Example #1
0
 def __init__(self,
              serialNum,
              maze,
              randomNumGen,
              difficulty,
              startTile,
              cogdoSuitType,
              walkAnimName=None):
     data = Globals.SuitData[cogdoSuitType]
     MazeSuit.__init__(
         self,
         serialNum,
         maze,
         randomNumGen,
         data['cellWalkPeriod'],
         difficulty,
         data['dnaName'],
         startTile=startTile,
         walkSameDirectionProb=Globals.SuitWalkSameDirectionProb,
         walkTurnAroundProb=Globals.SuitWalkTurnAroundProb,
         uniqueRandomNumGen=False,
         walkAnimName=walkAnimName)
     FSM.__init__(self, 'CogdoMazeSuit')
     CogdoMazeSplattable.__init__(
         self, self.suit,
         '%s-%i' % (Globals.SuitCollisionName, self.serialNum), 1.5)
     if data.has_key('scale'):
         self.suit.setScale(data['scale'])
     self.hp = data['hp']
     self.type = cogdoSuitType
     self.memos = data['memos']
     self.deathSuit = self.suit.getLoseActor()
     self.deathSuit.pose('lose', 0)
     BattleParticles.loadParticles()
     self._initSfx()
Example #2
0
    def destroy(self):
        if self.equippedGag:
            self.removeGag()

        del self._toonHitSfx
        del self._throwSfx
        CogdoMazeSplattable.destroy(self)
 def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile, cogdoSuitType, walkAnimName = None):
     data = Globals.SuitData[cogdoSuitType]
     MazeSuit.__init__(self, serialNum, maze, randomNumGen, data['cellWalkPeriod'], difficulty, data['dnaName'], startTile=startTile, walkSameDirectionProb=Globals.SuitWalkSameDirectionProb, walkTurnAroundProb=Globals.SuitWalkTurnAroundProb, uniqueRandomNumGen=False, walkAnimName=walkAnimName)
     FSM.__init__(self, 'CogdoMazeSuit')
     CogdoMazeSplattable.__init__(self, self.suit, '%s-%i' % (Globals.SuitCollisionName, self.serialNum), 1.5)
     if data.has_key('scale'):
         self.suit.setScale(data['scale'])
     self.hp = data['hp']
     self.type = cogdoSuitType
     self.memos = data['memos']
     self.deathSuit = self.suit.getLoseActor()
     self.deathSuit.pose('lose', 0)
     BattleParticles.loadParticles()
     self._initSfx()
 def __init__(self, id, toon):
     FSM.__init__(self, 'CogdoMazePlayer')
     CogdoMazeSplattable.__init__(self, toon, '%s-%i' % (Globals.PlayerCollisionName, id), 0.5)
     self.id = id
     self.toon = toon
     self.defaultTransitions = {'Off': ['Ready'],
      'Ready': ['Normal', 'Off'],
      'Normal': ['Hit', 'Done', 'Off'],
      'Hit': ['Normal', 'Done', 'Off'],
      'Done': ['Off']}
     self.toon.reparentTo(render)
     self.gagModel = CogdoUtil.loadMazeModel('waterBalloon')
     self.equippedGag = None
     self._toonHitSfx = base.cogdoGameAudioMgr.createSfx('toonHit', self.toon)
     self._throwSfx = base.cogdoGameAudioMgr.createSfxIval('throw')
     self.accept(toon.getDisableEvent(), self.removed)
     self.request('Off')
Example #5
0
 def __init__(self, id, toon):
     FSM.__init__(self, 'CogdoMazePlayer')
     CogdoMazeSplattable.__init__(self, toon, '%s-%i' % (Globals.PlayerCollisionName, id), 0.5)
     self.id = id
     self.toon = toon
     self.defaultTransitions = {'Off': ['Ready'],
      'Ready': ['Normal', 'Off'],
      'Normal': ['Hit', 'Done', 'Off'],
      'Hit': ['Normal', 'Done', 'Off'],
      'Done': ['Off']}
     self.toon.reparentTo(render)
     self.gagModel = CogdoUtil.loadMazeModel('waterBalloon')
     self.equippedGag = None
     self._toonHitSfx = base.cogdoGameAudioMgr.createSfx('toonHit', self.toon)
     self._throwSfx = base.cogdoGameAudioMgr.createSfxIval('throw')
     self.accept(toon.getDisableEvent(), self.removed)
     self.request('Off')
     return
Example #6
0
 def __init__(self, id, toon):
     FSM.__init__(self, "CogdoMazePlayer")
     CogdoMazeSplattable.__init__(self, toon, "%s-%i" % (Globals.PlayerCollisionName, id), 0.5)
     self.id = id
     self.toon = toon
     self.defaultTransitions = {
         "Off": ["Ready"],
         "Ready": ["Normal", "Off"],
         "Normal": ["Hit", "Done", "Off"],
         "Hit": ["Normal", "Done", "Off"],
         "Done": ["Off"],
     }
     self.toon.reparentTo(render)
     self.gagModel = CogdoUtil.loadMazeModel("waterBalloon")
     self.equippedGag = None
     self._toonHitSfx = base.cogdoGameAudioMgr.createSfx("toonHit", self.toon)
     self._throwSfx = base.cogdoGameAudioMgr.createSfxIval("throw")
     self.accept(toon.getDisableEvent(), self.removed)
     self.request("Off")
     return
Example #7
0
 def destroy(self):
     BattleParticles.unloadParticles()
     self.ignoreAll()
     self._destroySfx()
     CogdoMazeSplattable.destroy(self)
     MazeSuit.destroy(self)
Example #8
0
 def destroy(self):
     BattleParticles.unloadParticles()
     self.ignoreAll()
     self._destroySfx()
     CogdoMazeSplattable.destroy(self)
     MazeSuit.destroy(self)
Example #9
0
 def destroy(self):
     if self.equippedGag:
         self.removeGag()
     del self._toonHitSfx
     del self._throwSfx
     CogdoMazeSplattable.destroy(self)