def __init__(self, game, id, x, y): NodePath.__init__(self, 'dropNode%s' % id) self.game = game self.id = id self.reparentTo(hidden) self.setPos(x, y, 0) shadow = loader.loadModel('phase_3/models/props/square_drop_shadow') shadow.setZ(0.2) shadow.setBin('ground', 10) shadow.setColor(1, 1, 1, 1) shadow.reparentTo(self) self.shadow = shadow drop = CogdoUtil.loadMazeModel('cabinetSmFalling') roll = random.randint(-15, 15) drop.setHpr(0, 0, roll) drop.setZ(Globals.DropHeight) self.collTube = CollisionTube(0, 0, 0, 0, 0, 4, Globals.DropCollisionRadius) self.collTube.setTangible(0) name = Globals.DropCollisionName self.collNode = CollisionNode(name) self.collNode.addSolid(self.collTube) self.collNodePath = drop.attachNewNode(self.collNode) self.collNodePath.hide() self.collNodePath.setTag('isFalling', str('True')) drop.reparentTo(self) self.drop = drop self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop', volume=0.6)
def initCollisions(self): # Make a sphere, give it a unique name, and parent it # to the suit. self.collSphere = CollisionSphere(0, 0, 0, 1.25) # Make he sphere intangible self.collSphere.setTangible(1) name = "CogThiefSphere-%d" % self.cogIndex self.collSphereName = self.uniqueName(name) self.collNode = CollisionNode(self.collSphereName) self.collNode.setIntoCollideMask(CTGG.BarrelBitmask | ToontownGlobals.WallBitmask) self.collNode.addSolid(self.collSphere) self.collNodePath = self.suit.attachNewNode(self.collNode) #self.collNodePath.hide() # Add a hook looking for collisions with localToon self.accept('enter' + self.collSphereName, self.handleEnterSphere) # we need a taller collision tube to collide against for pie self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4, self.CollisionRadius) # Make he sphere intangible self.pieCollSphere.setTangible(1) name = "CogThiefPieSphere-%d" % self.cogIndex self.pieCollSphereName = self.uniqueName(name) self.pieCollNode = CollisionNode(self.pieCollSphereName) self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask) self.pieCollNode.addSolid(self.pieCollSphere) self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)
def _initCollisions(self, triggerRadius, triggerOffset): self.collSphere = CollisionSphere(triggerOffset[0], triggerOffset[1], triggerOffset[2], triggerRadius) self.collSphere.setTangible(0) self.collNode = CollisionNode(self.getName()) self.collNode.addSolid(self.collSphere) self.collNodePath = self.attachNewNode(self.collNode)
def _initCollisions(self): offset = Globals.WaterCoolerTriggerOffset self.collSphere = CollisionSphere(offset[0], offset[1], offset[2], Globals.WaterCoolerTriggerRadius) self.collSphere.setTangible(0) name = Globals.WaterCoolerCollisionName self.collNode = CollisionNode(name) self.collNode.addSolid(self.collSphere) self.collNodePath = self.attachNewNode(self.collNode)
def initGagCollision(self, name, radius): self.gagCollisionName = name collision = CollisionTube(0, 0, 0, 0, 0, 4, radius) collision.setTangible(1) self.gagCollNode = CollisionNode(self.gagCollisionName) self.gagCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask) self.gagCollNode.addSolid(collision) self.gagCollNodePath = self.object.attachNewNode(self.gagCollNode)
def _initCollisions(self): self.collPlane = CollisionPlane( Plane(Vec3(0, 0, 1.0), Point3(0, 0, 10))) self.collPlane.setTangible(0) self.collNode = CollisionNode('fogPlane') self.collNode.setIntoCollideMask(OTPGlobals.FloorBitmask) self.collNode.addSolid(self.collPlane) self.collNodePath = self.root.attachNewNode(self.collNode) self.collNodePath.hide()
def initCollision(self): self.collSphere = CollisionSphere(0, 0, 0, 0) self.collSphere.setTangible(0) self.collNode = CollisionNode('%s-%s' % (self.CollSphereName, self.index)) self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask) self.collNode.addSolid(self.collSphere) self.collNodePath = self.suit.attachNewNode(self.collNode) self.collNodePath.hide() self.accept('enter%s-%s' % (self.CollSphereName, self.index), self.handleEnterSphere) self.setCollSphereToNest()
