def __init__(self, playground): self.playground = playground self.fsm = ClassicFSM('BRWater', [ State('off', self.enterOff, self.exitOff), State('freezeUp', self.enterFreezeUp, self.exitFreezeUp), State('coolDown', self.enterCoolDown, self.exitCoolDown), State('frozen', self.enterFrozen, self.exitFrozen) ], 'off', 'off') self.fsm.enterInitialState() #base.localAvatar.audio3d self.freezeUpSfx = base.loadSfx('phase_8/audio/sfx/freeze_up.ogg') self.frozenSfxArray = [ base.loadSfx('phase_8/audio/sfx/frozen_1.ogg'), base.loadSfx('phase_8/audio/sfx/frozen_2.ogg'), base.loadSfx('phase_8/audio/sfx/frozen_3.ogg') ] self.coolSfxArray = [ base.loadSfx('phase_8/audio/sfx/cool_down_1.ogg'), base.loadSfx('phase_8/audio/sfx/cool_down_2.ogg') ] self.iceFormSfx = base.loadSfx("phase_4/audio/sfx/ice_cube_form.ogg") self.iceBreakSfx = base.loadSfx("phase_4/audio/sfx/ice_cube_break.ogg") self.freezeUpSfx.setVolume(12) for sfx in self.frozenSfxArray: sfx.setVolume(12) for sfx in self.coolSfxArray: sfx.setVolume(12)
def __init__(self, cr): try: self.DistributedSneakyGame_initialized return except: self.DistributedSneakyGame_initialized = 1 DistributedMinigame.DistributedMinigame.__init__(self, cr) self.fsm.addState( State('countdown', self.enterCountdown, self.exitCountdown, ['play'])) self.fsm.addState( State('announceGameOver', self.enterAnnounceGameOver, self.exitAnnounceGameOver, ['finalScores'])) self.fsm.addState( State('finalScores', self.enterFinalScores, self.exitFinalScores, ['gameOver'])) self.fsm.getStateNamed('waitForOthers').addTransition('countdown') self.fsm.getStateNamed('play').addTransition('announceGameOver') self.toonFps = ToonFPS(self) self.track = None self.remoteAvatars = [] self.areas = [] self.areaName2areaModel = {} self.spawnPoints = [] self.myRemoteAvatar = None self.isTimeUp = False return
def __init__(self, cr): try: self.DistributedCameraShyGame_initialized return except: self.DistributedCameraShyGame_initialized = 1 DistributedMinigame.__init__(self, cr) self.headPanels.delete() self.headPanels = CameraShyHeadPanels() self.fsm.addState( State('countdown', self.enterCountdown, self.exitCountdown, ['play'])) self.fsm.addState( State('announceGameOver', self.enterAnnounceGameOver, self.exitAnnounceGameOver, ['showWinner'])) self.fsm.addState( State('showWinner', self.enterShowWinner, self.exitShowWinner, ['gameOver'])) self.fsm.getStateNamed('waitForOthers').addTransition('countdown') self.fsm.getStateNamed('play').addTransition('announceGameOver') self.remoteAvatars = [] self.myRemoteAvatar = None self.thisPlayerWinsLbl = None self.olc = None self.firstPerson = CameraShyFirstPerson(self) self.skyUtil = None self.pbpText = None self.levelLoader = CameraShyLevelLoader() self.spawnPoints = []
def __init__(self): try: self.Char_initialized return except: self.Char_initialized = 1 Avatar.Avatar.__init__(self) self.avatarType = CIGlobals.CChar self.avatarName = None self.currentAnim = None self.charType = "" self.eyes = loader.loadTexture("phase_3/maps/eyes1.jpg", "phase_3/maps/eyes1_a.rgb") self.closedEyes = loader.loadTexture( "phase_3/maps/mickey_eyes_closed.jpg", "phase_3/maps/mickey_eyes_closed_a.rgb") self.animFSM = ClassicFSM('Char', [ State('off', self.enterOff, self.exitOff), State('neutral', self.enterNeutral, self.exitNeutral), State('walk', self.enterWalk, self.exitWalk), State('run', self.enterRun, self.exitRun) ], 'off', 'off') animStateList = self.animFSM.getStates() self.animFSM.enterInitialState() self.charId = -1 Avatar.Avatar.initializeBodyCollisions(self, self.avatarType, 3.5, 1)
