class DistributedButterfly(DistributedObject.DistributedObject): notify = DirectNotifyGlobal.directNotify.newCategory( 'DistributedButterfly') id = 0 # wings_1 (solid yellow) # wings_2 (yellow w/ dots) (1, 1, 1), (0.2, 0, 1), (1, 0, 1), (0.8, 0, 1) # wings_3 (solid white) (0.8, 0, 0.8), (0, 0.8, 0.8), (0.9, 0.4, 0.6) # (0.9, 0.4, 0.4), (0.8, 0.5, 0.9), (0.4, 0.1, 0.7) # wings_4 (white w/ dots) # wings_5 (pale yellow w/ lines) (0.8, 0, 0.8), (0.6, 0.6, 0.9) # (0.7, 0.6, 0.9), (0.8, 0.6, 0.9), (0.9, 0.6, 0.9), # (1, 0.6, 0.9) # wings_6 (blue & yellow) wingTypes = ('wings_1', 'wings_2', 'wings_3', 'wings_4', 'wings_5', 'wings_6') yellowColors = (Vec4(1, 1, 1, 1), Vec4(0.2, 0, 1, 1), Vec4(0.8, 0, 1, 1)) whiteColors = (Vec4(0.8, 0, 0.8, 1), Vec4(0, 0.8, 0.8, 1), Vec4(0.9, 0.4, 0.6, 1), Vec4(0.9, 0.4, 0.4, 1), Vec4(0.8, 0.5, 0.9, 1), Vec4(0.4, 0.1, 0.7, 1)) paleYellowColors = (Vec4(0.8, 0, 0.8, 1), Vec4(0.6, 0.6, 0.9, 1), Vec4(0.7, 0.6, 0.9, 1), Vec4(0.8, 0.6, 0.9, 1), Vec4(0.9, 0.6, 0.9, 1), Vec4(1, 0.6, 0.9, 1)) shadowScaleBig = Point3(0.07, 0.07, 0.07) shadowScaleSmall = Point3(0.01, 0.01, 0.01) def __init__(self, cr): """__init__(cr) """ DistributedObject.DistributedObject.__init__(self, cr) self.fsm = ClassicFSM.ClassicFSM( 'DistributedButterfly', [ State.State('off', self.enterOff, self.exitOff, ['Flying', 'Landed']), State.State('Flying', self.enterFlying, self.exitFlying, ['Landed']), State.State('Landed', self.enterLanded, self.exitLanded, ['Flying']) ], # Initial State 'off', # Final State 'off', ) self.butterfly = None self.butterflyNode = None self.curIndex = 0 self.destIndex = 0 self.time = 0.0 self.ival = None self.fsm.enterInitialState() 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) if self.butterfly: return self.butterfly = Actor.Actor() self.butterfly.loadModel('phase_4/models/props/SZ_butterfly-mod.bam') self.butterfly.loadAnims({ 'flutter': 'phase_4/models/props/SZ_butterfly-flutter.bam', 'glide': 'phase_4/models/props/SZ_butterfly-glide.bam', 'land': 'phase_4/models/props/SZ_butterfly-land.bam' }) # Randomly choose one of the butterfly wing patterns index = self.doId % len(self.wingTypes) chosenType = self.wingTypes[index] node = self.butterfly.getGeomNode() for type in self.wingTypes: wing = node.find('**/' + type) if (type != chosenType): wing.removeNode() else: # Choose an appropriate blend color if (index == 0 or index == 1): color = self.yellowColors[self.doId % len(self.yellowColors)] elif (index == 2 or index == 3): color = self.whiteColors[self.doId % len(self.whiteColors)] elif (index == 4): color = self.paleYellowColors[self.doId % len(self.paleYellowColors)] else: color = Vec4(1, 1, 1, 1) wing.setColor(color) # Make another copy of the butterfly model so we can LOD the # blending. Butterflies that are far away won't bother to # blend animations; nearby butterflies will use dynamic # blending to combine two or more animations at once on # playback for a nice fluttering and landing effect. self.butterfly2 = Actor.Actor(other=self.butterfly) # Allow the nearby butterfly to blend between its three # animations. All animations will be playing all the time; # we'll control which one is visible by varying the control # effect. #self.butterfly.enableBlend(blendType = PartBundle.BTLinear) #self.butterfly.loop('flutter', layer = 0) #self.butterfly.loop('land', layer = 1) #self.butterfly.loop('glide', layer = 2) # Set up a pose parameter to blend between the butterfly animations. #self.butterflyPoseParam = self.butterfly.addPoseParameter("butterfly", 0, 100) # Now create the sequence that will blend between the animations using # the pose parameter value. #seq = AnimSequence("butterfly") #seq.setNumFrames(50) ##seq.setFrameRate(24) #seq.addLayer(self.butterfly.getAnim("land"), 