

        self.root = NodePath("CogdoFlyingGui")
        self.root.reparentTo(aspect2d)

        self.fuelMeter = NodePath("scrubMeter")
        self.fuelMeter.reparentTo(self.root)
        self.fuelMeter.setPos(1.1, 0.0, -0.7)
        self.fuelMeter.setSz(2.0)

        cm = CardMaker('card')
        cm.setFrame(-0.07, 0.07, 0.0, 0.75)
        self.fuelMeterBar = self.fuelMeter.attachNewNode(cm.generate())
        self.fuelMeterBar.setColor(0.95, 0.95, 0.0, 1.0)

        self.fuelLabel = DirectLabel(
            parent=self.root,
            relief=None,
            pos=(1.1, 0, -0.8),
            scale=0.075,
            text="Fuel",
            text_fg=(0.95, 0.95, 0, 1),
            text_shadow=(0, 0, 0, 1),
            text_font=ToontownGlobals.getInterfaceFont(),
        )

        self.messageLabel = DirectLabel(
            parent=self.root,
            relief=None,
            pos=(0.0, 0.0, -0.9),
            scale=0.1,
            text="                ",
            text_align=TextNode.ACenter,
            text_fg=(0.95, 0.95, 0, 1),
            text_shadow=(0, 0, 0, 1),
            text_font=ToontownGlobals.getInterfaceFont(),
            textMayChange=1,
        )
        self.messageLabel.stash()

        self.winLabel = DirectLabel(
            parent=self.root,
            relief=None,
            pos=(0.0, 0.0, 0.0),
            scale=0.25,
            text="You win!",
            text_align=TextNode.ACenter,
            text_fg=(0.95, 0.95, 0, 1),
            text_shadow=(0, 0, 0, 1),
            text_font=ToontownGlobals.getInterfaceFont(),
        )
        self.winLabel.stash()

        self.refuelLerp = LerpFunctionInterval(self.fuelMeterBar.setSz,
                                               fromData=0.0,
                                               toData=1.0,
                                               duration=2.0)

    def setRefuelLerpFromData(self):
        startScale = self.fuelMeterBar.getSz()
        self.refuelLerp.fromData = startScale

    def setMessageLabelText(self, text):
        self.messageLabel["text"] = text
        self.messageLabel.setText()

    def update(self):
        self.fuelMeterBar.setSz(self.player.fuel)

    def destroy(self):
        #        print "Destroying GUI"
        self.fuelMeterBar.detachNode()
        self.fuelMeterBar = None

        self.fuelLabel.detachNode()
        self.fuelLabel = None

        self.fuelMeter.detachNode()
        self.fuelMeter = None

        self.winLabel.detachNode()
        self.winLabel = None

        self.root.detachNode()
        self.root = None

        self.player = None
class RepairSawingGame(RepairMincroGame):
    sawSounds = None
    boardComplet = None
    boardDestroyed = None
    
    def __init__(self, repairGame):
        self.config = RepairGlobals.Sawing
        notify = DirectNotifyGlobal.directNotify.newCategory('RepairSawingGame')
        RepairMincroGame.__init__(self, repairGame, 'sawing', PLocalizer.Minigame_Repair_Sawing_Start)

    
    def _initVars(self):
        RepairMincroGame._initVars(self)
        self.boardsPool = { }
        self.currentBoard = None
        self.currentBoardIndex = 0
        self.onDeckBoard = None
        self.onDeckBoardIndex = 0
        self.totalScore = 0.0
        self.hitZone1Penalty = False
        self.hitZone2Penalty = False
        self.hitBoardPenalty = False
        self.moveDiffForSound = 0.0
        self.startPositions = (Point3(0.0, 0.0, 0.0),)
        self.currentStartIndex = 0
        self.lastMousePos = None
        self.board_left = None
        self.board_right = None
        self.cut = None
        self.zone1_right = None
        self.zone1_left = None
        self.zone2_right = None
        self.zone2_left = None
        self.piece1 = None
        self.piece2 = None
        self.lastHitIndex = -1
        self.sawWaypoints = []

    
    def _initAudio(self):
        RepairMincroGame._initAudio(self)
        if not self.sawSounds:
            RepairSawingGame.sawSounds = (loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_INOUT01), loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_INOUT02), loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_INOUT03), loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_INOUT04))
            RepairSawingGame.boardComplete = loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_COMPLETE)
            RepairSawingGame.boardDestroyed = loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_SAW_FAIL)
        

