def playPlayerEnterIval(self): def conditionallyShowSwitchButton(self = self, enable = True): if enable and self.activity.activityFSM.state in [ 'WaitForEnough', 'WaitToStart']: self.activity.teamActivityGui.enableSwitchButton() else: self.activity.teamActivityGui.disableSwitchButton() ival = Sequence(Func(self.disableWallCollisions), Func(conditionallyShowSwitchButton, self, False), self.player.getRunToStartPositionIval(), Func(conditionallyShowSwitchButton, self, True), Func(self.enableWallCollisions)) self.playToonIval(base.localAvatar.doId, ival)
def startGame(self, firstMessage): self._presentGuiIval = ToontownIntervals.start( Sequence(ToontownIntervals.getPresentGuiIval(self._bossGui, '', startPos=(0, 0, -0.15)), Func(self.mazeMapGui.show), ToontownIntervals.getPulseLargerIval( self.mazeMapGui, '', scale=self.mazeMapGui.getScale()), Func(self.setMessage, firstMessage), name='present_gui'))
def load(self): DistributedPartyActivity.load(self) self.danceFloor = loader.loadModel(self.model) self.danceFloor.reparentTo(self.getParentNodePath()) self.danceFloor.setPos(self.x, self.y, 0.0) self.danceFloor.setH(self.h) self.danceFloor.wrtReparentTo(render) self.sign.setPos(22, -22, 0) floor = self.danceFloor.find('**/danceFloor_mesh') self.danceFloorSequence = Sequence(Wait(0.3), Func(floor.setH, floor, 36)) discoBall = self.danceFloor.find('**/discoBall_mesh') self.discoBallSequence = Parallel( discoBall.hprInterval(6.0, Vec3(360, 0, 0)), Sequence( discoBall.posInterval(3, Point3(0, 0, 1), blendType='easeInOut'), discoBall.posInterval(3, Point3(0, 0, 0), blendType='easeInOut')))
def showNumber(self): self.setHit(False) self._bossIconX.show() ToontownIntervals.cleanup('boss_code%i' % self._id) ToontownIntervals.start( Sequence(Parallel( ToontownIntervals.getPresentGuiIval(self._bossIcon, '', startPos=(0, 0, -0.15))), Wait(1.0), ToontownIntervals.getPulseLargerIval(self._bg, ''), name='boss_code%i' % self._id))
def exitDown(self): self.root.setR(0.0) self.root.setH(0.0) self.targetDistance = 0.0 self.targetFacing = 0.0 self.currentT = 0.0 self.setAlongSpline(0.0) self.clearHitInterval() startScale = self.hole.getScale() endScale = Point3(5, 5, 5) self.hitInterval = Sequence(LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'up', loop=0)), Func(self.actor.loop, 'idle'), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut')) self.hitInterval.start()
def stopAnimatedTile(self,x,y,now=None): tile = self.getTileFromPos(x,y) if tile: if tile.hasPythonTag("Seq") and now == None: sequence = tile.getPythonTag("Seq") sequence.pause() sequence = Sequence( Wait(.1), LerpPosQuatInterval(tile,.1,(x,y,0),(0,0,0),blendType='easeIn') ) sequence.start() tile.setPythonTag("Seq",sequence) elif tile.hasPythonTag("Seq") and now != None: sequence = tile.getPythonTag("Seq") sequence.pause()
def poofBean(self, bean, beanAnim): if bean == None: self.notify.warning('poofBean, returning immediately as bean is None') return if bean.isEmpty(): self.notify.warning('poofBean, returning immediately as bean is empty') return currentAlpha = bean.getColorScale()[3] currentScale = bean.getScale() poofAnim = Sequence(Parallel(LerpFunc(bean.setAlphaScale, fromData=currentAlpha, toData=0.0, duration=0.25), LerpFunc(bean.setScale, fromData=currentScale, toData=currentScale * 5.0, duration=0.25)), Func(bean.stash), Func(beanAnim.finish), Func(bean.setAlphaScale, currentAlpha), Func(bean.setScale, currentScale)) poofAnim.start() return