0, 0, 1, 1, False, False, False, self.butterflyPoseParam) #seq.addLayer(self.butterfly.getAnim("glide"), 1, 1, 50, 50, False, False, False, self.butterflyPoseParam) #seq.addLayer(self.butterfly.getAnim("land"), 50, 50, 100, 100, False, False, False, self.butterflyPoseParam) # Make a random play rate so all the butterflies will be # flapping at slightly different rates. This doesn't affect # the rate at which the butterfly moves, just the rate at # which the animation plays on the butterfly. rng = RandomNumGen.RandomNumGen(self.doId) playRate = 0.6 + 0.8 * rng.random() self.butterfly.setPlayRate(playRate, 'flutter') self.butterfly.setPlayRate(playRate, 'land') self.butterfly.setPlayRate(playRate, 'glide') self.butterfly2.setPlayRate(playRate, 'flutter') self.butterfly2.setPlayRate(playRate, 'land') self.butterfly2.setPlayRate(playRate, 'glide') # Also, a random glide contribution ratio. We'll blend a bit # of the glide animation in with the flutter animation to # dampen the effect of flutter. The larger the number here, # the greater the dampening effect. Some butterflies will be # more active than others. (Except when seen from a long way # off, because of the LODNode, below.) self.glideWeight = rng.random() * 2 lodNode = LODNode('butterfly-node') lodNode.addSwitch(100, 40) # self.butterfly2 lodNode.addSwitch(40, 0) # self.butterfly self.butterflyNode = NodePath(lodNode) self.butterfly2.setH(180.0) self.butterfly2.reparentTo(self.butterflyNode) self.butterfly.setH(180.0) self.butterfly.reparentTo(self.butterflyNode) self.__initCollisions() # Set up the drop shadow if ShadowCaster.globalDropShadowFlag: self.dropShadow = loader.loadModel( 'phase_3/models/props/drop_shadow') else: self.dropShadow = NodePath("dummy_drop_shadow") self.dropShadow.setColor(0, 0, 0, 0.3) self.dropShadow.setPos(0, 0.1, -0.05) self.dropShadow.setScale(self.shadowScaleBig) self.dropShadow.reparentTo(self.butterfly) def disable(self): """disable(self) This method is called when the DistributedObject is removed from active duty and stored in a cache. """ self.butterflyNode.reparentTo(hidden) if (self.ival != None): self.ival.finish() self.__ignoreAvatars() DistributedObject.DistributedObject.disable(self) def delete(self): """delete(self) This method is called when the DistributedObject is permanently removed from the world and deleted from the cache. """ self.butterfly.cleanup() self.butterfly = None self.butterfly2.cleanup() self.butterfly2 = None self.butterflyNode.removeNode() self.__deleteCollisions() self.ival = None del self.fsm DistributedObject.DistributedObject.delete(self) def uniqueButterflyName(self, name): DistributedButterfly.id += 1 return (name + '-%d' % DistributedButterfly.id) def __detectAvatars(self): self.accept('enter' + self.cSphereNode.getName(), self.__handleCollisionSphereEnter) def __ignoreAvatars(self): self.ignore('enter' + self.cSphereNode.getName()) def __initCollisions(self): self.cSphere = CollisionSphere(0., 1., 0., 3.) self.cSphere.setTangible(0) self.cSphereNode = CollisionNode( self.uniqueButterflyName('cSphereNode')) self.cSphereNode.addSolid(self.cSphere) self.cSphereNodePath = self.butterflyNode.attachNewNode( self.cSphereNode) self.cSphereNodePath.hide() self.cSphereNode.setCollideMask(ToontownGlobals.WallBitmask) def __deleteCollisions(self): del self.cSphere del self.cSphereNode self.cSphereNodePath.removeNode() del self.cSphereNodePath def __handleCollisionSphereEnter(self, collEntry): """ Response for a toon walking up to this NPC """ assert (self.notify.debug("Entering collision sphere...")) # Tell the server self.sendUpdate('avatarEnter', []) def setArea(self, playground, area): self.playground = playground self.area = area def setState(self, stateIndex, curIndex, destIndex, time, timestamp): self.curIndex = curIndex self.destIndex = destIndex self.time = time self.fsm.request(ButterflyGlobals.states[stateIndex], [globalClockDelta.localElapsedTime(timestamp)]) ##### Off state ##### def enterOff(self, ts=0.0): if (self.butterflyNode != None): self.butterflyNode.reparentTo(hidden) return None def exitOff(self): if (self.butterflyNode != None): self.butterflyNode.reparentTo(render) return None ##### Flying state ##### def enterFlying(self, ts): self.