    
    def _initVisuals(self):
        RepairMincroGame._initVisuals(self)
        self.setBin('fixed', 36)
        self.model = loader.loadModel('models/gui/pir_m_gui_srp_sawing_main')
        sawModel = self.model.find('**/saw')
        sawModel.setR(193)
        sawModel.setPos(0.90000000000000002, 0.0, -0.16500000000000001)
        sawModel.setBin('gui-popup', 0)
        self.sawButton = RepairSaw(parent = self, clickDownCommand = self.sawAttachedToMouse, clickUpCommand = self.sawRemovedFromMouse, geom = sawModel, text_pos = (0.20000000000000001, -0.29999999999999999), text_fg = (1, 0, 0, 1), scale = (0.29999999999999999, 0.29999999999999999, 0.29999999999999999), relief = None, pressEffect = 0, frameSize = (-0.050000000000000003, 1.05, -0.29999999999999999, 0.050000000000000003), rolloverSound = None, clickSound = None)
        self.sawingLine = RepairSawingLine(self, self.config.sawlineLineThickness, self.config.sawlineColor, self.config.sawlineLinespawnDist)
        self.progressDescriptionLabel = DirectLabel(text = PLocalizer.Minigame_Repair_Sawing_Description, text_fg = (1.0, 1.0, 1.0, 1.0), text_pos = (0.0, 0.0), text_shadow = (0.0, 0.0, 0.0, 1.0), text_font = PiratesGlobals.getPirateFont(), text_align = TextNode.ARight, relief = None, scale = (0.080000000000000002, 0.080000000000000002, 0.080000000000000002), pos = (-0.20000000000000001, 0.0, 0.5), parent = self)
        self.progressLabel = DirectLabel(text = PLocalizer.Minigame_Repair_Sawing_Thresholds[3], text_fg = (1.0, 1.0, 1.0, 1.0), text_pos = (0.0, 0.0), text_shadow = (0.0, 0.0, 0.0, 1.0), text_font = PiratesGlobals.getPirateFont(), text_align = TextNode.ALeft, relief = None, scale = (0.080000000000000002, 0.080000000000000002, 0.080000000000000002), pos = (-0.17999999999999999, 0.0, 0.5), parent = self)
        self.boardDestroyedLabel = DirectLabel(text = PLocalizer.Minigame_Repair_Sawing_Board_Destroyed, text_fg = (1.0, 0.0, 0.0, 1.0), text_pos = (0.0, 0.0), text_font = PiratesGlobals.getPirateFont(), text_shadow = (0.0, 0.0, 0.0, 1.0), relief = None, scale = (0.10000000000000001, 0.10000000000000001, 0.10000000000000001), pos = (0.0, 0.0, 0.10000000000000001), parent = self)
        self.boardDestroyedLabel.setBin('fixed', 38)
        self.boardDestroyedLabel.stash()

    
    def _initIntervals(self):
        RepairMincroGame._initIntervals(self)
        self.newBoardSequence = Sequence(name = 'RepairSawingGame.newBoardSequence')
        self.splitBoardSequence = Sequence(name = 'RepairSawGame.splitBoardSequence')
        self.dropBoardSequence = Sequence(name = 'RepairSawGame.dropBoardSequence')

    
    def getNewBoard(self, boardIndex):
        board = self.model.find('**/wood%i' % boardIndex).copyTo(NodePath('board%i' % len(self.boardsPool)))
        board.reparentTo(self)
        piece1 = board.find('**/piece_1')
        piece1.setPythonTag('piece_1', self.piece1)
        piece1.setY(self.config.boardYDist)
        piece2 = board.find('**/piece_2')
        piece2.setPythonTag('piece_2', self.piece2)
        piece2.setY(self.config.boardYDist)
        pieceCut = board.find('**/piece_cut')
        pieceCut.setPythonTag('cut', self.cut)
        pieceCut.setColor(self.config.cutColor)
        pieceCut.setY(self.config.boardYDist)
        board_left = piece1.find('**/board')
        board_left.setPythonTag('left', self.board_left)
        board_right = piece2.find('**/board')
        board_right.setPythonTag('right', self.board_right)
        zone1_right = piece2.find('**/zone_1')
        zone1_right.setPythonTag('zone1_right', self.zone1_right)
        zone1_right.setColor(self.config.zone1Color)
        zone1_left = piece1.find('**/zone_1')
        zone1_left.setPythonTag('zone1_left', self.zone1_left)
        zone1_left.setColor(self.config.zone1Color)
        zone2_right = piece2.find('**/zone_2')
        zone2_right.setPythonTag('zone2_right', self.zone2_right)
        zone2_right.setColor(self.config.zone2Color)
        zone2_left = piece1.find('**/zone_2')
        zone2_left.setPythonTag('zone2_left', self.zone2_left)
        zone2_left.setColor(self.config.zone2Color)
        board.stash()
        return board

