def onstage(self): self.notify.debug('onstage') DistributedMinigame.onstage(self) self.ground.reparentTo(render) self.scorePanels = [] camera.reparentTo(render) camera.setPosHpr(*self.CameraPosHpr) lt = toonbase.localToon lt.reparentTo(render) self._DistributedCatchGame__placeToon(self.localAvId) lt.setSpeed(0, 0) toonSD = self.toonSDs[self.localAvId] toonSD.enter() toonSD.fsm.request('normal') self.orthoWalk.stop() radius = 0.69999999999999996 handler = CollisionHandlerEvent() handler.setInPattern('ltCatch%in') self.ltLegsCollNode = CollisionNode('catchLegsCollNode') self.ltLegsCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask) self.ltHeadCollNode = CollisionNode('catchHeadCollNode') self.ltHeadCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask) self.ltLHandCollNode = CollisionNode('catchLHandCollNode') self.ltLHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask) self.ltRHandCollNode = CollisionNode('catchRHandCollNode') self.ltRHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask) lt.cTrav.addCollider(self.ltLegsCollNode, handler) lt.cTrav.addCollider(self.ltHeadCollNode, handler) lt.cTrav.addCollider(self.ltLHandCollNode, handler) lt.cTrav.addCollider(self.ltRHandCollNode, handler) legsCollNodepath = lt.attachNewNode(self.ltLegsCollNode) legsCollNodepath.hide() head = toonbase.localToon.getHeadParts().getPath(2) headCollNodepath = head.attachNewNode(self.ltHeadCollNode) headCollNodepath.hide() lHand = toonbase.localToon.getLeftHands()[0] lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode) lHandCollNodepath.hide() rHand = toonbase.localToon.getRightHands()[0] rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode) rHandCollNodepath.hide() if self.ShowToonSpheres: legsCollNodepath.show() headCollNodepath.show() lHandCollNodepath.show() rHandCollNodepath.show() self.ltLegsCollNode.addSolid(CollisionSphere(0, 0, radius, radius)) self.ltHeadCollNode.addSolid(CollisionSphere(0, 0, 0, radius)) self.ltLHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0)) self.ltRHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0)) self.toonCollNodes = [ self.ltLegsCollNode, self.ltHeadCollNode, self.ltLHandCollNode, self.ltRHandCollNode] if self.PredictiveSmoothing: DistributedSmoothNode.activateSmoothing(1, 1) self.introMovie.play()
def offstage(self): self.notify.debug('offstage') DistributedSmoothNode.activateSmoothing(1, 0) NametagGlobals.setMasterArrowsOn(0) DistributedMinigame.offstage(self) self.sky.reparentTo(hidden) self.ground.reparentTo(hidden) base.camLens.setFar(ToontownGlobals.DefaultCameraFar) self.itText.hide()
def onstage(self): self.notify.debug('onstage') DistributedMinigame.onstage(self) self.ground.reparentTo(render) self.sky.reparentTo(render) myPos = self.avIdList.index(self.localAvId) toonbase.localToon.setPosHpr(*self.initialPositions[myPos]) toonbase.localToon.reparentTo(render) toonbase.localToon.loop('neutral') camera.reparentTo(render) camera.setPosHpr(0, -24, 16, 0, -30, 0) base.camLens.setFar(450.0) base.transitions.irisIn(0.40000000000000002) NametagGlobals.setMasterArrowsOn(1) DistributedSmoothNode.activateSmoothing(1, 1) self.IT = None
def offstage(self): self.notify.debug('offstage') DistributedSmoothNode.activateSmoothing(1, 0) self.introMovie.finish() for avId in self.avIdList: self.toonSDs[avId].exit() self.hidePosts() self.hideDropGrid() for collNode in self.toonCollNodes: while collNode.getNumSolids(): collNode.removeSolid(0) toonbase.localToon.cTrav.removeCollider(collNode) del self.toonCollNodes for panel in self.scorePanels: panel.cleanup() del self.scorePanels self.ground.reparentTo(hidden) DistributedMinigame.offstage(self)