def __init__(self, cr): Suit.__init__(self) DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.anim = None self._state = SuitState.ALIVE self.dept = None self.variant = None self.suitPlan = None self.level = None self.moveIval = None self.hpFlash = None # For PythonCTMusicManager: # Are we in range of the localAvatar? self.isInRange = False self.chaseTarget = 0 self.suitFSM = ClassicFSM('DistributedSuit', [ State('off', self.enterSuitOff, self.exitSuitOff), State('walking', self.enterWalking, self.exitWalking), State('flyingDown', self.enterFlyingDown, self.exitFlyingDown), State('flyingUp', self.enterFlyingUp, self.exitFlyingUp), State('lured', self.enterLured, self.exitLured) ], 'off', 'off') self.stateIndex2suitState = {} self.suitFSM.enterInitialState() self.makeStateDict()
def __init__(self, hood, parentFSMState, doneEvent): StateData.__init__(self, doneEvent) self.hood = hood self.parentFSMState = parentFSMState self.fsm = ClassicFSM('safeZoneLoader', [ State('off', self.enterOff, self.exitOff), State('playground', self.enterPlayground, self.exitPlayground, ['quietZone']), State('toonInterior', self.enterToonInterior, self.exitToonInterior, ['quietZone']), State('quietZone', self.enterQuietZone, self.exitQuietZone, ['playground', 'toonInterior']) ], 'off', 'off') self.placeDoneEvent = 'placeDone' self.place = None self.playground = None self.battleMusic = None self.invasionMusic = None self.invasionMusicFiles = None self.interiorMusic = None self.bossBattleMusic = None self.music = None self.tournamentMusic = None self.linkTunnels = [] self.szHolidayDNAFile = None self.animatedFish = None return
def __init__(self, parentFSM, doneEvent): StateData.__init__(self, "playGameDone") self.doneEvent = doneEvent self.fsm = ClassicFSM('World', [ State('off', self.enterOff, self.exitOff, ['quietZone']), State('quietZone', self.enterQuietZone, self.exitQuietZone, [ 'TTHood', 'BRHood', 'DLHood', 'MLHood', 'DGHood', 'DDHood', 'MGHood', 'CTCHood' ]), State('TTHood', self.enterTTHood, self.exitTTHood, ['quietZone']), State('BRHood', self.enterBRHood, self.exitBRHood, ['quietZone']), State('DLHood', self.enterDLHood, self.exitDLHood, ['quietZone']), State('MLHood', self.enterMLHood, self.exitMLHood, ['quietZone']), State('DGHood', self.enterDGHood, self.exitDGHood, ['quietZone']), State('DDHood', self.enterDDHood, self.exitDDHood, ['quietZone']), State('MGHood', self.enterMGHood, self.exitMGHood, ['quietZone']), State('CTCHood', self.enterCTCHood, self.exitCTCHood, ['quietZone']) ], 'off', 'off') self.fsm.enterInitialState() self.parentFSM = parentFSM self.parentFSM.getStateNamed('playGame').addChild(self.fsm) self.hoodDoneEvent = 'hoodDone' self.hood = None self.quietZoneDoneEvent = uniqueName('quietZoneDone') self.quietZoneStateData = None self.place = None self.lastHood = None self.suitManager = None