    
    def reset(self):
        for key in self.boardsPool.keys():
            board = self.boardsPool[key]
            board.removeNode()
        
        self.boardsPool.clear()
        if self.currentBoard:
            self.currentBoard.removeNode()
            self.currentBoard = None
        
        if self.onDeckBoard:
            self.onDeckBoard.removeNode()
            self.onDeckBoard = None
        
        for boardIndex in self.currentDifficultySet:
            boardIndex -= 1
            if 'copy1_%s' % boardIndex not in self.boardsPool:
                board = self.getNewBoard(boardIndex)
                self.boardsPool['copy1_%s' % boardIndex] = board
            
            if 'copy2_%s' % boardIndex not in self.boardsPool:
                board = self.getNewBoard(boardIndex)
                self.boardsPool['copy2_%s' % boardIndex] = board
                continue
        
        self.currentBoardIndex = 0
        self.currentBoard = None
        self.moveNewBoardOnDeck()
        self.onDeckBoard.unstash()
        self.totalScore = 0
        self.startPositions = (Point3(0.0, 0.0, 0.0),)
        self.sawButton.stash()
        self.sawButton.reparentTo(self)
        self.lastHitIndex = -1
        self.moveDiffForSound = 0.0
        RepairMincroGame.reset(self)
        self.repairGame.gui.setTutorial(self.name)
        self.repairGame.gui.setTitle(self.name)

    
    def destroy(self):
        RepairMincroGame.destroy(self)
        taskMgr.remove('SawingGame.updateSawTask')
        self.sawButton.destroy()
        self.sawButton.removeNode()
        del self.sawButton
        if self.currentBoard:
            self.currentBoard.removeNode()
            self.currentBoard = None
        
        if self.onDeckBoard:
            self.onDeckBoard.removeNode()
            self.onDeckBoard = None
        
        self.sawingLine = None
        self.progressDescriptionLabel.destroy()
        self.progressDescriptionLabel = None
        self.progressLabel.destroy()
        self.progressLabel = None
        self.boardDestroyedLabel.destroy()
        self.boardDestroyedLabel = None
        for key in self.boardsPool.keys():
            board = self.boardsPool[key]
            if not board.isEmpty():
                board.removeNode()
                continue
        
        self.boardsPool.clear()
        self.newBoardSequence.clearToInitial()
        del self.newBoardSequence
        self.splitBoardSequence.clearToInitial()
        del self.splitBoardSequence
        self.dropBoardSequence.clearToInitial()
        del self.dropBoardSequence

    
    def setDifficulty(self, difficulty):
        RepairMincroGame.setDifficulty(self, difficulty)
        percent = difficulty / self.repairGame.difficultyMax
        difIndex = int(math.floor(percent * (len(self.config.difficultySets) - 1)))
        self.currentDifficultySet = self.config.difficultySets[difIndex]

    
    def splitBoard(self):
        self.sawingLine.reset()
        board = self.currentBoard
        boardIndex = self.currentBoardIndex
        if self.hitZone2Penalty:
            boardSplitAnim = Parallel(LerpPosInterval(self.board_left, duration = self.config.splitBoardAnimTime, pos = Point3(-2.0, 0.0, 0.0)), LerpPosInterval(self.board_right, duration = self.config.splitBoardAnimTime, pos = Point3(2.0, 0.0, 0.0)), LerpFunc(self.zone2_left.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0), LerpFunc(self.zone2_right.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0), LerpFunc(self.zone1_left.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0), LerpFunc(self.zone1_right.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0), LerpFunc(self.cut.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0))
        elif self.hitZone1Penalty:
            boardSplitAnim = Parallel(LerpPosInterval(self.board_left, duration = self.config.splitBoardAnimTime, pos = Point3(-2.0, 0.0, 0.0)), LerpPosInterval(self.board_right, duration = self.config.splitBoardAnimTime, pos = Point3(2.0, 0.0, 0.0)), LerpPosInterval(self.zone2_left, duration = self.config.splitBoardAnimTime, pos = Point3(-2.0, 0.0, 0.0)), LerpPosInterval(self.zone2_right, duration = self.config.splitBoardAnimTime, pos = Point3(2.0, 0.0, 0.0)), LerpFunc(self.zone1_left.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0), LerpFunc(self.zone1_right.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0), LerpFunc(self.cut.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0))
        else:
            boardSplitAnim = Parallel(LerpPosInterval(self.piece1, duration = self.config.splitBoardAnimTime, pos = Point3(-2.0, self.config.boardYDist, 0.0)), LerpPosInterval(self.piece2, duration = self.config.splitBoardAnimTime, pos = Point3(2.0, self.config.boardYDist, 0.0)), LerpFunc(self.cut.setSa, duration = self.config.splitBoardAnimTime / 2.0, fromData = 1.0, toData = 0.0))
        self.splitBoardSequence = Sequence(Func(self.updateScore), Func(self.boardComplete.play), boardSplitAnim, Func(board.stash), Func(self.piece1.setPos, self.piece1.getPos()), Func(self.piece2.setPos, self.piece2.getPos()), Func(self.board_right.setPos, self.board_right.getPos()), Func(self.board_left.setPos, self.board_left.getPos()), Func(self.zone2_right.setPos, self.zone2_right.getPos()), Func(self.zone2_left.setPos, self.zone2_left.getPos()), Func(self.zone1_right.setPos, self.zone1_right.getPos()), Func(self.zone1_left.setPos, self.zone1_left.getPos()), Func(self.cut.setSa, 1.0), Func(self.zone1_right.setSa, 1.0), Func(self.zone1_left.setSa, 1.0), Func(self.zone2_right.setSa, 1.0), Func(self.zone2_left.setSa, 1.0), Func(self.board_right.setSa, 1.0), Func(self.board_left.setSa, 1.0), Func(self.loadNewBoard), Func(self.addBoardBackToPool, board, boardIndex), name = 'RepairSawGame.splitBoardSequence')
        self.splitBoardSequence.start()

