def onstage(self):
     self.notify.debug('onstage')
     DistributedMinigame.onstage(self)
     self.ground.reparentTo(render)
     self.scorePanels = []
     camera.reparentTo(render)
     camera.setPosHpr(*self.CameraPosHpr)
     lt = base.localAvatar
     lt.reparentTo(render)
     self._DistributedCatchGame__placeToon(self.localAvId)
     lt.setSpeed(0, 0)
     toonSD = self.toonSDs[self.localAvId]
     toonSD.enter()
     toonSD.fsm.request('normal')
     self.orthoWalk.stop()
     radius = 0.69999999999999996
     handler = CollisionHandlerEvent()
     handler.setInPattern('ltCatch%in')
     self.ltLegsCollNode = CollisionNode('catchLegsCollNode')
     self.ltLegsCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
     self.ltHeadCollNode = CollisionNode('catchHeadCollNode')
     self.ltHeadCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
     self.ltLHandCollNode = CollisionNode('catchLHandCollNode')
     self.ltLHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
     self.ltRHandCollNode = CollisionNode('catchRHandCollNode')
     self.ltRHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
     legsCollNodepath = lt.attachNewNode(self.ltLegsCollNode)
     legsCollNodepath.hide()
     head = base.localAvatar.getHeadParts().getPath(2)
     headCollNodepath = head.attachNewNode(self.ltHeadCollNode)
     headCollNodepath.hide()
     lHand = base.localAvatar.getLeftHands()[0]
     lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode)
     lHandCollNodepath.hide()
     rHand = base.localAvatar.getRightHands()[0]
     rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode)
     rHandCollNodepath.hide()
     lt.cTrav.addCollider(legsCollNodepath, handler)
     lt.cTrav.addCollider(headCollNodepath, handler)
     lt.cTrav.addCollider(lHandCollNodepath, handler)
     lt.cTrav.addCollider(lHandCollNodepath, handler)
     if self.ShowToonSpheres:
         legsCollNodepath.show()
         headCollNodepath.show()
         lHandCollNodepath.show()
         rHandCollNodepath.show()
     
     self.ltLegsCollNode.addSolid(CollisionSphere(0, 0, radius, radius))
     self.ltHeadCollNode.addSolid(CollisionSphere(0, 0, 0, radius))
     self.ltLHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0))
     self.ltRHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0))
     self.toonCollNodes = [
         legsCollNodepath,
         headCollNodepath,
         lHandCollNodepath,
         rHandCollNodepath]
     if self.PredictiveSmoothing:
         DistributedSmoothNode.activateSmoothing(1, 1)
     
     self.introMovie.start()
Example #2
0
    def announceGenerate(self):
        self.notify.debug('announceGenerate: %s' % self.doId)
        DistributedObject.DistributedObject.announceGenerate(self)
        musicFile = self.BGM_BaseDir + RaceGlobals.TrackDict[self.trackId][7]
        self.raceMusic = base.loader.loadMusic(musicFile)
        base.playMusic(self.raceMusic, looping=1, volume=0.8)
        camera.reparentTo(render)
        if self.trackId in (RaceGlobals.RT_Urban_1,
         RaceGlobals.RT_Urban_1_rev,
         RaceGlobals.RT_Urban_2,
         RaceGlobals.RT_Urban_2_rev):
            self.isUrbanTrack = True
        self.oldFarPlane = base.camLens.getFar()
        base.camLens.setFar(12000)
        localAvatar.startPosHprBroadcast()
        localAvatar.d_broadcastPositionNow()
        DistributedSmoothNode.activateSmoothing(1, 1)
        self.reversed = self.trackId / 2.0 > int(self.trackId / 2.0)
        for i in xrange(3):
            base.loader.tick()