def __initCollisions(self): collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius) collSphere.setTangible(0) self.mazeCollisionName = Globals.LocalPlayerCollisionName collNode = CollisionNode(self.mazeCollisionName) collNode.addSolid(collSphere) collNodePath = self.toon.attachNewNode(collNode) collNodePath.hide() handler = CollisionHandlerEvent() handler.addInPattern('%fn-into-%in') base.cTrav.addCollider(collNodePath, handler) self.handler = handler self._collNodePath = collNodePath
def loadCollision( self ): collTube = CollisionTube(0.0, 0.0, 0.0, 0.0, 0.0, 6.0, 5.4) collTube.setTangible(True) self.trampolineCollision = CollisionNode(self.uniqueName("TrampolineCollision")) self.trampolineCollision.addSolid(collTube) self.trampolineCollision.setCollideMask(OTPGlobals.CameraBitmask | OTPGlobals.WallBitmask) self.trampolineCollisionNP = self.tramp.attachNewNode(self.trampolineCollision) collSphere = CollisionSphere(0.0, 0.0, 0.0, 7.0) collSphere.setTangible(False) self.trampolineTrigger = CollisionNode(self.uniqueName("TrampolineTrigger")) self.trampolineTrigger.addSolid(collSphere) self.trampolineTrigger.setIntoCollideMask(OTPGlobals.WallBitmask) self.trampolineTriggerNP = self.tramp.attachNewNode(self.trampolineTrigger) self.accept( "enter%s" % self.uniqueName("TrampolineTrigger"), self.onTrampolineTrigger )
def setupElevatorKart(self): """Setup elevator related fields.""" # Establish a collision sphere. There must be an easier way! collisionRadius = ElevatorConstants.ElevatorData[self.type]['collRadius'] self.elevatorSphere = CollisionSphere(0, 0, 0, collisionRadius) self.elevatorSphere.setTangible(1) self.elevatorSphereNode = CollisionNode(self.uniqueName("elevatorSphere")) self.elevatorSphereNode.setIntoCollideMask(ToontownGlobals.WallBitmask) self.elevatorSphereNode.addSolid(self.elevatorSphere) self.elevatorSphereNodePath = self.getElevatorModel().attachNewNode( self.elevatorSphereNode) self.elevatorSphereNodePath.hide() self.elevatorSphereNodePath.reparentTo(self.getElevatorModel()) self.elevatorSphereNodePath.stash() self.boardedAvIds = {} self.finishSetup()
def generateInit(self): DistributedFireworkShow.DistributedFireworkShow.generateInit(self) """generateInit(self) This method is called when the DistributedObject is first introduced to the world... Not when it is pulled from the cache. """ self.fireworksSphereEvent = self.uniqueName("fireworksSphere") self.fireworksSphereEnterEvent = "enter" + self.fireworksSphereEvent self.fireworksGuiDoneEvent = "fireworksGuiDone" self.shootEvent = "fireworkShootEvent" self.collSphere = CollisionSphere(0, 0, 0, 2.5) # Make the sphere intangible self.collSphere.setTangible(1) self.collNode = CollisionNode(self.fireworksSphereEvent) self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask) self.collNode.addSolid(self.collSphere) self.collNodePath = self.geom.attachNewNode(self.collNode)
def setupFloorEventSphere(self, avatarNodePath, bitmask, avatarRadius): cSphere = CollisionSphere(0.0, 0.0, 0.0, 0.75) cSphereNode = CollisionNode('Flyer.cFloorEventSphere') cSphereNode.addSolid(cSphere) cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode) cSphereNode.setFromCollideMask(bitmask) cSphereNode.setIntoCollideMask(BitMask32.allOff()) self.floorCollisionEvent = CollisionHandlerEvent() self.floorCollisionEvent.addInPattern('%fn-enter-%in') self.floorCollisionEvent.addAgainPattern('%fn-again-%in') self.floorCollisionEvent.addOutPattern('%fn-exit-%in') base.cTrav.addCollider(cSphereNodePath, self.floorCollisionEvent) self.cFloorEventSphereNodePath = cSphereNodePath
class CogdoMazeSplattable: def __init__(self, object, name, collisionRadius): self.object = object self.splat = CogdoUtil.loadMazeModel('splash') self.splat.setBillboardPointEye() self.splat.setBin('fixed', 40) self.splat.setDepthTest(False) self.splat.setDepthWrite(False) self.splatTrack = None self._splatSfxIval = base.cogdoGameAudioMgr.createSfxIval('splat') self.initGagCollision(name, collisionRadius) return def destroy(self): self.disableGagCollision() if self._splatSfxIval.isPlaying(): self._splatSfxIval.finish() del self._splatSfxIval def initGagCollision(self, name, radius): self.gagCollisionName = name collision = CollisionTube(0, 0, 0, 0, 0, 4, radius) collision.setTangible(1) self.gagCollNode = CollisionNode(self.gagCollisionName) self.gagCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask) self.gagCollNode.addSolid(collision) self.gagCollNodePath = self.object.attachNewNode(self.gagCollNode) def disableGagCollision(self): self.gagCollNodePath.removeNode() def doSplat(self): if self.splatTrack and self.splatTrack.isPlaying(): self.splatTrack.finish() self.splat.reparentTo(render) self.splat.setPos(self.object, 0, 0, 3.0) self.splat.setY(self.splat.getY() - 1.0) self._splatSfxIval.node = self.splat self.splatTrack = Parallel(self._splatSfxIval, Sequence(Func(self.splat.showThrough), LerpScaleInterval(self.splat, duration=0.5, scale=6, startScale=1, blendType='easeOut'), Func(self.splat.hide))) self.splatTrack.start()