def load(self): self.notify.debug('load()') CogdoGameMovie.load(self) backgroundGui = loader.loadModel('phase_5/models/cogdominium/tt_m_gui_csa_flyThru') self.bg = backgroundGui.find('**/background') self.chatBubble = backgroundGui.find('**/chatBubble') self.chatBubble.setScale(6.5, 6.5, 7.3) self.chatBubble.setPos(0.32, 0, -0.78) self.bg.setScale(5.2) self.bg.setPos(0.14, 0, -0.6667) self.bg.reparentTo(aspect2d) self.chatBubble.reparentTo(aspect2d) self.frame = DirectFrame(geom=self.bg, relief=None, pos=(0.2, 0, -0.6667)) self.bg.wrtReparentTo(self.frame) self.gameTitleText = DirectLabel(parent=self.frame, text=TTLocalizer.CogdoExecutiveSuiteTitle, scale=TTLocalizer.MRPgameTitleText * 0.8, text_align=TextNode.ACenter, text_font=getSignFont(), text_fg=(1.0, 0.33, 0.33, 1.0), pos=TTLocalizer.MRgameTitleTextPos, relief=None) self.chatBubble.wrtReparentTo(self.frame) self.frame.hide() backgroundGui.removeNode() self.toonDNA = ToonDNA.ToonDNA() self.toonDNA.newToonFromProperties('dss', 'ss', 'm', 'm', 2, 0, 2, 2, 1, 8, 1, 8, 1, 14) self.toonHead = Toon.Toon() self.toonHead.setDNA(self.toonDNA) self.makeSuit('sc') self.toonHead.getGeomNode().setDepthWrite(1) self.toonHead.getGeomNode().setDepthTest(1) self.toonHead.loop('neutral') self.toonHead.setPosHprScale(-0.73, 0, -1.27, 180, 0, 0, 0.18, 0.18, 0.18) self.toonHead.reparentTo(hidden) self.toonHead.startBlink() self.clipPlane = self.toonHead.attachNewNode(PlaneNode('clip')) self.clipPlane.node().setPlane(Plane(0, 0, 1, 0)) self.clipPlane.setPos(0, 0, 2.45) self._toonDialogueSfx = loader.loadSfx('phase_3.5/audio/dial/AV_dog_long.ogg') self._camHelperNode = NodePath('CamHelperNode') self._camHelperNode.reparentTo(render) dialogue = TTLocalizer.CogdoExecutiveSuiteIntroMessage def start(): self.frame.show() base.setCellsActive(base.bottomCells + base.leftCells + base.rightCells, 0) def showShopOwner(): self._setCamTarget(self._shopOwner, -10, offset=Point3(0, 0, 5)) def end(): self._dialogueLabel.reparentTo(hidden) self.toonHead.reparentTo(hidden) self.frame.hide() base.setCellsActive(base.bottomCells + base.leftCells + base.rightCells, 1) self._stopUpdateTask() self._ival = Sequence(Func(start), Func(self.displayLine, dialogue), Func(showShopOwner), ParallelEndTogether(camera.posInterval(self.cameraMoveDuration, Point3(8, 0, 13), blendType='easeInOut'), camera.hprInterval(0.5, self._camHelperNode.getHpr(), blendType='easeInOut')), Wait(self.introDuration), Func(end)) self._startUpdateTask()
def __init__(self, type, index, model, collSolid, motionPath=None, motionPattern=None, blendMotion=True, instanceModel=True): self.type = type self.index = index name = 'CogdoFlyingObstacle-%s-%i' % (self.type, self.index) if instanceModel: self.model = NodePath(name) model.instanceTo(self.model) else: self.model = model self.model.setName(name) self.currentT = 0.0 self.direction = 1.0 self.collNode = None self._initCollisions(name, collSolid) self.motionPath = motionPath self.motionPattern = motionPattern self.motionSequence = None if blendMotion: blendType = 'easeInOut' else: blendType = 'noBlend' if motionPath is not None: def moveObstacle(value): self.motionPath.goTo(self.model, value) self.motionPath = Mopath.Mopath(name='obstacle-%i' % self.index) self.motionPath.loadNodePath(motionPath) dur = self.motionPath.getMaxT() self.motionSequence = Sequence( name='%s.obstacle-%i-motionSequence' % (self.__class__.__name__, self.index)) movePart1 = LerpFunc(moveObstacle, fromData=0.0, toData=self.motionPath.getMaxT(), duration=dur, blendType=blendType) self.motionSequence.append(movePart1) if self.motionPattern == CogdoFlyingObstacle.MotionTypes.BackForth: movePart2 = LerpFunc(moveObstacle, fromData=self.motionPath.getMaxT(), toData=0.0, duration=dur, blendType=blendType) self.motionSequence.append(movePart2)
def on_button_press(self, button, cmd, event=None): def py_exec(command): exec(command) self.last_button_pressed = button button['state'] = DGG.DISABLED pos = button.get_pos() self.click_sound.play() Sequence(LerpPosInterval(button, 0.05, pos + _pos2d(0, 2)), LerpPosInterval(button, 0.05, pos), Func(button.configure, **{'state': DGG.NORMAL}), Func(py_exec, cmd)).start()