    
    def dropBoard(self):
        board = self.currentBoard
        boardIndex = self.currentBoardIndex
        self.dropBoardSequence = Sequence(Parallel(Sequence(Func(self.boardDestroyedLabel.unstash), Wait(1.5), Func(self.boardDestroyedLabel.stash)), Sequence(Wait(0.5), Func(self.boardDestroyed.play), Func(self.sawingLine.reset), LerpPosInterval(board, duration = self.config.splitBoardAnimTime, pos = Point3(0.0, 0.0, -2.0)), Func(board.stash), Wait(0.5), Func(self.loadNewBoard), Func(self.addBoardBackToPool, board, boardIndex))), name = 'RepairSawGame.dropBoardSequence')
        self.dropBoardSequence.start()

    
    def addBoardBackToPool(self, board, boardIndex):
        if 'copy1_%s' % boardIndex not in self.boardsPool:
            self.boardsPool['copy1_%s' % boardIndex] = board
        elif 'copy2_%s' % boardIndex not in self.boardsPool:
            self.boardsPool['copy2_%s' % boardIndex] = board
        else:
            self.notify.error('Two copies of board type %i already in the boardsPool!' % boardIndex)

    
    def updateScoreText(self):
        self.progressLabel.unstash()
        self.progressDescriptionLabel.unstash()
        if self.hitBoardPenalty:
            self.progressLabel['text'] = PLocalizer.Minigame_Repair_Sawing_Thresholds[0]
            self.progressLabel['text_fg'] = Vec4(1.0, 0.0, 0.0, 1.0)
            self.progressLabel.setText()
        elif self.hitZone2Penalty:
            self.progressLabel['text'] = PLocalizer.Minigame_Repair_Sawing_Thresholds[1]
            self.progressLabel['text_fg'] = Vec4(1.0, 0.5, 0.0, 1.0)
            self.progressLabel.setText()
        elif self.hitZone1Penalty:
            self.progressLabel['text'] = PLocalizer.Minigame_Repair_Sawing_Thresholds[2]
            self.progressLabel['text_fg'] = Vec4(1.0, 1.0, 0.0, 1.0)
            self.progressLabel.setText()
        else:
            self.progressLabel['text'] = PLocalizer.Minigame_Repair_Sawing_Thresholds[3]
            self.progressLabel['text_fg'] = Vec4(0.0, 1.0, 0.0, 1.0)
            self.progressLabel.setText()

    
    def moveNewBoardOnDeck(self):
        boardIndex = random.randint(0, len(self.currentDifficultySet) - 1)
        boardType = self.currentDifficultySet[boardIndex]
        boardType -= 1
        if 'copy1_%s' % boardType in self.boardsPool:
            self.onDeckBoard = self.boardsPool['copy1_%s' % boardType]
            del self.boardsPool['copy1_%s' % boardType]
        elif 'copy2_%s' % boardType in self.boardsPool:
            self.onDeckBoard = self.boardsPool['copy2_%s' % boardType]
            del self.boardsPool['copy2_%s' % boardType]
        else:
            self.notify.error('No copies of board type %i in the boardsPool!' % boardType)
        self.onDeckBoardIndex = boardType
        self.onDeckBoard.setScale(0.25)
        self.onDeckBoard.setPos(0.5, -2.0, 0.56000000000000005)
        self.onDeckBoard.unstash()