def loadFood(self, foodIndex): """Load the food into a food node.""" self.foodNum += 1 if foodIndex in self.foodModelDict: foodModel = self.foodModelDict[foodIndex] foodModel.reparentTo(self.foodNodes[foodIndex]) colNp = foodModel.find('**/FoodCol*') colNp.setTag('foodNum', str(self.foodNum)) else: foodModelScale = ToontownGlobals.BossbotFoodModelScale foodModel = loader.loadModel('phase_12/models/bossbotHQ/canoffood') foodModel.setScale(foodModelScale) foodModel.reparentTo(self.foodNodes[foodIndex]) # create a collision tube so toons can get the food target = CollisionTube(4, 0, 0, -4, 0, 0, 2) target.setTangible(0) colName = 'FoodCol-%d-%d' %(self.index, foodIndex) targetNode = CollisionNode(colName) targetNode.addSolid(target) targetNode.setCollideMask(ToontownGlobals.WallBitmask) targetNodePath = foodModel.attachNewNode(targetNode) targetNodePath.setScale(1.0/foodModelScale) targetNodePath.setTag('foodIndex', str(foodIndex)) targetNodePath.setTag('beltIndex', str(self.index)) targetNodePath.setTag('foodNum', str(self.foodNum)) # lower it a little bit to be easier to collide with targetNodePath.setZ(targetNodePath.getZ()-1.5) self.accept('enter'+colName, self.touchedFood) self.foodModelDict[foodIndex] = foodModel
def loadToonup(self, toonupIndex): """Load the toonup into a food node.""" self.toonupNum += 1 if toonupIndex in self.toonupModelDict: toonupModel = self.toonupModelDict[toonupIndex] toonupModel.reparentTo(self.foodNodes[toonupIndex]) colNp = toonupModel.find('**/ToonupCol*') colNp.setTag('toonupNum', str(self.toonupNum)) else: toonupModelScale = self.ToonupScales[toonupIndex] modelName = self.ToonupModels[toonupIndex] toonupModel = loader.loadModel(modelName) self.foodNodes[toonupIndex].setZ(self.beltHeight - 0.1) toonupModel.setZ(self.ToonupZOffsets[toonupIndex]) toonupModel.setScale(toonupModelScale) toonupModel.reparentTo(self.foodNodes[toonupIndex]) # create a collision tube so toons can get the toonup target = CollisionTube(4, 0, 0, -4, 0, 0, 2) target.setTangible(0) colName = 'ToonupCol-%d-%d' %(self.index, toonupIndex) targetNode = CollisionNode(colName) targetNode.addSolid(target) targetNode.setCollideMask(ToontownGlobals.WallBitmask) targetNodePath = toonupModel.attachNewNode(targetNode) targetNodePath.setScale(1.0/toonupModelScale) targetNodePath.setTag('toonupIndex', str(toonupIndex)) targetNodePath.setTag('beltIndex', str(self.index)) targetNodePath.setTag('toonupNum', str(self.toonupNum)) # lower it a little bit to be easier to collide with targetNodePath.setZ(targetNodePath.getZ()- (1.5 / toonupModelScale) ) self.accept('enter'+colName, self.touchedToonup) self.toonupModelDict[toonupIndex] = toonupModel
def loadAssets(self): """Load our assets.""" self.root = render.attachNewNode('golfSpot-%d' % self.index) self.root.setPos(*self.positions[self.index]) self.ballModel = loader.loadModel('phase_6/models/golf/golf_ball') self.ballColor = VBase4(1, 1, 1, 1) if self.index < len(GolfGlobals.PlayerColors): self.ballColor = VBase4(*GolfGlobals.PlayerColors[self.index]) self.ballModel.setColorScale(self.ballColor) self.ballModel.reparentTo(self.root) self.club = loader.loadModel('phase_6/models/golf/putter') self.clubLookatSpot = self.root.attachNewNode('clubLookat') self.clubLookatSpot.setY(-(GolfGlobals.GOLF_BALL_RADIUS + 0.1)) # create a collision sphere to trigger when we touch the ball # Make a trigger sphere so we can detect when the local avatar # runs up to the controls. We bury the sphere mostly under # the floor to minimize accidental collisions. cs = CollisionSphere(0, 0, 0, 1) cs.setTangible(0) cn = CollisionNode(self.triggerName) cn.addSolid(cs) cn.setIntoCollideMask(ToontownGlobals.WallBitmask) self.trigger = self.root.attachNewNode(cn) self.trigger.stash() self.hitBallSfx = loader.loadSfx('phase_6/audio/sfx/Golf_Hit_Ball.mp3')