def camInterval(self, cam, actor): inc = cam.getX(), cam.getY() + 10, cam.getZ() #print(inc) #maybe a list of numbers-- an array for x, y, z, a method (manX, manY, manZ) man = manipulate by +- int, ret that array which will be used #as the Point3 args. if args are NaN/0/null, just ret the xyz arr. will be used to get the last position args for after the sequence finalizes. intervalOne = cam.posInterval(4.0, Point3(inc)) camSequence = Sequence(intervalOne) camSequence.append(Func(self.loadButtons, actor)) #print(camSequence.__len__()) camSequence.start()
def fade_screen(self, time=1.5, color=(0, 0, 0)): '''Turns the screen to 'color' then fades the color away in 'time' seconds''' startColor = self.fade_quad.get_color() if startColor[3] == 0.0: Sequence( Func(self.fade_quad.show), LerpColorInterval(nodePath=self.fade_quad, duration=time, color=(color[0], color[1], color[2], 1), startColor=startColor), ).start() else: Sequence( Func(self.fade_quad.show), Wait(time * 0.1), LerpColorInterval(nodePath=self.fade_quad, duration=time * 0.9, color=(color[0], color[1], color[2], 0), startColor=startColor, blendType='easeIn'), Func(self.fade_quad.hide), ).start()
def animateTile(self,x,y): """ the floating animation of tiles. """ Time = 2 tile = self.getTileFromPos(x,y) if tile: if tile.getPythonTag("Seq").isPlaying() ==False: seq = Sequence( LerpPosInterval( tile, Time+(0.2*Time*random()),(x,y,.35),(x,y,0) , blendType="easeInOut") , LerpPosInterval( tile, Time+(0.2*Time*random()),(x,y, 0),(x,y,.35) , blendType="easeInOut") ) tile.setPythonTag("Seq", seq ) seq.loop()
def __hitSomething(self, hitNode): pos = self.gag.getPos(render) self.gag.removeNode() self.gag = None track = Sequence() enemy = self.arena.getEnemyByCollName(hitNode) if enemy: track.append(Func(enemy.takeDamage)) track.append(PieThrow.getPieSplatInterval(pos, 'creampie')) return track
def fade(self, time=1.5): '''Turns rhe screen black then fades the black away in 'time' seconds''' startColor = self.black_quad.get_color() if startColor[3] == 0.0: Sequence( Func(self.black_quad.show), LerpColorInterval(nodePath=self.black_quad, duration=time, color=(0, 0, 0, 1), startColor=startColor), ).start() else: Sequence( Func(self.black_quad.show), Wait(time * 0.1), LerpColorInterval(nodePath=self.black_quad, duration=time * 0.9, color=(0, 0, 0, 0), startColor=startColor, blendType='easeIn'), Func(self.black_quad.hide), ).start()
def acquireToon(self): self.toon.disableSmartCameraViews() self.toon.stopUpdateSmartCamera() camera.wrtReparentTo(render) self.toon.dropShadow.reparentTo(hidden) self.toon.startPosHprBroadcast(period=0.2) self.toonAcceleration = 0.0 self.toonVelocity = 0.0 self.topHeight = 0.0 self.trampB = self.normalTrampB self.leavingTrampoline = False self.hopOnAnim = Sequence(Func(self.toon.b_setAnimState, 'jump', 1.0), Wait(0.4), PartyUtils.arcPosInterval(0.75, self.toon, Point3(0.0, 0.0, self.trampHeight), 5.0, self.tramp), Func(self.postHopOn)) self.hopOnAnim.start()
def enterDanceMove(self, anim = ''): if self.lastAnim is None and anim == '': self.toon.loop('victory', fromFrame=98, toFrame=122) else: if anim == '': anim = self.lastAnim if anim in DanceReverseLoopAnims: self.danceMoveSequence = Sequence(self.toon.actorInterval(anim, loop=0), self.toon.actorInterval(anim, loop=0, playRate=-1.0)) self.danceMoveSequence.loop() else: self.toon.loop(anim) self.lastAnim = anim return