        self.sky = loader.loadModel('phase_3.5/models/props/TT_sky')
        self.sky.setPos(0, 0, 0)
        self.sky.setScale(20.0)
        self.sky.setFogOff()
        if self.trackId in (RaceGlobals.RT_Urban_1,
         RaceGlobals.RT_Urban_1_rev,
         RaceGlobals.RT_Urban_2,
         RaceGlobals.RT_Urban_2_rev):
            self.loadFog()
        self.setupGeom()
        self.startSky()
        for i in xrange(5):
            base.loader.tick()
 def takeLocalAvatarOutOfActivity(self):
     self.notify.debug('localToon has left the circle')
     camera.reparentTo(base.localAvatar)
     base.localAvatar.startUpdateSmartCamera()
     base.localAvatar.enableSmartCameraViews()
     base.localAvatar.setCameraPositionByIndex(base.localAvatar.cameraIndex)
     DistributedSmoothNode.activateSmoothing(1, 0)
Example #4
0
 def takeLocalAvatarOutOfActivity(self):
     self.notify.debug('localToon has left the circle')
     base.camera.reparentTo(base.localAvatar)
     base.localAvatar.startUpdateSmartCamera()
     base.localAvatar.enableSmartCameraViews()
     base.localAvatar.setCameraPositionByIndex(base.localAvatar.cameraIndex)
     DistributedSmoothNode.activateSmoothing(1, 0)
Example #5
0
    def offstage(self):
        self.notify.debug('offstage')
        DistributedMinigame.offstage(self)
        self.introMovie.finish()
        self.boatTilt.finish()
        self.mapModel.hide()
        DistributedSmoothNode.activateSmoothing(1, 0)
        for avId in self.toonSDs.keys():
            self.toonSDs[avId].exit()

        base.camLens.setFar(ToontownGlobals.DefaultCameraFar)
        base.camLens.setMinFov(settings['fieldofview']/(4./3.))
        base.setBackgroundColor(ToontownGlobals.DefaultBackgroundColor)
        self.arrowKeys.destroy()
        del self.arrowKeys
        self.environNode.removeNode()
        del self.environNode
        if None != self.sndAmbience:
            self.sndAmbience.stop()
        for avId in self.avIdList:
            av = self.getAvatar(avId)
            if av:
                av.dropShadow.show()
                av.resetLOD()
                av.setAnimState('neutral', 1.0)

        self.dead = 1
        self.__killCrabTask()
        for spawner in self.spawners:
            spawner.destroy()
            del spawner

        del self.spawners
        for crab in self.crabs:
            crab.moveLerp.finish()
            crab.moveLerp = None
            crab.removeNode()
            del crab

        if hasattr(self, 'treasures') and self.treasures:
            for i in xrange(self.NUMTREASURES):
                self.treasures[i].destroy()

            del self.treasures
        if hasattr(self, 'cSphereNodePath1'):
            self.cSphereNodePath1.removeNode()
            del self.cSphereNodePath1
        if hasattr(self, 'cSphereNodePath1'):
            self.cSphereNodePath2.removeNode()
            del self.cSphereNodePath2
        if hasattr(self, 'remoteToonCollNPs'):
            for np in self.remoteToonCollNPs.values():
                np.removeNode()

            del self.remoteToonCollNPs
        self.pusher = None
        self.cTrav = None
        self.cTrav2 = None
        base.localAvatar.collisionsOn()
        return
    def announceGenerate(self):
        self.notify.debug('announceGenerate: %s' % self.doId)
        DistributedObject.DistributedObject.announceGenerate(self)
        musicFile = self.BGM_BaseDir + RaceGlobals.TrackDict[self.trackId][7]
        self.raceMusic = base.loadMusic(musicFile)
        base.playMusic(self.raceMusic, looping=1, volume=0.8)
        base.camera.reparentTo(render)
        if self.trackId in (RaceGlobals.RT_Urban_1,
         RaceGlobals.RT_Urban_1_rev,
         RaceGlobals.RT_Urban_2,
         RaceGlobals.RT_Urban_2_rev):
            self.isUrbanTrack = True
        self.oldFarPlane = base.camLens.getFar()
        base.camLens.setFar(12000)
        localAvatar.startPosHprBroadcast()
        localAvatar.d_broadcastPositionNow()
        DistributedSmoothNode.activateSmoothing(1, 1)
        self.reversed = self.trackId / 2.0 > int(self.trackId / 2.0)
        for i in xrange(3):
            base.loader.tick()

        self.sky = loader.loadModel('phase_3.5/models/props/TT_sky')
        self.sky.setPos(0, 0, 0)
        self.sky.setScale(20.0)
        self.sky.setFogOff()
        if self.trackId in (RaceGlobals.RT_Urban_1,
         RaceGlobals.RT_Urban_1_rev,
         RaceGlobals.RT_Urban_2,
         RaceGlobals.RT_Urban_2_rev):
            self.loadFog()
        self.setupGeom()
        self.startSky()
        for i in xrange(5):
            base.loader.tick()
    def offstage(self):
        self.notify.debug('offstage')
        DistributedMinigame.offstage(self)
        self.introMovie.finish()
        self.boatTilt.finish()
        self.mapModel.hide()
        DistributedSmoothNode.activateSmoothing(1, 0)
        for avId in self.toonSDs.keys():
            self.toonSDs[avId].exit()