def loadModel(self): """Load the necessary assets.""" self.hill = loader.loadModel("phase_12/models/bossbotHQ/mole_hole") self.hill.setZ(0.0) self.hill.reparentTo(self) #self.hill.setScale(20.0) # find the collision node of the hill and rename it #hillCollision = self.hill.find('**/dirt_collision') self.hillColName = 'moleHillCol-%d-%d' % (self.moleField.doId, self.index) #hillCollision.setName(self.hillColName) self.moleField.accept('enter' + self.hillColName, self.moleField.handleEnterHill) self.mole = self.attachNewNode("mole")#loader.loadModel("phase_12/models/bossbotHQ/mole_norm") self.mole.reparentTo(self) self.mole.setScale(0.75) self.mole.setZ(-2.5) self.moleHead = loader.loadModel("phase_12/models/bossbotHQ/mole_norm") self.moleHead.reparentTo(self.mole) # setup mole collision moleColName = "moleCol-%d-%s" % (self.moleField.doId,self.index) moleSphere = CollisionSphere(0, 0, 0, 1.0) collNode = CollisionNode(moleColName) collNode.setIntoCollideMask(ToontownGlobals.WallBitmask) collNode.addSolid(moleSphere) self.moleColNodePath = self.mole.attachNewNode(collNode) self.moleColNodePath.stash() self.moleColNodePath.setScale(1.0) self.moleField.accept('enter' + moleColName, self.moleField.handleEnterMole)
def setupHeadSphere(self, avatarNodePath): collSphere = CollisionSphere(0, 0, 0, 1) collSphere.setTangible(1) collNode = CollisionNode('Flyer.cHeadCollSphere') collNode.setFromCollideMask(ToontownGlobals.CeilingBitmask) collNode.setIntoCollideMask(BitMask32.allOff()) collNode.addSolid(collSphere) self.cHeadSphereNodePath = avatarNodePath.attachNewNode(collNode) self.cHeadSphereNodePath.setZ(base.localAvatar.getHeight() + 1.0) self.headCollisionEvent = CollisionHandlerEvent() self.headCollisionEvent.addInPattern('%fn-enter-%in') self.headCollisionEvent.addOutPattern('%fn-exit-%in') base.cTrav.addCollider(self.cHeadSphereNodePath, self.headCollisionEvent)
def setupEventSphere(self, bitmask, avatarRadius): self.avatarRadius = avatarRadius cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75, self.avatarRadius * 1.04) cSphere.setTangible(0) cSphereNode = CollisionNode('Flyer.cEventSphereNode') cSphereNode.addSolid(cSphere) cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode) cSphereNode.setFromCollideMask(bitmask) cSphereNode.setIntoCollideMask(BitMask32.allOff()) self.event = CollisionHandlerEvent() self.event.addInPattern('enter%in') self.event.addOutPattern('exit%in') self.cEventSphereNodePath = cSphereNodePath
def getFlyBallBubble(self): if self.__flyBallBubble == None: bubble = CollisionSphere(0, 0, 0, GolfGlobals.GOLF_BALL_RADIUS) node = CollisionNode('flyBallBubble') node.addSolid(bubble) node.setFromCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.CameraBitmask | ToontownGlobals.FloorBitmask) node.setIntoCollideMask(BitMask32.allOff()) self.__flyBallBubble = NodePath(node) self.flyBallHandler = CollisionHandlerEvent() self.flyBallHandler.addInPattern('flyBallHit-%d' % self.index) #self.flyBallHandler.addInPattern('flyBallHit-%d--%in') return self.__flyBallBubble
def setupWallSphere(self, bitmask, avatarRadius): self.avatarRadius = avatarRadius cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75, self.avatarRadius) cSphereNode = CollisionNode('Flyer.cWallSphereNode') cSphereNode.addSolid(cSphere) cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode) cSphereNode.setFromCollideMask(bitmask) cSphereNode.setIntoCollideMask(BitMask32.allOff()) if ConfigVariableBool('want-fluid-pusher', 0).getValue(): self.pusher = CollisionHandlerFluidPusher() else: self.pusher = CollisionHandlerPusher() self.pusher.addCollider(cSphereNodePath, self.avatarNodePath) self.cWallSphereNodePath = cSphereNodePath
def setupRay(self, bitmask, floorOffset, reach): cRay = CollisionRay(0.0, 0.0, 3.0, 0.0, 0.0, -1.0) cRayNode = CollisionNode('Flyer.cRayNode') cRayNode.addSolid(cRay) self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode) cRayNode.setFromCollideMask(bitmask) cRayNode.setIntoCollideMask(BitMask32.allOff()) self.lifter = CollisionHandlerGravity() self.lifter.setLegacyMode(self._legacyLifter) self.lifter.setGravity(self.getGravity(0)) self.lifter.addInPattern('%fn-enter-%in') self.lifter.addAgainPattern('%fn-again-%in') self.lifter.addOutPattern('%fn-exit-%in') self.lifter.setOffset(floorOffset) self.lifter.setReach(reach) self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)