def playFireSequence(self): self.smokeNode.reparentTo(self.barrelNode) self.smokeNode.setPos(0, 6, -3) self.smokeNode.setScale(0.5) self.smokeNode.wrtReparentTo(render) track = Sequence( Parallel( LerpScaleInterval(self.smokeNode, 0.5, 3), LerpColorScaleInterval(self.smokeNode, 0.5, Vec4(2, 2, 2, 0))), Func(self.smokeNode.reparentTo, hidden), Func(self.smokeNode.clearColorScale)) base.playSfx(self.sndCannonFire) track.start()
def loadIntervals(self): # create an interval that updates the ideal key press rate for each stage self.updateIdealRateInterval = Sequence() # other code handles setting the initial ideal rate, so only add the # wait for the first state self.updateIdealRateInterval.append( Wait(PartyGlobals.TugOfWarTargetRateList[0][0]), ) # for each stage after the first for i in range(1, len(PartyGlobals.TugOfWarTargetRateList)): duration = PartyGlobals.TugOfWarTargetRateList[i][0] idealRate = PartyGlobals.TugOfWarTargetRateList[i][1] # set ideal speed self.updateIdealRateInterval.append( Func(self.setIdealRate, idealRate)) # add delay for stage's length or set last stage flag if i == (len(PartyGlobals.TugOfWarTargetRateList) - 1): self.updateIdealRateInterval.append( Func(setattr, self, "allOutMode", True)) else: self.updateIdealRateInterval.append(Wait(duration), ) # create an interval that updates the local player's key press rate self.updateKeyPressRateInterval = Sequence( Wait(PartyGlobals.TugOfWarKeyPressUpdateRate), Func(self.updateKeyPressRate), ) # create an interval that updates the local player's force and tells the # server self.reportToServerInterval = Sequence( Wait(PartyGlobals.TugOfWarKeyPressReportRate), Func(self.reportToServer), ) self.setupInterval = Parallel() # run this even if the local toon is not playing self.globalSetupInterval = Sequence( Wait(PartyGlobals.TugOfWarReadyDuration + PartyGlobals.TugOfWarGoDuration), Func(self.tightenRopes), ) # only run this when a local toon is playing self.localSetupInterval = Sequence( Func(self.setStatus, TTLocalizer.PartyTugOfWarReady), Func(self.showStatus), Wait(PartyGlobals.TugOfWarReadyDuration), Func(base.playSfx, self.whistleSound), Func(self.setStatus, TTLocalizer.PartyTugOfWarGo), Wait(PartyGlobals.TugOfWarGoDuration), Func(self.enableKeys), Func(self.hideStatus), Func(self.updateIdealRateInterval.start), Func(self.updateKeyPressRateInterval.loop), Func(self.reportToServerInterval.loop), ) # interval for playing the splash sound and showing the splash visual effect self.splashInterval = Sequence( Func(base.playSfx, self.splashSound), Func(self.splash.play), )
def loadIntervals(self): def prepareHeightText(): self.heightText.node().setText( TTLocalizer.PartyTrampolineGetHeight % int(self.toon.getZ())) self.heightText.setZ(self.indicatorFactor * self.toon.getZ() + self.heightTextOffset) self.heightTextInterval = Sequence( Func(prepareHeightText), LerpFunc(self.heightText.setAlphaScale, fromData=1.0, toData=0.0, duration=1.0))
def letterboxOn(self, t = 0.25, finishIval = None): self.noLetterbox() self.loadLetterbox() self.letterbox.unstash() if t == 0: self.letterboxBottom.setPos(0, 0, -1) self.letterboxTop.setPos(0, 0, 0.80000000000000004) else: self.letterboxIval = Sequence(Parallel(LerpPosInterval(self.letterboxBottom, t, pos = Vec3(0, 0, -1)), LerpPosInterval(self.letterboxTop, t, pos = Vec3(0, 0, 0.80000000000000004))), name = self.letterboxTaskName) if finishIval: self.letterboxIval.append(finishIval) self.letterboxIval.start()
def showMoveControls(self): if self._moveKeys.isHidden() and not self._attackKeys.isHidden(): self._moveKeys.show() taskMgr.remove(self._moveIvalName) Sequence( ToontownIntervals.getPulseLargerIval(self._moveKeys, "", scale = 0.15), Wait(PartyGlobals.CogActivityControlsShowTime), Func(self.hideMoveControls), name=self._moveIvalName, autoFinish=1 ).start()