def __init__(self, cr): DistributedObject.__init__(self, cr) self.fsm = ClassicFSM('DistributedBoat', [ State('off', self.enterOff, self.exitOff), State('eastToWest', self.enterEastToWest, self.exitEastToWest), State('westToEast', self.enterWestToEast, self.exitWestToEast) ], 'off', 'off') self.boat = None self.eastPier = None self.eastPierPath = 'east_pier' self.westPier = None self.westPierPath = 'west_pier' self.pierUpP = 0.0 self.pierDownP = -45.0 self.fogHorn = 'phase_5/audio/sfx/SZ_DD_foghorn.ogg' self.shipBell = 'phase_6/audio/sfx/SZ_DD_shipbell.ogg' self.waterLap = 'phase_6/audio/sfx/SZ_DD_waterlap.ogg' self.dockCreak = 'phase_6/audio/sfx/SZ_DD_dockcreak.ogg' self.eastWest = 'phase_6/paths/dd-e-w.bam' self.westEast = 'phase_6/paths/dd-w-e.bam' self.track = None self.state = None self.animBoat1Track = None self.animBoatTrack = None # Variables that handle the winter collision node. self.crashColl = None self.crashCollNP = None
def __init__(self, cr): DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.fsm = ClassicFSM( 'DistributedPieTurret', [ State('off', self.enterOff, self.exitOff), State('scan', self.enterScan, self.exitScan), State('shoot', self.enterShoot, self.exitShoot) ], 'off', 'off' ) self.fsm.enterInitialState() self.reloadTime = 0.25 self.cannon = None self.track = None self.owner = None self.gag = None self.readyGag = None self.hitGag = None self.explosion = None self.wallCollNode = None self.eventCollNode = None self.event = None self.suit = None self.eventId = None self.entities = [] self.upgradeID = None self.deathEvent = None
def __init__(self, mg): self.mg = mg self.batteryFrame = None self.batteryBg = None self.batteryBar = None self.rechargeSound = None self.fullyChargedSound = None self.hasToonInFocus = False self.toonToTakePicOf = None self.cameraRechargeState = None self.cameraRechargingLabel = None self.cameraFlashSeq = None self.viewfinder = None self.camFSM = ClassicFSM('CameraFSM', [ State('off', self.enterOff, self.exitOff), State('ready', self.enterCameraReady, self.exitCameraReady), State('recharge', self.enterCameraRecharge, self.exitCameraRecharge) ], 'off', 'off') self.camFSM.enterInitialState() FirstPerson.__init__(self)
def __init__(self, cr): try: self.DistributedRaceGame_initialized return except: self.DistributedRaceGame_initialized = 1 DistributedMinigame.DistributedMinigame.__init__(self, cr) self.movement = RaceGameMovement.RaceGameMovement(base.localAvatar) self.skyUtil = SkyUtil() self.raceFSM = ClassicFSM('DistributedRaceGame', [ State('race', self.enterRace, self.exitRace), State('raceTransition', self.enterRaceTransition, self.exitRaceTransition), State('off', self.enterRaceOff, self.exitRaceOff) ], 'off', 'off') self.raceFSM.enterInitialState() self.cr = cr self.track = None self.sky = None self.countSfx = base.loadSfx("phase_5/audio/sfx/firehydrant_popup.ogg") self.goSfx = base.loadSfx("phase_4/audio/sfx/AA_sound_whistle.ogg") self.game = CIGlobals.RaceGame self.trackPath = "phase_4/models/minigames/sprint_track.egg" self.skyPath = "phase_3.5/models/props/TT_sky.bam" self.lanePos = [(-22.00, -205.00, 0.00), (-11.66, -205.00, 0.00), (0.00, -205.00, 0.00), (-33.66, -205.00, 0.00)] self.initialCamPos = { "pos": (41.10, -145.00, 25.88), "hpr": (135.00, 345.96, 0.0) } self.raceCamPos = (-24.52, -37.22, 25.00) self.lane = 0 return