__detectAvatars() curPos = ButterflyGlobals.ButterflyPoints[self.playground][self.area][ self.curIndex] destPos = ButterflyGlobals.ButterflyPoints[self.playground][self.area][ self.destIndex] # We'll hit the ground if we go straight from curPos to destPos flyHeight = max( curPos[2], destPos[2]) + ButterflyGlobals.BUTTERFLY_HEIGHT[self.playground] curPosHigh = Point3(curPos[0], curPos[1], flyHeight) destPosHigh = Point3(destPos[0], destPos[1], flyHeight) if (ts <= self.time): flyTime = self.time - ( ButterflyGlobals.BUTTERFLY_TAKEOFF[self.playground] + ButterflyGlobals.BUTTERFLY_LANDING[self.playground]) self.butterflyNode.setPos(curPos) self.dropShadow.show() self.dropShadow.setScale(self.shadowScaleBig) oldHpr = self.butterflyNode.getHpr() self.butterflyNode.headsUp(destPos) newHpr = self.butterflyNode.getHpr() self.butterflyNode.setHpr(oldHpr) takeoffShadowT = 0.2 * ButterflyGlobals.BUTTERFLY_TAKEOFF[ self.playground] landShadowT = 0.2 * ButterflyGlobals.BUTTERFLY_LANDING[ self.playground] self.butterfly2.loop('flutter') self.butterfly.loop('flutter') self.ival = Sequence( Parallel( LerpPosHprInterval( self.butterflyNode, ButterflyGlobals.BUTTERFLY_TAKEOFF[self.playground], curPosHigh, newHpr), #LerpAnimInterval(self.butterfly, # ButterflyGlobals.BUTTERFLY_TAKEOFF[self.playground], # 'land', 'flutter'), #LerpAnimInterval(self.butterfly, # ButterflyGlobals.BUTTERFLY_TAKEOFF[self.playground], # None, 'glide', # startWeight = 0, endWeight = self.glideWeight), Sequence( LerpScaleInterval(self.dropShadow, takeoffShadowT, self.shadowScaleSmall, startScale=self.shadowScaleBig), HideInterval(self.dropShadow)), ), LerpPosInterval(self.butterflyNode, flyTime, destPosHigh), Parallel( LerpPosInterval( self.butterflyNode, ButterflyGlobals.BUTTERFLY_LANDING[self.playground], destPos), #LerpAnimInterval(self.butterfly, # ButterflyGlobals.BUTTERFLY_LANDING[self.playground], # 'flutter', 'land'), #LerpAnimInterval(self.butterfly, # ButterflyGlobals.BUTTERFLY_LANDING[self.playground], # None, 'glide', # startWeight = self.glideWeight, endWeight = 0), Sequence( Wait(ButterflyGlobals.BUTTERFLY_LANDING[ self.playground] - landShadowT), ShowInterval(self.dropShadow), LerpScaleInterval(self.dropShadow, landShadowT, self.shadowScaleBig, startScale=self.shadowScaleSmall)), ), name=self.uniqueName("Butterfly")) self.ival.start(ts) else: self.ival = None self.butterflyNode.setPos(destPos) self.butterfly.loop('land') #self.butterfly.setControlEffect('land', 1.0) #self.butterfly.setControlEffect('flutter', 0.0) #self.butterfly.setControlEffect('glide', 0.0) self.butterfly2.loop('land') return None def exitFlying(self): self.__ignoreAvatars() if (self.ival != None): self.ival.finish() self.ival = None return None ##### Landed state ##### def enterLanded(self, ts): self.__detectAvatars() curPos = ButterflyGlobals.ButterflyPoints[self.playground][self.area][ self.curIndex] self.butterflyNode.setPos(curPos) self.dropShadow.show() self.dropShadow.setScale(self.shadowScaleBig) self.butterfly.loop('land') #self.butterfly.setControlEffect('land', 1.0) #self.butterfly.setControlEffect('flutter', 0.0) #self.butterfly.setControlEffect('glide', 0.0) self.butterfly2.pose( 'land', random.randrange(self.butterfly2.getNumFrames('land'))) return None def exitLanded(self): self.__ignoreAvatars() return None