def generate(self): """generate(self) This method is called when the DistributedObject is reintroduced to the world, either for the first time or from the cache. """ DistributedObject.DistributedObject.generate(self) loader = self.cr.playGame.hood.loader partyGate = loader.geom.find('**/partyGate_grp') if partyGate.isEmpty(): self.notify.warning('Could not find partyGate_grp in loader.geom') return self.clockFlat = partyGate.find("**/clock_flat") collSphere = CollisionSphere(0, 0, 0, 6.9) collSphere.setTangible(1) self.partyGateSphere = CollisionNode("PartyGateSphere") self.partyGateSphere.addSolid(collSphere) self.partyGateCollNodePath = partyGate.find( "**/partyGate_stepsLocator").attachNewNode(self.partyGateSphere) self.__enableCollisions() # self.tunnelOrigin = NodePath("PartyGateTunnelOrigin") # self.tunnelOrigin.reparentTo(partyGate) # self.tunnelOrigin.setPos(partyGate.find("**/clockText_locator").getPos() + Point3(0.0, 0.0, -12.0)) self.toontownTimeGui = ServerTimeGui(partyGate, hourCallback=self.hourChange) self.toontownTimeGui.setPos( partyGate.find("**/clockText_locator").getPos() + Point3(0.0, 0.0, -0.2)) self.toontownTimeGui.setHpr( partyGate.find("**/clockText_locator").getHpr()) self.toontownTimeGui.setScale(12.0, 1.0, 26.0) self.toontownTimeGui.amLabel.setPos(-0.035, 0, -0.032) self.toontownTimeGui.amLabel.setScale(0.5) self.toontownTimeGui.updateTime() self.setupSignText()
def _initCollisions(self): name = "CogdoMazeLock-%d" % self.id collSphere = CollisionSphere(0, 0, 0.0, 0.25) collSphere.setTangible(0) collNode = CollisionNode(name) collNode.setFromCollideMask(ToontownGlobals.CatchGameBitmask) collNode.addSolid(collSphere) self.model.attachNewNode(collNode) self.enterCollisionEventName = "enter" + name
def pieThrow(self, avId, timestamp, heading, pos, power): """Show local or remote toon throwing a pie.""" toon = self.activity.getAvatar(avId) if toon is None: return tossTrack, pieTrack, flyPie = self.getTossPieInterval( toon, pos[0], pos[1], pos[2], heading, 0, 0, power) if avId == base.localAvatar.doId: flyPie.setTag('throwerId', str(avId)) collSphere = CollisionSphere(0, 0, 0, 0.5) # Make the sphere intangible collSphere.setTangible(0) name = "PieSphere-%d" % avId collSphereName = self.activity.uniqueName(name) collNode = CollisionNode(collSphereName) collNode.setFromCollideMask(ToontownGlobals.PieBitmask) collNode.addSolid(collSphere) collNP = flyPie.attachNewNode(collNode) base.cTrav.addCollider(collNP, self.pieHandler) self.toonPieEventNames[collNP] = 'pieHit-' + collSphereName self.accept(self.toonPieEventNames[collNP], self.handlePieCollision) else: player = self.players.get(avId) if player is not None: player.faceForward() def matchRunningAnim(toon=toon): toon.playingAnim = None toon.setSpeed(toon.forwardSpeed, toon.rotateSpeed) newTossTrack = Sequence(tossTrack, Func(matchRunningAnim)) pieTrack = Parallel(newTossTrack, pieTrack, name="PartyCogActivity.pieTrack-%d-%s" % (avId, timestamp)) elapsedTime = globalClockDelta.localElapsedTime(timestamp) if elapsedTime < 16. / 24.: elapsedTime = 16. / 24. # make the pie fly immediately pieTrack.start(elapsedTime) self.pieIvals.append(pieTrack) self.toonPieTracks[avId] = pieTrack
def createThrowGag(self, gag): throwGag = CogdoMazePlayer.createThrowGag(self, gag) collSphere = CollisionSphere(0, 0, 0, 0.5) collSphere.setTangible(0) name = Globals.GagCollisionName collNode = CollisionNode(name) collNode.setFromCollideMask(ToontownGlobals.PieBitmask) collNode.addSolid(collSphere) colNp = throwGag.attachNewNode(collNode) base.cTrav.addCollider(colNp, self.gagHandler) return throwGag
def _initCollisions(self): self._camCollRay = CollisionRay() camCollNode = CollisionNode('CameraToonRay') camCollNode.addSolid(self._camCollRay) camCollNode.setFromCollideMask(OTPGlobals.WallBitmask | OTPGlobals.CameraBitmask | ToontownGlobals.FloorEventBitmask | ToontownGlobals.CeilingBitmask) camCollNode.setIntoCollideMask(0) self._camCollNP = self._camera.attachNewNode(camCollNode) self._camCollNP.show() self._collOffset = Vec3(0, 0, 0.5) self._collHandler = CollisionHandlerQueue() self._collTrav = CollisionTraverser() self._collTrav.addCollider(self._camCollNP, self._collHandler) self._betweenCamAndToon = {} self._transNP = NodePath('trans') self._transNP.reparentTo(render) self._transNP.setTransparency(True) self._transNP.setAlphaScale(Globals.Camera.AlphaBetweenToon) self._transNP.setBin('fixed', 10000)