def __init__(self, name): PandaNode.__init__(self, name) DirectObject.__init__(self) self.fsm = ClassicFSM(name, [ State('off', self.enterOff, self.exitOff), State('rollover', self.enterRollover, self.exitRollover), State('ready', self.enterReady, self.exitReady), State('depressed', self.enterDepressed, self.exitDepressed), State('inactive', self.enterInactive, self.exitInactive)], 'off', 'off') self.fsm.enterInitialState() self.active = True self.lastClickState = PGButton.SReady self.clickState = PGButton.SReady self.__hovering = False self.clickEvent = '' self.clickExtraArgs = [] self.contents = NodePath.anyPath(self).attachNewNode('contents') # Create a MouseWatcherRegion: self.regionName = self.getUniqueName() + '-region' self.region = MouseWatcherRegion(self.regionName, 0, 0, 0, 0) base.mouseWatcherNode.addRegion(self.region) # Accept the mouse events: enterPattern = base.mouseWatcherNode.getEnterPattern() leavePattern = base.mouseWatcherNode.getLeavePattern() buttonDownPattern = base.mouseWatcherNode.getButtonDownPattern() buttonUpPattern = base.mouseWatcherNode.getButtonUpPattern() self.accept(enterPattern.replace('%r', self.regionName), self.__handleMouseEnter) self.accept(leavePattern.replace('%r', self.regionName), self.__handleMouseLeave) self.accept(buttonDownPattern.replace('%r', self.regionName), self.__handleMouseDown) self.accept(buttonUpPattern.replace('%r', self.regionName), self.__handleMouseUp)
def __init__(self, doneEvent, moveOn = 1): StateData.__init__(self, doneEvent) self.fsm = ClassicFSM('quietZone', [State('off', self.enterOff, self.exitOff, ['waitForQuietZoneResponse']), State('waitForQuietZoneResponse', self.enterWaitForQuietZoneResponse, self.exitWaitForQuietZoneResponse, ['waitForSetZoneResponse']), State('waitForSetZoneResponse', self.enterWaitForSetZoneResponse, self.exitWaitForSetZoneResponse, ['waitForSetZoneComplete']), State('waitForSetZoneComplete', self.enterWaitForSetZoneComplete, self.exitWaitForSetZoneComplete, ['off'])], 'off', 'off') self.fsm.enterInitialState() self.moveOn = moveOn
def __init__(self, doneEvent): StateData.__init__(self, doneEvent) self.fsm = ClassicFSM('Walk', [ State('off', self.enterOff, self.exitOff, ['walking', 'deadWalking']), State('walking', self.enterWalking, self.exitWalking), State('deadWalking', self.enterDeadWalking, self.exitDeadWalking)], 'off', 'off') self.fsm.enterInitialState()
def __init__(self, book): BookPage.__init__(self, book, 'Options', wantHeader=True) self.fsm = ClassicFSM('OptionPage', [ State('off', self.enterOff, self.exitOff), State('basePage', self.enterBasePage, self.exitBasePage), State('displayPage', self.enterDisplayPage, self.exitDisplayPage) ], 'off', 'off') self.fsm.enterInitialState()
def __init__(self, parentFSM, doneEvent): World.__init__(self, doneEvent) self.fsm.setName(CIGlobals.OToontown) self.fsm.addState(State('MGHood', self.enterMGHood, self.exitMGHood, ['quietZone'])) self.fsm.addState(State('CTHood', self.enterCTHood, self.exitCTHood, ['quietZone'])) self.fsm.getStateNamed('quietZone').addTransition('MGHood') self.fsm.getStateNamed('quietZone').addTransition('CTHood') self.parentFSM = parentFSM self.parentFSM.getStateNamed(CIGlobals.OToontown).addChild(self.fsm)