    
    def loadNewBoard(self):
        self.progressLabel.stash()
        self.progressDescriptionLabel.stash()
        if self.totalScore >= self.config.totalPoints:
            if self.onDeckBoard:
                self.onDeckBoard.stash()
            
            self.progressDescriptionLabel.stash()
            taskMgr.remove('SawingGame.updateSawTask')
            self.request('Outro')
            return None
        
        self.currentBoard = self.onDeckBoard
        self.currentBoardIndex = self.onDeckBoardIndex
        self.piece1 = self.currentBoard.find('**/piece_1')
        self.piece1.setTransparency(1)
        self.piece2 = self.currentBoard.find('**/piece_2')
        self.piece2.setTransparency(1)
        self.cut = self.currentBoard.find('**/piece_cut')
        self.cut.setColor(self.config.cutColor)
        self.cut.setTransparency(1)
        self.board_left = self.piece1.find('**/board')
        self.board_left.setTransparency(1)
        self.zone1_left = self.piece1.find('**/zone_1')
        self.zone1_left.setTransparency(1)
        self.zone2_left = self.piece1.find('**/zone_2')
        self.zone2_left.setTransparency(1)
        self.board_right = self.piece2.find('**/board')
        self.board_right.setTransparency(1)
        self.zone1_right = self.piece2.find('**/zone_1')
        self.zone1_right.setTransparency(1)
        self.zone2_right = self.piece2.find('**/zone_2')
        self.zone2_right.setTransparency(1)
        self.board_left.setCollideMask(SAW_COLLIDE_MASK)
        self.board_right.setCollideMask(SAW_COLLIDE_MASK)
        self.cut.setCollideMask(SAW_COLLIDE_MASK)
        self.zone1_right.setCollideMask(SAW_COLLIDE_MASK)
        self.zone1_left.setCollideMask(SAW_COLLIDE_MASK)
        self.zone2_right.setCollideMask(SAW_COLLIDE_MASK)
        self.zone2_left.setCollideMask(SAW_COLLIDE_MASK)
        self.startPositions = (self.currentBoard.find('**/locator_start_0').getPos() + Point3(*self.config.activeBoardPosition), self.currentBoard.find('**/locator_start_1').getPos() + Point3(*self.config.activeBoardPosition))
        self.currentStartIndex = 0
        for waypoint in self.sawWaypoints:
            waypoint.removeNode()
        
        self.sawWaypoints = []
        locator = self.currentBoard.find('**/locator_0')
        index = 0
        while not locator.isEmpty():
            self.sawWaypoints.append(SawWaypoint(index, self.currentBoard, locator.getPos()))
            locator = self.currentBoard.find('**/locator_%i' % (index + 1))
            index += 1
        self.sawButton.deactivate()
        self.sawButton.setPos(self.startPositions[self.currentStartIndex])
        self.hitBoardPenalty = False
        self.hitZone1Penalty = False
        self.hitZone2Penalty = False
        self.lastMousePos = None
        self.moveDiffForSound = self.config.playSawingSoundDelta + 0.10000000000000001
        self.newBoardSequence = Sequence(Parallel(self.currentBoard.posInterval(self.config.newBoardAnimTime, Point3(*self.config.activeBoardPosition)), self.currentBoard.scaleInterval(self.config.newBoardAnimTime, 1.0)), name = 'RepairSawingGame.newBoardSequence')
        if self.state in [
            'Game']:
            self.newBoardSequence.append(Func(self.sawButton.activate))
        
        self.newBoardSequence.append(Wait(0.5))
        self.newBoardSequence.append(Func(self.moveNewBoardOnDeck))
        self.newBoardSequence.start()

    
    def updateSawTask(self, task):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            relative = Point3(mpos.getX(), 0.0, mpos.getY())
            relative = self.getRelativePoint(render2d, relative)
            moveDiff = 0.0
            if self.lastMousePos != None:
                moveDiff = (relative - self.lastMousePos).length()
            
            pickedObjects = self.repairGame.mousePicker.getCollisions(self.currentBoard, useIntoNodePaths = True)
            self.updateWaypoints()
            if len(pickedObjects) > 0:
                self.moveDiffForSound += moveDiff
                if self.moveDiffForSound > self.config.playSawingSoundDelta:
                    sawSoundPlaying = False
                    for sound in self.sawSounds:
                        if sound.status() == 2:
                            sawSoundPlaying = True
                            break
                            continue
                    
                    if sawSoundPlaying == False:
                        sound = random.choice(self.sawSounds)
                        sound.play()
                        self.moveDiffForSound = 0.0
                    