class CogdoFlyingCameraManager: def __init__(self, cam, parent, player, level): self._toon = player.toon self._camera = cam self._parent = parent self._player = player self._level = level self._enabled = False def enable(self): if self._enabled: return self._toon.detachCamera() self._prevToonY = 0.0 levelBounds = self._level.getBounds() l = Globals.Camera.LevelBoundsFactor self._bounds = ( (levelBounds[0][0] * l[0], levelBounds[0][1] * l[0]), (levelBounds[1][0] * l[1], levelBounds[1][1] * l[1]), (levelBounds[2][0] * l[2], levelBounds[2][1] * l[2]), ) self._lookAtZ = self._toon.getHeight( ) + Globals.Camera.LookAtToonHeightOffset self._camParent = NodePath('CamParent') self._camParent.reparentTo(self._parent) self._camParent.setPos(self._toon, 0, 0, 0) self._camParent.setHpr(180, Globals.Camera.Angle, 0) self._camera.reparentTo(self._camParent) self._camera.setPos(0, Globals.Camera.Distance, 0) self._camera.lookAt(self._toon, 0, 0, self._lookAtZ) self._cameraLookAtNP = NodePath('CameraLookAt') self._cameraLookAtNP.reparentTo(self._camera.getParent()) self._cameraLookAtNP.setPosHpr(self._camera.getPos(), self._camera.getHpr()) self._levelBounds = self._level.getBounds() self._enabled = True self._frozen = False self._initCollisions() 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) def _destroyCollisions(self): self._collTrav.removeCollider(self._camCollNP) self._camCollNP.removeNode() del self._camCollNP del self._camCollRay del self._collHandler del self._collOffset del self._betweenCamAndToon self._transNP.removeNode() del self._transNP def freeze(self): self._frozen = True def unfreeze(self): self._frozen = False def disable(self): if not self._enabled: return self._destroyCollisions() self._camera.wrtReparentTo(render) self._cameraLookAtNP.removeNode() del self._cameraLookAtNP self._camParent.removeNode() del self._camParent del self._prevToonY del self._lookAtZ del self._bounds del self._frozen self._enabled = False def update(self, dt=0.0): self._updateCam(dt) self._updateCollisions() def _updateCam(self, dt): toonPos = self._toon.getPos() camPos = self._camParent.getPos() x = camPos[0] z = camPos[2] toonWorldX = self._toon.getX(render) maxX = Globals.Camera.MaxSpinX toonWorldX = clamp(toonWorldX, -1.0 * maxX, maxX) spinAngle = Globals.Camera.MaxSpinAngle * toonWorldX * toonWorldX / ( maxX * maxX) newH = 180.0 + spinAngle self._camParent.setH(newH) spinAngle = spinAngle * (pi / 180.0) distBehindToon = Globals.Camera.SpinRadius * cos(spinAngle) distToRightOfToon = Globals.Camera.SpinRadius * sin(spinAngle) d = self._camParent.getX() - clamp(toonPos[0], *self._bounds[0]) if abs(d) > Globals.Camera.LeewayX: if d > Globals.Camera.LeewayX: x = toonPos[0] + Globals.Camera.LeewayX else: x = toonPos[0] - Globals.Camera.LeewayX x = self._toon.getX(render) + distToRightOfToon boundToonZ = min(toonPos[2], self._bounds[2][1]) d = z - boundToonZ if d > Globals.Camera.MinLeewayZ: if self._player.velocity[2] >= 0 and toonPos[ 1] != self._prevToonY or self._player.velocity[2] > 0: z = boundToonZ + d * INVERSE_E**(dt * Globals.Camera.CatchUpRateZ) elif d > Globals.Camera.MaxLeewayZ: z = boundToonZ + Globals.Camera.MaxLeewayZ elif d < -Globals.Camera.MinLeewayZ: z = boundToonZ - Globals.Camera.MinLeewayZ if self._frozen: y = camPos[1] else: y = self._toon.getY(render) - distBehindToon self._camParent.setPos(x, smooth(camPos[1], y), smooth(camPos[2], z)) if toonPos[2] < self._bounds[2][1]: h = self._cameraLookAtNP.getH() if d >= Globals.Camera.MinLeewayZ: self._cameraLookAtNP.lookAt(self._toon, 0, 0, self._lookAtZ) elif d <= -Globals.Camera.MinLeewayZ: self._cameraLookAtNP.lookAt(self._camParent, 0, 