class CogdoMazeExit(CogdoGameExit, DirectObject): EnterEventName = 'CogdoMazeDoor_Enter' def __init__(self): CogdoGameExit.__init__(self) self.revealed = False self._players = [] self._initCollisions() def _initCollisions(self): collSphere = CollisionSphere(0, 0, 0, 3.0) collSphere.setTangible(0) self.collNode = CollisionNode(self.getName()) self.collNode.addSolid(collSphere) self.collNP = self.attachNewNode(self.collNode) def destroy(self): self.ignoreAll() CogdoGameExit.destroy(self) def enable(self): self.collNode.setFromCollideMask(ToontownGlobals.WallBitmask) self.accept('enter' + self.getName(), self._handleEnterCollision) def disable(self): self.ignore('enter' + self.getName()) self.collNode.setFromCollideMask(BitMask32(0)) def _handleEnterCollision(self, collEntry): messenger.send(CogdoMazeExit.EnterEventName, [self]) def onstage(self): self.unstash() self.enable() def offstage(self): self.stash() self.disable() def playerEntersDoor(self, player): if player not in self._players: self._players.append(player) self.toonEnters(player.toon) def getPlayerCount(self): return len(self._players) def hasPlayer(self, player): return player in self._players
class DistributedPartyGate(DistributedObject.DistributedObject): notify = DirectNotifyGlobal.directNotify.newCategory( "DistributedPartyGate") def __init__(self, cr): """__init__(cr) """ DistributedObject.DistributedObject.__init__(self, cr) self.publicPartyChooseGuiDoneEvent = "doneChoosingPublicParty" self.publicPartyGui = PublicPartyGui( self.publicPartyChooseGuiDoneEvent) self.publicPartyGui.stash() self.loadClockSounds() self.hourSoundInterval = Sequence() self.accept('stoppedAsleep', self.handleSleep) def loadClockSounds(self): self.clockSounds = [] for i in range(1, 13): if i < 10: si = "0%d" % i else: si = "%d" % i self.clockSounds.append( base.loader.loadSfx("phase_4/audio/sfx/clock%s.mp3" % si)) def generate(self): """generate(self) This method is called when the DistributedObject is reintroduced to the world, either for the first time or from the cache. """ DistributedObject.DistributedObject.generate(self) loader = self.cr.playGame.hood.loader partyGate = loader.geom.find('**/partyGate_grp') if partyGate.isEmpty(): self.notify.warning('Could not find partyGate_grp in loader.geom') return self.clockFlat = partyGate.find("**/clock_flat") collSphere = CollisionSphere(0, 0, 0, 6.9) collSphere.setTangible(1) self.partyGateSphere = CollisionNode("PartyGateSphere") self.partyGateSphere.addSolid(collSphere) self.partyGateCollNodePath = partyGate.find( "**/partyGate_stepsLocator").attachNewNode(self.partyGateSphere) self.__enableCollisions() # self.tunnelOrigin = NodePath("PartyGateTunnelOrigin") # self.tunnelOrigin.reparentTo(partyGate) # self.tunnelOrigin.setPos(partyGate.find("**/clockText_locator").getPos() + Point3(0.0, 0.0, -12.0)) self.toontownTimeGui = ServerTimeGui(partyGate, hourCallback=self.hourChange) self.toontownTimeGui.setPos( partyGate.find("**/clockText_locator").getPos() + Point3(0.0, 0.0, -0.2)) self.toontownTimeGui.setHpr( partyGate.find("**/clockText_locator").getHpr()) self.toontownTimeGui.setScale(12.0, 1.0, 26.0) self.toontownTimeGui.amLabel.setPos(-0.035, 0, -0.032) self.toontownTimeGui.amLabel.setScale(0.5) self.toontownTimeGui.updateTime() self.setupSignText() def setupSignText(self): """Attach text to the left and right signs""" loader = self.cr.playGame.hood.loader partyGate = loader.geom.find('**/partyGateSignGroup') if partyGate.isEmpty(): self.notify.warning('Could not find partyGate_grp in loader.geom') return gateFont = ToontownGlobals.getMinnieFont() leftSign = partyGate.find("**/signTextL_locatorBack") signScale = 0.35 wordWrap = 8 leftText = DirectLabel.DirectLabel( parent=leftSign, pos=(0, 0.0, 0.0), relief=None, text=TTLocalizer.PartyGateLeftSign, text_align=TextNode.ACenter, text_font=gateFont, text_wordwrap=wordWrap, text_fg=Vec4(0.7, 