                
                if self.board_right in pickedObjects or self.board_left in pickedObjects:
                    for waypoint in self.sawWaypoints:
                        waypoint.hit = False
                    
                    self.hitBoardPenalty = True
                    self.dropBoard()
                    self.sawButton.deactivate()
                elif self.cut in pickedObjects:
                    self.updateWaypoints()
                elif self.zone1_right in pickedObjects or self.zone1_left in pickedObjects:
                    self.updateWaypoints()
                    if self.hitZone1Penalty == False:
                        self.hitZone1Penalty = True
                    
                elif self.zone2_right in pickedObjects or self.zone2_left in pickedObjects:
                    self.updateWaypoints()
                    if self.hitZone2Penalty == False:
                        self.hitZone2Penalty = True
                    
                
                self.updateScoreText()
            else:
                boardComplete = True
                for waypoint in self.sawWaypoints:
                    if not waypoint.hit:
                        boardComplete = False
                        break
                        continue
                
                if boardComplete:
                    self.splitBoard()
                    self.sawButton.deactivate()
                
            self.lastMousePos = self.sawButton.getPos()
        
        return Task.cont

    
    def updateScore(self):
        if not self.hitBoardPenalty:
            currBoardScore = self.config.pointsPerBoard
            if not self.hitZone1Penalty:
                pass
            currBoardScore -= self.config.pointsLostForZone1 * self.hitZone2Penalty
            currBoardScore -= self.config.pointsLostForZone2 * self.hitZone2Penalty
            rating = 4 - 1 * self.hitZone2Penalty - 3 * self.hitZone1Penalty
            self.totalScore += currBoardScore
            self.totalScore = min(self.totalScore, self.config.totalPoints)
            percent = int((self.totalScore / self.config.totalPoints) * 100.0)
            self.repairGame.d_reportMincroGameProgress(percent, rating)
        

    
    def resetWaypoints(self):
        for waypoint in self.sawWaypoints:
            waypoint.hit = False
        

    
    def updateWaypoints(self):
        waypointList = self.getHitWaypoints()
        for waypointIndex in waypointList:
            self.lastHitIndex = waypointIndex
            self.sawWaypoints[waypointIndex].hit = True
            if waypointIndex == 0 and not (self.sawWaypoints[-1].hit):
                self.currentStartIndex = 0
                continue
            if waypointIndex == len(self.sawWaypoints) - 1 and not (self.sawWaypoints[0].hit):
                self.currentStartIndex = 1
                continue
        

    
    def getHitWaypoints(self):
        waypointsHit = []
        testDelta = self.config.testWaypointDelta
        for i in range(len(self.sawWaypoints)):
            waypointPos = self.sawWaypoints[i].getPos(self)
            closestDistance = 9999
            if self.lastMousePos != None:
                currMousePos = self.sawButton.getPos()
                lastMousePos = self.lastMousePos
                totalLength = (currMousePos - lastMousePos).length()
                testLength = testDelta
                while testLength < totalLength:
                    testPos = (currMousePos - lastMousePos) * (testLength / totalLength) + lastMousePos
                    self.updateSawLine(testPos)
                    testDistance = (testPos - waypointPos).length()
                    closestDistance = min(testDistance, closestDistance)
                    testLength += testDelta
            
            self.updateSawLine(self.sawButton.getPos())
            testDistance = (self.sawButton.getPos() - waypointPos).length()
            closestDistance = min(testDistance, closestDistance)
            if closestDistance < self.config.waypointRange[self.currentBoardIndex]:
                waypointsHit.append(i)
                continue
        
        return waypointsHit

    
    def updateSawLine(self, pos):
        if pos.getX() < -0.63300000000000001 or pos.getX() > 0.63300000000000001:
            self.sawingLine.reset()
            return None
        
        if pos.getZ() < -0.183 or pos.getZ() > 0.375:
            self.sawingLine.reset()
            return None
        
        self.sawingLine.update(pos)

    
    def getClosestPosition(self, positions):
        closestIndex = -1
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            relative = Point3(mpos.getX(), 0.0, mpos.getY())
            relative = self.getRelativePoint(base.a2dBackground, relative)
            bestDistance = 99999.0
            for i in range(len(positions)):
                dX = relative.getX() - positions[i].getX()
                dZ = relative.getZ() - positions[i].getZ()
                newDistance = dX * dX + dZ * dZ
                if newDistance < bestDistance:
                    bestDistance = newDistance
                    closestIndex = i
                    continue
            
        
        return closestIndex

    
    def sawAttachedToMouse(self):
        self.lastHitIndex = -1
        if not taskMgr.hasTaskNamed('SawingGame.updateSawTask'):
            taskMgr.add(self.updateSawTask, 'SawingGame.updateSawTask', priority = 2)
        