        base.camLens.setFar(ToontownGlobals.DefaultCameraFar)
        base.camLens.setMinFov(ToontownGlobals.DefaultCameraFov/(4./3.))
        base.setBackgroundColor(ToontownGlobals.DefaultBackgroundColor)
        self.arrowKeys.destroy()
        del self.arrowKeys
        self.environNode.removeNode()
        del self.environNode
        if None != self.sndAmbience:
            self.sndAmbience.stop()
        for avId in self.avIdList:
            av = self.getAvatar(avId)
            if av:
                av.dropShadow.show()
                av.resetLOD()
                av.setAnimState('neutral', 1.0)

        self.dead = 1
        self.__killCrabTask()
        for spawner in self.spawners:
            spawner.destroy()
            del spawner

        del self.spawners
        for crab in self.crabs:
            crab.moveLerp.finish()
            crab.moveLerp = None
            crab.removeNode()
            del crab

        if hasattr(self, 'treasures') and self.treasures:
            for i in range(self.NUMTREASURES):
                self.treasures[i].destroy()

            del self.treasures
        if hasattr(self, 'cSphereNodePath1'):
            self.cSphereNodePath1.removeNode()
            del self.cSphereNodePath1
        if hasattr(self, 'cSphereNodePath1'):
            self.cSphereNodePath2.removeNode()
            del self.cSphereNodePath2
        if hasattr(self, 'remoteToonCollNPs'):
            for np in self.remoteToonCollNPs.values():
                np.removeNode()

            del self.remoteToonCollNPs
        self.pusher = None
        self.cTrav = None
        self.cTrav2 = None
        base.localAvatar.collisionsOn()
        return
    def disable(self):
        self.notify.debug('disable %s' % self.doId)
        if self.musicTrack:
            self.musicTrack.finish()
        self.raceMusic.stop()
        self.stopSky()
        if self.sky is not None:
            self.sky.removeNode()
        if self.dummyNode:
            self.dummyNode.removeNode()
            self.dummyNode = None
        for taskName in self.miscTaskNames:
            taskMgr.remove(taskName)

        taskMgr.remove('raceWatcher')
        self.ignoreAll()
        DistributedSmoothNode.activateSmoothing(1, 0)
        if self.isUrbanTrack:
            self.unloadUrbanTrack()
        if self.fog:
            render.setFogOff()
            del self.fog
            self.fog = None
        if self.geom is not None:
            self.geom.hide()
        base.camLens.setFar(self.oldFarPlane)
        DistributedObject.DistributedObject.disable(self)
        return
Example #9
0
    def disable(self):
        self.notify.debug('disable %s' % self.doId)
        if self.musicTrack:
            self.musicTrack.finish()
        self.raceMusic.stop()
        self.stopSky()
        if self.sky is not None:
            self.sky.removeNode()
        if self.dummyNode:
            self.dummyNode.removeNode()
            self.dummyNode = None
        for taskName in self.miscTaskNames:
            taskMgr.remove(taskName)

        taskMgr.remove('raceWatcher')
        self.ignoreAll()
        DistributedSmoothNode.activateSmoothing(1, 0)
        if self.isUrbanTrack:
            self.unloadUrbanTrack()
        if self.fog:
            render.setFogOff()
            del self.fog
            self.fog = None
        if self.geom is not None:
            self.geom.hide()
        base.camLens.setFar(self.oldFarPlane)
        DistributedObject.DistributedObject.disable(self)
Example #10
0
    def onstage(self):
        self.notify.debug("onstage")
        DistributedMinigame.onstage(self)
        self.ground.reparentTo(render)
        self.sky.reparentTo(render)
        # Turn the sky on
        # base.localAvatar.startSky(self.sky)

        myPos = self.avIdList.index(self.localAvId)
        assert (myPos >= 0)
        base.localAvatar.setPosHpr(*self.initialPositions[myPos])
        base.localAvatar.reparentTo(render)
        base.localAvatar.loop('neutral')

        camera.reparentTo(render)
        camera.setPosHpr(0, -24, 16, 0, -30, 0)
        # prevent sky from getting clipped
        base.camLens.setFar(450.)
        # Iris in
        base.transitions.irisIn(0.4)