def __init__(self, cr): try: self.DistributedDodgeballGame_initialized return except: self.DistributedDodgeballGame_initialized = 1 DistributedToonFPSGame.__init__(self, cr) TeamMinigame.__init__(self, 'BlueSnow', ('phase_4/maps/db_blue_neutral.png', 'phase_4/maps/db_blue_hover.png', 'phase_4/maps/db_blue_hover.png'), 'RedIce', ('phase_4/maps/db_red_neutral.png', 'phase_4/maps/db_red_hover.png', 'phase_4/maps/db_red_hover.png')) self.fsm.addState(State('chooseTeam', self.enterChooseTeam, self.exitChooseTeam, ['waitForOthers'])) self.fsm.addState(State('scrollBy', self.enterScrollBy, self.exitScrollBy, ['countdown'])) self.fsm.addState(State('countdown', self.enterCountdown, self.exitCountdown, ['play'])) self.fsm.addState(State('announceGameOver', self.enterAnnGameOver, self.exitAnnGameOver, ['displayWinners'])) self.fsm.addState(State('displayWinners', self.enterDisplayWinners, self.exitDisplayWinners, ['gameOver'])) self.fsm.getStateNamed('waitForOthers').addTransition('chooseTeam') self.fsm.getStateNamed('waitForOthers').addTransition('scrollBy') self.fsm.getStateNamed('play').addTransition('announceGameOver') self.firstPerson = DodgeballFirstPerson(self) self.scrollBySeq = None self.infoText = None self.redScoreLbl = None self.blueScoreLbl = None self.infoText = getAlertText() self.spawnPointsByTeam = {BLUE: [ [ Point3(5, 15, 0), Vec3(180, 0, 0)], [ Point3(15, 15, 0), Vec3(180, 0, 0)], [ Point3(-5, 15, 0), Vec3(180, 0, 0)], [ Point3(-15, 15, 0), Vec3(180, 0, 0)]], RED: [ [ Point3(5, -15, 0), Vec3(0, 0, 0)], [ Point3(15, -15, 0), Vec3(0, 0, 0)], [ Point3(-5, -15, 0), Vec3(0, 0, 0)], [ Point3(-15, -15, 0), Vec3(0, 0, 0)]]} self.winnerMusic = base.loadMusic('phase_9/audio/bgm/encntr_hall_of_fame.mid') self.loserMusic = base.loadMusic('phase_9/audio/bgm/encntr_sting_announce.mid') self.danceSound = base.loadSfx('phase_3.5/audio/sfx/ENC_Win.ogg') self.sky = None self.arena = None self.fog = None self.snow = None self.snowRender = None self.trees = [] self.snowballs = [] return
def __init__(self, cr): DistributedSuit.__init__(self, cr) self.doorDoId = None self.door = None self.takeOverTrack = None self.fsm = ClassicFSM('DTOS-fsm', [State('off', self.enterOff, self.exitOff), State('takeOver', self.enterTakeOver, self.exitTakeOver)], 'off', 'off') self.fsm.enterInitialState()
def __init__(self, cr): DistributedAvatar.__init__(self, cr) self.owner = None self.movementFSM = ClassicFSM('Pet', [ State('off', self.enterOff, self.exitOff), State('forward', self.enterMoveForward, self.exitMoveForward), State('backward', self.enterMoveBackward, self.exitMoveBackward), State('left', self.enterTurnLeft, self.exitTurnLeft), State('right', self.enterTurnRight, self.exitTurnRight) ], 'off', 'off')
def __init__(self, parentFSM, doneEvent): self.parentFSM = parentFSM StateData.