    
    def sawRemovedFromMouse(self):
        if not self.sawButton.isStashed():
            self.sawButton.setPos(self.startPositions[self.currentStartIndex])
            self.lastHitIndex = -1
            self.resetWaypoints()
            self.lastMousePos = None
            self.progressLabel.stash()
            self.progressDescriptionLabel.stash()
            self.sawingLine.reset()
            self.hitBoardPenalty = False
            self.hitZone1Penalty = False
            self.hitZone2Penalty = False
        
        taskMgr.remove('SawingGame.updateSawTask')

    
    def enterIntro(self):
        RepairMincroGame.enterIntro(self)
        self.loadNewBoard()

    
    def enterGame(self):
        RepairMincroGame.enterGame(self)
        self.repairGame.mousePicker.setCollisionMask(SAW_COLLIDE_MASK)
        self.sawButton.activate()

    
    def exitGame(self):
        RepairMincroGame.exitGame(self)
        self.sawButton.deactivate()
        self.repairGame.mousePicker.clearCollisionMask()
        taskMgr.remove('SawingGame.updateSawTask')
        self.splitBoardSequence.clearToInitial()
        self.dropBoardSequence.clearToInitial()
        localAvatar.guiMgr._showCursor()

    
    def enterOutro(self):
        RepairMincroGame.enterOutro(self)
        self.repairGame.d_reportMincroGameScore(150)
Ejemplo n.º 14
0
class DeathScreen(Menu):
    '''Screen shown on player's death'''
    def __init__(self, restart_command, exit_level_command, exit_game_command):
        name = "death screen"
        parent = base.aspect2d
        super().__init__(name, parent)

        #not setting text, coz it will be overwritten anyway
        #TODO: set align to be on left. Maybe replae death_message's DirectLabel
        #with OnscreenText and draw frame on background?
        self.death_message = DirectLabel(
            pos=(0, 0, 0.3),
            scale=0.1,
            frameTexture=base.assets.sprite['frame'],
            frameSize=(-4.5, 4.5, -2.5, 1),
            parent=self.frame)

        self.restart_button = DirectButton(text="Restart",
                                           command=restart_command,
                                           pos=(0, 0, -0.1),
                                           scale=0.1,
                                           frameTexture=self.button_textures,
                                           frameSize=(-3, 3, -0.5, 1),
                                           clickSound=self.select_sfx,
                                           rolloverSound=self.hover_sfx,
                                           parent=self.frame)

        self.exit_level_button = DirectButton(
            text="Back to Menu",
            command=exit_level_command,
            pos=(0, 0, -0.3),
            scale=0.1,
            frameTexture=self.button_textures,
            frameSize=(-3, 3, -0.5, 1),
            clickSound=self.select_sfx,
            rolloverSound=self.hover_sfx,
            parent=self.frame)

        self.exit_button = DirectButton(text="Exit",
                                        command=exit_game_command,
                                        pos=(0, 0, -0.5),
                                        scale=0.1,
                                        frameTexture=self.button_textures,
                                        frameSize=(-3, 3, -0.5, 1),
                                        clickSound=self.select_sfx,
                                        rolloverSound=self.hover_sfx,
                                        parent=self.frame)

        #idk if this should be there either. But will do for now
        self.dn_duration = 2

        #notice how its parent is different
        self.death_notification = Popup(text="Death",
                                        scale=0.5,
                                        parent=base.aspect2d,
                                        duration=self.dn_duration)

    def update_death_message(self, score: int, wave: int, killed: int):
        '''Change dispayed self.high_score to provided value'''
        self.death_message.setText(f"Score: {score}\n"
                                   f"Last Wave: {wave}\n"
                                   f"Enemies Killed: {killed}")

    def show(self):
        #Overriding default "show" function, to first show death message and
        #only then display the highscores/restart menu

        #I need to specify it there, coz super cant handle calling for functions
        #of parent class from multi-layered function
        sup = super().show

        def show_frame(event):
            sup()
            return

        self.death_notification.show()
        base.task_mgr.do_method_later(self.dn_duration, show_frame,
                                      "show death screen")
class RepairBarnacle(DirectFrame, FSM.FSM):
    barnacleFallSounds = None
    
    def __init__(self, name, barnacleGeom):
        self.config = RepairGlobals.Careening
        DirectFrame.__init__(self, parent = None, relief = None)
        self.barnacleGeom = barnacleGeom
        FSM.FSM.__init__(self, 'Barnacle_%sFSM' % name)
        self._initAudio()
        self._initVars()
        self._initGUI()