        # The tag game needs those little red arrows.
        NametagGlobals.setMasterArrowsOn(1)

        # Turn on predictive smoothing!
        DistributedSmoothNode.activateSmoothing(1, 1)

        self.IT = None
Example #11
0
 def onstage(self):
     self.notify.debug('onstage')
     DistributedMinigame.onstage(self)
     self.ground.reparentTo(render)
     self.scorePanels = []
     camera.reparentTo(render)
     camera.setPosHpr(*self.CameraPosHpr)
     lt = base.localAvatar
     lt.reparentTo(render)
     self.__placeToon(self.localAvId)
     lt.setSpeed(0, 0)
     toonSD = self.toonSDs[self.localAvId]
     toonSD.enter()
     toonSD.fsm.request('normal')
     self.orthoWalk.stop()
     radius = 0.7
     handler = CollisionHandlerEvent()
     handler.setInPattern('ltCatch%in')
     self.ltLegsCollNode = CollisionNode('catchLegsCollNode')
     self.ltLegsCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
     self.ltHeadCollNode = CollisionNode('catchHeadCollNode')
     self.ltHeadCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
     self.ltLHandCollNode = CollisionNode('catchLHandCollNode')
     self.ltLHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
     self.ltRHandCollNode = CollisionNode('catchRHandCollNode')
     self.ltRHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
     legsCollNodepath = lt.attachNewNode(self.ltLegsCollNode)
     legsCollNodepath.hide()
     head = base.localAvatar.getHeadParts().getPath(2)
     headCollNodepath = head.attachNewNode(self.ltHeadCollNode)
     headCollNodepath.hide()
     lHand = base.localAvatar.getLeftHands()[0]
     lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode)
     lHandCollNodepath.hide()
     rHand = base.localAvatar.getRightHands()[0]
     rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode)
     rHandCollNodepath.hide()
     lt.cTrav.addCollider(legsCollNodepath, handler)
     lt.cTrav.addCollider(headCollNodepath, handler)
     lt.cTrav.addCollider(lHandCollNodepath, handler)
     lt.cTrav.addCollider(lHandCollNodepath, handler)
     if self.ShowToonSpheres:
         legsCollNodepath.show()
         headCollNodepath.show()
         lHandCollNodepath.show()
         rHandCollNodepath.show()
     self.ltLegsCollNode.addSolid(CollisionSphere(0, 0, radius, radius))
     self.ltHeadCollNode.addSolid(CollisionSphere(0, 0, 0, radius))
     self.ltLHandCollNode.addSolid(
         CollisionSphere(0, 0, 0, 2 * radius / 3.0))
     self.ltRHandCollNode.addSolid(
         CollisionSphere(0, 0, 0, 2 * radius / 3.0))
     self.toonCollNodes = [
         legsCollNodepath, headCollNodepath, lHandCollNodepath,
         rHandCollNodepath
     ]
     if self.PredictiveSmoothing:
         DistributedSmoothNode.activateSmoothing(1, 1)
     self.introMovie.start()
 def syncReady(self):
     """ Now we've got the TimeManager manifested, and we're in
     sync with the server time.  Now we can enter the world.  Check
     to see if we've received our doIdBase yet. """
     if self.toonMgr:
         self.toonMgr.d_requestAvatar()
     else:
         self.acceptOnce(self.uniqueName('gotToonMgr'), self.getAv)
     DistributedSmoothNode.globalActivateSmoothing(1, 0)
 def offstage(self):
     self.notify.debug('offstage')
     DistributedSmoothNode.activateSmoothing(1, 0)