0, self._lookAtZ) self._cameraLookAtNP.setHpr(h, self._cameraLookAtNP.getP(), 0) self._camera.setHpr( smooth(self._camera.getHpr(), self._cameraLookAtNP.getHpr())) self._prevToonY = toonPos[1] def _updateCollisions(self): pos = self._toon.getPos(self._camera) + self._collOffset self._camCollRay.setOrigin(pos) direction = -Vec3(pos) direction.normalize() self._camCollRay.setDirection(direction) self._collTrav.traverse(render) nodesInBetween = {} if self._collHandler.getNumEntries() > 0: self._collHandler.sortEntries() for entry in self._collHandler.getEntries(): name = entry.getIntoNode().getName() if name.find('col_') >= 0: np = entry.getIntoNodePath().getParent() if np not in nodesInBetween: nodesInBetween[np] = np.getParent() for np in list(nodesInBetween.keys()): if np in self._betweenCamAndToon: del self._betweenCamAndToon[np] else: np.setTransparency(True) np.wrtReparentTo(self._transNP) if np.getName().find('lightFixture') >= 0: np.find('**/*floor_mesh').hide() elif np.getName().find('platform') >= 0: np.find('**/*Floor').hide() for np, parent in list(self._betweenCamAndToon.items()): np.wrtReparentTo(parent) np.setTransparency(False) if np.getName().find('lightFixture') >= 0: np.find('**/*floor_mesh').show() elif np.getName().find('platform') >= 0: np.find('**/*Floor').show() self._betweenCamAndToon = nodesInBetween
class CogdoExecutiveSuiteIntro(CogdoGameMovie): notify = DirectNotifyGlobal.directNotify.newCategory('CogdoExecutiveSuiteIntro') introDuration = 7 cameraMoveDuration = 3 def __init__(self, shopOwner): CogdoGameMovie.__init__(self) self._shopOwner = shopOwner self._lookAtCamTarget = False self._camTarget = None self._camHelperNode = None self._toonDialogueSfx = None self.toonHead = None self.frame = None return def displayLine(self, text): self.notify.debug('displayLine') self._dialogueLabel.node().setText(text) self.toonHead.reparentTo(aspect2d) self._toonDialogueSfx.play() self.toonHead.setClipPlane(self.clipPlane) def makeSuit(self, suitType): self.notify.debug('makeSuit()') suit = Suit.Suit() dna = SuitDNA.SuitDNA() dna.newSuit(suitType) suit.setStyle(dna) suit.isDisguised = 1 suit.generateSuit() suit.setScale(1, 1, 2) suit.setPos(0, 0, -4.4) suit.reparentTo(self.toonHead) for part in suit.getHeadParts(): part.hide() #suit.loop('neutral') 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() # Create the Resistance Toon 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.mp3') self._camHelperNode = NodePath('CamHelperNode') self._camHelperNode.reparentTo(render) dialogue = TTLocalizer.CogdoExecutiveSuiteIntroMessage def start(): self.frame.show() base.setCellsAvailable(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.setCellsAvailable(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() return def _setCamTarget(self, targetNP, distance, offset = Point3(0, 0, 0), angle = Point3(0, 0, 0)): camera.wrtReparentTo(render) self._camTarget = targetNP self._camOffset = offset self._camAngle = angle self._camDistance = distance self._camHelperNode.setPos(self._camTarget, self._camOffset) self._camHelperNode.setHpr(self._camTarget, 180 + self._camAngle[0], self._camAngle[1], self._camAngle[2]) self._camHelperNode.setPos(self._camHelperNode, 0, self._camDistance, 0) def _updateTask(self, task): dt = globalClock.getDt() return task.cont def unload(self): self._shopOwner = None self._camTarget = None if hasattr(self, '_camHelperNode') and self._camHelperNode: self._camHelperNode.removeNode() del self._camHelperNode self.frame.destroy() del self.frame self.bg.removeNode() del self.bg self.chatBubble.removeNode() del self.chatBubble self.toonHead.stopBlink() self.toonHead.stop() self.toonHead.removeNode() self.toonHead.delete() del self.toonHead CogdoGameMovie.unload(self) return