0.3, 0.3, 1.0), scale=signScale, ) rightSign = partyGate.find("**/signTextR_locatorFront") rightText = DirectLabel.DirectLabel( parent=rightSign, pos=(0, 0.0, 0.0), relief=None, text=TTLocalizer.PartyGateRightSign, text_align=TextNode.ACenter, text_font=gateFont, text_wordwrap=wordWrap, text_fg=Vec4(0.7, 0.3, 0.3, 1.0), scale=signScale, ) def announceGenerate(self): DistributedObject.DistributedObject.announceGenerate(self) if self.zoneId in ToontownGlobals.dnaMap: playground = ToontownGlobals.dnaMap[self.zoneId] else: playground = ToontownGlobals.dnaMap[2000] self.toontownTimeGui.hourLabel[ "text_fg"] = PartyGlobals.PlayGroundToPartyClockColors[playground] self.toontownTimeGui.colonLabel[ "text_fg"] = PartyGlobals.PlayGroundToPartyClockColors[playground] self.toontownTimeGui.minutesLabel[ "text_fg"] = PartyGlobals.PlayGroundToPartyClockColors[playground] self.toontownTimeGui.amLabel[ "text_fg"] = PartyGlobals.PlayGroundToPartyClockColors[playground] def disable(self): DistributedObject.DistributedObject.disable(self) self.__disableCollisions() self.toontownTimeGui.ival.finish() self.hourSoundInterval.finish() if self.publicPartyGui: self.publicPartyGui.stash() self.publicPartyGui.destroy() self.publicPartyGui = None def delete(self): DistributedObject.DistributedObject.delete(self) self.toontownTimeGui.destroy() del self.toontownTimeGui self.hourSoundInterval.finish() del self.hourSoundInterval del self.clockFlat if self.publicPartyGui: self.publicPartyGui.destroy() del self.publicPartyGui self.partyGateCollNodePath.removeNode() del self.partyGateCollNodePath self.ignoreAll() def showMessage(self, message): self.messageDoneEvent = self.uniqueName("messageDoneEvent") self.acceptOnce(self.messageDoneEvent, self.__handleMessageDone) self.messageGui = TTDialog.TTGlobalDialog( doneEvent=self.messageDoneEvent, message=message, style=TTDialog.Acknowledge, ) def __handleMessageDone(self): self.ignore(self.messageDoneEvent) self.freeAvatar() self.messageGui.cleanup() self.messageGui = None def __handleAskDone(self): DistributedPartyGate.notify.debug("__handleAskDone") self.ignore(self.publicPartyChooseGuiDoneEvent) doneStatus = self.publicPartyGui.doneStatus self.publicPartyGui.stash() if doneStatus is None: # They don't want to party... just let them walk away from the hat self.freeAvatar() return self.sendUpdate("partyChoiceRequest", [base.localAvatar.doId, doneStatus[0], doneStatus[1]]) def partyRequestDenied(self, reason): """ Called by the AI when the player's request to join a public party was denied. """ DistributedPartyGate.notify.debug( "partyRequestDenied( reason=%s )" % PartyGlobals.PartyGateDenialReasons.getString(reason)) # let the local toon know that they were denied # TODO-parties: tell player through gui if reason == PartyGlobals.PartyGateDenialReasons.Unavailable: self.showMessage(TTLocalizer.PartyGatePartyUnavailable) elif reason == PartyGlobals.PartyGateDenialReasons.Full: self.showMessage(TTLocalizer.PartyGatePartyFull) def setParty(self, partyInfoTuple): """ Gets called by the AI server with the approved partyId. """ DistributedPartyGate.notify.debug("setParty") self.freeAvatar() if partyInfoTuple[0] == 0: DistributedPartyGate.notify.debug( "Public Party closed before toon could get to it.") return # We now need to enter the party with the given partyId, that is, move # our toon toward the hat entrance and do the appropriate state transition shardId, zoneId, numberOfGuests, hostName, activityIds, lane = partyInfoTuple if base.localAvatar.defaultShard == shardId: shardId = None base.cr.playGame.getPlace().requestLeave({ "loader": "safeZoneLoader", "where": "party", "how": "teleportIn", "hoodId": ToontownGlobals.PartyHood, "zoneId": zoneId, "shardId": shardId, "avId": -1, # "partyHat" : True, # "tunnelOrigin" : self.tunnelOrigin, }) def freeAvatar(self): base.localAvatar.posCamera(0, 0) base.cr.playGame.getPlace().setState("walk") def hourChange(self, currentHour): currentHour = currentHour % 12 if currentHour == 0: currentHour = 12 self.hourSoundInterval = Parallel() # Make a sequence with all the clock sounds seq1 = Sequence() for i in range(currentHour): seq1.append(SoundInterval(self.clockSounds[i])) seq1.append(Wait(0.2)) # Now