     NametagGlobals.setMasterArrowsOn(0)
     DistributedMinigame.offstage(self)
     self.sky.reparentTo(hidden)
     self.ground.reparentTo(hidden)
     base.camLens.setFar(ToontownGlobals.DefaultCameraFar)
     self.itText.hide()
Example #14
0
 def offstage(self):
     self.notify.debug('offstage')
     DistributedSmoothNode.activateSmoothing(1, 0)
     NametagGlobals.setMasterArrowsOn(0)
     DistributedMinigame.offstage(self)
     self.sky.reparentTo(hidden)
     self.ground.reparentTo(hidden)
     base.camLens.setFar(ToontownGlobals.DefaultCameraFar)
     self.itText.hide()
Example #15
0
 def uberZoneInterestComplete(self, status):
     self.__gotTimeSync = 0
     if self.timeManager == None:
         print 'No time manager'
         DistributedSmoothNode.globalActivateSmoothing(0, 0)
         self.gotTimeSync(status)
     else:
         print 'Time manager found'
         DistributedSmoothNode.globalActivateSmoothing(1, 0)
         if self.timeManager.synchronize('startup'):
             self.accept('gotTimeSync', self.gotTimeSync, [status])
         else:
             self.gotTimeSync(status)
     return
 def enterPrepareShard(self, shardId):
     self.cr.distributedDistrict = self.cr.getDo(shardId)
     DistributedSmoothNode.globalActivateSmoothing(1, 0)
     h = HashVal()
     hashPrcVariables(h)
     pyc = HashVal()
     if not __dev__:
         self.cr.hashFiles(pyc)
     self.cr.timeManager.d_setSignature(self.cr.userSignature, h.asBin(),
                                        pyc.asBin())
     if self.cr.timeManager.synchronize('startup'):
         self.acceptOnce('gotTimeSync',
                         self.request,
                         extraArgs=['ShardReady', shardId])
     else:
         self.demand('ShardReady', shardId)
 def onstage(self):
     self.notify.debug('onstage')
     DistributedMinigame.onstage(self)
     self.ground.reparentTo(render)
     self.sky.reparentTo(render)
     myPos = self.avIdList.index(self.localAvId)
     base.localAvatar.setPosHpr(*self.initialPositions[myPos])
     base.localAvatar.reparentTo(render)
     base.localAvatar.loop('neutral')
     camera.reparentTo(render)
     camera.setPosHpr(0, -24, 16, 0, -30, 0)
     base.camLens.setFar(450.0)
     base.transitions.irisIn(0.40000000000000002)
     NametagGlobals.setMasterArrowsOn(1)
     DistributedSmoothNode.activateSmoothing(1, 1)
     self.IT = None
Example #18
0
 def onstage(self):
     self.notify.debug('onstage')
     DistributedMinigame.onstage(self)
     self.ground.reparentTo(render)
     self.sky.reparentTo(render)
     myPos = self.avIdList.index(self.localAvId)
     base.localAvatar.setPosHpr(*self.initialPositions[myPos])
     base.localAvatar.reparentTo(render)
     base.localAvatar.loop('neutral')
     camera.reparentTo(render)
     camera.setPosHpr(0, -24, 16, 0, -30, 0)
     base.camLens.setFar(450.0)
     base.transitions.irisIn(0.40000000000000002)
     NametagGlobals.setMasterArrowsOn(1)
     DistributedSmoothNode.activateSmoothing(1, 1)
     self.IT = None
Example #19
0
 def enterPrepareShard(self, shardId):
     self.cr.distributedDistrict = self.cr.getDo(shardId)
     DistributedSmoothNode.globalActivateSmoothing(1, 0)
     h = HashVal()
     hashPrcVariables(h)
     pyc = HashVal()
     if not __dev__:
         self.cr.hashFiles(pyc)
     