__init__(self, doneEvent) self.fsm = ClassicFSM('ShtickerBook', [ State('off', self.enterOff, self.exitOff), State('optionPage', self.enterOptionPage, self.exitOptionPage, ['districtPage', 'off']), State('districtPage', self.enterDistrictPage, self.exitDistrictPage, ['optionPage', 'questPage', 'off']), State('questPage', self.enterQuestPage, self.exitQuestPage, ['inventoryPage', 'districtPage', 'off']), State('inventoryPage', self.enterInventoryPage, self.exitInventoryPage, ['mapPage', 'questPage', 'off']), State('mapPage', self.enterMapPage, self.exitMapPage, ['inventoryPage', 'off']), State('releaseNotesPage', self.enterReleaseNotesPage, self.exitReleaseNotesPage, ['mapPage', 'off']), State('adminPage', self.enterAdminPage, self.exitAdminPage, ['mapPage', 'namePage', 'off']), State('namePage', self.enterNamePage, self.exitNamePage, ['adminPage', 'off']) ], 'off', 'off') if base.localAvatar.getAdminToken() > -1: self.fsm.getStateNamed('mapPage').addTransition('adminPage') self.fsm.enterInitialState() self.entered = 0 self.parentFSM.getStateNamed('shtickerBook').addChild(self.fsm)
def __init__(self, book, parentFSM): self.book = book self.parentFSM = parentFSM StateData.__init__(self, 'adminPageDone') self.fsm = ClassicFSM('AdminPage', [State('off', self.enterOff, self.exitOff), State('basePage', self.enterBasePage, self.exitBasePage), State('kickSection', self.enterKickSection, self.exitKickSection), State('sysMsgSection', self.enterSysMsgSection, self.exitSysMsgSection)], 'off', 'off') self.fsm.enterInitialState() self.parentFSM.getStateNamed('adminPage').addChild(self.fsm)
def __init__(self, book, parentFSM): self.book = book self.parentFSM = parentFSM StateData.__init__(self, 'namePageDone') self.fsm = ClassicFSM('NamePage', [ State('off', self.enterOff, self.exitOff), State('basePage', self.enterBasePage, self.exitBasePage) ], 'off', 'off') self.fsm.enterInitialState() self.parentFSM.getStateNamed('namePage').addChild(self.fsm) self.nameServ = base.cr.nameServicesManager self.baseRequestIndex = 0 self.requestsPerCluster = 5 # GUI elements self.requestsContainer = {} self.loadingLabel = None self.selectedName = None self.nameButtons = [] self.avId2NameData = {} geom = CIGlobals.getDefaultBtnGeom() self.acceptBtn = DirectButton( geom=geom, text_scale=0.04, relief=None, scale=0.5, text="Accept", pos=(0.5, posY, 0), text_pos=(0, -0.01), command=self.acceptName, ) self.acceptBtn.hide() self.declineBtn = DirectButton( geom=geom, text_scale=0.04, relief=None, scale=0.5, text="Decline", pos=(0.75, posY, 0), text_pos=(0, -0.01), command=self.declineName, ) self.declineBtn.hide() self.avIdLbl = OnscreenText(text="", scale=0.08, pos=(0.3, 0, 0.5), align=TextNode.ACenter) self.avIdLbl.hide() self.accIdLbl = OnscreenText(text="", scale=0.08, pos=(0.3, 0, 0.3), align=TextNode.ACenter) self.accIdLbl.hide()
def __init__(self, book, parentFSM): self.book = book self.parentFSM = parentFSM StateData.__init__(self, 'optionPageDone') self.fsm = ClassicFSM('OptionPage', [ State('off', self.enterOff, self.exitOff), State('basePage', self.enterBasePage, self.exitBasePage), State('displayPage', self.enterDisplayPage, self.exitDisplayPage) ], 'off', 'off') self.fsm.enterInitialState() self.parentFSM.getStateNamed('optionPage').addChild(self.fsm)
def __init__(self, parentFSM): StateData.__init__(self, "avChooseDone") self.avChooseFSM = ClassicFSM('avChoose', [State('getToonData', self.enterGetToonData, self.exitGetToonData), State('avChoose', self.enterAvChoose, self.exitAvChoose), State('waitForToonDelResponse', self.enterWaitForToonDelResponse, self.exitWaitForToonDelResponse), State('off', self.enterOff, self.exitOff)], 'off', 'off') self.avChooseFSM.enterInitialState() self.parentFSM = parentFSM self.parentFSM.getStateNamed('avChoose').addChild(self.avChooseFSM) self.pickAToon = None self.setAvatarsNone()