    
    def _initVars(self):
        self.heat = 0.0
        self.hp = 100
        self.maxHP = 100
        self.currentShake = None
        self.fallingAnim = None

    
    def _initAudio(self):
        if not self.barnacleFallSounds:
            RepairBarnacle.barnacleFallSounds = (loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE1), loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE2), loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE3), loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE4), loadSfx(SoundGlobals.SFX_MINIGAME_REPAIR_CAREEN_COMPLETE5))
        

    
    def _initGUI(self):
        self.barnacleGeom.reparentTo(self)
        self.barnacleGeom.setScale(0.59999999999999998)
        self.barnacleGeom.setR(random.random() * 360)
        if self.config.showBarnacleHP:
            self.hpLabel = DirectLabel(text = '', scale = (0.025000000000000001, 0.025000000000000001, 0.025000000000000001), pos = (0.0, 0.0, -0.01), textMayChange = 1, parent = self)
        

    
    def destroy(self):
        if self.currentShake is not None:
            self.currentShake.clearToInitial()
            self.currentShake = None
        
        del self.currentShake
        if self.fallingAnim is not None:
            self.fallingAnim.clearToInitial()
            self.fallingAnim = None
        
        del self.fallingAnim
        self.cleanup()
        if self.config.showBarnacleHP:
            self.hpLabel.destroy()
            del self.hpLabel
        
        DirectFrame.destroy(self)
        self.barnacleGeom.removeNode()
        del self.barnacleGeom

    
    def setMaxHP(self, newMaxHP, globalMaxHP):
        self.maxHP = newMaxHP
        self.globalMaxHP = globalMaxHP

    
    def setHP(self, newHP):
        self.hp = newHP
        if self.config.showBarnacleHP:
            self.hpLabel['text'] = '%i' % self.hp
            self.hpLabel.setText()
        
        if self.hp <= 0.0:
            self.hp = 0.0
            self.request('Falling')
        
        self.setScale(self.hp * MAX_SCALE_ADD / self.globalMaxHP + MIN_SCALE)

    
    def reduceHP(self, pushDir, powerScale):
        amount = pushDir.length()
        pushDir.normalize()
        self.heat = min(1.0, self.heat + amount)
        amount *= 50
        if amount > MAX_SCRUB_AMT:
            amount = MAX_SCRUB_AMT
        
        amount *= powerScale
        newHP = self.hp - amount
        self.setHP(newHP)
        if self.currentShake is None:
            self.currentShake = Sequence(LerpPosInterval(self, duration = 0.029999999999999999, pos = (self.getX() - pushDir[0] * (0.01 + amount / 1000.0), self.getY(), self.getZ() - pushDir[1] * (0.01 + amount / 1000.0)), blendType = 'easeIn'), LerpPosInterval(self, duration = 0.059999999999999998, pos = (self.getX(), self.getY(), self.getZ()), blendType = 'easeOut'), LerpPosInterval(self, duration = 0.040000000000000001, pos = (self.getX() + pushDir[0] * (0.0074999999999999997 + amount / 2000.0), self.getY(), self.getZ() + pushDir[1] * (0.0050000000000000001 + amount / 2000.0)), blendType = 'easeIn'), LerpPosInterval(self, duration = 0.080000000000000002, pos = (self.getX(), self.getY(), self.getZ()), blendType = 'easeOut'), Func(self.clearCurrentShake))
            self.currentShake.start()
        

    
    def checkCollision(self, mousePosition):
        sld = Point3(mousePosition.getX(), 0.0, mousePosition.getY()) - self.getPos(render2d)
        if self.getCurrentOrNextState() == 'Idle':
            pass
        return sld.length() < self.config.barnacleRadius * self.getScale().getX()

    
    def clearCurrentShake(self):
        self.currentShake = None

    
    def enterIdle(self):
        visibleIndex = random.uniform(0, self.barnacleGeom.getNumChildren() - 1)
        for i in range(self.barnacleGeom.getNumChildren() - 1):
            self.barnacleGeom.getChild(i).unstash()
        
        newHP = self.maxHP
        self.heat = 0.0
        self.setHP(newHP)
        self.unstash()

    
    def exitIdle(self):
        pass

    
    def enterFalling(self):
        if self.currentShake is not None:
            self.currentShake.finish()
        
        sound = random.choice(self.barnacleFallSounds)
        sound.play()
        self.fallingAnim = Sequence(LerpPosInterval(self, duration = 2.0, pos = (self.getX(), self.getY(), self.getZ() - 2.0), blendType = 'easeIn'), Func(self.request, 'Clean'))
        self.fallingAnim.start()

    
    def exitFalling(self):
        self.stash()

    
    def enterClean(self):
        pass

    
    def exitClean(self):
        pass