     self.cr.timeManager.d_setSignature(self.cr.userSignature, h.asBin(), pyc.asBin())
     if self.cr.timeManager.synchronize('startup'):
         self.acceptOnce('gotTimeSync', self.request, extraArgs = [
             'ShardReady',
             shardId])
     else:
         self.demand('ShardReady', shardId)
 def onstage(self):
     self.notify.debug("onstage")
     DistributedMinigame.onstage(self)
     self.ground.reparentTo(render)
     self.sky.reparentTo(render)
     myPos = self.avIdList.index(self.localAvId)
     base.localAvatar.setPosHpr(*self.initialPositions[myPos])
     base.localAvatar.reparentTo(render)
     base.localAvatar.loop("neutral")
     camera.reparentTo(render)
     camera.setPosHpr(0, 45, 44, 0, -50, 0)
     base.camLens.setFar(450.0)
     base.transitions.irisIn(0.4)
     NametagGlobals.setWant2dNametags(True)
     DistributedSmoothNode.activateSmoothing(1, 1)
     self.IT = None
     return
Example #21
0
    def offstage(self):
        self.notify.debug("offstage")
        # Restore normal non-predictive smoothing.
        DistributedSmoothNode.activateSmoothing(1, 0)

        # Turn off the little red arrows.
        NametagGlobals.setMasterArrowsOn(0)

        DistributedMinigame.offstage(self)
        # Turn the sky off
        # base.localAvatar.stopSky(self.sky)
        self.sky.reparentTo(hidden)
        self.ground.reparentTo(hidden)

        base.camLens.setFar(ToontownGlobals.DefaultCameraFar)

        self.itText.hide()
Example #22
0
 def uberZoneInterestComplete(self, status):
     self.__gotTimeSync = 0
     if self.timeManager == None:
         print "No time manager"
         DistributedSmoothNode.globalActivateSmoothing(0, 0)
         self.gotTimeSync(status)
     else:
         print "Time manager found"
         DistributedSmoothNode.globalActivateSmoothing(1, 0)
         #h = HashVal()
         #hashPrcVariables(h)
         #pyc = HashVal()
         #if not __dev__:
         #	self.hashFiles(pyc)
         #self.timeManager.d_setSignature(self.userSignature, h.asBin(), pyc.asBin())
         #self.timeManager.sendCpuInfo()
         if self.timeManager.synchronize('startup'):
             self.accept('gotTimeSync', self.gotTimeSync, [status])
         else:
             self.gotTimeSync(status)
     return
Example #23
0
    def offstage(self):
        self.notify.debug('offstage')
        DistributedSmoothNode.activateSmoothing(1, 0)
        self.introMovie.finish()
        for avId in self.toonSDs.keys():
            self.toonSDs[avId].exit()

        self.hidePosts()
        self.hideDropGrid()
        for collNode in self.toonCollNodes:
            while collNode.node().getNumSolids():
                collNode.node().removeSolid(0)
            base.localAvatar.cTrav.removeCollider(collNode)

        del self.toonCollNodes
        for panel in self.scorePanels:
            panel.cleanup()

        del self.scorePanels
        self.ground.reparentTo(hidden)
        DistributedMinigame.offstage(self)
 def offstage(self):
     self.notify.debug('offstage')
     DistributedSmoothNode.activateSmoothing(1, 0)
     self.introMovie.finish()
     for avId in self.toonSDs.keys():
         self.toonSDs[avId].exit()
     
     self.hidePosts()
     self.hideDropGrid()
     for collNode in self.toonCollNodes:
         while collNode.node().getNumSolids():
             collNode.node().removeSolid(0)
         base.localAvatar.cTrav.removeCollider(collNode)
     
     del self.toonCollNodes
     for panel in self.scorePanels:
         panel.cleanup()
     