def contTunnel(self): self.auto_position_on_track -= 50 position_on_track = self.auto_position_on_track print(str(int(position_on_track)) + ' ' + str(self.cue_zone)) if int(position_on_track) in np.array( self.cue_zone): #check for cue zone if not self.auto_restart: print('STOP!') self.tunnelMove.pause() self.auto_presentation = True # self.current_number_of_segments +=1 else: self.auto_restart = True self.tunnelMove.resume() else: self.in_waiting_period = False self.auto_presentation = False # base.setBackgroundColor([1,0 , 0]) if self.looking_for_a_cue_zone == False: self.looking_for_a_cue_zone = True if self.stim_started == True: self.stop_a_presentation() # This line uses slices to take the front of the list and put it on the # back. For more information on slices check the Python manual self.tunnel = self.tunnel[1:] + self.tunnel[0:1] # Set the front segment (which was at TUNNEL_SEGMENT_LENGTH) to 0, which # is where the previous segment started self.tunnel[0].setZ(0) # Reparent the front to render to preserve the hierarchy outlined above self.tunnel[0].reparentTo(render) # Set the scale to be apropriate (since attributes like scale are # inherited, the rest of the segments have a scale of 1) self.tunnel[0].setScale(.155, .155, .305) # Set the new back to the values that the rest of the segments have self.tunnel[3].reparentTo(self.tunnel[2]) self.tunnel[3].setZ(-TUNNEL_SEGMENT_LENGTH) self.tunnel[3].setScale(1) # Set up the tunnel to move one segment and then call contTunnel again # to make the tunnel move infinitely self.tunnelMove = Sequence( LerpFunc(self.tunnel[0].setZ, duration=TUNNEL_TIME, fromData=0, toData=TUNNEL_SEGMENT_LENGTH * .305), Func(self.contTunnel)) self.tunnelMove.start()
def throwTeamInWater(self, losingTeam): self.notify.debug("throwTeamInWater( %s )" % PartyGlobals.TeamActivityTeams.getString(losingTeam)) splashSet = False for toonId in self.toonIds[losingTeam]: # throw toon in water self.fallenToons.append(toonId) toon = self.getAvatar(toonId) # getting a a crash of popping from empty list #fallenPosIndex = self.unusedFallenPositionsIndices.pop(0) fallenPosIndex = self.toonIds[losingTeam].index(toonId) if (fallenPosIndex < 0) or (fallenPosIndex >= 4): fallenPosIndex = 0 newPos = self.fallenPositions[fallenPosIndex] # animate the toons falling into the water if self.toonIdsToAnimIntervals[toonId] is not None: if self.toonIdsToAnimIntervals[toonId].isPlaying(): self.toonIdsToAnimIntervals[toonId].finish() # Fall into water if toon: parallel = Parallel( ActorInterval(actor=toon, animName='slip-forward', duration=2.0), LerpPosInterval(toon, duration=2.0, pos=newPos, other=self.root), ) else: self.notify.warning("toon %d is none, skipping slip-forward" % toonId) parallel = Parallel() # only setup splash for the first toon if not splashSet: splashSet = True parallel.append(self.splashInterval) if toon: self.toonIdsToAnimIntervals[toonId] = Sequence( parallel, Func(toon.loop, 'neutral'), ) else: self.notify.warning( "toon %d is none, skipping toon.loop(neutral)" % toonId) self.toonIdsToAnimIntervals[toonId] = parallel self.toonIdsToAnimIntervals[toonId].start()
def getIntroTrack(self): self.__cameraTask(None) origCamParent = camera.getParent() origCamPos = camera.getPos() origCamHpr = camera.getHpr() iCamParent = base.localAvatar.attachNewNode("iCamParent") iCamParent.setH(180) camera.reparentTo(iCamParent) toonHeight = base.localAvatar.getHeight() camera.setPos(0, -15, toonHeight * 3) camera.lookAt(0, 0, toonHeight / 2.0) iCamParent.wrtReparentTo(origCamParent) waitDur = 5.0 lerpDur = 4.5 lerpTrack = Parallel() startHpr = iCamParent.getHpr() startHpr.setX(PythonUtil.reduceAngle(startHpr[0])) lerpTrack.append( LerpPosHprInterval( iCamParent, lerpDur, pos=Point3(0, 0, 0), hpr=Point3(0, 0, 0), startHpr=startHpr, name=self.uniqueName("introLerpParent"), )) lerpTrack.append( LerpPosHprInterval( camera, lerpDur, pos=origCamPos, hpr=origCamHpr, blendType="easeInOut", name=self.uniqueName("introLerpCameraPos"), )) base.localAvatar.startLookAround() def cleanup( origCamParent=origCamParent, origCamPos=origCamPos, origCamHpr=origCamHpr, iCamParent=iCamParent, ): camera.reparentTo(origCamParent) camera.setPos(origCamPos) camera.setHpr(origCamHpr) iCamParent.removeNode() del iCamParent base.localAvatar.stopLookAround() return Sequence(Wait(waitDur), lerpTrack, Func(cleanup))