def __init__(self, cr): DistributedObject.__init__(self, cr) self.fsm = ClassicFSM(self.__class__.__name__, [ State('off', self.enterOff, self.exitOff, ['morning']), State('morning', self.enterMorning, self.exitMorning, ['afternoon']), State('afternoon', self.enterAfternoon, self.exitAfternoon, ['evening']), State('evening', self.enterEvening, self.exitEvening, ['midnight']), State('midnight', self.enterMidnight, self.exitMidnight, ['morning'])], 'off', 'off') self.fsm.enterInitialState() self.__interval = None
def __init__(self, cr): try: self.DistributedMinigame_initialized return except: self.DistributedMinigame_initialized = 1 DistributedObject.DistributedObject.__init__(self, cr) Timer.Timer.__init__(self) self.headPanels = HeadPanels() self.finalScoreUI = FinalScoreGUI() self.fsm = ClassicFSM('DistributedMinigame', [ State('start', self.enterStart, self.exitStart, ['waitForOthers']), State('waitForOthers', self.enterWaitForOthers, self.exitWaitForOthers, ['play']), State('play', self.enterPlay, self.exitPlay, ['gameOver']), State('gameOver', self.enterGameOver, self.exitGameOver, ['off']), State('off', self.enterOff, self.exitOff) ], 'off', 'off') self.fsm.enterInitialState() self.cr = cr self.localAv = base.localAvatar self.localAvId = self.localAv.doId self.musicPath = "phase_4/audio/bgm/trolley_song.ogg" self.winSfx = base.loadSfx("phase_4/audio/sfx/MG_win.ogg") self.loseSfx = base.loadSfx("phase_4/audio/sfx/MG_lose.ogg") self.prizeHigh = base.loadSfx("phase_6/audio/sfx/KART_Applause_1.ogg") self.prizeLow = base.loadSfx("phase_6/audio/sfx/KART_Applause_4.ogg") self.music = None self.description = "" self.descDialog = None self.winnerPrize = 0 self.loserPrize = 0 self.round = 0 self.numPlayers = 0 self.winnerMsg = "Winner!\nYou have earned: %s Jellybeans" self.loserMsg = "Loser!\nYou have earned: %s Jellybeans" self.allWinnerMsgs = [ "Nice try!\nYou have earned: %s", "Good job!\nYou have earned: %s", "Way to go!\nYou have earned: %s", "Awesome!\nYou have earned: %s" ] self.timer = None self.timeLbl = None self.alertText = None self.alertPulse = None self.popupSound = None self.gameOverLbl = OnscreenText(text="TIME'S\nUP!", scale=0.25, font=CIGlobals.getMickeyFont(), fg=(1, 0, 0, 1)) self.gameOverLbl.setBin('gui-popup', 60) self.gameOverLbl.hide() return
def __init__(self): DirectObject.__init__(self) self.backpack = base.localAvatar.backpack if not self.backpack: return self.backpack.loadoutGUI = self self.oneSlotPos = [(0, 0, 0)] self.twoSlotsPos = [(0, 0, 0.30), (0, 0, -0.2)] self.threeSlotsPos = [(0, 0, 0.5), (0, 0, 0), (0, 0, -0.5)] self.fourSlotPos = [(0, 0, 0.5), (0, 0, 0.15), (0, 0, -0.2), (0, 0, -0.55)] self.availableSlot = 0 self.slots = [] self.activeSlot = None self.defaultSlots = 3 self.prevSlot = None self.ammoLabel = None self.inventoryFrame = DirectFrame(parent=base.a2dRightCenter, pos=(-0.1725, 0, 0)) self.visibilityBtn = DirectButton(text="", relief=None, text_bg=(1, 1, 1, 0), parent=base.a2dRightCenter, pos=(-0.1725, 0, 0), frameSize=(-0.2, 0.2, -0.725, 0.7), clickSound=None, rolloverSound=None) self.visibilityBtn.bind(DGG.WITHIN, self.