     del self.scorePanels
     self.ground.reparentTo(hidden)
     DistributedMinigame.offstage(self)
 def onstage(self):
     self.notify.debug('onstage')
     DistributedMinigame.onstage(self)
     base.localAvatar.collisionsOff()
     DistributedSmoothNode.activateSmoothing(1, 1)
     numToons = self.numPlayers
     self.NUMTREASURES = numToons
     camera.reparentTo(render)
     camera.setZ(36)
     camera.setHpr(0,0,0)
     camera.setX(0)
     base.camLens.setFov(45)
     camera.setY(-54)
     base.camLens.setFar(1500)
     self.introMovie = self.getIntroMovie()
     self.introMovie.start()
     self.accept('FishHit', self.fishCollision)
     toonSD = self.toonSDs[self.localAvId]
     toonSD.enter()
     toonSD.fsm.request('normal')
     toon = base.localAvatar
     toon.reparentTo(render)
     toon.setPos(-9, -1, 36)
     self.__placeToon(self.localAvId)
     self.arrowKeys = ArrowKeys.ArrowKeys()
     self.xVel = 0
     self.zVel = 0
     self.orientNode = toon.attachNewNode('orientNode')
     self.orientNode.setPos(0, 0, 1)
     self.orientNode2 = toon.attachNewNode('orientNode')
     self.orientNode2.setPos(0, 0, -1)
     self.environNode = render.attachNewNode('environNode')
     self.environModel.reparentTo(self.environNode)
     self.environModel.setScale(2.8, 2.8, 2.73)
     self.environModel.setPos(0, 0.5, -41)
     self.skyModel.setScale(1.3, 1.0, 1.0)
     boatoff = 6.75
     self.boatModel.reparentTo(self.environNode)
     self.boatModel.setPos(0, 3.0, 40 - boatoff)
     self.boatModel.setScale(2.8)
     cSphere = CollisionSphere(0.0, 0.0, 0.0 + 2.0, 3.0)
     cSphere.setTangible(0)
     name = 'boat'
     cSphereNode = CollisionNode(name)
     cSphereNode.setIntoCollideMask(DivingGameGlobals.CollideMask)
     cSphereNode.addSolid(cSphere)
     self.boatNode = cSphereNode
     self.boatCNP = self.boatModel.attachNewNode(cSphereNode)
     self.accept('reach-boat', self.__boatReached)
     self.boatTilt = Sequence(LerpFunc(self.boatModel.setR, duration=5, fromData=5, toData=-5, blendType='easeInOut', name='tilt'), LerpFunc(self.boatModel.setR, duration=5, fromData=-5, toData=5, blendType='easeInOut', name='tilt'))
     self.boatTilt.loop()
     self.mapScaleRatio = 40
     self.mapModel.reparentTo(base.a2dTopRight)
     self.mapModel.setScale(1.0 / self.mapScaleRatio)
     self.mapModel.setTransparency(1)
     self.mapModel.setPos(-0.22, 0.0, -1.30)
     self.mapModel.setColorScale(1, 1, 1, 0.7)
     self.mapModel.hide()
     if self.sndAmbience:
         self.sndAmbience.setLoop(True)
         self.sndAmbience.play()
         self.sndAmbience.setVolume(0.01)
     return
Example #26
0
 def onstage(self):
     self.notify.debug('onstage')
     DistributedMinigame.onstage(self)
     base.localAvatar.collisionsOff()
     DistributedSmoothNode.activateSmoothing(1, 1)
     numToons = self.numPlayers
     self.NUMTREASURES = numToons
     camera.reparentTo(render)
     camera.setZ(36)
     camera.setHpr(0,0,0)
     camera.setX(0)
     base.camLens.setMinFov(31/(4./3.))
     camera.setY(-54)
     base.camLens.setFar(1500)
     self.introMovie = self.getIntroMovie()
     self.introMovie.start()
     self.accept('FishHit', self.fishCollision)
     toonSD = self.toonSDs[self.localAvId]
     toonSD.enter()
     toonSD.fsm.request('normal')
     toon = base.localAvatar
     toon.reparentTo(render)
     toon.setPos(-9, -1, 36)
     self.__placeToon(self.localAvId)
     self.arrowKeys = ArrowKeys.ArrowKeys()
     self.xVel = 0
     self.zVel = 0
     self.orientNode = toon.attachNewNode('orientNode')
     self.orientNode.setPos(0, 0, 1)
     self.orientNode2 = toon.attachNewNode('orientNode')
     self.orientNode2.setPos(0, 0, -1)
     self.environNode = render.attachNewNode('environNode')
     self.environModel.reparentTo(self.environNode)
     self.environModel.setScale(2.8, 2.8, 2.73)
     self.environModel.setPos(0, 0.5, -41)
     self.skyModel.setScale(1.3, 1.0, 1.0)
     boatoff = 6.75
     self.boatModel.reparentTo(self.environNode)
     self.boatModel.setPos(0, 3.0, 40 - boatoff)
     self.boatModel.setScale(2.8)
     cSphere = CollisionSphere(0.0, 0.0, 0.0 + 2.0, 3.0)
     cSphere.setTangible(0)
     name = 'boat'
     cSphereNode = CollisionNode(name)
     cSphereNode.setIntoCollideMask(DivingGameGlobals.CollideMask)
     cSphereNode.addSolid(cSphere)
     self.boatNode = cSphereNode
     self.boatCNP = self.boatModel.attachNewNode(cSphereNode)
     self.accept('reach-boat', self.__boatReached)
     self.boatTilt = Sequence(LerpFunc(self.boatModel.setR, duration=5, fromData=5, toData=-5, blendType='easeInOut', name='tilt'), LerpFunc(self.boatModel.setR, duration=5, fromData=-5, toData=5, blendType='easeInOut', name='tilt'))
     self.boatTilt.loop()
     self.mapScaleRatio = 40
     self.mapModel.reparentTo(base.a2dTopRight)
     self.mapModel.setScale(1.0 / self.mapScaleRatio)
     self.mapModel.setTransparency(1)
     self.mapModel.setPos(-0.22, 0.0, -1.30)
     self.mapModel.setColorScale(1, 1, 1, 0.7)
     self.mapModel.hide()
     if self.sndAmbience:
         self.sndAmbience.setLoop(True)
         self.sndAmbience.play()
         self.sndAmbience.setVolume(0.01)
     return