Exemple #1
0
    def setHP(self, hp):
        currHP = getattr(self, 'currHP', 0)
        if currHP > hp:
            self.showHpText(hp - currHP)

        DistributedSuitBase.setHP(self, hp)

        self.updateHealthBar(0, 1)
Exemple #2
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    def announceGenerate(self):
        DistributedSuitBase.announceGenerate(self)
        self.corpMedallion.hide()
        self.healthBar.show()
        self.updateHealthBar(0, 1)

        self.walkSpeed = (ToontownGlobals.SuitWalkSpeed *
                          SuitBattleGlobals.SuitSizes[self.dna.name] / 4.0)

        # Set ourselves up for a good pieing:
        colNode = self.find('**/distAvatarCollNode*')
        colNode.setTag('pieCode', str(ToontownGlobals.PieCodeInvasionSuit))
    def __init__(self, cr):
        DistributedSuitBase.__init__(self, cr)
        InvasionSuitBase.__init__(self)
        FSM.__init__(self, 'InvasionSuitFSM')

        self.spawnPointId = 0
        self.moveTask = None

        self._lerpTimestamp = 0
        self._turnInterval = None
        self._staticPoint = (0, 0, 0)

        self.explodeTrack = None

        self.attackTarget = 0
        self.attackProp = ''
        self.attackDamage = 0
        self.exploding = False
        self.invasionFinale = False
        self._attackInterval = None
        self.phraseSequence = None
        self.finaleBrainstormSequence = None

        # For the Director's attacks
        self.brainstormSfx = loader.loadSfx(
            'phase_5/audio/sfx/SA_brainstorm.ogg')
        self.quakeLiftSfx = loader.loadSfx(
            'phase_5/audio/sfx/General_throw_miss.ogg')
        self.quakeLandSfx = loader.loadSfx(
            'phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')

        # Cog speeches, for when we want to manually define it
        phasePath = 'phase_3.5/audio/dial/'
        self.speechMurmurSfx = loader.loadSfx(phasePath + 'COG_VO_murmur.ogg')
        self.speechStatementSfx = loader.loadSfx(phasePath +
                                                 'COG_VO_statement.ogg')
        self.speechQuestionSfx = loader.loadSfx(phasePath +
                                                'COG_VO_question.ogg')
        self.speechGruntSfx = loader.loadSfx(
            phasePath + 'COG_VO_grunt.ogg'
        )  # This one is currently the only one used in this file. Remove the rest if they aren't used before deploying.

        # Get a few things defined for our Shakers
        self.shakerRadialAttack = None
        self.stompSfx = loader.loadSfx('phase_5/audio/sfx/SA_tremor.ogg')
        self.msStompLoop = None
        self.msStartStomp = None
        self.msSoundLoop = Sequence(
            SoundInterval(self.stompSfx,
                          duration=1.6,
                          startTime=0.3,
                          volume=0.4,
                          node=self))
    def generateAnimDict(self):
        animDict = DistributedSuitBase.generateAnimDict(self)

        if self.style.name == 'ms':
            # Movers and Shakers should stomp instead of walk
            animDict['walk'] = 'phase_5/models/char/suitB-stomp'

        if self.style.body == 'b':
            animDict['effort'] = 'phase_5/models/char/suitB-effort'
            animDict['jump'] = 'phase_6/models/char/suitB-jump'

        if self.style.body == 'c':
            # Suit C's (Flunky, etc.) animations are located in phase_3.5, because of the tutorial.
            animDict['throw-paper'] = 'phase_3.5/models/char/suitC-throw-paper'
            animDict[
                'throw-object'] = 'phase_3.5/models/char/suitC-throw-paper'
        else:
            # The rest of the suit animations are in phase_5, for the most part.
            animDict[
                'throw-paper'] = 'phase_5/models/char/suit%s-throw-paper' % (
                    self.style.body.upper())
            animDict[
                'throw-object'] = 'phase_5/models/char/suit%s-throw-object' % (
                    self.style.body.upper())
        return animDict
    def __init__(self, cr):
        DistributedSuitBase.__init__(self, cr)
        InvasionSuitBase.__init__(self)
        FSM.__init__(self, 'InvasionSuitFSM')

        self.spawnPointId = 0
        self.moveTask = None

        self._lerpTimestamp = 0
        self._turnInterval = None
        self._staticPoint = (0, 0, 0)

        self.explodeTrack = None

        self.attackTarget = 0
        self.attackProp = ''
        self.attackDamage = 0
        self.exploding = False
        self.invasionFinale = False
        self._attackInterval = None
        self.phraseSequence = None
        self.finaleBrainstormSequence = None

        # For the Director's attacks
        self.brainstormSfx = loader.loadSfx('phase_5/audio/sfx/SA_brainstorm.ogg')
        self.quakeLiftSfx = loader.loadSfx('phase_5/audio/sfx/General_throw_miss.ogg')
        self.quakeLandSfx = loader.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')

        # Cog speeches, for when we want to manually define it
        phasePath = 'phase_3.5/audio/dial/'
        self.speechMurmurSfx = loader.loadSfx(phasePath + 'COG_VO_murmur.ogg')
        self.speechStatementSfx = loader.loadSfx(phasePath + 'COG_VO_statement.ogg')
        self.speechQuestionSfx = loader.loadSfx(phasePath + 'COG_VO_question.ogg')
        self.speechGruntSfx = loader.loadSfx(phasePath + 'COG_VO_grunt.ogg') # This one is currently the only one used in this file. Remove the rest if they aren't used before deploying.


        # Get a few things defined for our Shakers
        self.shakerRadialAttack = None
        self.stompSfx = loader.loadSfx('phase_5/audio/sfx/SA_tremor.ogg')
        self.msStompLoop = None
        self.msStartStomp = None
        self.msSoundLoop = Sequence(SoundInterval(self.stompSfx, duration=1.6, startTime=0.3, volume=0.4, node=self))
    def generateAnimDict(self):
        animDict = DistributedSuitBase.generateAnimDict(self)

        if self.style.name == 'ms':
            # Movers and Shakers should stomp instead of walk
            animDict['walk'] = 'phase_5/models/char/suitB-stomp'

        if self.style.body == 'b':
            animDict['effort'] = 'phase_5/models/char/suitB-effort'
            animDict['jump'] = 'phase_6/models/char/suitB-jump'

        if self.style.body == 'c':
            # Suit C's (Flunky, etc.) animations are located in phase_3.5, because of the tutorial.
            animDict['throw-paper'] = 'phase_3.5/models/char/suitC-throw-paper'
            animDict['throw-object'] = 'phase_3.5/models/char/suitC-throw-paper'
        else:
            # The rest of the suit animations are in phase_5, for the most part.
            animDict['throw-paper'] = 'phase_5/models/char/suit%s-throw-paper' % (self.style.body.upper())
            animDict['throw-object'] = 'phase_5/models/char/suit%s-throw-object' % (self.style.body.upper())
        return animDict
Exemple #7
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 def delete(self):
     self.demand('Off')
     self.stopShakerRadialAttack()
     self.stopMoveTask()
     DistributedSuitBase.delete(self)