__handleVisEnter) self.visibilityBtn.bind(DGG.WITHOUT, self.__handleVisExit) self.visibilityBtn.setBin('background', 10) self.visibilityBtn = None self.visibilityBtnStatus = 0 self.switchSound = True self.switchSoundSfx = base.loadSfx( "phase_3/audio/sfx/GUI_balloon_popup.ogg") self.visibilityFSM = ClassicFSM('InventoryGui-VisibilityFSM', [ State('off', self.enterOff, self.exitOff), State('hidden', self.enterHidden, self.exitHidden), State('hidden2visible', self.enterHidden2Visible, self.exitHidden2Visible), State('visible', self.enterVisible, self.exitVisible), State('visible2hidden', self.enterVisible2Hidden, self.exitVisible2Hidden) ], 'off', 'off') self.visibilityFSM.enterInitialState() self.visibilityFSM.request('hidden')
def __init__(self, mg, cr, avId, gunName="pistol"): RemoteAvatar.__init__(self, mg, cr, avId) self.track = None self.gunName = gunName self.fsm = ClassicFSM('RemoteToonBattleAvatar', [ State('off', self.enterOff, self.exitOff), State('shoot', self.enterShoot, self.exitShoot), State('die', self.enterDie, self.exitDie), State('dead', self.enterDead, self.exitDead) ], 'off', 'off') self.fsm.enterInitialState() self.soundGrunt = None self.retrieveAvatar()
def __init__(self): try: self.Suit_initialized return except: self.Suit_initialized = 1 Avatar.Avatar.__init__(self) self.avatarType = CIGlobals.Suit self.name = '' self.chat = '' self.suit = None self.suitHeads = None self.suitHead = None self.loserSuit = None self.healthMeterGlow = None self.healthMeter = None self.weapon = None self.weapon_sfx = None self.anim = None self.suit_dial = None self.shadow = None self.balloon_sfx = None self.add_sfx = None self.explosion = None self.largeExp = None self.smallExp = None self.death_sfx = None self.attack = None self.wtrajectory = None self.throwObjectId = None self.hasSpawned = False self.condition = 0 self.type = "" self.head = "" self.team = "" self.isSkele = 0 self.animFSM = ClassicFSM('Suit', [State('off', self.enterOff, self.exitOff), State('neutral', self.enterNeutral, self.exitNeutral), State('walk', self.enterWalk, self.exitWalk), State('die', self.enterDie, self.exitDie), State('attack', self.enterAttack, self.exitAttack), State('flydown', self.enterFlyDown, self.exitFlyDown), State('pie', self.enterPie, self.exitPie), State('win', self.enterWin, self.exitWin), State('flyaway', self.enterFlyAway, self.exitFlyAway), State('rollodex', self.enterRollodex, self.exitRollodex)], 'off', 'off') animStateList = self.animFSM.getStates() self.animFSM.enterInitialState() self.initializeBodyCollisions()
def __init__(self, air, hood, wingType): DistributedNodeAI.__init__(self, air) self.hood = hood self.wingType = wingType self.state = 0 self.stateChangeTimestamp = 0.0 self.fromLoc = 0 self.toLoc = 0 self.fsm = ClassicFSM('DBFAI', [State('off', self.enterOff, self.exitOff), State('sit', self.enterSit, self.exitSit), State('fly', self.enterFly, self.exitFly)], 'off', 'off') self.fsm.enterInitialState()
def replaceStateFunc(replaceFuncList): if not sys.modules.get('base.direct.fsm.State'): return from direct.fsm.State import State for oldFunc, funcName, newFunc in replaceFuncList: res = State.replaceMethod(oldFunc, newFunc) if res: print ('replaced %s FSM transition function(s): %s' % (res, funcName))