def addFirefly(self): pos1 = Point3(random.uniform(-50, 50), random.uniform(-100, 150), random.uniform(-10, 80)) dir = Vec3(random.uniform(-1, 1), random.uniform(-1, 1), random.uniform(-1, 1)) dir.normalize() pos2 = pos1 + (dir * 20) fly = self.lightroot.attachNewNode(PandaNode("fly")) glow = fly.attachNewNode(PandaNode("glow")) dot = fly.attachNewNode(PandaNode("dot")) color_r = random.uniform(0.7, 1.0) color_g = 1.0 color_b = 0.8 fly.setShaderInput("lightcolor", color_r, color_g, color_b, 1.0) int1 = fly.posInterval(random.uniform(7, 12), pos1, pos2) int2 = fly.posInterval(random.uniform(7, 12), pos2, pos1) si1 = fly.scaleInterval(random.uniform(0.8, 1.5), Point3(0.2, 0.2, 0.2), Point3(0.2, 0.2, 0.2)) si2 = fly.scaleInterval(random.uniform(1.5, 0.8), Point3(1.0, 1.0, 1.0), Point3(0.2, 0.2, 0.2)) si3 = fly.scaleInterval(random.uniform(1.0, 2.0), Point3(0.2, 0.2, 0.2), Point3(1.0, 1.0, 1.0)) siseq = Sequence(si1, si2, si3) siseq.loop() siseq.setT(random.uniform(0, 1000)) seq = Sequence(int1, int2) seq.loop() self.spheremodel.instanceTo(glow) self.spheremodel.instanceTo(dot) glow.setScale(self.fireflysize * 1.1) glow.hide(BitMask32(self.modelMask | self.plainMask)) dot.setScale(0.6) dot.hide(BitMask32(self.modelMask | self.lightMask)) dot.setColor(color_r, color_g, color_b, 1.0) self.fireflies.append(fly) self.sequences.append(seq) self.glowspheres.append(glow) self.scaleseqs.append(siseq)
def lose_game(self, holeNP): toPos = holeNP.node().get_shape_pos(0) self.stop_game() Sequence( Parallel( LerpFunc(self.ballNP.set_x, fromData = self.ballNP.get_x(), toData = toPos.get_x(), duration = .1), LerpFunc(self.ballNP.set_y, fromData = self.ballNP.get_y(), toData = toPos.get_y(), duration = .1), LerpFunc(self.ballNP.set_z, fromData = self.ballNP.get_z(), toData = self.ballNP.get_z() - .9, duration = .2)), Wait(1), Func(self.start_game)).start()
def startActive(self): DistributedPartyTrampolineActivity.notify.debug('startActive') if self.toon != None and self.toon.doId == base.localAvatar.doId: base.setCellsAvailable(base.bottomCells, True) self.accept('arrow_left', self.onLeft) self.accept('arrow_left-up', self.onLeftUp) self.accept('arrow_right', self.onRight) self.accept('arrow_right-up', self.onRightUp) self.beginRoundInterval = Sequence( Func(self._showFlashMessage, TTLocalizer.PartyTrampolineReady), Wait(1.2), Func(self.flashMessage, TTLocalizer.PartyTrampolineGo), Func(self.beginRound)) self.beginRoundInterval.start()
def irisOut(self, t = 0.5, finishIval = None): self.noTransitions() self.loadIris() self.loadFade() if t == 0: self.iris.detachNode() self.fadeOut(0) else: self.iris.reparentTo(aspect2d, FADE_SORT_INDEX) self.transitionIval = Sequence(LerpScaleInterval(self.iris, t, scale = 0.01, startScale = 0.17999999999999999), Func(self.iris.detachNode), Func(self.fadeOut, 0), name = self.irisTaskName) if finishIval: self.transitionIval.append(finishIval) self.transitionIval.start()
def hide(self): """ hiding text animation """ self.gui_node.hide() if self.anim is not None: self.anim.finish() self.anim = Sequence( LerpColorScaleInterval(self.gui_node, 0.2, Vec4(1, 1, 1, 0), Vec4(1), blendType="easeInOut")) self.anim.start()