def setupEndSection(self, index): aspectSF = 0.7227 self.endSectionNP = NodePath('EndSection') self.endSectionNP.reparentTo(self.game.assetMgr.world) self.endSectionNP.setX(self.incrementX) self.endWall = self.game.assetMgr.startingWall.copyTo(self.endSectionNP) self.endWall.setPos(100, 0, 4) self.endWall.setScale(0.8) self.endArrow = self.game.assetMgr.arrow.copyTo(self.endSectionNP) self.endArrow.setPos(6, 1.5, 12.76) self.exitElevator = self.game.assetMgr.exitElevator.copyTo(self.endSectionNP) self.exitElevator.setPos(52, -2, 12.7) cogSignModel = loader.loadModel('phase_4/models/props/sign_sellBotHeadHQ') cogSign = cogSignModel.find('**/sign_sellBotHeadHQ') cogSignSF = 23 elevatorSignSF = 15 sideDoor = self.exitElevator.find('**/doorway2') sdSign = cogSign.copyTo(sideDoor) sdSign.setPosHprScale(0, 1.9, 15, 0, 0, 0, elevatorSignSF, elevatorSignSF, elevatorSignSF * aspectSF) sdSign.node().setEffect(DecalEffect.make()) sdText = DirectGui.OnscreenText(text=TTLocalizer.TwoDGameElevatorExit, font=ToontownGlobals.getSuitFont(), pos=(0, -0.34), scale=0.15, mayChange=False, parent=sdSign) sdText.setDepthWrite(0) self.sectionNPList.append(self.endSectionNP) endSectionInfo = ('end', [], [], [ 0], []) endSection = TwoDSection.TwoDSection(index, endSectionInfo, self.endSectionNP, self) self.sections.append(endSection) self.incrementX += endSection.length
def setupSections(self, sectionsSelected): self.incrementX = -24 for index in range(0, len(sectionsSelected)): sectionNP = NodePath('Section' + str(index)) sectionNP.reparentTo(self.game.assetMgr.world) sectionNP.setX(self.incrementX) self.sectionNPList.append(sectionNP) section = TwoDSection.TwoDSection(index, sectionsSelected[index], sectionNP, self) self.sections.append(section) self.incrementX += section.length
def setupEndSection(self, index): # Used to compensate for scaling of Cog tunnel sign's # original aspect ratio of 1125x813 to a uniform ratio, # scale z by factor of 0.7227 aspectSF = 0.7227 self.endSectionNP = NodePath('EndSection') self.endSectionNP.reparentTo(self.game.assetMgr.world) self.endSectionNP.setX(self.incrementX) # Creating the wall self.endWall = self.game.assetMgr.startingWall.copyTo( self.endSectionNP) self.endWall.setPos(100, 0, 4) self.endWall.setScale(0.8) # Creating the arrow self.endArrow = self.game.assetMgr.arrow.copyTo(self.endSectionNP) self.endArrow.setPos(6, 1.5, 12.76) # Creating the exitElevator self.exitElevator = self.game.assetMgr.exitElevator.copyTo( self.endSectionNP) self.exitElevator.setPos(52, -2, 12.7) # Elevator EXIT sign cogSignModel = loader.loadModel( 'phase_4/models/props/sign_sellBotHeadHQ') cogSign = cogSignModel.find('**/sign_sellBotHeadHQ') cogSignSF = 23 elevatorSignSF = 15 sideDoor = self.exitElevator.find('**/doorway2') sdSign = cogSign.copyTo(sideDoor) sdSign.setPosHprScale(0, 1.9, 15, 0, 0, 0, elevatorSignSF, elevatorSignSF, elevatorSignSF * aspectSF) sdSign.node().setEffect(DecalEffect.make()) sdText = DirectGui.OnscreenText( text=TTLocalizer.TwoDGameElevatorExit, font=ToontownGlobals.getSuitFont(), pos=(0, -0.34), scale=0.15, # required for DecalEffect (must be a GeomNode, not a TextNode) mayChange=False, parent=sdSign) sdText.setDepthWrite(0) # We create a section for the end section because it has a spawnPoint. # Creating a section makes it easier to handle that without repeating code. self.sectionNPList.append(self.endSectionNP) # Emulating the info what setupSections() in DistributedTwoDGameAI would have sent. endSectionInfo = ('end', [], [], [0], []) endSection = TwoDSection.TwoDSection(index, endSectionInfo, self.endSectionNP, self) self.sections.append(endSection) self.incrementX += endSection.length
def setupSections(self, sectionsSelected): # sectionsSelected is a list of tuples sent from the AI. [(), ()] # Each tuple represents one section. # Tuple Format: (sectionIndex, [list of enemyIndices], [list of treasureIndices], [list of spawnPointIndices]) # The tuples are in the order we want made and we make self.sections from sectionsSelected on a one-to-one basis ## self.incrementX = 0 # Start the 1st section from -24 self.incrementX = -24 for index in range(0, len(sectionsSelected)): sectionNP = NodePath('Section' + str(index)) sectionNP.reparentTo(self.game.assetMgr.world) sectionNP.setX(self.incrementX) self.sectionNPList.append(sectionNP) section = TwoDSection.TwoDSection(index, sectionsSelected[index], sectionNP, self) self.sections.append(section) self.incrementX += section.length