make a sequence that will deform the clock face timeForEachDeformation = seq1.getDuration() / currentHour seq2 = Sequence() for i in range(currentHour): seq2.append( self.clockFlat.scaleInterval(timeForEachDeformation / 2.0, Vec3(0.9, 1.0, 1.2), blendType='easeInOut')) seq2.append( self.clockFlat.scaleInterval(timeForEachDeformation / 2.0, Vec3(1.2, 1.0, 0.9), blendType='easeInOut')) seq2.append( self.clockFlat.scaleInterval(timeForEachDeformation / 2.0, Vec3(1.0, 1.0, 1.0), blendType='easeInOut')) # Now parallel the two together self.hourSoundInterval.append(seq1) self.hourSoundInterval.append(seq2) self.hourSoundInterval.start() def handleEnterGateSphere(self, collEntry): self.notify.debug("Entering steps Sphere....") # Freeze the toon, don't let him walk away... base.cr.playGame.getPlace().fsm.request('stopped') self.sendUpdate("getPartyList", [base.localAvatar.doId]) def listAllPublicParties(self, publicPartyInfo): """ Called from DistributedPartyGateAI with a tuple of all the public party information as told to it by the DistributedPartyManagerAI in order of newest party to oldest party. ( shardId, zoneId, numberOfGuests, hostName, activityIds, minLeft ) """ self.notify.debug("listAllPublicParties : publicPartyInfo = %s" % publicPartyInfo) self.acceptOnce(self.publicPartyChooseGuiDoneEvent, self.__handleAskDone) self.publicPartyGui.refresh(publicPartyInfo) self.publicPartyGui.unstash() def __enableCollisions(self): # start listening for toons to enter. self.accept('enterPartyGateSphere', self.handleEnterGateSphere) self.partyGateSphere.setCollideMask(OTPGlobals.WallBitmask) def __disableCollisions(self): # stop listening for toons. self.ignore('enterPartyGateSphere') self.partyGateSphere.setCollideMask(BitMask32(0)) def handleSleep(self): if hasattr(self, 'messageGui'): self.__handleMessageDone()
def load(self): self.root = NodePath("PartyCog-%d" % self.id) self.root.reparentTo(self.parentNode) path = "phase_13/models/parties/cogPinata_" self.actor = Actor( path + "actor", { "idle": path + "idle_anim", "down": path + "down_anim", "up": path + "up_anim", "bodyHitBack": path + "bodyHitBack_anim", "bodyHitFront": path + "bodyHitFront_anim", "headHitBack": path + "headHitBack_anim", "headHitFront": path + "headHitFront_anim", }) self.actor.reparentTo(self.root) self.temp_transform = Mat4() self.head_locator = self.actor.attachNewNode("temphead") self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75) self.bodyColl.setTangible(1) self.bodyCollNode = CollisionNode("PartyCog-%d-Body-Collision" % self.id) self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask) self.bodyCollNode.addSolid(self.bodyColl) self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode) self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5) self.headColl.setTangible(1) self.headCollNode = CollisionNode("PartyCog-%d-Head-Collision" % self.id) self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask) self.headCollNode.addSolid(self.headColl) self.headCollNodePath = self.root.attachNewNode(self.headCollNode) # Cog's Left Arm self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0) self.arm1Coll.setTangible(1) self.arm1CollNode = CollisionNode("PartyCog-%d-Arm1-Collision" % self.id) self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask) self.arm1CollNode.addSolid(self.arm1Coll) self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode) # Cog's Right Arm self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0) self.arm2Coll.setTangible(1) self.arm2CollNode = CollisionNode("PartyCog-%d-Arm2-Collision" % self.id) self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask) self.arm2CollNode.addSolid(self.arm2Coll) self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode) splatName = 'splat-creampie' self.splat = globalPropPool.getProp(splatName) self.splat.setBillboardPointEye() self.splatType = globalPropPool.getPropType(splatName) self.pieHitSound = globalBattleSoundCache.getSound( 'AA_wholepie_only.mp3') self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3') self.hole = loader.loadModel("phase_13/models/parties/cogPinataHole") self.hole.setTransparency(True) self.hole.setP(-90.0) self.hole.setScale(3) self.hole.setBin("ground", 3) self.hole.reparentTo(self.parentNode)