Esempio n. 1
0
    def getDropIval(self):
        shadow = self.shadow
        drop = self.drop
        id = self.id
        hangTime = Globals.ShadowTime
        dropTime = Globals.DropTime
        dropHeight = Globals.DropHeight
        targetShadowScale = 0.5
        targetShadowAlpha = 0.4
        shadowScaleIval = LerpScaleInterval(shadow, dropTime, targetShadowScale, startScale=0)
        shadowAlphaIval = LerpColorScaleInterval(shadow, hangTime, Point4(1, 1, 1, targetShadowAlpha), startColorScale=Point4(1, 1, 1, 0))
        shadowIval = Parallel(shadowScaleIval, shadowAlphaIval)
        startPos = Point3(0, 0, dropHeight)
        drop.setPos(startPos)
        dropIval = LerpPosInterval(drop, dropTime, Point3(0, 0, 0), startPos=startPos, blendType='easeIn')
        dropSoundIval = self._dropSfx
        dropSoundIval.node = self
        self.drop.setTransparency(1)

        def _setRandScale(t):
            self.drop.setScale(self, 1 - random.random() / 16, 1 - random.random() / 16, 1 - random.random() / 4)

        scaleChange = 0.4 + random.random() / 4
        dropShakeSeq = Sequence(LerpScaleInterval(self.drop, 0.25, Vec3(1.0 + scaleChange, 1.0 + scaleChange / 2, 1.0 - scaleChange), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.25, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), Func(self.disableCollisionDamage), LerpScaleInterval(self.drop, 0.2, Vec3(1.0 + scaleChange / 8, 1.0 + scaleChange / 8, 1.0 - scaleChange / 8), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.2, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.15, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 16, 1.0 - scaleChange / 16), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.15, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.1, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 8, 1.0 - scaleChange / 16), blendType='easeInOut'), LerpColorScaleInterval(self.drop, Globals.DropFadeTime, Vec4(1.0, 1.0, 1.0, 0.0)))
        ival = Sequence(Func(self.reparentTo, render), Parallel(Sequence(WaitInterval(hangTime), dropIval), shadowIval), Parallel(Func(self.game.dropHit, self, id), dropSoundIval, dropShakeSeq), Func(self.game.cleanupDrop, id), name='drop%s' % id)
        self.ival = ival
        return ival
Esempio n. 2
0
 def gameStart(self, gameStartTime):
     self.gameStartTime = gameStartTime
     self.initCollisions()
     self.startWalkAnim()
     self.occupiedTiles = [(self.nextTX, self.nextTY)]
     n = 20
     self.nextThinkTic = self.serialNum * self.ticFreq / n
     self.fromPos = Point3(0, 0, 0)
     self.toPos = Point3(0, 0, 0)
     self.fromHpr = Point3(0, 0, 0)
     self.toHpr = Point3(0, 0, 0)
     self.moveIval = WaitInterval(1.0)