Exemple #1
0
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
Exemple #2
0
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
Exemple #3
0
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